1
Table of Contents Map of The Young Kindoms ........................................................................................................................ 19 .................................................................................................................................................................... 19 .................................................................................................................................................................... 19 Nations of the Young Kingdoms.................................................................................................................. 20 The Northern Continent.......................................................................................................................... 20 Ilmiora ................................................................................................................................................. 20 Nadsokor, City of Beggars ................................................................................................................... 21 Sered Oma........................................................................................................................................... 21 The Sighing Desert .............................................................................................................................. 22 Quarzhasaat ........................................................................................................................................ 23 Org and the Forest of Troos ................................................................................................................ 24 Tanelorn, the Eternal City ................................................................................................................... 24 Vilmir ................................................................................................................................................... 25 The Weeping Waste ............................................................................................................................ 26 The Southern Continent.......................................................................................................................... 26 Argimiliar ............................................................................................................................................. 27 Cesh ..................................................................................................................................................... 27 Dorel.................................................................................................................................................... 28 Filkhar.................................................................................................................................................. 29 Lormyr ................................................................................................................................................. 30 Oin and Yu ........................................................................................................................................... 31 Pikarayd............................................................................................................................................... 32 The Western Lands ................................................................................................................................. 32 Dharijor ................................................................................................................................................... 33 Jharkor................................................................................................................................................. 33 Myyrrhn .............................................................................................................................................. 34 Shazar .................................................................................................................................................. 35 The Silent Lands .................................................................................................................................. 35 Tarkesh ................................................................................................................................................ 35 The Chasm of Nihrain .......................................................................................................................... 36 R’lin K’ren A’a ...................................................................................................................................... 36
2 The Islands of the Young Kingdoms ........................................................................................................ 37 Ashaneloon ......................................................................................................................................... 37 Melniboné: The Dragon Isle ................................................................................................................ 37 Isle of Purple Towns ............................................................................................................................ 40 Pan Tang.............................................................................................................................................. 40 Sorcerers’ Isle ...................................................................................................................................... 42 The Unholy Fortress ............................................................................................................................ 42 Witcher Template (170) ...................................................................................................................... 43 Amerain and Menerain ....................................................................................................................... 43 Anakhazan ........................................................................................................................................... 43 Bas’lk and Nishvalni-Oss ..................................................................................................................... 44 Changshai ............................................................................................................................................ 46 Eshmir ................................................................................................................................................. 47 Maidahk .............................................................................................................................................. 49 Okara ................................................................................................................................................... 50 Phum ................................................................................................................................................... 52 S’aleem ................................................................................................................................................ 53 Valederia ............................................................................................................................................. 54 Oceans of the Young Kingdoms .................................................................................................................. 56 The Boiling Sea ........................................................................................................................................ 56 The Dragon Sea ....................................................................................................................................... 57 The Eastern Ocean .................................................................................................................................. 57 The Oldest Ocean .................................................................................................................................... 57 The Pale Sea ............................................................................................................................................ 57 The Serpent’s Teeth ................................................................................................................................ 57 The Straights of Chaos ............................................................................................................................ 57 The Straights of Vilmir............................................................................................................................. 58 Monetary Used ........................................................................................................................................... 58 Ships of the Young Kingdoms...................................................................................................................... 58 Dhow ....................................................................................................................................................... 58 Pirate Sloops ........................................................................................................................................... 59 Galleons .................................................................................................................................................. 59 Northern Boats........................................................................................................................................ 60
3 Byrðings............................................................................................................................................... 60 Knarr.................................................................................................................................................... 61 Cogs ......................................................................................................................................................... 61 Holks........................................................................................................................................................ 62 Caravel .................................................................................................................................................... 63 Simple Canoe .......................................................................................................................................... 63 Common Raft .......................................................................................................................................... 64 Common Rowboat .................................................................................................................................. 64 Catamaran ............................................................................................................................................... 64 Small Trader ............................................................................................................................................ 64 Small Cog................................................................................................................................................. 64 Large Cog................................................................................................................................................. 64 Knorr ....................................................................................................................................................... 64 Schooner ................................................................................................................................................. 64 Brig .......................................................................................................................................................... 64 Bireme ..................................................................................................................................................... 64 Trireme.................................................................................................................................................... 64 Quadreme ............................................................................................................................................... 64 Quinquireme ........................................................................................................................................... 65 Longship .................................................................................................................................................. 65 Galley ...................................................................................................................................................... 65 Battle-Barge ............................................................................................................................................ 65 Port to Port Sailing Times.................................................................................................................... 67 Races ........................................................................................................................................................... 68 Non-Human Races .................................................................................................................................. 68 Melinbonean ....................................................................................................................................... 68 Half-Melinbonean ............................................................................................................................... 68 Karasim ............................................................................................................................................... 68 Myyrrhn ............................................................................................................................................... 69 Overman.............................................................................................................................................. 69 Orgian ................................................................................................................................................. 70 Dharzi .................................................................................................................................................. 70 Human Races .......................................................................................................................................... 70
4 Pan Tangian ........................................................................................................................................ 70 Dharijor ............................................................................................................................................... 70 Jharkor................................................................................................................................................. 71 Shazaar................................................................................................................................................ 71 Tarkesh ................................................................................................................................................ 71 Vilmir ................................................................................................................................................... 71 Ilmiora ................................................................................................................................................. 71 Nadsokor ............................................................................................................................................. 71 The Weeping Waste ............................................................................................................................ 72 Eshmir ................................................................................................................................................. 72 The Island of Purple Towns ................................................................................................................. 72 Argimiliar............................................................................................................................................. 72 Pikarayd............................................................................................................................................... 72 Lormyr ................................................................................................................................................. 72 Filkhar.................................................................................................................................................. 72 Oin ....................................................................................................................................................... 73 Yu ........................................................................................................................................................ 73 Religious Figures ......................................................................................................................................... 73 Elemental Lords ...................................................................................................................................... 73 Lady Lassa, Ruler of Air, Bringer of Storms, Mother of Breath......................................................... 73 Lord Grome, Earth-Father, Mover and Shaker, the Binder. ....................................................... 73 Lord Kakatal, the Fire Heart, Giver of Warmth and the Hearth of the World. ................................ 74 Lord Straasha, the Water Father, King of the Waves and Currents. .......................................... 74 The Beast Lords ...................................................................................................................................... 74 The Plant Lords..................................................................................................................................... 75 Lords of Chaos ...................................................................................................................................... 75 Arioch, Duke of the Crimson Hells, Knight of the Swords, Lord of the Seven Darks. ............... 75 Artigkern, Drinker of Oceans, Drainer of Worlds......................................................................... 75 Balaan, the Grim-Faced, Lord of Ecstatic Agony and Unbearable Pleasures ................................... 75 Chardros, the Reaper, Lord of the Graves ..................................................................................... 76 Eequor, Blue Lady of Dismay, Goddess of Sorrowing Solitude......................................................... 76 Hionhurn, the Executioner, Lord of the Gallows ............................................................................... 76 Mabelode, the Faceless, King of the Swords, Ruler of Shadows ...................................................... 76
5 Maluk, the Silent Watcher of the Single Eye, Lord of Treachery ................................................ 76 Pyaray, Tentacled Whisperer of Impossible Secrets, Lord of the Fleets of Chaos ..................... 76 Slortar the Old .................................................................................................................................... 77 Xiombarg, Queen of the Swords, Promiser of Eternal Life ............................................................... 77 Balo, Insane Jester and Minstrel, of neither Chaos nor Law ............................................................ 77 Checkalakh the Burning God .............................................................................................................. 77 Haborym of the Fires That Destroy ................................................................................................... 77 Count Mashabak ................................................................................................................................ 77 Narjhan, Lord of Beggars .................................................................................................................... 78 Teer. The Boar-Headed, Vassal of Mabelode .................................................................................... 78 Vezhan ................................................................................................................................................ 78 LAW ......................................................................................................................................................... 78 Lords of Law............................................................................................................................................ 78 Arkyn the Meticulous ......................................................................................................................... 78 Donblas the White Lord, Justice Maker............................................................................................. 79 Miggea the Mad, Duchess of Dolwic ................................................................................................. 79 Shalod the Book Binder...................................................................................................................... 79 Tovik the Relentless ........................................................................................................................... 79 Veneration of the Lords ............................................................................................................................. 79 Demons of the Young Kingdom .................................................................................................................. 80 Demonic Traits........................................................................................................................................ 80 Demonic Appearance ............................................................................................................................. 83 Demon Breeds ........................................................................................................................................ 84 Demon of Combat .............................................................................................................................. 84 Demon of Desire ................................................................................................................................. 85 Demon of Dreams .............................................................................................................................. 85 Demons of Knowledge ....................................................................................................................... 86 Demons of Possession ........................................................................................................................ 86 Demons of Protection ........................................................................................................................ 86 Demons of Transport ......................................................................................................................... 87 Demon Summoning and Binding ................................................................................................................ 87 Demon Binding ....................................................................................................................................... 88 Demon bound weapons ..................................................................................................................... 88
6 Demon Bound Armor ......................................................................................................................... 88 Known Demon Species................................................................................................................................ 89 Bal ‘Boost (summon cost 46) .................................................................................................................. 89 Braakh (summon cost 8) ......................................................................................................................... 89 Blood Beetle (summon cost: 9) ............................................................................................................... 90 Chi’haar’o (summon cost 34) .................................................................................................................. 90 D’Akaal (summon cost 11) ...................................................................................................................... 91 Faalgurtz (summon cost 20).................................................................................................................... 91 Ghassht (summon cost 20) ..................................................................................................................... 92 Kejaar (summon cost 9) .......................................................................................................................... 92 Kir (summon cost 17) .............................................................................................................................. 93 Kuntakka (summon cost 17) ................................................................................................................... 93 Nomos, Yon (summon cost 9) ................................................................................................................. 94 Nomos, Dai (summon cost 10)................................................................................................................ 94 Ohmbatta (summon cost 15) .................................................................................................................. 95 Roop (summon cost 3) ............................................................................................................................ 95 Sklar (summon cost 7)............................................................................................................................. 96 Soekal (summon cost 2) .......................................................................................................................... 96 Taraak’Shu (summon cost 15) ................................................................................................................ 97 Z’zzumm (summon cost 17) .................................................................................................................... 97 Hiramaak (summon cost 50) ................................................................................................................... 97 Mandu (summon cost 23) ....................................................................................................................... 98 Vark (summon cost 50) ........................................................................................................................... 99 Va’ar Zeen (summon cost 49) ................................................................................................................. 99 Viir’eel (summon cost 55) ..................................................................................................................... 100 Hoojgnurp (summon cost 10) ............................................................................................................... 101 Hroth’Tok (summon cost 12) ................................................................................................................ 101 Kh’tool’or (summon cost 70) ................................................................................................................ 102 Gi’hhaal (summon cost 15) ................................................................................................................... 102 Sla’ahvhrosch (summon cost 31) .......................................................................................................... 103 Sh’ik’anthar (summon cost 45) ............................................................................................................. 103 Val’than’tar (summon cost 200, needs pact) ........................................................................................ 104 Gatha (summon cost 12)....................................................................................................................... 104
7 Shedri (summon cost 40) ...................................................................................................................... 105 Ki’sst (summon cost 44) ........................................................................................................................ 105 Specific Demons of Combat .................................................................................................................. 106 N’the, the Silent Wind, Scion of the First Dark (summon cost 39) ................................................... 106 Yaroraur, Lier-in-wait, Stalking the Night (summon cost 20) ........................................................... 106 Sa’Gun, The Groaning Mist (summon cost 20) ................................................................................. 107 Dag-Gadden the Destroyer (summon cost 65) ................................................................................. 107 C’thunae, Child of Pyaray, Lurker Amongst Men (summon cost 56) ................................................ 108 Habatoziel, Bringer of Swift Death, Champion of the Faceless One (summon cost 50)................... 108 Y’go-l’ar, Unseen Assassin, Knight of the Outer Void (summon cost 40) ......................................... 109 Yarth-Kurthul, the Living Mountain, Face of Destruction (summon cost 60) ................................... 110 Azeal, Cinderburn, Spirit of Ashes (summon cost 4)......................................................................... 110 Orgacolsaot, the Shirka, Ancient one (summon cost 40) ................................................................. 111 Specific Demons of Transport ............................................................................................................... 111 Jinjugoru, Wing of Chaos, Serpent of the Seventy-Seven Sibilant Sutras (summon cost 30) ........... 111 Tenebriel, the Living Darkness, the Whisper Upon the Wind (summon cost 30)............................. 112 P’hoo-Geneth, the Door to Wisdom (summon cost 35) ................................................................... 112 K’pen’a’holol, the Ferryman, He Who Travels by Water (summon cost 20) .................................... 113 Specific Demons of Protection .............................................................................................................. 113 Helemon, the Insurmountable Door, Guardian of Those at Rest (summon cost 2) ......................... 113 Sabaduru, the Unnoticed Protector (summon cost 8) ...................................................................... 114 Mariel, Hound of the Damned, Prince of the Thousand Shards (summon cost 40) ......................... 114 Hamarokia, the Bane, Guardian of the Horde (summon cost 30) .................................................... 115 Specific Demons of Desire .................................................................................................................... 115 Ch’armah’rondero, Keeper of the Gate, Obedient Servant of the Grave-Lord (summon cost 10) .. 115 Romaloz, the Eater from Beyond (summon cost 10) ........................................................................ 115 Ormazius, the Darkling Hand, Procurer of Things Unguarded (summon cost 30)............................ 116 Specific Demons of Knowledge ............................................................................................................. 116 Garragorge, the Consummate Warrior, Demon of Arms.................................................................. 116 Madagabriel, Maker of Mischief, the Uninvited (summon cost 20) ................................................. 117 Unasozel, Bringer of Influence, Master of Small Manners (summon cost 20) ................................. 117 Shabazot, the Diviner, Illuminator of Chaos (summon cost 20) ....................................................... 117 Tinhalel, Lord of Learning, Most Exalted of Sages (summon cost 20) .............................................. 118
8 Elementals of the Young Kingdoms .......................................................................................................... 118 Small Air Elemental – Sylph .................................................................................................................. 118 Small Earth Elemental – Gnomes .......................................................................................................... 118 Small Fire Elemental – Salamander ...................................................................................................... 118 Small Water Elemental – Undine .......................................................................................................... 119 Magic Items of the Young Kingdoms ........................................................................................................ 119 Alchemy ................................................................................................................................................ 119 Alveed ............................................................................................................................................... 119 Balm of Sleeplessness ....................................................................................................................... 119 Cordial of Breath ............................................................................................................................... 119 Blood Flame ...................................................................................................................................... 119 Elixir of Enslavement ......................................................................................................................... 120 Garbleweed ....................................................................................................................................... 120 Glifilinar ............................................................................................................................................. 120 Golden Moss ..................................................................................................................................... 120 Grome’s Doom .................................................................................................................................. 120 Hellbore............................................................................................................................................. 120 Imana Root ........................................................................................................................................ 121 Formulation of Forgetfulness............................................................................................................ 121 Kakatal’s Salve ................................................................................................................................... 121 Mandragore ...................................................................................................................................... 121 Noidel ................................................................................................................................................ 121 Pellets of Invulnerability ................................................................................................................... 121 Perfume of Distraction ...................................................................................................................... 122 Pills of Imperception ......................................................................................................................... 122 Water of Dehydration ....................................................................................................................... 122 Wine of Nihrain ................................................................................................................................. 122 Xanan ................................................................................................................................................ 122 Demon Weapons .................................................................................................................................. 123 Fierce Swiftness ................................................................................................................................ 123 The Headman’s Axe .......................................................................................................................... 123 Splinter of Oblivion ........................................................................................................................... 123 Protean Blade.................................................................................................................................... 124
9 Green Fang ........................................................................................................................................ 124 Razorwind ......................................................................................................................................... 125 Silence ............................................................................................................................................... 125 Longhand........................................................................................................................................... 125 Demon Armor ....................................................................................................................................... 126 The Crimson Wings of Lo’shotan ...................................................................................................... 126 The Mask of Sunset ........................................................................................................................... 126 Howling Madness .............................................................................................................................. 127 The Coagulate Armor of the Knight of Swords ................................................................................. 127 Virtuous Weapons ................................................................................................................................ 127 The Perfect Sword ............................................................................................................................. 127 The Spear of Haphon ........................................................................................................................ 128 Zaphur’s Twin Blades ........................................................................................................................ 128 The Cleaving Axe ............................................................................................................................... 128 The Banishing Blade .......................................................................................................................... 128 Virtuous Armor ..................................................................................................................................... 129 Nimble-Like-Minx .............................................................................................................................. 129 Armor of Gods ................................................................................................................................... 129 Markum’s Clockwork Armor ............................................................................................................. 129 Wings of the Sun ............................................................................................................................... 130 Treasures of the Elemental Cults .......................................................................................................... 130 Fire Knife ........................................................................................................................................... 130 Grome’s Hammer .............................................................................................................................. 130 Sail of the Winds ............................................................................................................................... 130 Ring of Fire ........................................................................................................................................ 131 Token of the Fair Seas ....................................................................................................................... 131 Other Items ........................................................................................................................................... 131 The Doomed Folk’s Machinery ......................................................................................................... 131 Amulet of Chaos ................................................................................................................................ 133 Amulet of Law ................................................................................................................................... 133 Amulet of the Witcher ...................................................................................................................... 133 Badge of Talador ............................................................................................................................... 133 Clockwork Spider .............................................................................................................................. 133
10 Myshella’s Mechanical Bird .............................................................................................................. 134 Clockwork Warhorse ......................................................................................................................... 134 Clockwork Wolf ................................................................................................................................. 135 Dragon’s Smile .................................................................................................................................. 135 Flaming Armor .................................................................................................................................. 135 Goad of Hell ...................................................................................................................................... 135 Shadow Cloak .................................................................................................................................... 135 Slortar’s All-Seeing Eye ..................................................................................................................... 135 Artifacts of the Gods ............................................................................................................................. 136 Ring of Kings ...................................................................................................................................... 136 Ring of Maluk .................................................................................................................................... 136 The Ship of Uttermost Mist and Sea ................................................................................................. 136 The Ship of Land and Sea .................................................................................................................. 136 Stormbringer and Mournblade ......................................................................................................... 137 Beasts of the Young Kingdoms.................................................................................................................. 137 Earthly Animals ..................................................................................................................................... 137 Alligator, Deinosuchus ...................................................................................................................... 137 Alligator, Giant .................................................................................................................................. 138 Alligator, Large .................................................................................................................................. 138 Alligator, Medium ............................................................................................................................. 139 Antelope, Gazelle .............................................................................................................................. 139 Antelope, Greater Kudu .................................................................................................................... 139 Ape, Baboon ...................................................................................................................................... 140 Ape, Baboon: Giant ........................................................................................................................... 140 Ape, Chimpanzee .............................................................................................................................. 141 Ape, Gibbon ...................................................................................................................................... 141 Ape, Gorilla........................................................................................................................................ 142 Ape, Great Black ................................................................................................................................ 142 Ape, Monkey ..................................................................................................................................... 143 Ape, Troosian Four Armed ................................................................................................................ 143 Ape, Troosian White ......................................................................................................................... 144 Bear, Black......................................................................................................................................... 144 Bear, Cave ......................................................................................................................................... 145
11 Bear, Grizzly ...................................................................................................................................... 145 Bear, Kodiak ...................................................................................................................................... 146 Bear, Troosian Ghost......................................................................................................................... 146 Bird, Common ................................................................................................................................... 147 Bird, Eagle ......................................................................................................................................... 147 Bird, Eagle Great ............................................................................................................................... 147 Bird, Flightless ................................................................................................................................... 148 Bird, Hawk ......................................................................................................................................... 148 Bird, Troosian Murder ....................................................................................................................... 149 Bird, Vulture ...................................................................................................................................... 149 Boar, Giant ........................................................................................................................................ 149 Boar, Medium ................................................................................................................................... 150 Boar, Swine (Domesticated Hog) ...................................................................................................... 150 Boar, Warthog ................................................................................................................................... 151 Camel, Bactrian ................................................................................................................................. 151 Camel, Dromedary ............................................................................................................................ 152 Cat, Bobcat ........................................................................................................................................ 152 Cat, Cheetah...................................................................................................................................... 153 Cat, Cougar ........................................................................................................................................ 153 Cat, House ......................................................................................................................................... 154 Cat, Jaguar ......................................................................................................................................... 154 Cat, Leopard ...................................................................................................................................... 154 Cat, Lion ............................................................................................................................................ 155 Cat, Smilodon Saber Toothed ........................................................................................................... 155 Cat, Tiger ........................................................................................................................................... 156 Cat, Troosian Hell .............................................................................................................................. 156 Cattle, (Bison, Buffalo, Cow) ............................................................................................................. 157 Crocodile, Salt Water ........................................................................................................................ 157 Deer, Elk ............................................................................................................................................ 158 Deer, Moose...................................................................................................................................... 158 Deer, Whitetail .................................................................................................................................. 159 Dog, Coyote ....................................................................................................................................... 159 Dog, Fox ............................................................................................................................................ 160
12 Dog, Guard ........................................................................................................................................ 160 Dog, War ........................................................................................................................................... 161 Dog, Wolf Dire ................................................................................................................................... 161 Dog, Wolf Timber .............................................................................................................................. 162 Dog, Wolf Troosian Saber ................................................................................................................. 162 Elephant ............................................................................................................................................ 163 Elephant, Wooly Mammoth .............................................................................................................. 163 Elephant, Mastodon.......................................................................................................................... 164 Goat................................................................................................................................................... 164 Goat, Mountain ................................................................................................................................. 165 Hippopotamus................................................................................................................................... 165 Horse, Destrier (war)......................................................................................................................... 166 Horse, Desert .................................................................................................................................... 166 Horse, Donkey ................................................................................................................................... 167 Horse, Draft ....................................................................................................................................... 167 Horse, Riding Pony ............................................................................................................................ 167 Horse, Saddle .................................................................................................................................... 168 Hyena ................................................................................................................................................ 168 Lizard, Gila Monster .......................................................................................................................... 169 Lizard, Komodo Dragon..................................................................................................................... 169 Lizard, Magalania .............................................................................................................................. 170 Megafauna, Allosuraus Fragilis ......................................................................................................... 171 Megafauna, Gigonotosaurus............................................................................................................. 171 Megafauna, Velociraptor Greater ..................................................................................................... 172 Megafauna, Velociraptor .................................................................................................................. 172 Megafauna, Utahraptor .................................................................................................................... 173 Opossum ........................................................................................................................................... 173 Raccoon ............................................................................................................................................. 174 Rat ..................................................................................................................................................... 174 Rat, Nadsokorian ............................................................................................................................... 175 Rabbit ................................................................................................................................................ 175 Rhinoceros ........................................................................................................................................ 176 Snake, Constrictor Anaconda ............................................................................................................ 176
13 Snake, Constrictor Boa ...................................................................................................................... 177 Snake, Constrictor Python................................................................................................................. 177 Snake, Constrictor Troosian Ash ....................................................................................................... 178 Snake, Venomous Black .................................................................................................................... 178 Snake Venomous, Brown .................................................................................................................. 179 Snake, Venomous Bushmaster ......................................................................................................... 180 Snake, Venomous Cobra ................................................................................................................... 180 Snake, Venomous Cobra King ........................................................................................................... 181 Snake, Venomous Cobra Spitting ...................................................................................................... 182 Snake, Venomous Death Adder ........................................................................................................ 183 Snake, Venomous Mamba ................................................................................................................ 183 Snake, Moccasin................................................................................................................................ 184 Snake, Venomous Rattlesnake .......................................................................................................... 185 Snake, Venomous Taipan .................................................................................................................. 185 Snake, Troosian Deathrattle ............................................................................................................. 186 Snake, Venomous Viper Death ......................................................................................................... 187 Snake, Viper Saw Scaled ................................................................................................................... 188 Warbeast, Orduninan........................................................................................................................ 189 Earthly Insects ....................................................................................................................................... 189 Ant, Giant .......................................................................................................................................... 189 Ant, Giant Fire ................................................................................................................................... 190 Ant, Giant Jack Jumper...................................................................................................................... 190 Assassin Bug, Giant ........................................................................................................................... 191 Beetle, Giant ..................................................................................................................................... 191 Beetle, Giant Stink............................................................................................................................. 192 Centipede, Giant ............................................................................................................................... 192 Centipede, Huge................................................................................................................................ 193 Centipede, Titanic ............................................................................................................................. 193 Earwig, Giant ..................................................................................................................................... 194 Leech, Split ........................................................................................................................................ 194 Praying Mantis, Giant........................................................................................................................ 195 Scorpion, Giant.................................................................................................................................. 195 Scorpion, Titanic................................................................................................................................ 196
14 Spider, Camel .................................................................................................................................... 196 Spider, Giant (small) .......................................................................................................................... 197 Spider, Giant (Medium)..................................................................................................................... 197 Spider, Giant (Large) ......................................................................................................................... 198 Wasp, Giant ....................................................................................................................................... 198 Earthly Marine Life ................................................................................................................................ 199 Crab, Death’s Head ........................................................................................................................... 199 Crab, Giant ........................................................................................................................................ 199 Dolphin, Bottlenose .......................................................................................................................... 200 Dolphin, Narwhal .............................................................................................................................. 200 Dolphin, Orca .................................................................................................................................... 200 Eel, Giant ........................................................................................................................................... 201 Fish, Typical (small) ........................................................................................................................... 201 Fish, Typical (medium) ...................................................................................................................... 202 Fish, Typical (large)............................................................................................................................ 202 Octopus, Typical (large) .................................................................................................................... 203 Octopus, Typical (Giant) .................................................................................................................... 203 Octopus, Krayken .............................................................................................................................. 204 Ray, Manta ........................................................................................................................................ 204 Ray, Sting (Average) .......................................................................................................................... 204 Ray, Sting (enormous) ....................................................................................................................... 205 Ray, Torpedo ..................................................................................................................................... 206 Shark, Blue ........................................................................................................................................ 206 Shark, Bull ......................................................................................................................................... 207 Shark, Great White (Typical) ............................................................................................................. 207 Shark, Great White (Gigantic) ........................................................................................................... 208 Shark, Hammerhead ......................................................................................................................... 208 Shark, Mako ...................................................................................................................................... 208 Shark, Meglodon ............................................................................................................................... 209 Shark, Oceanic Whitetip.................................................................................................................... 209 Shark, Sawfish ................................................................................................................................... 210 Shark, Spiny Dogfish .......................................................................................................................... 210 Shark, Thresher ................................................................................................................................. 211
15 Shark, Tiger ....................................................................................................................................... 211 Squid, Giant ....................................................................................................................................... 212 Squid, Krakyn .................................................................................................................................... 212 Walrus ............................................................................................................................................... 213 Whale, Blue ....................................................................................................................................... 213 Whale, Sperm.................................................................................................................................... 213 Monsters of the Young Kingdom .......................................................................................................... 214 Air Shark of Xerlerenes (summon cost 20) ....................................................................................... 214 Beetles of Kaleef ............................................................................................................................... 214 Beast Men of Troos ........................................................................................................................... 215 Boatment of Xerlerenes (summon cost 30 per boat) ....................................................................... 215 Bronze Gryph .................................................................................................................................... 216 Carnosaur .......................................................................................................................................... 217 Chaos Butterfly.................................................................................................................................. 217 Crimson Xoar ..................................................................................................................................... 218 Clakars ............................................................................................................................................... 218 Creatures of Matik (summon cost 20) .............................................................................................. 219 Devil Beast of Pan Tang..................................................................................................................... 219 Dharzi ................................................................................................................................................ 220 Dharzi Hunting Dog (summon cost 20 per pack of 5) ....................................................................... 222 Dragons of Melinbone ...................................................................................................................... 222 Elenoin (summon cost 20) ................................................................................................................ 224 Firebeetles......................................................................................................................................... 224 Ghouls of Org .................................................................................................................................... 225 Golden Ice Hound (summon cost 20 per pack of 4) ......................................................................... 225 Grahluk (summon cost 20) ................................................................................................................ 226 Haghan’iin ......................................................................................................................................... 226 Karasim.............................................................................................................................................. 228 Kelmain ............................................................................................................................................. 229 Krakyn of Chaos ................................................................................................................................ 230 Krettii................................................................................................................................................. 230 Kyrenee (summon cost 50) ............................................................................................................... 231 Maggot of Agak and Gagak ............................................................................................................... 232
16 Manticora .......................................................................................................................................... 232 Manticore.......................................................................................................................................... 233 Mermen ............................................................................................................................................ 233 Mist Giant (Bellbane) ........................................................................................................................ 234 Nalagrun ............................................................................................................................................ 235 Olab ................................................................................................................................................... 236 Oonai (summon cost 20) ................................................................................................................... 236 Owl of Xerlerenes (summon cost 10)................................................................................................ 237 Quaolnargn (summon cost 50) ......................................................................................................... 237 Reptile Men of Pio............................................................................................................................. 238 Reptile Mounts of Pio ....................................................................................................................... 239 Roc..................................................................................................................................................... 239 Sea Serpent ....................................................................................................................................... 240 Sand Dragon ...................................................................................................................................... 240 Sea Serpent, Leaping ......................................................................................................................... 241 Selorok .............................................................................................................................................. 241 Sheal .................................................................................................................................................. 242 Steeds of Nihrain ............................................................................................................................... 242 Wind Wolf (summon cost 20 per 4, requires pact)........................................................................... 243 Unicorn.............................................................................................................................................. 244 Viridian Shriekers .............................................................................................................................. 244 Wyrm................................................................................................................................................. 245 Wyvern .............................................................................................................................................. 246 Xohotl (summon cost 60) .................................................................................................................. 246 Necromantic Beasts .............................................................................................................................. 247 Ashwalker.......................................................................................................................................... 247 Ghoul ................................................................................................................................................. 247 Ghoul, Rot ......................................................................................................................................... 248 Lich .................................................................................................................................................... 248 Moon Hound ..................................................................................................................................... 249 Moon Hunter .................................................................................................................................... 250 Necrodomo ....................................................................................................................................... 250 Necromation ..................................................................................................................................... 251
17 Necromation, skull dog ..................................................................................................................... 252 Necromation, Skull dog handler ....................................................................................................... 252 Necromation, Bonecarver ................................................................................................................. 253 Necromation, Seige ........................................................................................................................... 253 Night Worm....................................................................................................................................... 254 Skeleton, Standard ............................................................................................................................ 254 Skeleton, Arcane ............................................................................................................................... 255 Skeleton, Clawed............................................................................................................................... 255 Skeleton, Cold Skull ........................................................................................................................... 256 Skeleton, Fire .................................................................................................................................... 256 Skeleton, Giant .................................................................................................................................. 257 Skeleton, Multi-armed ...................................................................................................................... 257 Skeleton, Shard ................................................................................................................................. 258 Skeleton, Knight ................................................................................................................................ 258 Skeleton, Warrior .............................................................................................................................. 259 Skeleton, Horse ................................................................................................................................. 259 Zombie, Common.............................................................................................................................. 260 Zombie, Battering ............................................................................................................................. 260 Zombie, Colossus .............................................................................................................................. 261 Zombie, Contagion ............................................................................................................................ 261 Zombie, Drowned Man ..................................................................................................................... 262 Zombie, Entrail .................................................................................................................................. 262 Zombie, Fast ...................................................................................................................................... 262 Zombie, Plague.................................................................................................................................. 263 Zombie, Red ...................................................................................................................................... 263 Zombie, Worm .................................................................................................................................. 264 Zombie, Warrior ................................................................................................................................ 264 Personalities of the Young Kingdoms ....................................................................................................... 265 Major Personalities ............................................................................................................................... 265 Duke Avan Astran.............................................................................................................................. 265 Princess Cymoril ................................................................................................................................ 266 Dyvim Slorm ...................................................................................................................................... 266 Prince Elric, 428th Emperor of the Ruby Throne ............................................................................... 267
18 Prince Gaynor the Damned ............................................................................................................... 269 Jagreen Lern ...................................................................................................................................... 270 Doctor Jest ........................................................................................................................................ 271 Magum Colim .................................................................................................................................... 271 Moonglum ......................................................................................................................................... 272 Myshella, Empress of the Dawn........................................................................................................ 273 Rackhir............................................................................................................................................... 273 Sadric the Eighty-Sixth 427th Emperor of Melnibone ....................................................................... 274 Earl Saxif D’aan.................................................................................................................................. 275 Count Smiorgan Baldhead ................................................................................................................ 276 Terarn Gashter the Flame Bringer .................................................................................................... 277 Theleb K’aarna .................................................................................................................................. 277 Urish the Seven Fingered .................................................................................................................. 278 Queen Yishana .................................................................................................................................. 279 Prince Yyrkoon .................................................................................................................................. 280 Typical Persons...................................................................................................................................... 281 Melinbonean Eagle Guard ................................................................................................................ 281 Melinbonean Eagle Knight ................................................................................................................ 281 Melinbonean Imperial Guard ............................................................................................................ 282 Melinbonean Imrryrian Lancers ........................................................................................................ 283 Melinbonean Silent Guard ................................................................................................................ 284 Melinbonean Dragon Prince ............................................................................................................. 284 Pan Tangian Agent of Chardros......................................................................................................... 285 Pan Tangian Agent of Slortar ............................................................................................................ 286 Pan Tangian Agent of Balan .............................................................................................................. 286 Pan Tangian Agent of Pyaray ............................................................................................................ 287 Pan Tangain Agent of Mabelrode ..................................................................................................... 288 Pan Tangian Theocrat’s Guard .......................................................................................................... 288 Pan Tangian City Guard ..................................................................................................................... 289 Pan Tangian Devil Rider .................................................................................................................... 289 Pan Tangian Tiger Handler ................................................................................................................ 290 Pan Tangian Marines......................................................................................................................... 291
19
Map of The Young Kindoms
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Nations of the Young Kingdoms The Northern Continent The vast northern continent includes the harsh expanse of the Sighing Desert, separating the remains of the Quarzhasaat Empire from the major lands of the Young Kingdoms; and the wind and rain-swept plateau-lands of the Weeping Waste. It is home to the great city states of Ilmiora, the lawful lands of Vilmir, the fetid ruin of Nadsokor and the sorcery-torn malevolence of the Forest of Troos. The northern continent was the first region conquered by the Dharzi and it remained their stronghold for over a century, until Melniboné destroyed them with dragon flame and demon allies. Ruins of the Dharzi can be found by those with the bravery and skill to cross the lonely northern wilds and outwit the wily and territorial desert nomads who prey on the intrepid and unwitting alike. In the north, the Sighing Desert dominates. The dry, unforgiving sands are home to the nomads who travel between the oases, keepers of secrets from the time of the Dharzi and other magics, such as dream theft. Lonely Quarzhasaat, a crumbling edifice of pettiness and duplicity squats, half-hidden and maudlin, in the desiccating heat. South of the Sighing Desert are the city states of Ilmiora, vibrant, liberal communities where most trades, goods and services can be found, along with decadent indulgences of all kinds. Seeming to react against the freedom of Ilmiora, Vilmir broods in the south of the continent. Irrevocably tied to the worship of the Lords of Law it has raised bureaucracy and state control to a high art, closely governing the thoughts and feelings of its populace with grim tales of the doom that awaits those who do not aspire to the teachings of Lords Donblas, Arkyn and Miggea. East of Vilmir and Ilmiora the land breaks and rises to the high plateau of the Weeping Waste, a remnant of the war between Grome and Straasha. This unnatural shelf of land is barren and wind-swept, plagued by an incessant drizzle that frequently breaks into torrential downpours, said to be the tears of Straasha, crying for his stolen realm. The nomads of the Wastes are a resilient, pragmatic folk tied to their land, their clans and their tribes, caring little for the events below their plateau.
Ilmiora Ilmiora lies south of the Sighing Desert where the sands give way to temperate grasslands, rolling pastures, deep forests and gentle hills. The discrete city state kingdoms are civilized, cultured and liberal. Ilmiora is ruled by a hereditary caste of senators drawn from the city-states that make up the kingdom, with Ilmar the acknowledged capital. Each senator represents a noble family or a merchant clan of repute and power in the region and they rule over their respective city-states, occasionally feuding and warring amongst each other over matters of law and profit. The greatest rivalry exists between Ilmar and Bakshaan and this rivalry has come close to all-out war on several occasions over the past 300 years. In the time of Elric the city states are at relative peace but tensions are never far from the surface and easily exploited by the unscrupulous and power-hungry. Great distances separate the city-states, leaving the wilderness open to banditry and brigands who prey upon the many caravans that trundle overland between the trade-hungry cities. The Ilmiorans highly prize commercial acumen but there is never a shortage of those who prefer to acquire their coin through more dishonest means. Beyond the merchant and noble classes, Ilmiora is also a land of farmers, with great cattle herds grazing the grasslands or forming livestock trains between settlements. The city states foster arts and crafts. Ilmioran leatherworking is especially valued both in and out of the kingdom and even the humblest peasants often trade for (or create their own) high quality leather clothing or goods for personal use. Leatherworkers with unusual skill can take their trade out to the Young Kingdoms and make a small
21 fortune selling intricately-worked pieces to the appearance-conscious nobility of other realms. Both Ilmar and Bakshaan are patrons of the arts and Karlaak is famed for its high quality steel.
Nadsokor, City of Beggars Easily the most renowned, and by far the least-loved, region of the northern lands is the city of Nadsokor. Once part of Vilmir, this hive of corruption and filth was abandoned by most of its citizens during a plague long ago. Now the rotting hulk of the city is home to the worst scum of the Young Kingdoms and it is not for nothing that the city earned the name the City of Beggars. Disease is rampant in the streets here, after-effects of the long passed plague coupled with the spread of fresh illness and contagion from dirty living and disgusting, squalid conditions. The buildings are tumbledown, mold covered and decaying where they stand. The city walls are blackened with grime, almost as if they stand only to keep disease in, rather than keep invaders out. No one would lay siege to Nadsokor anyway, of course. There is nothing to win from conquering the Young Kingdoms’ greatest, filthiest slum. Nadsokor supplies beggars as much as it shelters them. They spill from the gates and venture out into other lands, panhandling and pleading for coin on the streets of every town and city in the known world. Most of these souls ultimately consider Nadsokor home and serve the only true power in the City of Beggars: the black hearted King Urish the Seven-Fingered. Whilst impoverished and disowned, the beggars are watchers and listeners, gatherers of information that can be fed into the networks controlled by King Urish. With the right methods the beggars’ lines of communication can provide knowledge valuable to those who hold subtle agendas. The bureaucrats of Vilmir, despising what the beggars represent, value what they see and hear. So too does the mysterious Mereghn network of the Ilmioran city states, which numbers many beggars amongst its lower orders of informants. Greasing Urish’s greedy, mutilated palm with silver puts that knowledge to wider and more sinister uses and has made Urish very rich and drunk with his own, over-inflated sense of power. Urish dies in the years to come and Chaos takes root in Nadsokor; Narjhan, a Chaos entity, takes Urish’s role as beggar lord. Out of twisted spite and bitterness, Nadsokor launches ill-fated raids against the city of Tanelorn, seeking to bring down the Eternal City.
Sered Oma Séred Öma lies north of the mountains that mark the Ilmioran border and check the sweep of the Sighing Desert. Its walls are made from the same sand-colored brick as its narrow, many-floored buildings and the people of Séred Öma, the Na’äne (pronounced Nayyain) claim it is as old as dreaming Imrryr. Indeed, Séred Öma has passed through many different cycles of prosperity and belief: from its pagan age, when Imrryr was not known by that name and the Bright Empire was being formed, through to an age where gods were rejected and thence to its clerical age, when all gods, Law and Chaos, were received with equal gladness. In that clerical age the priests built a great university at Séred Öma’s heart and it was there that the Arts became prevalent within the Na’äne culture, encouraged by both Chaos and Law (but, perhaps, chiefly by the former, because Chaos was ever embracing of the act of creation). The university still stands, although its days of learning have faded, as have the priests who founded it and, once again, Séred Öma has entered a secular age where the Lords of the Higher Powers are not rejected as such but considered largely irrelevant for the purposes of creativity. Na’äne society is castebased and centered on the great families of the city, which once governed the Na’äne Hegemony. Each family governed a House, the names of which are known to all: Ay’aiö, Ch’yu, Da’rä, Fh’re, N’ofd, Sh’nés and Th’ee. Those born to one of the Houses are the pure-strain Na’äne: those whose blood has not been watered by dalliances with the peoples from the south or east. Below them are the Artisans; those who are born of Na’äne but have a sullied lineage. Once, the social divisions between the Houses and
22 Artisans were deep but time has largely healed that rift and there is now little social difference between the two. Those of a House have, perhaps, a more aloof air and bearing and their position is denoted by the kind of hat they wear: tall, conical and veiled, for women; tall, cylindrical and trimmed with feathers for the men. The Artisans, by contrast, express themselves through their work rather than their headwear but bear the Houses no ill-will. Life in Séred Öma Life revolves around art. Everyone is an artist and even those who do not practice art to make their living are skilled in one form of art or another, or elevate their chosen profession to the level of art. Constant improvement, experimentation, new experiences, personal expression; these are the creeds of Séred Öma. But, if the city pursued nothing but art, it would never have survived for this long. Art does not mend a roof or mill flour for bread. So it is that everyone in Séred Öma must be licensed if they wish to make art their living. Only in the oldest quarter of the city, controlled by the House of Th’ee, are artists permitted to pursue their passion unlicensed. Elsewhere, all residents of Séred Öma must prove that their talent (which is always considerable, compared with the rest of the Young Kingdoms) and, at the age of 16, produce one, single example of their chosen art. This piece of work is judged by the heads of the Seven Houses and, if it is deemed good enough, then a license to pursue their art as a profession is granted and they may trade whatever they create freely. The streets are as busy as those of Ilmar, Elwher, Dhakos, Raschil or Menii; narrow twists and turns crammed with the stalls and galleries of artists. Stores and taverns are pushed into the alleyways, giving way to the workplaces of the licensed. Between them are the tall, narrow, many-floored dwellings of the Houses where the likes of the melancholy Lady Rai-u Th’ee practice their work in seclusion, pursuing the principle rather than the profit. The city is a throb of bartering and contract, the sound of chisels, the music of instruments such as the nine-stringed murmerlan (beloved of the Great King Alo’ofd, who ruled the city 1,000 years ago) and the scrape and scratch of brush and palette knife on swathes of canvas. Merchants from the cities of the Young Kingdoms flock here in search of treasures to be traded in the great markets of the south and nomads from the Sighing Desert and the distant province of Kwan seek temporary refuge from the unforgiving sands, looking for gifts to take to the khans of their peoples. There are a few temples venerating both minor nobles of Chaos, such as Mashabak and Haldor’jyn of the Intricate Veil, and the Lords of Law, such as Donblas or Miggea, but following the powers of the other worlds does not figure highly in the lives of the people of Séred Öma. There are no longer any priests and no desire to cleave to one force or another. Even the great university at the heart of the city has become a market place for artistic endeavor and is where, once a year, the youth of the city comes to seek a license, bringing with them the single piece or concept that will determine the direction of their lives.
The Sighing Desert Two millennia ago, the sun-blasted region now known as the Sighing Desert was once the grand and presumptuous Quarzhasaat Empire. Due to the miscasting of a rune during Quarzhasaat’s war with Melniboné, 2,000 years ago, the endless seas of sand were spread across the Empire, burying it in the desert found today. The invading Melnibonéans left unharmed; the citizens of Quarzhasaat died in their thousands. From that day forward a moaning wind blew across the dunes, giving the Sighing Desert its grim name. Occasionally the wind peels back the topmost layers of the desert revealing the bones of buried armies or the riches of the sand drowned empire. Many travelers venture north to see such claims with their own eyes. Most do not return. In the intervening years 14 separate armies have attempted to find and loot Quarzhasaat, only for each one to be lost to the unforgiving sands. Scimitar-
23 wielding desert-dwellers of the so-called Nomad Nations make their home here, the only human population of the region. These silk-clad warriors are atheistic, a curious cultural aspect among the people of the Young Kingdoms, and took to the Sighing Desert after fleeing the oppression of the Bright Empire many centuries ago. They are a meditative, spiritual people, seeking enlightenment on their own terms with no thought for either Law or Chaos. Each year the clans meet at the Silver Flower Oasis, named for the cactus blossoms found there, trading news and information, as well as enjoying each other’s company and indulging in old rivalries. Active in this region are the strange Dreamthieves, men and women who, with their crooked staffs, can enter the dream planes that exist close to our own, searching for mysteries, treasures and other powerful secrets. The Dreamthieves claim not to be native to the plane of the Young Kingdoms and are said to have some knowledge of both the past and the future. As their name suggests, they are able to steal the fabric of dreams, which are bartered in a marketplace within the Dream Realms. Elric himself is guided by the Dreamthief Oone on his quest for the Pearl at the Heart of the World, as desired by Lord Gho of Quarzhasaat. Hidden in the depths of the Sighing Desert is the lonely mountain stronghold of Mordaga, the Sad Giant, destined to be slain by Moonglum in the quest for the Chaos Shield, a tool Elric uses in the final fight against Chaos. Mordaga is an earth-bound god, stripped of his place in the divine realms. He lives in fear of his own, foretold death and will do anything to avoid it.
Quarzhasaat The city of Quarzhasaat is a place of intrigue and decadence. Its streets are wide and triumphantly named, such as the ‘Avenue of Military Success’ and the ‘Boulevard of Ancient Accomplishment’, each broad street is framed by its beautiful architecture. Run by the Council of Six and One Other (the mysterious ‘nameless seventh’), the city operates to a complex system of guilds, sects (the ‘sorcerer adventurers’) and blood-oaths, all with careless and contemptuous plotting and scheming at their heart. The leaders of the multitude of sects – clans, families and loose affiliations of faith and profession – are intense rivals, each seeking position on the Council of Six and One Other. No trick is too dirty; no connivance too unsubtle, to gain position and prestige. Lord Gho Faazi provides Elric with a ‘medicine’ that is highly addictive and poisonous to secure his service in obtaining the Pearl at the Heart of the World; he also sends assassins against the Sighing Desert nomads and is responsible for countless other atrocities all committed in the name of power. His greed for power and the Pearl is satiated when Elric makes him eat it… The Council of Six and One Other rules Quarzhasaat through a mixture of fear and lies. In its arrogance it has convinced its populace that, far from being an empire in complete decline, Quarzhasaat was victorious in its brief war with Melniboné, causing the Dragon Isle to sink beneath the waves. Doubtless other lies are perpetrated to maintain the pretense of grandeur; and, as is the nature of lies, they are there to be unraveled and exposed. Quarzhasaat sects are named for birds, plants, animals and many other nature symbols that belie the sect’s true nature. The Yellow Sect; the Foxglove Sect; and Gho Faazi’s Sparrow Sect. All employ convoluted blood oaths and contracts defining membership, duty and codes of conduct. Few are worth the parchment they are written on. Even the term ‘sorcerer-adventurers’ may be a misnomer. Many have been sent in search of the Pearl and all have failed. Their talents are certainly dwarfed by Elric’s but even by the modest standards of human sorcerers, they may be little more than grandly-titled hedge magicians who know perhaps one or two spells at best.
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Org and the Forest of Troos The kingdom of Org is home to the squat, malformed Orgians. They dwell in a land rumored to be haunted by monsters only slightly more frightening than the cultureless, violent and primitive Orgians themselves. It is a realm few ever travel to and one that rarely sends its native sons beyond its borders. No other realm in the Young Kingdoms wants much of anything to do with the brutish Orgians or their dark forest realm. The sentiment is apparently returned by the inbred and primal Orgians, who remain in their tree-bordered homeland at all times. The malevolent Forest of Troos, within the tiny, degenerate kingdom of Org, is a relic of the previous cycle of time and its rulers, The Doomed Folk. Whilst The Doomed Folk long-since left this plane, a handful of people remained, closeted in the forest, and founded Org, the forgotten kingdom. Even Melniboné’s privations escaped it and Org remains, forgotten. The forest is a dark, sinister place, twisted by whatever forces The Doomed Folk unleashed in their exodus. Shadows cloak the trees and strange plants and all manner of mutated, pathetic creatures, predators and prey alike, haunt its grim glades. For sorcerers Troos is a treasure garden, overgrown with the rare plants and herbs necessary for sorcery and other magics. Few venture here. The forest does not welcome visitors almost as though it possesses a sentience and a wit to reject them. Those who enter Troos soon leave, making it the perfect cover for The Doomed Folk’s descendants, secure in their dark little realm. When Elric travels away from the Ruby Throne, he comes to the Forest of Troos, Stormbringer in hand. Here he will meet and slay the ruler of the Orgians, King Gutheran, as well as the barbaric monarch’s family and ghoulish court, such as it is. Until then, Gutheran and his warriors strengthen the hostile reputation of their muddy, bloody realm by butchering any travelers that venture too deeply into their lands.
Tanelorn, the Eternal City It is claimed by certain sages in the matters of the Multiverse that Tanelorn, or a version of it, exists on every plane at once, a haven for those seeking respite from the fractious nature of Law and Chaos, an oasis of peace and enlightenment. Only those who genuinely seek rest can find Tanelorn; many spend their lives searching in vain, either because they want it too much, or because they seek to pervert it or destroy it somehow. In the Young Kingdoms, Tanelorn has been known to appear at the borders of the Sighing Desert and it appears in this world as a city of flat roofed homes, beauteous spires, wondrous domes and cobblestone streets, while the air is turned into soft music by gentle birdsong and ululating breezes. Elric himself is destined to one day walk its streets. Indeed, he will be the one and only mortal to ever reside in the Eternal City and find no inner peace; such is his curse. The truth of Tanelorn is a lesson some mortals will eventually learn. The physical city is a shell, representing a harmonious state of mind. Tanelorn is the physical embodiment of equilibrium; the Cosmic Balance itself. Tanelorn truly exists within the souls of all mortal men and women, though it seems to be the fate of most never to make that realization. Those that do find the physical city and, at the same time, understand that what they seek is freedom from both Law and Chaos and not freedom from one or the other. Tanelorn’s residents are those who have sought a way out of their own worlds, to come to a place free of the strictures of gods and the demands of mortal rulers. Here, all is in balance, harmony and the great Lords of Law and Chaos may never enter without the permission of the citizens. In truth, no Law god or Chaos entity can even find Tanelorn without assistance. Tanelorn is anathema to Chaos in particular and its forces have attempted to seize the Eternal City on more than one occasion. Narjhan, the chaotic ruler of Nadsokor, seeks Tanelorn’s destruction repeatedly, to no avail. Finding Tanelorn
25 Adventurers might be hired to seek-out Tanelorn on behalf of a patron, or even desire to find it for themselves. Their search will be in vain unless they have a compelling reason – the rejection of Law, Chaos and other unworldly powers – to find it and make it their home. One cannot use Tanelorn as a safe haven or a base of operations. Once inside its walls, an understanding of the harmony of the Balance settles upon its residents and they raise themselves only in the city’s defense. Occasionally Tanelorn might dispatch emissaries to seek aid against its enemies and this is perhaps an easier route to finding the Eternal City.
Vilmir Whilst Ilmar follows a more liberal, enlightened approach to Law, Vilmir takes its doctrines to a logical extreme. A terrible divide exists between the people of Vilmir. The rich live in splendor and the poor are reduced to awful conditions barely above those in the City of Beggars. The whole kingdom is a manifestation of why Law does not necessarily equal good and Chaos does not equate to evil. The entire realm is strangled and decayed by its allegiance, while at the same time profiting from the advances Law offers that are seen nowhere else in the Young Kingdoms. It is this paradox that separates the people and it is this paradox that is killing most of them. Once, Vilmir’s land was a forest paradise. Now it stands as grassland, ruined by the slash-and-burn farming of several generations of land-workers, punctuated by the huge, uninspiring, pyramid walled cities. Rural life is hard here – crops fail in the poor-quality soil and the ruined earth offers up little bounty. Most citizens are peasants, half-starved and working themselves into early graves just to feed themselves on the destroyed land. Levies and taxes claimed by the noble caste and the state-wide Church of Law mean that most peasants have trouble holding onto any food, coin or supplies beyond the bare minimum required to survive. The wealthy and the highplaced souls of Vilmir claim almost everything for themselves, parasitically sucking life from those who toil hardest and deserve it most. To be a noble, or a priest of Law, in Vilmir is to be exalted above the masses, though it also means one is likely to belong to a bloodline of inbred weaklings and incestuous relationships with xenophobic relatives. The inbreeding takes its toll on the dynasties and bloodlines of the noble caste and each generation creates increasing numbers of fools, deformities and disease-prone weaklings. To battle the supply crisis facing Vilmir, King Naclon’s state sanctioned raiders and privateers take what the kingdom needs from other nations nearby, which sours any hopes of diplomacy that might otherwise exist between Vilmir and the other Young Kingdoms. The rule of Naclon is not unopposed, however. The thin separation between church and state means that Cardinal of Law, Garrick, has as much (if not more) power as the monarch himself and in the years to come, after Naclon meets his death in the Sack of the Dreaming City, it is Garrick’s choice of puppet ruler that takes the throne, leaving the cardinal as the true ruler of Vilmir. This harsh culture is not without its wonders. Clockwork knights– men of metal and ticking gear-joints – stand guard outside the pyramid temples of the Church of Law. Water-driven mills and looms form a burgeoning industry and the first printing presses are spreading the written word to a barely literate populace. Such marvels are counterweighted by the bland sandstone and uniform appearance of Vilmir’s growing cities, which are uninspired and uninspiring. Grey is a common color, from the stone of the buildings, through to the clothes worn by peasant and noble alike. But there is an exception to this stagnation. A noble by the name of Avan Astran rules over the city of Old Hrolmar. Astran is a beacon of enlightenment amidst the grey and the drab. An explorer who has travelled to the Unknown East, Astran rejects the harsh tenets of the priests and embraces a philosophy akin to that of Ilmar and Bakshaan. In Old Hrolmar he establishes a subculture of those free-spirited artists, philosophers, atheists and artisans
26 who turn their backs on the rule of Law and the leadership of Cardinal Garrick. In his final expedition, in search of legendary R’lin K’ren A’a, he falls to Elric’s blade and Old Hrolmar cultural rebellion dies with the duke.
The Weeping Waste On the eastern borders of Ilmar and Vilmir, raised during the war between Grome and Straasha, the Weeping Waste is an immense plateau inhabited by insular nomadic barbarians who believe their rainsoaked, misty grassland realm is the only true world and all beyond is a Chaos-touched nightmare. They believe, truly, that outside the plains they call home, Hell stretches out in every direction. The Weeping Waste is so called because of the incessant rainfall that batters a plains land broken by rivers and lakes. This is a remote land without villages or towns. Its people are herders and hunters, following the gametrails across the soaked prairies, eking-out a meagre existence whilst attempting to placate Lord Straasha whose tears rain down upon them. Wildlife is plentiful in the Weeping Waste, though the animals are often predatory and vicious. Bears, mastodon and smilodon prowl the lands and are easily more than a match for most warriors. It is probably fair to say that the humans of the Waste, and anyone travelling through them, are merely competing for space with the creatures that call the realm home. The barbarians revere nature spirits and elementals, as well as the shades of their own ancestors. Like many nomadic peoples, they are excellent hunters and crafty at life in the wilderness, though their travels take them on traditional tribal journeys along paths unknown to outsiders. On the backs of their shaggy steppe ponies, the hardy warriors of the wastes are well-known as riders almost without compare. With their ritual tattoos and scars and their armor carved from the wood of stunted trees found only in The Weeping Waste (its secrets of production a closely guarded secret known only to a handful of tribes), the Waste landers are viewed as fearsome and barbaric. Fearsome, certainly; but their knowledge of the land and their customs based around kinship, respect and the natural order of the world, is as enlightened as any in the Young Kingdoms; and, in many respects, much more enlightened than some who claim to be civilized.
The Southern Continent The lands of the southern continent were the first to rise up against the Bright Empire. Lormyr, inspired by Earl Aubec of Malador, seized the opportunities presented by the aftermath of the Dharzi war, forcing Melniboné to abandon its lands and retreat to Imrryr. This victory secure, Lormyr moved outwards across the continent, assisting Filkhar and Argimiliar to similar victories. Lormyr then stepped into the power vacuum and established its own, Lawful Empire for a time which, whilst never reaching the extremes of Vilmir, resulted in Filkharian and Argimiliaran resentment. Many small wars within this new empire took place, each eroding Lormyr’s ambitions further. Now, in Elric’s time, that empire has faded entirely and Lormyr has lapsed into a peaceful dormancy whilst its neighbors flourish in their independence. Lormyr’s rise and slow decline are now seen with little bitterness among the people of the southlands. But the remains of the Bright Empire are still very much in evidence with tumbledown ruins and ancient, abandoned monuments scattering the southern realms, each seen as demonhaunted, cursed places by the southerners (and many of them are). Adventurers come south to pick through the bones of the empire’s golden years but many find secrets that humans were never meant to know.
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Argimiliar Argimiliar is the current power in the southern continent, having risen to ascendancy at Lormyr’s expense. It is a land of rich agricultural prospects and high profits, with an educated citizenry and a nobility founded on principles of honor and archaic, Lormyrian chivalry. Most of the country is given over to vast herds of livestock and cattle farms, whilst the prosperous northern cities of Cadsandria and The City of the Yellow Coast are always open to travelers from other lands. The University of Cadsandria, in the world-famous capital, welcomes all with a mind to learn more of the sciences and the world around them. In the far south Andlermaign, once a Bright Empire citadel, is now the stronghold of the cattle barons. It relaxes in decadent splendor, taking advantage of the Melnibonéan architecture and some of the Dragon Lords’ secrets buried deep in the old crypts. All is not well in Argimiliar. The Church of Chaos is growing in the kingdom, flourishing behind the closed doors of Andlermaign and spilling out, eventually reaching the northern settlements. Law prevails but Chaos is rising and across the land small, secretive cults worshipping Xiombarg, Slortar and other Lords of Misrule are establishing themselves. The spread of Chaos can be traced to the careless reign of the foppish King Jiku. A vain and foolish man, he seeks to hide his flaws by coveting the attentions and affections of those more learned and creative than he. Such traits are found in those allying with Chaos and Jiku has been semi-seduced, turning a blind-eye to the rising storm. All around him, his court and fellow nobles fall into the hedonistic pursuits offered by the Chaos cults. This will all change when Jiku is killed in the Sack of Imrryr. The ruler who follows is King Hozel, raised in a Lawful monastery and burning with a zeal to rival anything bred in Vilmir. Where his predecessor was weak, King Hozel, given to fits of madness, the result of generations of incestuous unions, takes the throne and institutes a crusade of bloody purges to stamp out all taints of Chaos within his realm. His method is to engender suspicion and treachery in a bid to root-out even the slightest hint of Chaos allegiance. Children betray their parents and parents their children. Sane people are caught in Hozel’s blood-lust, accepting the royal shilling to expose Chaos worshippers on the flimsiest of evidence. Eventually even intellectuals, scholars, students and lore masters fall prey to these pogroms, flayed, inch-by-inch, until they confess to their Chaotic ‘crimes’, begging for death.
Cesh A disheveled city state in the dry lands of Dorel, Cesh desires to be great. Perhaps it once was; the imposing walls and gates surrounding the city suggest as much but whatever fortunes Cesh might have had, they have been well and truly squandered by the Cesh and his sprawling, arrogant and greedy family. The city of Cesh lies in southern Pikarayd, tucked amongst the low hills and scraggy valleys that separate the land from Dorel to the south east. The Bright Empire had little time for this corner of the world and so Cesh is a very human city; that is, unambitious in design, with buildings that emulate grandeur but possess little more than a brave façade. It was formed from the stronghold of a local barbarian chieftain who called himself the Cesh, which means ‘Great and Exalted One’ in the local patois. The historians of the city claim that the Cesh, preparing to battle the Dharzi which were, at that time, sweeping through the Bright Empire like an avenging angel, fortified his settlement in a matter of weeks, such was the desperation of the people (in truth, it was fortified with the help of a pact with Chaos but more on this will follow later). In time the boundaries of the settlement expanded and were strengthened with the wooden stockade and halls being replaced with dressed stone. Cesh grew. The goatherds came to trade and never really left. The Cesh raided nearby settlements, frustrated, no doubt, that the expected attack by the Dharzi never happened and so the population became swollen. The Cesh took many wives and fathered many children. The blood-family became so large that the Cesh decreed that society should be separated into two distinct parts: those of the Cesh bloodline, who were clearly
28 pure of heart and soul and those who were descended either from the goat herders or slaves from the raided settlements. So it was that Cesh the city was divided into the Blood-Cesh and the Bone-Cesh; but the Great Cesh ruled over them all. Yet the city remained small. The Great Cesh, terrified of the sorcery that doubtless lingered across the wastes, decreed that the city had all it would ever need close by. The Blood-Cesh believed this because they believed everything the Great Cesh uttered. The Bone-Cesh did not believe it but had no choice. Anyone leaving the city had to renounce all claim to it, regardless of their caste and, because there was perceived to be nothing beyond the hills, most stayed. So now Cesh is very much as it has always been. The Blood-Cesh control what little wealth the city has whilst the Bone-Cesh toil and sweat on their behalf because that is what they have always done. All ambition has been bred out of the Bone-Cesh and they accept their miserable position in the city because they know nothing else. The Blood-Cesh, on the other hand, are all descendants of the Great Cesh and constantly fight amongst themselves to inherit the title of the Cesh of Cesh. The different families of the BloodCesh savage each other with an intensity that Melniboné would truly enjoy but when it comes to the interests of the city being threatened, especially by interlopers, they are united in their hatred.
Dorel Separated from Pikarayd by the bleak, snow-swept peaks of the Dying Hills, Dorel is a vast, unwelcoming moorland, forsaken by the civilized lands. Even Melniboné had little time for Dorel. A few, ardent sorcerers made it their base due to its proximity to the writhing stuff of Chaos that marks the edge of the world and a few Melnibonéans found beauty and poetry in its grey and petulant landscape. Their fortresses are ruined now, sacked by the barbarian tribes who live here, though they are a superstitious lot and fearful of what lies in the wrecked spires and the labyrinthine caves beneath. Dorel has always bred wild and hardy folk. Lashed by rain and winds, themselves eddied by the brooding stuff of Chaos further to the south, where the world blurs and is unformed. Dorelite shamans have, in the past, called upon their spirit ancestors to help tame the lands but their prayers and sacrifices have been in vain. As the world’s demise nears, it seems that the turbulence of Chaos grows ever more restless, threatening to unleash half formed shapes into the moorlands. The Dorelites are thus ever more fearful, ever more watchful and ever more distrusting. There are countless barbarian tribes scattered across Dorel. They war with each other frequently and for the flimsiest of reasons. Life is hard in these lands and the many wars ensure that only the toughest and most uncompromising survive. The weak are despised and treated as slaves or sacrifices to their gods: Lashaar the Air Empress and her consort King Grome Earth Father. Ancestor and hero-cults abound amongst the Dorelites and becoming a hero is a simple matter of killing lots of enemies and dying bravely. There are no living heroes in Dorel. Chaos is truly hated and feared. If the Dorelite tribes knew anything of the Lords of Law they might offer worship but for them, Empress Lashar and Earth Father Grome suffice. If they cannot appease Chaos, what chances have any foreign gods? The Dorel tribes are known for their chariots, drawn by the short, stocky, immensely strong moorland ponies. Favored chariots are accorded similar worship to heroes with entire clans offering prayers to vehicle and elemental lords alike. Chariots and good ponies ensure victory in raiding – either against other tribes or the small border settlements of Pikarayd and Argimiliar, where the huge herds of the cattle barons offer rich pickings. Filkhar and Lormyr are left alone. Both nations have led small armies against the tribesmen of western Dorel and the message is clear: raid and you will be destroyed. All tribes are patriarchal and organized on clan and caste lines. Roughly woven tartans and wood tattoos define clan identity and tribe membership and it is the goal of every young Dorelite warrior to be taken to the Breaking Stones of his tribe and there initiated into manhood. Women tend the ponies, forage for herbs and tend the hearth of the tented settlements. Men hunt for boar, marsh
29 deer, terns and herds of wild cattle escaped from the ranches of Argimiliar; and, of course, raid and fight wars. Once a man is too old to keep up with the raiding parties, or a woman too frail to keep up with the travelling clan, they are treated to the final rite of Cairn Sleep, whereby the wise-women prepare a sleeping draft from the roots of the silver gorse bush and the old and frail drink of it willingly, commending their souls to Grome Earth Father. Then, the sleeping bodies are laid in a shallow grave and a cairn of stones is built atop, marking the place of final rest. Dorel is littered with these cairns and, often, half-buried in the heavy stones that have crushed them, the broken skeletons of awakened sleepers who tried to claw their way out.
Filkhar Smaller than either Lormyr to the west or Argimiliar to the east, Filkhar is prosperous and booming, claiming a rivalry to Ilmiora (which it closely resembles culturally). The deep water port of Raschil is a thriving hub of trade on the southern continent, outstripping nearby Trepasaz and challenging Cadsandria. The rest of the Young Kingdoms, particularly the Island of Purple Towns, are awakening to Filkhar’s markets and their merchants flock to Raschil’s wide, welcoming streets. Once a series of Lormyrian counties, Filkhar was united under Earl Rasch 300 years ago at the height of the Lormyrian Empire. Tired of Lormyr’s administrative fickleness and the constant skirmishes with Argimiliar, the counties made a declaration of independence and ceded from Lormyrian control. It was not without struggle. Lormyr’s knights fought many battles with Earl Rasch and his irregulars along the borders of Filkhar suffering defeat after humiliating defeat. Eventually Lormyr withdrew its opposition and Filkhar was born, Raschil, named for Filkhar’s father, being its capital. Lormyr’s dominance of the southern continent was over and the slow decline, still evident today, began. In the time of Elric, Filkhar and Lormyr enjoy a steady alliance. The same is not always true of its relationship with Argimiliar which, likewise, rebelled against Lormyr. Argimiliar had intended to absorb Filkhar into its own borders, rather than see a separate kingdom arise. It gazes still at the lush countryside of Filkhar with greedy, avaricious eyes, particularly the cattle barons of Andlermaign who have secret plans (it is said) for Filkhar’s southern grasslands. Filkhar is not densely populated with much of the populace living in Raschil and the ever-growing satellite towns radiating south from it. Moving south the land is a lush garden with rolling pastures, many lakes and deep, fine rivers, good soils and acres of free grazing. Consequently it boasts substantial wealth from vast herds of healthy livestock, excellent fishing and shellfish prospects, as well as vineyards and orchards across the country. Filkhar has a reputation for gourmet food and fine wines; cookery is considered a fine art here. Chief amongst these and with a reputation as both lover and cook is Konrad of Raschil, chef to Jerned, the gourmand King. Rumors of Konrad working his way through the women of the court are rife in Raschil and Konrad, ever the consummate performer, confirms (or denies) nothing. There has certainly been a spate of pregnancies in the capital but Konrad, when challenged, merely claimed the quality of Raschil Bay’s oysters as the probable reason. Raschil is also famed for its storytellers, especially in the inns and taverns of the harbor district. Fiercely competitive performers, they strive to outdo each other with increasingly taller tales, more lurid descriptions and unreliable recounts of myth. Most celebrated is the drunkard Ranyart Finn, who seems to improve with the quantity of wine imbibed. As a result of their wealth, many Filkharians are proud (and often vain) along with their riches. Fashion is a matter of extreme importance in almost all levels of Filkhar’s society, with the King, Jerned, and his courtiers leading the way in deciding what stands as elegant couture each season. All tiers of Filkhar’s population live well by the standards of other nations and despite the kingdom’s modest size the people count themselves as among the most urbane and civilized in the
30 world. It is a land of courts and courtiers, with political intrigue and hedonistic excess all masked behind a façade of respectability.
Lormyr Lormyr’s story begins with Aubec. Five hundred years ago, Lormyr was a collection of many small kingdoms and Aubec was an Earl of Malador in the province of Klant. A hero of the Lormyrian kingdoms and an ardent Champion of Law, Aubec helped spread Lormyr’s own rule across the south in the wake of Melniboné’s retreat from the southern lands, uniting the disparate kingdoms into the single country that now exists. Lormyr’s key cities follow the mighty Zaphra-Trepek River, which winds its way from the icy southern wastes of the country, eventually bifurcating into the Zaphra and Trepek rivers. The capital, Iosaz, is the seat of King Montan, a cautious, uneasy ruler who mourns Lormyr’s lost glories and envies the ascendancy of neighboring Filkhar. His emissary, the merchant prince Fadan, promises a new Golden Age for Lormyr and convinces Montan to take part in the sack of Imrryr but when Fadan dies in that illfated expedition, so do Montan’s dreams of a new, Lormyrian empire. The worship of Law and its respective deities is the legal religion of Lormyr, though it has none of Vilmir’s zealousness. The faith of Lormyr is not Law unrestrained but Law as a necessary opposition to Chaos, which grows ever stronger in the world and this philosophy is partly to blame for King Montan’s gloomy outlook. Montan’s outlook makes Lormyr’s eventual betrayal that much bitterer, for, when the Pan Tangians make their war upon the world and Chaos threatens all existence, King Montan spinelessly allies with the theocrat, Jagreen Lern. This defection is instrumental in the fall of the south and the ultimate defeat of Elric’s alliance, which stuns the forces of Law, who have always recognized the nobility of Lormyr as chivalrous and honorable. Chivalry is a notion much-prized in Lormyr’s upper classes and has been for generations. Chivalry and honor were traditions established by Earl Aubec and the Knights of Malador still guard Lormyr from its enemies, occasionally venturing into the relics and ruins of the Bright Empire, in search of Earl Aubec’s legendary sword (little realizing that the weapon, which still exists, is now an heirloom of Melniboné and has been wielded by Elric himself ). Waterborne trade is Lormyr’s lifeblood. Barges and merchant vessels ply the Zaphra-Trepek between Alorasaz, the frozen, southern-most city, through Iosaz, Stegasaz and thence to the major ports of Ramasaz (straddling the Zaphra estuary) and Trepasaz, hugging the Trepek delta. Similar vessels are found on the Schlan, a tributary of the Zaphra-Trepek, which eventually becomes thick with white-water rapids and waterfalls as it nears Stegasaz and cargoes must transfer to land before rejoining the Zaphra-Trepek, destined for the coastal cities. Men of Schlan Ruddy-featured and noted for their wide, curling moustaches (of which there is much pride and competition), the river-men of Schlan fish the deep, plentiful waters, act as navigators for barges and merchant cogs and as guides for land-bound caravans. The people of the Schlan River are lovers of news and gossip, sharing it with any who pause to listen. They favor heavily embroidered smocks of linen and thigh-length leather boots. In times past, they were staunch defenders of Lormyr, ready to lay-down their nets and lines and take up arms on behalf of their country. Beyond the river, Lormyr is picturesque and cultured, with pleasant farmsteads, well-nurtured fields and pasturelands, vineyards, famed for their ice-wines and wide, peaceful forests that turn a burnished gold in the autumn months. King Montan’s gloom is in stark contrast to the natural beauty of his realm; on the contrary, his people are happy and well-fed, content with everything Lormyr offers.
31 Alorasaz, the most southerly city, is a place of graceful towers, made from finely carved wood and beautiful, welcoming timber houses and lodges. It is the up-river nexus for fur trappers, miners, timber merchants and craftsmen who work the lush pine forests of the steep hills overlooking the city. The streets are lit and heated by huge braziers, tended night and day by citizens employed to do nothing else but keep the home fires burning. The people of Alorasaz, like most Lormyrians, are open and welcoming. Honest folk in a frozen landscape. Farther south than Alorasaz, standing almost at the edge of the world, is Castle Kaneloon, refuge of one of the greatest Champions of Law, Myshella, and Empress of the Dawn. Perhaps immortal, Myshella occupied Kaneloon even when Earl Aubec was alive and it was she who tested his prowess (as she has tested, and often taken as lovers, so many heroes over the centuries) directing him to carve-out new lands from the seething stuff of Chaos at the world’s edge. More than anyone, save Elric, it is Myshella who holds absolute Chaos at bay searching for Theleb K’aarna, Elric is brought to Kaneloon by Oonai summoned by Myshella, finding her placed in a sorcerous sleep of Theleb K’aarna’s devising. Later, in Alorasaz, she comes to Elric as a vision, instructing him to help her against the Pan Tangian, who has allied himself with Prince Umbda and the Kelmain Host, a vicious army serving Chaos from a nearby plane and seeking domination of the entire southern continent. Riding Myshella’s fabulously jeweled mechanical bird across the Boiling Sea, Elric travels to another of Myshella’s strongholds, Ashaneloon, and confronts one of Theleb K’aarna’s demons, slaying it and taking its heart – a precious nanorian stone – the only thing that can break the spell holding Myshella in slumber. Elric also returns with a cloth of gold bag containing a pinkish dust, a component in the hideous spell known as the Noose of Flesh, which Myshella uses to destroy Prince Umbda’s army. Castle Kaneloon, should Myshella wish it, can reflect the deepest fears and desires of those who walk its halls. This is how the Empress of the Dawn challenged Aubec and how she has seduced countless other lovers and heroes. In the time of Elric of Melniboné Myshella’s needs are frequent and it is entirely possible for itinerant adventurers to be summoned to Kaneloon to serve her.
Oin and Yu Separated by the Ar River, but joined at the hip in the shared capital of Dhoz-Kam, Oin and Yu are considered one by a unity of barbarism and poverty. Prince Yyrkoon, Elric’s cousin, fleeing the wrath of the Bright Emperor Elric, seeks refuge in Dhoz-Kam for a time, before claiming the Ruby Throne when Elric decides to wander the Young Kingdoms for a year. Oin, the more civilized portion of the joint kingdom, is blanketed by an almost tropical rainforest, the result of the warm currents from the nearby Boiling Sea, and the locals claim the forests are plagued by demons and evil spirits. Those who have ventured into the jungles would confirm this and the dark depths echo with the howls, cries and moans of whatever creatures suffer within. Yu is arid and almost lifeless, bleached by hot winds from the Boiling Ocean that laps at its coasts, the soil baked dry in the summer and lashed into vast tracts of mud by the hot rains of the winter. The primitive folk of Oin and Yu live in dirty, squat cities along the habitable portions of the coast with architecture only barely worthy of the name. The faith of these barbarians is mainly focused around nature spirits and the Elemental Rulers, particularly Kakatal and Straasha, whose eternal war, they believe, creates the Boiling Sea. Dhoz-Kam is the only city of note. With little hope of working the soil for sustenance, the only industry here is fishing from the great bay next to the city and even this is more a means of survival than one of mercantile enterprise. Dhoz-Kam is flat-roofed and ugly, consisting of little more than shacks, huts and small buildings each no more than a single story. The people are destitute and the few visitors to the city are essentially nobility by local standards, though there is precious little
32 to enjoy even with such relative wealth. The largest building, destined to be inhabited by the renegade Prince Yyrkoon, is a remnant of the Lormyrian Empire and stands a ‘mighty’ three stories high.
Pikarayd Impoverished Pikarayd mirrors its eastern neighbor, Dorel, far more than enlightened Argimiliar, to the west. With the exceptions of Ryfel and Chalal (both small and uncultured as southern cities go) the country is a harsh expanse of inhospitable marshes, moors, bogs and swamps, punctuated by rocky stretches of hills and snow-wracked forests. The people dwelling here are unfriendly to outsiders but that is hardly surprising given that the clans of Pikarayd’s wilderness also loathe each other, with battles occurring frequently, be they over new territory or grudges as ancient as the land itself. Although large towns do exist, claimed by the clans, they are small affairs dominated by unease and hatred with a casual attitude to violence and a disregard for life. Leaders of these barbarian regions offer up hostages to the King of Pikarayd as assurances of goodwill, though they war among each other often enough, sometimes using mercenary armies and with hired generals from more cultured and educated lands. Pan Tang, in particular, has sent many mercenaries to Pikarayd, considering it an excellent training ground for its warriors. At one point Elric’s closest friend and companion, Moonglum, is a commander in Pikarayd, working as a mercenary general for one petty clan-noble against another. King Marvos rules Pikarayd now, from his sprawling, dark stoned castle overlooking Chalal. His worship of Chaos is open and unsubtle, he is known as Marvos the Bloodthirsty, with the title already finding its way into tomes of lore and history. He has openly courted the attention of sorcerers from Pan Tang and their presence might account in some way for the growing cults of Chaos in Argimiliar. The people still offer reverence to Grome and Straasha, though these traditionalist ways are being supplanted with new gods: Mabelode, Chardros and Xiombarg dominate in the tribal lands, their-worship spreading and led by a figurehead called only the Hierophant. This mysterious figure claims as much power as the tyrant Marvos and has amassed it through much less bloodshed. Marvos and the Hierophant are not slain with most of the other Young Kingdoms rulers in Elric’s treacherous assault on the Dreaming City. Instead, Marvos abstains from the conflict and is usurped several years later by his son, the Balance-worshipping Kolthak. The new king institutes a rule of wisdom and prosperity, dragging his people from the Dark Age they endured under his father. Although a prophet rises to aid Pikarayd in its era of returning to the ways of Balance, all is for naught when Jagreen Lern’s Chaos host sweeps the world bare of human life and the flame of hope in Pikarayd gutters and dies.
The Western Lands Compared with the eastern and southern continents the western lands are insular realms lacking the general vibrancy of the Young Kingdoms. The blame for this lies with Pan Tang, which controls the seas separating the west from the lucrative markets of eastern and southern continents. Pan Tangian privateers and pirates regularly attack the ships braving the Straits of the Chaos and northern reaches of the Oldest Ocean, seizing cargos for Hwamgaarl’s stores and the crews for its slave pits. As a result the west is a muted place, fearful of Pan Tang’s growing power and that of its vassal, Dharijor. It is only two centuries since most of the western lands finally rejected Melnibonéan dominance. Freedom and independence from the Dragon Lords is still a relatively new concept to the peoples of the west and the Melnibonéans are regarded with particular loathing in most of the western lands. Yet the western continent is not uncultured. Elric resides here for a while, mainly during his dalliance as a lover with
33 Yishana of Jharkor. As with the other land masses, the western continent boasts its fair share of cultured nations with prosperous cities and hostile, primitive realms, where inhuman beasts prowl the wild lands away from the lights and sounds of civilized men.
Dharijor Dharijor is the most powerful of the kingdoms on the western continent, having exchanged one form of slavery for another. In casting off Melnibonéan oppression, Dharijor seemingly welcomed the iron-clad rule of Pan Tang. The kingdom is thoroughly subservient and allied to the priesthood of the City of Screaming Statues, rather than the sorcerers of the Dragon Isle. King Sarosto, a descendent of Atarn the City Builder, Dharijor’s legendary founder, is the latest in a long line of monarchs relishing the patronage of Jagreen Lern and the sorcerer-priests of Pan Tang. Ruling from his heavily fortified palace in Lashmar, Sarosto binds the scattered provinces together through his legions, enforcing his rule while being supported (and controlled) by the adherents to Chaos. The populace, having little option, follow Sarosto’s lead. Sarosto’s court is choked with Pan Tangian advisors, who ensure that Jagreen Lern’s will, no matter how opposed to true Dharijorian interests, is enforced. In truth the people of Dharijor are not exactly unwilling victims of Pan Tang’s ambitions. They were ever a bloodthirsty and warlike people, travelling from the populated coastal regions of their land in order to raid neighboring realms for profit and amusement. Both Jharkor and Tarkesh are victims of Dharijor’s expansionist ambitions, the former having ceded much territory to Dharijor’s incursions. Sarosto’s privateers continually raid the Tarkesh coast disrupting trade and feeding Sarosto’s swollen coffers. The warrior is greatly respected in Dharijor and the warrior cults of Chaos – Chardros, Mabelode and Xiombarg – dominate. Gladiatorial contests can be found in all the major cities and Gromoorva boasts the largest coliseum outside of Hwamgaarl. Thousands flock to the amphitheaters to watch the act of bloodletting, the best fighters being greatly admired by all who witness a skilled warrior slaying his foes. Life is quieter beyond the cities but tainted with avarice and suspicion. The land is not blessed with fertility, as it is in Jharkor and Tarkesh, and the small towns scratch by on poor quality crops. Sarosto’s legions ensure the populace stays quiet and the priests of the Chaos cults harangue the masses regularly, declaiming Dharijor’s glory and its destiny to rule the world (with Pan Tang, of course). People are kept in order by the occasional distribution of plunder from privateer raids but the corrupt local rulers and nobles are allowed to treat the peasantry almost as slaves. Despite their ferocity and renown for casual cruelty, the armies of Dharijor, are disorganized and corrupt. Whilst answering to King Sarosto local generals, who delight in the pomp and finery of their superior armor and weapons, are as corrupt as the land barons and petty nobles. Discipline is lax in the legions but this will not prevent them from eventually marching alongside the hordes of Chaos at the end of the world, armored in iron plate, darkened to black and intimidating even in its blandness.
Jharkor Larger than Dharijor, enjoying a balmy climate and fine, wide countryside suited to all types of agriculture, Jharkor is the breadbasket of the west, governed soundly by the much respected (though young) king, Dharmit. A vast fleet answers the monarch’s orders and a merchant fleet, even larger still, spreads the name and wealth of Jharkor across the seas of the Young Kingdoms, despite Pan Tang’s and Dharijor’s predations. In Elric’s time Jharkor’s power is rising to match that of Ilmiora and the Island of Purple Towns. Yishana will take the throne in time, after Dharmit, her brother, is slain in the Sack of
34 Imrryr. Until then, King Dharmit rules with a moderate hand and an unopposed authority over his people. The intrigues that grip Dharmit’s court tend to focus on Yishana and her notorious enjoyment of strong, young men, mischief and the occasional dabbling with the proponents of Chaos. Yishana is neither young nor conventionally beautiful; but she is an arch manipulator and derives great satisfaction from having people– men especially – in her thrall whilst Dharmit administers the country. This is how she came to be involved with Theleb K’aarna, an emissary from Dharijor who becomes besotted with the princess and later utterly obsessed with her. Yishana, relishing the attention of a sorcerer, and ignoring the warning of her brother, develops the liaison with Theleb K’aarna and in so doing cultivates the jealousy that is eventually his undoing. Dhakos, the City of Spires, boasts a colossal harbor, the envy of many of the Young Kingdoms. This city is the beautiful and exotic capital of Jharkor, a place of countless graceful spires emulating those of Imrryr, tree-lined avenues and the vast central market place that is always thronged with traders. Overlooking the city is the royal palace, where the monarch is guarded at all times by a legion of elite royal warriors, the White Leopards, clad in the skins of these rare creatures, native to the dense forests of the Western Marches, skirting Jharkor’s most westerly border. Jharkor pays lip-service to the Lords of Law but in truth its people follow no single religion and are sometimes skeptical of the supposed fight between Law and Chaos. This skepticism is fundamentally challenged when Pan Tang and its Chaos hordes sweep in from Dharijor and Jharkor’s golden-armored soldiers are forced to march north to meet them in the decisive battle for the west.
Myyrrhn Hidden far to the west of Jharkor, amongst the western mountains and beyond even the Vale of Xanyaw, is the kingdom of Myyrrhn. The Myyrrhn, also called the Winged Folk, are believed to be the descendants – created through magic – of the winged ape beasts called clakars. In the realm of Myyrrhn both races exist in miniscule numbers, rarely chancing upon each other but inevitably shedding blood on the rare occasions they do meet. Little formal society exists among the Winged Folk, who dwell in their mountaintop aeries and care nothing for the world outside of their ancestral lands. The only notable traditions of the Myyrrhn are their complicated and stunning aerial ceremonies for worshipping the Elemental Ruler Laasa (as she is known to the Myyrrhn) and their pictographic language – also called Myyrrhn– which decorates the walls of mountaintop caves. Ostensibly near-human in appearance, the Myyrrhn differ by virtue of the great feathered wings extending from their shoulder blades. The race of Winged Folk is delicately-boned in order to aid their flight and all are muscular and deep-chested. Modesty rarely concerns the Myyrrhn, who wear naught but loincloths when among their own kind. The small familybased communities of the Winged Folk survive in solitude by hunting small game and foraging in the mountain forests for nuts, mosses, fruits and berries. The females go through pregnancies of much shorter duration than human women and do not, as some scholars have insisted, lay eggs. The only real hostile creature in Myyrrhn is the race called clakars, who still take savage joy in butchering their evolved cousins. An ancient ancestral enemy of the Winged Folk were a race of giant white owls, though these are now thought to be extinct since a great aerial war played out many centuries ago.
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Shazar Quiet Shazar dreams in Jharkor’s shadow. It has few aspirations as a nation and is curiously unmoved by the incursions of Pan Tang and Dharijor into its northern neighbor. As the southernmost nation of the west Shazar is rarely troubled by the reavers of the north and it takes care to trouble no one. It is a peaceful realm of plains and grassland often buried in the loose mists born from over the great Marshes of the Mist to the south. Along Shazar’s southern coast is a range of vicious crags called the Serpent’s Teeth, which are difficult to navigate in the alarming coastal winds and responsible for shipwrecks of countless sailors, unable to cope with the treacherous waters. Shazar is renowned for the quality of its horses and the inland plains are home to great wild herds that have a mercurial temperament but are the finest stock in the Young Kingdoms. Thoroughbreds from Shazar are prized throughout the world and while most Shazarian folk tend to be skilled riders, the cavalry warriors of this kingdom are exceptional in battle. These bronze- armored fighters, the Knights of Aflitain and Dioperda, are regarded as among the finest mounted warriors in the world, clever and welldisciplined. The Knights come to Jharkor’s aid at the final battle for the west and, whilst that battle is fought in vain, Shazar’s knights fight valiantly.
The Silent Lands Past the Marshes of the Mist are The Silent Lands, where practically no human ever treads. If the legends are true, the hostile marsh was created specifically by Grome’s earth magic in order to repel any conquest of The Silent Lands by the armies of Melniboné. The truth may never be known, as the folk of The Silent Lands have no interest in relaying the facts of the matter. Ten thousand years ago The Silent Lands were home to the diminutive, but courageous, Pukwadji barbarians, venerators of Grome Earth King. They opposed the Mernii when their king refused to return the Black Blade guarded by Grome; in response they threatened to destroy the Mernii’s ships, which they relied upon for trade. The hero, White Crow, went in search of the fabled Actorios stone in a bid to make the king relent and return the Black Blade to Lord Grome. His success earned the Pukwadji’s trust and sealed the pact with Lord of the Earth that Elric, 100 centuries later, still invokes from time-to-time. The realm itself is comprised mainly of black mountains that remain forever under dark skies that emit no storms but always seem moments from thunderous rainfall. It is within these black mountains that the last remnants of the Doomed Folk dwell, crawling around in the utter blackness and hating all those who walk the world in this current, hated cycle. Like the despised kingdom of Org these refugees from the previous cycle of time are rumored to be half-dead cannibals with foul rites and even fouler gods.
Tarkesh Most northerly of the Young Kingdoms, Tarkesh is a divided land. The fierce northerners are longshipsailing, axe-bearing raiders, living off stunted crop yields, poor soil and hunting in their mountainous homeland. They regard the southern city-dwellers of Banarva, and rural farmers of the hinterland, as soft and weak, engaged in too close a relationship with sick Dharijor. The cultured people of the south regard the northerners as ignorant barbarians, fur-clad reavers with little learning or culture beyond the lurid decorations that cover their boats. Despite the divide both northerners and southerners worship the elemental rulers above all other faiths, particularly Pozz-Mann-Llyrr, their god of the sea (and either a kinsman of Straasha, or a guise Straasha assumes for his dealings with the folk of Tarkesh). They have little love for Law but reserve their true
36 hatred for the Chaotic Lord of the Depths, Pyaray, Tentacled Whisperer of Impossible Secrets, who feasts upon the souls of drowned sailors. If one thing could unite Tarkesh, then it is their quality craftsmanship and skill with boats. Both north and south acknowledge each other’s talent for creating fine vessels from the dense, pure woodlands that blanket the country. Whether longship raider or coastal bireme, merchant cog or masted clipper, Tarkeshite ships are highly prized by the sailors of the Young Kingdoms and many are wary of trusting their lives to any other kind of vessel. Young King Yaris is the last ruler to preside over the bitter north south rivalry, which he tolerates because he has no inkling of how it could, or if it even should, be settled. It is in his reign as monarch that civil war erupts between the north and the south, with skirmishes and outright battles breaking out along the ill-defined borders. Before the world’s end, however, Tarkesh is fated for a short peace. King Yaris dies with so many other Young Kingdoms rulers in the Sack of Imrryr and his cousin Hilran takes the throne. When Chaos sweeps over the world, Tarkesh is a unified nation and is ultimately destroyed in this unity by Jagreen Lern.
The Chasm of Nihrain Older than even Melniboné and once its ally, the chasm-city of Nihrain is unknown to most mortals and forgotten by even the Dragon Isle. Built within a fissure that splits the earth of the western mountains, this strange city-kingdom is home to the black-skinned immortals under the command of Sepiriz, a being who will one day ally again with Melniboné when Elric comes seeking answers in the final days of the world. Sepiriz and the Nihrain are avowed servants of the Cosmic Balance and they rest in a stasis within a volcano not far from the chasm-city they call home, awaiting the doom of the Young Kingdoms and anticipating the next cycle of Time. The city of Nihrain is built within the vast caverns of the chasm, a realm of carved statues, twisting spires, spiral staircases and homes made from immense rock formations. Here the almost-human servants of the Nihrain tend to their masters and their unique steeds, which exist in at least two dimensions simultaneously. The steeds of Nihrain are tireless beasts that do not heed the laws of the Young Kingdoms, capable of galloping across earth and sea at great speeds.
R’lin K’ren A’a Not a part of the western continent as such but located in unexplored lands in the south west of the Young Kingdoms, R’lin K’ren A’a is a city that occupies the steaming jungles and could be the ancestral city of the Mernii predating their migration to the Dragon Isle. In Elric’s time R’lin K’ren A’a is nothing but a legend, even amongst Melnibonéans, and Elric doubts its existence –until Duke Avan Astran shows the albino a map claiming its whereabouts and enlists his help in finding the place. R’lin K’ren A’a received its name after the lords of the Higher worlds chose it as a place to meet to discuss the rules of the cosmic struggle that have shaped their actions ever since. Their arrival signaled the exodus of the Mernii, save for one, who remained behind to spy on their conference. He was discovered and doomed to eternal life, carrying the terrible knowledge of their meeting forever more. The city’s inhabitants, these legends say, crossed the sea to Sorcerers’ Isle and then further north, to an island inhabited by dragons: Melniboné. Avan Astran is drawn to seek R’lin K’ren A’a for more practical reasons than ancient history. The tale recounts how the inhabitants left behind a colossal statue of Arioch, carved from jade, with huge gems for eyes. Astran seeks this treasure, which he believes can reveal the secrets of the higher beings. R’lin K’ren A’a proves to be a reality, as does the statue, but it also proves to be Astran’s downfall. The city is reached by a winding river penetrating deep into the lush, insect-swarmed jungle. It
37 is protected by the olab, reptilian beings with feathered crests and neck wattles but essentially human faces. They move on stork-like legs, towering above the jungle waters, and assail strangers with great clubs that are used to hurl razor-sharp crystalline discs. Beyond them, R’lin K’ren A’a still stands, its walls and buildings broken as though brought down by an earth quake. The place is untouched by weeds or other trappings of the forest and there, at the city’s heart and the only thing still standing, is the jade statue Astran seeks. Still living amongst the ruined buildings and ghosts of the Mernii, J’osui C’rein Reyr, the creature doomed to live, is flesh and blood. The knowledge he holds has driven him beyond madness and despair. He wants rid of the curse, which may only be removed by Arioch and only if the jade statue is animated and recovers its eyes so that it may see to leave the city. Elric summons the duke of Hell and is forced into taking Astran’s life in the process. Arioch heeds the summons but warns Elric that in obeying his command, a course of events the albino may not desire will be set in motion. There, in the ruins of an ancient, forgotten city, surrounded by death and one who could not die, Elric determines the doom of the Young Kingdoms.
The Islands of the Young Kingdoms Four principal islands are detailed in the Elric saga: Melniboné, the Isle of Purple Towns, Pan Tang and Sorcerers’ Isle. With the exception of Sorcerers’ Isle, all are major powers. Melniboné’s place in the scheme of the Young Kingdoms is now established and at the time of the Young Kingdoms the Isle of the Purple towns is one of the foremost nations, a land of merchant princes and explorers, such as Smiorgan Baldhead. Pan Tang broods in the northern seas, plotting and pillaging, building its reserves of magic and chaotic allegiance, ready to assume an empire of its own – mightier than Melniboné – and institute a reign of Chaos upon the earth. A fifth, smaller island is also mentioned: Ashaneloon, one of Myshella’s fortresses, hidden in the Boiling Sea.
Ashaneloon Ashaneloon is the name of the palace standing there, rather than island itself but the distinction is moot: Ashaneloon appears on no maps or charts of the Young Kingdoms and it is a place of importance to only one person: Myshella, Empress of the Dawn. Myshella divides her time between Kaneloon in southern Lormyr and Ashaneloon, a small island hidden in the Boiling Sea. It is here that Elric is sent to fetch the component for the Noose of Flesh. Here, too, he encounters a guardian demon of Theleb K’aarna’s devising, which has at its heart a Nanorian stone. The island is small and rocky – easily overlooked, for nothing sails in the Boiling Sea. The palace of Ashaneloon is described as being of slender towers, turrets and domes. The eastern tower holds what Elric looks for – perhaps it holds other Lawful charms too – but he does not have the chance to explore the palace thoroughly. It may be that Ashaneloon and Kaneloon are identical– twin buildings in separate locations. It could also be that they are very different and hold different wonders reflecting Myshella’s moods and whims. Does Ashaneloon have its walls draped in the standards and colors of her dead lovers?
Melniboné: The Dragon Isle Dreadful, dreaming and doomed, Melniboné is the center of the Bright Empire, home to dragons and the strange, amoral descendants of a Balance-worshipping race that settled legendary R’lin K’ren A’a more than 10,000 years ago. When the lords of the higher worlds demanded R’lin K’ren A’a as their meeting place, its people fled; first to Sorcerers’ Isle and then to the group of four islands they occupy today. Along the way they developed a pact with Arioch and so began their inexorable climb to cruel greatness: they became Melnibonéans.
38 Dragons occupied the island long before it became Melniboné. The Phoorn had built a great city of rock and ash before and had lived there for thousands of years before the Mernii arrived. The Mernii learned to communicate with the Phoorn and eventually developed bonds of kinship, sharing their city before establishing their own. Later, as Chaos-aligned Melniboné, the dragons would help forge the Bright Empire, seemingly oblivious or care-free of the changing religious affiliations of their kinsmen. Chaos came to the Mernii in the shape of Lord Arioch who, having been inadvertently invited to this realm by Prince Silverskin, seduced the Mernii with promises and visions of power. The Mernii divided: the Melnibonéans chose Chaos and the Menastrai chose the Balance. The Menastrai retreated to A’sha’hiian, the first city of the Mernii, while the Chaos worshippers built a new city, Imrryr, which eclipsed all other cities in beauty and grace. War followed, known in Melnibonéan legend as The Chaos Wars, and A’sha’hiian was bombarded with demon magic and dragon flame. The Menastrai, fled, leaving the entire island to Imrryr and Chaos. The ruins of A’sha’hiian still stand at the southern tip of the main island, over-run with weeds and barely visible; but there is still no denying its beauty and grace. Before making their pacts with Chaos, the people of Melniboné were a calm, detached race not given to acts of casual violence and disdainful cruelty. A’sha’hiian symbolizes the ruination of Chaos; what might have the people of Melniboné become if they had continued along the original path of the Mernii? The smaller islands have been abandoned by the Melnibonéans, although deserted castles of wondrous, impossible architecture still stand and in Elric’s time the empire is centered on the main island and Imrryr, the Dreaming City. It is the main island that bears the name of Melniboné and it is formed of a range of steep, wooded hills along its spine, separating Imrryr from the vast Meadows of Lassitude and the Intangible Forest that covers the eastern stretches of the island. To the north, the Isolated Fells hold the Lake of the Moon, a lake of liquid silver amidst the gorse and rocky outcrops. Melniboné’s coastline is ragged and treacherous, with wild currents and buried reefs. Only one safe landing place is available; the deep bay where Imrryr stands. It is almost impossible for boats to harbor safely along any of the other coasts, making invasion virtually futile. If any warship could anchor safely, its troops would find their progress across country eventually halted by the steep, sharp hills that divide the island and protect Imrryr. As a result, none have tried. Imrryr is a huge accretion of spires, towers, domes, minarets and weirdly carved battlements. It is built from a cascade of colors, some sorcerously achieved, and it rises, glittering, above the huge harbor maze that protects the city from unwanted guests. Imrryr was not always known by this name. When the people first arrived it was called H’hui’Shan and was a simple staging post that rose to grandeur. It was destroyed in The Chaos Wars and the Menastrai who built it retreated to A’sha’hiian. The city was raised again by a mixture of slave labor and sorcery and renamed Imrryr. The harbor maze was built at the same time and only specially trained pilots know the safest routes through it, into the harbor itself. Imrryr is indeed a wonder. The most beautiful city of the Young Kingdoms and the cruelest, it is decadent and amoral, like its inhabitants. The broad avenues and jade towers mask terrible activities and depravities, for the people of Imrryr seek the most extreme and dangerous of pleasures. Drugged slaves, some human, others almost-human and most altered in slight mystical ways, form the overwhelming majority of Imrryr’s population. With their obedience enforced by endless drugging and sorcerous compelling, the nobles of the Dreaming City are free to live their race’s last days in the blind ignorance of the truly decadent. The Melnibonéans themselves spend most of their time in gentle
39 drugged hazes or at court, dancing to the songs of tortured chorus-slaves or scheming to advance their own status before the eyes of their peers. Despite its secrets people still flock to Imrryr. Its markets in the Foreigners’ Quarter are the greatest in the Young Kingdoms, filled with riches from across the Young Kingdoms and beyond. Melnibonéans rarely tread this quarter’s streets, instead sending slaves to conduct commerce on their behalf. Most who visit Imrryr will never progress beyond the Foreigners’ Quarter; those that do are destined to be slaves themselves, or worse, and only a handful of humans have been allowed into the streets of the Dreaming City proper and then allowed to leave unmolested. Imrryr’s place as a center for trade is under threat by the rise of the Isle of the Purple Towns and the markets of Dhakos and Raschil. Merchants have tired of the illogical, resented fact that Melnibonéans must guide each and every vessel that seeks to trade through the sea maze. The Melnibonéans are oblivious to this decline but one, Emperor Elric, 428th Bright Emperor, is sensitive to what threatens Melniboné. His strategy is to gain greater understanding of the Young Kingdoms and perhaps relax Imrryr’s dealings with humans. The strategy is not popular. Elric’s cousin, Prince Yyrkoon, rejects such notions and would see Melniboné assert itself once again with dragons and battlebarges. Beneath Melniboné, accessible only by those accorded the rank of Dragon Prince, are the dragon caves. These vast subterranean lairs are where Melniboné’s wyrms slumber, dreaming of things unknowable by mortals. The dragons symbolize Melniboné’s power and their sleep reflects the empire’s decline. It takes great effort to rouse the dragons and they rest a little longer after every disturbance. The oldest and largest, Flamefang, is an immense she-dragon that holds a special empathic bond with Elric. It is Flamefang who carries the albino Dragon Prince into his final battle and she is half as old as the Bright Empire itself, wise in ways alien to mortals but curiously understandable to Elric. Just as the dragons slumber, so do most Melnibonéans. Dream couches hold sleeping forms, helping their occupants to project their consciousness across the Million Spheres in search of new challenges and pleasures. The dream couches were devised as a tool to train each Bright Emperor, enabling the dreamer to experience many lifetimes in the space of a few nights’ sleep. In this way the emperors of Melniboné gained the knowledge and experience for both sorcerous training and the skills necessary to administer, single-handedly, an empire spanning the known world. Now, in these final years of the Bright Empire, the dream couches are used solely for pleasure, their effects enhanced by the powerful narcotics the residents of Imrryr prefer. Not all succumb to the lure of the dream couches but the damage is done. Imrryr is impotent and on the verge of extinction. Its time has passed, fading into halfmemory like a dawn-chased dream. The Sack of Imrryr In only a few short years, Elric will abdicate his throne in order to walk among the peoples of the Young Kingdoms. During this sabbatical, he wanders across the world as an adventurer, seeking new experiences and coming to terms with his newfound morality. On his hip throughout these journeys is the hellsword Stormbringer, feeding him life for each soul that he slays, negating his need for healthnarcotics. This adventuring comes to an end after a year, when Elric learns of Yyrkoon’s treacherous usurpation of the Ruby Throne. Burning with hatred and anger, and driven to the belief that his own people barely belong in this current age because of their decadent and parasitic culture, he leads an assault on Imrryr
40 that sees the Melnibonéans driven to the brink of extinction. After Elric’s betrayal, the remaining Melnibonéans wander the world in small mercenary bands, under the leadership of Dyvim Tvar and his son, Dyvim Slorm, Elric’s last remaining blood relative and the only other Dragon Prince left alive. When the world dies, Elric and Dyvim Slorm wake the last dragons one final time, riding those few that are able to wake into the last battle for the world. That has not happened yet but it will soon. Imrryr will burn, the great towers will fall and the world will never be the same again.
Isle of Purple Towns Named for the color of its buildings, constructed from a purple stone found only on the island, the Isle of Purple Towns is more notable for what the Melnibonéans regard as its ‘impudence’. It has dared to expand and grow into the secondary (and soon, primary) trade hub of the Young Kingdoms, eclipsing Melniboné due to its industrious sailors, wise merchants, ideal location and its money-hungry, ambitious and smart leaders. Traders from the Purple Towns spread throughout the Young Kingdoms, acting as brokers and aides when not delivering their own sea-borne cargoes and raising themselves up as merchant-princes. The ports of the other Young Kingdoms bustle with Purple Town vessels and sailors, and trade routes are established to and from all nations, with old agreements honored and expanded and new fortunes made on fresh promises and profits. The powerful nobles and newly-risen merchant-princes of the Purple Towns are a separate lot, comprising of traditionalist feudal lords with slipping fortunes and new money merchants with immense caches of coin invested and stored as they see fit. Menii is the port capital of the island; a trade hub that rivals, and will soon dwarf, that of Imrryr. Kariss is a northern city preferred by the traditional nobility, leaving them largely ignored by most of the island. Once, the religion of the island was based around the elemental rulers Straasha and Lassa. Now however, as trade booms, a golden pyramid-temple of Law has arisen in Menii and the people are content with their new faith. Count Smiorgan Baldhead, destined to be a companion of (and eventually betrayed by) Elric, is a noble-born ruler who has made a vast fortune by working alongside and among the new merchant caste. When he is killed in the Sack of Imrryr, the Isle of the Purple Towns suffer a brief destabilization, even going to war with Lormyr, a nation that has long held a grudge against the ascending nation while it itself dwindles. The last battle of the Isle of the Purple Towns fleet occurs during the doom of the world. Abandoned by most of their allies and without a hope of victory, the Purple Towners sail against the Theocrat of Pan Tang’s fleet, facing death with bravery and honor rather than await it on their island.
Pan Tang A thousand years ago, a race of humans called the Mabden came to this plane of existence for reasons they never shared with others. They made their home on the barren, inhospitable island in the center of the Pale Sea and named it Pan Tang. The Mabden are a tenacious people, passionate, creative and bearers of grudges. Perhaps this is why they turned to Chaos. As Melniboné began its inexorable decline as an empire, the Mabden saw the possibilities of Chaos and how the Melnibonéans had let their control of it slip. They would raise their own empire, this time in concert with the Lords of Chaos and not in defiance of them. New pacts were made, temples built and sacrifices offered. Over the steady course of
41 the millennium Pan Tang honed its skills as practitioners of magic, unearthing knowledge carefully hidden by Melniboné, refining their dark arts. Pan Tang’s rise has been patient and cautious. It is only in the last few hundred years, as Melniboné has truly retreated, that it has asserted itself. First, sorcerer-emissaries were sent forth to seduce the fledgling Young Kingdoms. As their influence became established, the theocracy of Pan Tang ensured increasing reliance on the power of both Chaos and its sorcerer-priests. Now, in Elric’s time, Pan Tang is poised to reap the whirlwind. Its sorcerers have never been stronger and its influence never more insidious and encompassing. Dharijor, largest of the western nations, is enthralled to the theocracy; Pikarayd is within its control. Its pirate fleets haunt the seas like hungry wraiths and its pacts with the Dukes of Hell have never been stronger. Soon it will initiate war against the Young Kingdoms in a bid for their complete conquest, the Pan Tangian armies swollen with hell-spawned troops. Pan Tang has but a single city: Hwamgaarl, city of screaming statues, so named because its enemies and dissidents are transformed into the huge, shrieking sculptures lining the city walls, their soul-wracking cries of pain and insanity echoing across the isle. Hwamgaarl’s streets are disordered and maze-like, with buildings leaning inwards at impossible angles, creating deep pools of shadow that even the brightest sunlight cannot dispel. The harbor is thronged with ships but these are not the trading vessels of Raschil, Menii and Dhakos; these are pirate boats, slavers and war-galleys. Cargo is not traded but stolen and captured vessels are stripped of their trappings and daubed in the colors of Pan Tang: deep green and black, emblazoned with the merman crest of the theocracy. Dominating it all, overlooking the harbor, is the imposing and menacing palace of the theocrat. The current incumbent of that exalted position is Jagreen Lern, a cruel and depraved individual, utterly insane and bent on taking his island to conquest. He would seek to emulate Melniboné’s cruelty and decadence but he lacks the aesthetic sensibilities marking Melnibonéans from humans. He is a parody of Melniboné’s emperors; thin-faced, dark-eyed but bearing the swarthiness of his Mabden ancestors. His crest is the merman, scores of which inhabit the deep waters surrounding the island, and it flies this device from every flag of every vessel under Pan Tangian control. The church of Chaos rules all in Pan Tang. Its priests are warriors and sorcerers, all devotees of one or more Lords of Chaos. The patron demon is Chardros the Reaper, grim lord of chaotic death. Others are worshipped: Maluk the stitch-lipped; Hiornhurn the executioner; Pyaray the tentacled whisperer, admiral of the Chaos fleet; Xiombarg the faceless, Queen of the Swords. Temples to these twisted deities abound throughout Hwamgaarl, the chants, shouts and screams of priests, worshippers and victims echoing around the rough-hewn granite walls. The elementals are given lip-service but true worship is reserved for the Lords of Chaos and the warrior-priests of Pan Tang are masters of their secrets. Pan Tang is feared and loathed, not respected, by the other Young Kingdoms. When the armies of Jagreen Lern rise up to claim the world for Chaos, all who still live will see the influence of the Pan Tangians firsthand. These are the people who doom the world, twisting it with their hatred and their sorcery. They follow Chaos for the power it offers through evil, rather than the natural aspects that serve the Balance. The Chaos Gods, slavering for a chance to claim this world, are eager patrons for the theocrat’s armies and keen generals serving at his side.
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Sorcerers’ Isle Sorcerers’ Isle looms from the dense mists surrounding it. A spiky, almost bare, crown of land surrounded by jagged cliffs of granite appearing through the grey smudge clinging to the sea. The water is strangely calm around the isle – as though entranced into a slumber. This misty, mysterious island lies south east of the Shazarian coast and due west of Melniboné. For millennia it was the haunt of powerful magicians, hence its name and legend has it that the hellswords Stormbringer and Mournblade were forged there by the Doomed Folk. Sorcerers’ Isle was also the first port of call for Elric’s ancestors when they fled R’lin K’ren A’a, before they reached the isle now called Melniboné. How long they remained is unknown but clearly Sorcerers’ Isle remained on their charts, because Melniboné’s sorcerers used it many times over the course of the Bright Empire’s reign. Its last resident was Cran Liret, the Spell Thief, although the fortress he occupied was destroyed by Melniboné many years ago. Cran Liret stole one spell too many from his Dragon Lord comrades and they took their revenge with dragon venom and battle-barge, razing his castle and putting his foul practices to an end. Sorcerers’ Isle is still occupied. The Krettii, a race of stunted, bestial creatures, migrated here from the swamps of Shazaar several centuries ago and made Sorcerers’ Isle their home. The Krettii have changed little in their habits or appearance. Their intellect is still limited and their skills confined to subsistence farming, hunting and, when times are hard, cannibalism. Yet they are not alone. Cran Liret’s Chaos Engines – the devices he used to steal spells – still exist within the island. And so too do his ultimate creations, the Spells That Live, still wandering aimlessly. The Krettii fear these remnants but worship their power as others worship the Lords of Law and Chaos.
The Unholy Fortress Yeshpotoom-Kahlai is a dead god. Its remains lie at the tip of the Great Eastern Desert. It is not known in what titanic conflict the Chaos Lord was slain, or why its colossal corpse was left embedded in the stuff of the Young Kingdoms. It stands as a vast enigmatic signature of Chaos upon the face of the world. To the demon-worshipping tribes of the desert, the dead god is a site of profound religious significance, a place for pilgrimage and prayer. Down through the centuries, stories of Yeshpotoom-Kahlai have filtered out to the Young Kingdoms. People travelled from afar to see the mysterious monument of Chaos, and to learn the secrets of its oracle. In time, the pilgrims raised a small walled city to keep out the harsh desert sands, but the gates stood open. The Head was a mystical resource available to all. With the decline of Melnibone, and the general distrust of magic which followed, the township fell into disrepute and became known as the Unholy Fortress. The people of the Young Kingdoms forgot about the place, and it became a haven for outlaws and thrill-seekers. It is now a site of legend, disregarded by both the Churches of Law and Chaos. The people of the desert are the only ones who still revere the object as a god. The current inhabitants of the Unholy Fortress are drifters from all over the Young Kingdoms. They dwell in the shadow of the Head, thankful for the home that it offers them, turning no-one away from that same shelter. It was the first of these groups of drifters that learned that by meditating in one of the central chambers of the god-things skull, and drinking various mutagens, a person could be honed into a formidable foe, one that could fight monsters and demons, while being able to remain unaligned with
43 either law or chaos, these changed people became the first Witchers. Witchers can be spotted by their white unearthly eyes, they are often stigmatized as creatures of chaos
Witcher Template (170) Attributes: DX +2, HT+1, ST+2 Advantages: Acute hearing 2, Acute Vision 2, Combat Reflexes, Enhanced Defenses (dodge, Parry), Night Vision 2, Rapid Healing, Resistant: Disease (immune), Sign Aptitude, Weapon Mater (swords), Witcher Secrets Disadvantages: Sterile, Social Stigma (Freak), Wealth: Struggling The Unknown East Beyond the Sighing Desert and the mountains known as The Ragged Pillars are the kingdoms called the Unknown East –unknown because, by and large, Melniboné has forgotten them and thus the Young Kingdoms at large are ignorant of them –although they know that lands and civilizations to the east exist. To the Unknown Eastlanders, their realm is called Menastree and it is a very old land, with many links to both Melniboné and their predecessors, the Menastrai; the Balance venerating descendants of the original Mernii. From the arid lands of the west, through to the lush immensity of the far eastern forests, Menastree is a land of distinct contrasts between its people and their beliefs. Remnants of the Menastrai, almost lost to the onslaught of time, can be found in the ruins of Amerain and Menerain and the old structures of Melniboné, incorporated into many of Menastree’s towns and cities, are still to be seen, although the industry of the Eastlanders has forged an identity distinct from the Young Kingdoms.
Amerain and Menerain The first and second of the great cities of the Menastrai, Amerain and Menerain rivalled Imrryr for beauty and splendor. Sacked by Melniboné and reduced to rubble, they are now overgrown, half hidden ruins; a sad reminder of what happened to the civilization that built them. Their treasures are long gone, plundered by the Bright Empire and others, but beneath the scattered stones of their walls there are still secrets to be uncovered. The Menastrai understood much of the Multiverse and were skilled travelers of the Moonbeam Roads; remnants of their magics and mementoes from their planar travels doubtlessly remain hidden in the deep under-passages of the cities, protected, perhaps, by guardians designed to prevent Melniboné from stealing all the secrets of the Menastrai and using them to their own, bitter ends.
Anakhazan Ruled by two great families Anakhazan is a nation of contrasts. On the eastern side of the country, the Clan Freyr; on the west, the Clan Guyë, the two separated by the mighty River Meer, dividing Anakhazan into two distinct provinces, predictably named after the respective families. The Freyr Clan is ruled by Count Kores Freyr, a stern patriarch who, despite being allied to the Balance, sympathizes with Law to a great degree and seeks to advance his understanding of it. It was the Freyr Clan that moved Anakhazan into the Valederian Directorates, maximizing its trading position in the face of competition from Eshmir and Valederia. Freyr province is a strict place, reflecting the Count’s heavy handed rule: laws exist for just about everything and personal freedom is set aside in order to ensure the freedom of society as a whole is maintained. Personal excesses are curbed, with public displays of exuberance tolerated only
44 upon certain, traditional festival days. Many see the eastern side of Anakhazan as a drab, unfeeling place and prefer the far more relaxed Guyë province on the other side of the river. Guyë province, with Countess Anathaym Guyë at its head, revels in personal freedom. The population is encouraged to behave freely and to speak its mind, public expression being the best way of keeping people happy and tolerant. Guyë province is extremely liberal in what it allows and while it has an amicable, if at times, strained, relationship with Freyr province, it frowns upon the rather sedate and orderly way in which Count Freyr seeks to prevent personal liberty. It is therefore the case that if it is banned in Freyr, it is normally encouraged in Guyë: only the sensibilities of the two Clan heads prevents Anakhazan from descending into the kind of civil war afflicting Changshai – that and a realization that while differences occur, Anakhazan is above petty squabbles and should, after all, serve the Balance in its entirety. Anakhazan’s southern and central regions consist of deep, wooded valleys, fertile plains given over to farming and viticulture and a scattering of innumerable small towns and villages, each characterized by the deep yellow sandstone that is used in the buildings. In these areas the climate is warm and pleasantly humid with soft winds rolling in from the Bas’lk Hills, filtering through the valleys and forests, bringing with them the scent of exotic flowers and fragrant cypresses. South and central Anakhazan is idyllic. But further north, the temperature drops sharply and the landscape seems to retract, giving way to scarred limestone plateaus and vast stretches of cold, damp moorland populated only by sheep, goat, boar and wolf; cold and unforgiving. Here, the people are harder of mind and spirit, given to the practicalities of the landscape and with little time for the softer, more comfortable, southerners. And always in the distance, the aptly named Withered Peaks: a shattered range of mountains, sharp and jagged, scraping at the cold inhospitable skies, home to the feared wyrms that drink men’s souls (see Denizens of the Young Kingdoms). In the winter months, the sky above the Withered Peaks is alive with a blaze of color – strange lights that flash and fade against the pitch blackness, great sheets of light that writhe and flicker before descending behind the mountains into the uncharted, unreachable, northern territories beyond, where it is said that the world ends. Anakhazan’s major city is Anakheera. Founded during Melnibonéan rule, proud, ancient Anakheera straddles the river Meer, one side belonging to each Clan. On the eastern side, life is quiet, rational and subject to the justice of Freyr’s prefecture, which maintains a level of public sobriety at all times. Taverns exist and street markets flourish but stripped of the exuberance natural to such places, they are dull when compared with the jewels on the other side of the river. The Guyë quarter of Anakheera is a far more lively place; a maze of streets that contrast sharply with the Freyr quarter’s grid-like structure, filled with all manner of shops, businesses, taverns, brothels and smoke-houses (where various narcotics can be indulged without fear of damaging public morals). It is to the Freyr quarter that the merchants visit to trade but the Guyë quarter where they flock to spend their profits. At sun set, dozens of bridges spanning the river creak under the weight of bodies as people leave the Freyr quarter and head for the bright lights of the western city.
Bas’lk and Nishvalni-Oss Bas’lk and Nishvalni-Oss are the lands of the Valni, a nomadic people with ingrained superstitions, comprising of hundreds of tribes shifting from one fertile area to another on a seasonal rotation. Although the tribes each have different names for themselves and differing customs, collectively they
45 call themselves Nishvalni (The People) and their lands are called Oss (Home)-hence, Nishvalni-Oss, The Home of the People. Bas’lk is another Valni word and means ‘The Good Grazing’. Valni are black-skinned with tones ranging from dark brown through to midnight black. Hair is always black and grows in a thatch of tight curls. Amongst the Valni common to Bas’lk, the hair is worn long and is set into a complicated pattern of dreadlocks. In Nishvalni-Oss, the style is shorter, sometimes cropped closely to the skull. Living in the hottest part of the east, Valni wear very little. Loincloths for both sexes are generally the norm and these are made from animal skins or plaited grasses, not because they have never developed cloth as Bas’lk linen is a prized commodity but because thin hides and grass kilts allow the body to breathe while still allowing for a certain amount of protection. Jewelry is extremely popular; all ages and sexes wear beads, necklaces, rings and torcs in a variety of metals, woods, ceramics and bones. The brighter the jewelry, the higher in tribe standing the individual. The Valni revere the Beast Lords and each tribe has an allied Beast Spirit watching over it, defining its character. Predatory beast spirits make for predatory tribes and these are feared across the Valni lands. Every Valni tribe possesses a head man or woman, known as the Si (a male head) or the SA (a female head). The Si/ SA of the tribe is chosen according to the will of the tribe’s allied spirit, as administered by the shaman. Those who aspire to lead the tribe may spend years courting the shaman in a bid to prove their worth before the eyes of the spirit. Those who cross the shaman are almost certainly doomed to remain in the rank and file and it is considered bad luck to anger the shaman or go against their wishes. The Si or SA is chosen when the previous head dies: no one directly challenges the current leader since this is considered to be acting against the will of the spirit. Only the shaman can depose the Si or SA, being the only one in the tribe capable of interpreting the spirit’s will and thus deciding who is fit to lead. The Valni lands encompass vast savannas and isolated forests, gradually changing to featureless deserts of bleached stone, parched soil and rough, hardy plants in the south. Although the Ragged Pillars have prevented the advance of the Sighing Desert, Nishvalni-Oss is dry and unsuited to the cultivation of crops. There is usually one heavy rain every few days, caused by the movements of westerly warm fronts breaking against the Ragged Pillars but the rainfall seeps quickly into the dry, loosely packed soil, leaching away vital nutrients. Bas’lk is slightly cooler and here tough savannah grasses have managed to take; the Valni tribes bring their livestock to graze and then harvest the grass for sustenance as they move around their ancient grazing routes. Aside from the great River of Sand, the only other large sources of water are the three great lakes known to the Valni as The Tears of the Land. The Tears mark the boundary with the Valederian Directorates, the border towns of Im’lk in the north and Heereesh in the East marking the meeting of the two cultures. Both towns are simple affairs where the Valni come to trade goods with the civilized peoples; spices brought from the Forest of Blades, salt from the dry salt-lakes of northern Bas’lk and wooden ornaments carved from the trees of the forests. The civilized traders (mainly from the Valederian Directorates) bring crops, fruit, weapons, alcohol and livestock and have been accused in the past of having deliberately perverted the simple nature of the Valni by encouraging such trade. Indeed, slave caravans from Eshmir and Okara still deal in human merchandise reinforcing this reputation. The more corrigible merchants argue the opposite, explaining that relations would be far worse with the Valni if it had not been for the beneficial effect of mutual trade.
46 Lone travelers are few in the Valni lands: while strangers are tolerated, they are not encouraged; small bands of vicious Valni bandits prowl the borders of Nishvalni-Oss, preying on caravans that stray too far from the acknowledged roads.
Changshai East of the great Shenkh Mountains lies Changshai, the kingdom of the immense, country-spanning, Great Hunting and Careful Forests. Viewed from the eastern slopes of the mountains, Changshai has the appearance of being a gently shifting sea of tree canopy with swells of silver and shadow-green. It is dense; in places little light reaches the forest floor, creating huge pockets of darkness, its silence broken by birdsong and occasional glancing shafts of sunlight that burst through the canopy. The floor of the forest is rich in all manner of plant life, from the simplest fungi through to the most beautiful orchids. Many unique species grow in the Careful Forest and many of these unique plants have uses in healing and sorcery. Insects, as countless in their variety as the trees themselves, crawl through miniature forests of ferns and sweet, lush carpets of grass. Deer, wild boar and large, feral cats graze and prowl the hunting trails: wolves howl throughout the night and, in the northern reaches, silk worms spin their magic while illuminated by glowing flies and luminous fungi. The plants are the true rulers of Changshai, providing protection, food and fuel, with the many animals providing good hunting. Well-worn paths wind through the ancient woods and terminate in small villages. Buildings cluster in enlarged clearings, made from local timbers and designed to blend with their surroundings. When Melniboné ruled, the Changtse were slaves, bred on the Dragon Isle and brought here to serve the Bright Empire. When the Dragon Princes departed, the slaves were left behind and they quickly spread through the forest, building for themselves the villages and small pockets of community that now pepper Changshai. Despite its undisputed beauty, Changshai is mired in ugliness. For the past 20 years, a bloody, intractable conflict has raged between the king of Changshai, the Drei Myur, and his half-brother, Kaleg Vogun, Usurper Prince of the Tanghensi. Some claim that Kaleg Vogun is the rightful Drei of Changshai and that Myur is the imposter; others declare that Kaleg Vogun is a demon in kingly guise who seeks to establish a reign of evil upon the Earth. Others claim that the Warrior Priests of Phum engineered the entire affair, interested in seeing the effects of a civil war for some bizarre, chaotic reason. The stories differ according to the teller and there are thousands of permutations of each legend. Currently Kaleg Vogun is winning. In the early years of the war, Vogun drove Myur out of Changshai’s capital, Tanghensi, and forced him to retreat back to the Sadakan Castle-once a summer residence for the royal family. Vogun had the support of the people of Tanghensi and, in usurping Myur’s capital, he demonstrated his strength as a ruler. Those who stayed loyal to Myur were purged and eventually Myur’s supporters found themselves pushed back through the country and into the foothills of the Shenkh Mountains. Kaleg Vogun holds the country in a vice-like grip: those who openly oppose him die and many have pledged their support to the Usurper Prince purely out of fear, believing that their best hope is to wait for Myur to either surrender or die so that their lives might once again return to normal. Vogun commands no structured army: instead, pockets of armed militia hold the forests of Changshai, paying lip service to Vogun’s rule but effectively carving little empires of power for themselves. Vogun’s forces fight amongst each other for the pettiest of reasons and this confusion adds to the misery that sorrowing Changshai must endure. The only cause that unites Vogun’s forces is a wish to see Myur dead.
47 Few know why and few care; 20 years of bloodshed has hardened the hearts, minds and souls of the Changtse, many knowing nothing except The War. They fight because that is what they have always done and if they cannot fight the Drei Myur’s forces, they will fight each other. The Drei Myur has managed to retain a semblance of order amongst his own supporters. When he left Tanghensi, he took with him the loyalty of the nobility and regular army. Those who allied themselves with Myur recognized that Kaleg Vogun was an uncontrollable force and decided that discipline and the old traditions of Changshai should be maintained if they were not to become like the marauding scum supporting the Usurper Prince. When Myur reached the Sadakan, the army reorganized itself, recruiting new soldiers from the refugees who fled Vogun’s raiding parties, training them to fight in the manner upheld by the Changshai regiments for centuries. Myur’s army is small but organized – it is also loyal. Although 20 years of fighting has taken its toll on the morale of the troops, none have ever lost sight of the fact that Old Changshai must be preserved and to do this the Drei and his bloodline must survive. If the kings falls, then so does Changshai and the war is lost to the Usurper Prince. Tanghensi, the once proud capital of Changshai, is a forlorn place. Although untouched by the war, its streets have been stripped bare of all the artefacts that had once marked the dynasty of the Drei Myur’s family. Vogun has replaced these with gaudy statues and mosaics depicting himself in a variety of victorious and heroic poses. Since formal trade with other nations is nigh-on impossible, food in Tanghensi is of poor quality and quite often in short supply. What little food is imported usually find its way into the hands of the black marketeer – one of the few professions to actively profit from protracted hardship. Mercenaries looking for work amongst the disparate bands of guerrilla fighters at large in the huge forests are a common sight in Tanghensi, many of whom have fled the laws of their own countries, seeking refuge in a place where lawlessness has been elevated to a high art form. Rumor has it that Vogun has recently been courting a number of sorcerers from Phum in an attempt to introduce magic into his campaign and the madness that has entrenched itself in Changshai has made the country ripe for the work of Chaos.
Eshmir The golden garden of the east; mercantile capital of Menastree, Eshmir is one of the youngest of the eastern kingdoms but is arguably the most wealthy. Lying between the northern Shenkh Mountains and the Scar of the Night, Eshmir boasts the most fertile lands in the east, possesses the most accessible raw materials and has built its rapid success on shrewd dealing and careful management of its reserves. Eshmir is a nation born of bloodshed. Its lands were once hotly contested by Phum and Okara. Eshmir has endured such attacks and always survived: to preserve its wealth Eshmirians have needed to develop military as well as mercantile skills. It is eventually only the terrible might of Terarn Gashtek, the Flamebringer, that brings Eshmir to its knees as he and his reavers lay waste to much of the civilized East. The countryside of Eshmir is beautiful to behold. Gently rolling valleys sliced by crystal-blue rivers, the hill sides covered in a wild variety of trees, occasionally giving way to the farms that provide grain, vegetables and meat for the thriving cities of Elwher and Her’is. Further north, in the foothills of the Scar of the Night Mountains, hundreds of mines drag copper, tin, iron, silver and other precious minerals to the surface. Eshmir produces some of the highest quality iron in the Unknown East, much of which is exported to Maidahk, whose advanced smelting techniques have managed to produce some of the
48 strongest steels available. In turn, Eshmir buys in things it cannot produce for itself: cotton, rare grains and spices, olive and other, more exotic oils. The diversity of Eshmir’s trade is reflected in the industries the country supports; from the smallest farms and mines, run by family concerns, through to massive ranches and open-caste quarries, owned by powerful merchants and the Eshmirian government. Eshmir has two major cities. Elwher is the capital, straddling the mouth of the River El. It is a young and vibrant place of gold, marble, silk and gleaming, unpretentious spires. Its wide, arcaded and symmetrical streets, with their sandy-red facades, radiate the flamboyance and style that has made Eshmir famous. Taking its cue from Anakhazan, Elwher is a cultured place where art, philosophy and science mingle and grow. The bulk of its population is literate and while commerce is the city’s lifeblood, culture is at its soul. They say that Elwher is the home of all stories and it is true that the people of Elwher hunger for literature, music and new means of artistic expression. It is unlike the dark, torturous streets of the Okaran cities, places long past their prime, but is a city of light, story and song: a twinkling wide-open eye that looks upon the world and likes what it sees. The second city is Her’is. Smaller than its sister, but no less bright, Her’is sits beside the fast flowing El River on the northern side of the Careful Forest. Her’is is young and built on commerce, its buildings tall and graceful, and its streets wide and lined with trees, fountains and open gardens. It is more thoughtful than the impetuous Elwher and is the home of Eshmir’s religious philosophy, the Elithior. Amongst the towers and spires of the city, copper-plated domes litter the rooftops, single wide slits opened and trained on the night skies. Within reside the scrutineers, eyes fixed upon telescopes, astrolabes and charts, plotting and watching the movements of the heavens, following the doctrines of the Elithior that forms the heart of Eshmir’s religion. Eshmirians encompass all body types, ranging from the tall and slim through to the short and stocky. Hair is normally brown, red or blond, with the eyes being brown or blue in color. Eshmirians have a distinctive accent; a soft, lilting brogue that has a soothing effect on the listener, especially when employed in song or story. Eshmirians like to display their wealth in their dress. Silk, samite, fine linens and colorful robes of rich wool or delicately embroidered cotton are common amongst those that can afford it. Amongst those that cannot, clothes are simpler but normally gaily colored – reds and greens being a particular favorite in Elwher. Eshmirians are fashion victims with dozens of new styles rising and falling almost weekly. It might be turbans decorated with ostrich feathers one week, peaked hats the next. Social status is evident from the flamboyance of the clothing and how up to date the fashion is. Eshmirians are noted for the generosity and good humor. Everyone is welcome in Eshmir and no outward prejudice exists towards any of the other nations – save the Tanghensi of Changshai, who so vainly tried to sack the country. Eshmirites love singing and telling stories; they adore conversation and mock debates on trivial themes. The more serious minded nations of the Unknown East – Anakhazan or Valederia for example – can barely understand how a people preoccupied with indulging their whims have come to be the most powerful trading nation in the Eastern Kingdoms. For their part, Eshmirians reckon it is better to keep smiling and have a happy corpse rather than dwell on miseries that cannot be avoided. Eshmirians have a saying: ‘beneath the stars, optimists and pessimists are alike: but the optimists have a better time...’
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Maidahk South of Anakhazan is Maidahk, the land of the Engineers. Hotter than Anakhazan and more arid, it is a place of rough, stony deserts and great strips of wasteland where little grows except cacti and tough, inedible plants adapted to the intense climate. Yet Maidahk is also a place of arable fields and where some of the most sought after cattle can be found. Maidahk’s strength is in the ingenuity of its engineers. People who have decided to tame the lands around them and turn them into a place fit to support life without resorting to sorcery. Maidahk has spent a great deal of time and energy in developing irrigation schemes, diverting rivers, creating dams and reservoirs, feeding the land to make it green. Rather than being a massive tract of uninhabitable desert, Maidahk is a place of patchwork fields of corn, wheat, barley, oats and orchards bearing exotic fruits. This organic wealth makes it one of the most important members of the Valederian Directorates and what it lacks in military might it amply compensates for in technical expertise. Maidahk’s capital is Rameer, an incredible feat of engineering. Towers and great houses; museums and libraries; palaces, gardens and monuments, all honoring those who achieve. To walk Rameer’s streets is to see architecture at its most awe-inspiring and to be surrounded by a thriving community of builders, architects, engineers and all manner of occupations in between. Rameer is a plan of concentric circles, the marvelously Gothic university at its heart – a fusion of complex, impossibly tall towers driving skyward from a collection of narrow, bizarrely shaped buildings clustering around the spires in a conspiratorial huddle. The central ring of the city, girdling the university, is known as The Arc and is the prime residential district, home to the wealthy and the more powerful of Rameer’s guilds. Most of the grandest and more elaborate buildings are found in The Arc, including the grandiose and imposing parliament hall, The Scales, designed to resemble a huge balance, built from blood-red sandstone and marble imported from S’aleem. Beyond The Arc, radiating out for about a mile, are the concentric streets and avenues of Rameer’s residential areas. Some are grand impersonations of The Arc, while others are little more than ghettos, long forgotten by their designers and now left to the ravages of decay and poverty. The worst of these areas is The Marsh, half a mile from The Arc on the western side and encompassing a block of eight streets and two avenues. The Marsh is a center for organized crime and its depravity contrasts sharply with the studious air prevalent throughout most of the city. Travelers are warned to steer clear of The Marsh, especially at night, and even Rameer’s elite city guard, The Fencers, refrain from entering this area without very good cause. The Marsh and some parts of Rameer aside, Maidahk’s people are warm spirited, farsighted and committed to improving the country through artifice and hard work. The College of Engineers is called upon from all over the east by those who want to emulate Maidahk’s achievements. Maidahkis do not make a great display of personal wealth although it is common for those who have money to sport refined, tasteful items of jewelry such as brooches, filigree rings and discreet ear studs. Weapons, other than short bladed knives, are not normally worn publicly unless one happens to be a warrior and licensed in the use of such hardware. The Fencers sport twin rapiers, which are used together in combat; in fact, the rapier is considered by Maidahkis to be the most noble of weapons and fencing is taught more as an art form than as a method of combat. Loheb Bakra’s Brigand Engineers Ten years before the fall of Imrryr, Valederia was threatened by the Warrior Priests of Phum. The Blue Assassins had carried out a successful assassination attempt on one of the feared Knights of Tumbru;
50 Sadachar the Black was ambushed and stabbed to death while returning from a pilgrimage into the Shenkh Mountains. The Warrior Priests discovered that the assassins responsible originated from the Valederian town of Ylad and, in seeking retribution, sent the Knights of Turnbru to destroy the town. Loheb Bakra of Maidahk was in Valed-Hal when the news reached the High Senate of the attack against Ylad. Unable to raise an army of sufficient skill and numbers to go against the Knights of Tumbru, they turned to Loheb Bakra who had been demonstrating his designs for war engines to the assembled heads of the Valederian Directorates. Loheb Bakra agreed to test his machines in the defense of Ylad and so, accompanied by a motley army of raw recruits, a handful of experienced soldiers and a ragtag band of volunteers, he marched north to meet the Knights of Tumbru in the fields and low hills leading down to the sleepy agricultural town. Bakra’s engines were extremely varied in their design: huge, steam powered trebuchets that delivered boulders six feet in diameter; wind-powered chariots employing vast sails to catch the gentle breezes and scoot through the fields, armed with spears and blades to chop at the legs of approaching cavalry camels and other strange and deadly devices that it was hoped would withstand the onslaught of the Knights of Tumbru and their powerful sorceries. The Knights of Tumbru expected little resistance when they rode into the Ylad valley and were stunned when, from the hills, the wind-chariots ploughed into their ranks. And then, as they tried to gather together their wits, the steam trebuchets rained rocks onto the battlefield, striking with an accuracy even Loheb Bakra had not imagined. The battle of Ylad Vale lasted for 10 hours. Eventually the Knights of Tumbru, battered and bloody from their unsuccessful attack, turned and fled. They realized that with all their martial skill and sorcerous knowledge, they had simply not planned for the use of machines on the battlefield, machines that held them at bay and then cut them down when they tried to advance. Loheb Bakra was hailed as a hero and the survivors of the battle of Ylad Vale who had operated his machines formed their own company at arms, pledged to the defense of the Valederian Directorates. Thus were the Brigand Engineers born. Where a threat of arms exists against a village, town or city in the Valederian Directorates, Loheb Bakra’s Brigand Engineers can be found, their ever more bizarre machines ready to take on any odds that might be levelled against them
Okara Okara has always harbored ambitions towards greatness, to expand its borders beyond those imposed by geography and politics. With each attempt it has failed and with each failure it has become weaker, more fragile and less able to force-feed the other nations of Menastree with its beliefs. Frustrated and alone, Okara resides in a wilderness of its own making, overtaken and overshadowed by the nations surrounding it. Okara is an uninspiring country; flat and almost barren, it lacks splendor of any kind and the insipid nature of the land contrasts starkly with the unease and frustration shared by its people. In the north the desert laps deeply into its heart; arid and stony. In the east, the Shenkh Mountains rear menacingly, separating it from the more temperate lands of Changshai, and in the south, the savannah is largely desolate, save for scatterings of modest villages, too small to be properly called towns. These southern
51 parts of Okara are the domain of the Nomad Lords – large bandit gangs that prey on the weak villages and constantly threaten the struggling King Usheri in his fortress capital of Kosaio, Okara’s only true port. It is from among the Nomad Lords that Terarn Gashtek arises, ultimately to lay waste to much of the Unknown East, and his story is told in greater detail later. King Usheri (known disparagingly as the Beggar King, in wider Menastree), has ruled for 20 years, kept in power by the dark machinations of his large, devious family. Usheri has, at one time or another, courted the favors of all the eastern nations and where his plans for alliance have been rejected, he has tried to use force to make his voice heard. Usheri envisages a Menastree united by the sword. Contemptuous of the success of the Valederian Directorates and scornful of the independence of Eshmir, Usheri has sought to undermine both at differing times. Few nations trust Usheri and view him with disdain. Every country knows that he would be the one to control such a united Menastree, seeing no place for others in his great scheme of things. Few merchant-ventures from other nations engage in trade with Okara; the mines in the foothills of the mountains provide copper, bronze, iron and a small quantity of gold but nothing that cannot be bought elsewhere. Instead Okara has to fend for itself, Usheri ever dreaming of greatness but lacking the means to realize his ambitions. Okara has three large areas of settlement. Y’shath is in the north, the center of the mineral trade and closest to Valederia. It is little more than a glorified town with a ramshackle appearance and a reputation for violence and unrest. Mercenaries and outlaws congregate there, the detritus from the rest of the Unknown East, many to hire their services to merchant caravans or reroute to either the Nomad Lords in the south or to fight in the civil war raging in Changshai. A mean and dirty place, Y’shath is frequented by the most desperate and dangerous people of Menastree. On the coast, Kosaio, Okara’s capital, is an imposing walled city built by Melniboné and the closest thing that Okara has to grandeur. Its vicious spires loom above the huge, 20 foot thick walls, impossible towers that no human architect could ever design. Within, labyrinthine streets snake between lopsided buildings carved from the rocks upon which Kosaio is built. King Usheri’s influence is everywhere in the city. His palace, known to all as That Excellent Ruin, squats spider-like at the center, the other buildings paying homage to it. The entire city seems to be alive with activity: however the discreet observer soon realizes that its existence is a sham, a poor impersonation of other cities designed to honor King Usheri’s vision. Usheri has urged his people to adopt the ways and customs of other nations, hoping to steal the best parts from each and create the perfect city. Kosaio is far less than the sum of its parts and Usheri’s intrinsic mistrust of even his own people has led to the creation of a city where no-one trusts anyone else. The people of Okara are reserved in their tastes and fashions. Clothing is simple but sturdy, usually comprising of simple, linen shirts with strong breeks and topped with a long-coat or robe. In the mountainous areas the Okarans frequently wear the skins of yaks and other furs, to protect themselves against the fierce cold that permeates the higher altitudes. Turbans are common and hats are unknown but the Okaran’s do allow themselves some splendor in this respect: amongst the wealthy, turbans are rich and ornate, kept in place with bejeweled pins and decorated with the feathers of peacocks and Birds of Paradise. Even the lowlier classes make sure that their turbans always look splendid and many villages specialize in creating their own designs that provide an identity for the wearer – it is possible for an Okaran to know exactly what region of the country someone is from by the design of their turban and sometimes even which village or town by the style of decoration.
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Phum Phum is the oldest established province of Menastree. This was the first region colonized by the Menastrai and later it became the center of Melniboné’s empire. It is the cradle of eastern civilization but is no longer looked upon as the center of the continent. Phum is feared, despised and ignored by the other nations: the reason? The Warrior Priests of Chaos, the infamous Enclave of Tumbru. A lack of proper roads makes much of Phum’s interior inaccessible and even if other countries wished to trade with it, they would find it extremely difficult. Some merchants are prepared to venture into the Phum heartland but they are few in number. Phum must exist on what it can produce for itself and its resources are limited. Agriculture is subsistence based and only a handful of farms can produce enough to sell. Drought is the scourge of the country; dry seasons cripple the small farmsteads and hundreds have died during such times. Even the considerable power of the Enclave of Tumbru cannot prevent Phum from wasting away when the rains do not come. The capital is Hasal. Built on the ruins of Melniboné’s first city in the east, it is a ramshackle place with hastily erected structures resting uncomfortably against the walls of ruined buildings dating back to Melnibonéan rule. Streets end abruptly in towering blockades, the remains of the ancient city walls; buildings shift uneasily on poor foundations, some occasionally collapsing for no apparent reason. Sewerage flows between the tenements and black stoned houses, rats the size of small dogs scampering over the debris. Hasal is not a pleasant place to live and it resides in the long shadow of the huge Castle Tumbru, home to the Warrior Priests. Phumites are accustomed to hardship. Living in a poor country, they are used to shortages of food, disease and the crippling effects of drought. The lives of Phumites are nasty, brutish and usually short. This blighted society has further compounded its problems with its caste system. The social structure recognizes three castes: the high caste, which consists of land owners and those that manage to make money by exploiting the less fortunate; the middle caste, consisting of artisans and merchants, people capable of eking some kind of living from Phum’s depleted resources; and the low caste, peasants and beggars who either scavenge or starve. The size of each caste is inversely proportional to its social position. The high caste numbers less than 100 families; the middle caste perhaps 2-300; the low caste runs into tens of thousands. Ninety percent of Phum’s wealth is held by one percent of the country and nowhere is the social divide more apparent than in Hasal. Tattoos are common amongst Phumites, with many members of the high caste going to the pain and expense of having their entire bodies coated in gaudy designs, showing their wealth and standing. The low castes design their own and the poor quality inks lead to infections that can permanently disfigure or poison the blood. Clothing varies. Those who can afford it buy fashions from Valederia, affecting the style and mode of dress, if not the philosophy behind it. The poorer castes wear home-woven garments of coarse wool and tanned animal hide – beggars often wear nothing at all and fights can easily break out over discarded scraps of clothing. Few Phumites get to travel. Those that do rarely return to their homeland, preferring to stay in whatever countries they drift to. The other nations of the east see Phumites as taciturn and untrustworthy – worse, perhaps, than the Okarans. In their defense, Phumites rarely make trouble and
53 they are all too conscious of this reputation. This relates to the presence of the Enclave of Tumbru in Phum, with almost all eastern nations believing every Phumite to be a Chaos-worshipper. This could not be further from the truth: most Phumites have never heard of Chaos and it is usually the high caste that indulges in actively allying itself with the Lords of Entropy, hoping to find favor with the Enclave of Tumbru. Common Phumites ignore the influence of Chaos, preferring to actively survive from one day to the next without concentrating on bringing further uncertainty into their lives. The Warrior Priests of Chaos – The Knights of Tumbru Feared and hated, this strange sect of warrior-monks call themselves the Knights of Tumbru. It is thought that the enclave has its origins in a small group of Melnibonéan knights headed by Dyvir Sesh Tumbru, a Dragon Prince and favoured disciple of Slortar. It was he who built the huge, labyrinthine castle that squats in the hills overlooking Hasal, inculcating in his followers a martial tradition mixed with mysticism and study of the ways of Chaos. When Melniboné left Menastree, the enclave remained, continuing its secular way of life and maintaining a last bastion of Chaos. The Knights of Tumbru rarely venture from their castle of basalt and bone. When they do, it is as individuals, either leaving the enclave once their formal education is complete, never to return, or as inducted knights, walking abroad on some mission of Chaos. It is believed that the enclave maintains an army of demons that will one day be released to fight on the side of Chaos when it clashes with Law; but such conjecture has never been proven. No one who is not a devout disciple of Chaos has ever set foot inside the enclave and returned and the sorcerers who leave the enclave never discuss its secrets, for fear, perhaps, of what might befall them if they do. The Knights of Tumbru pledge their souls to a Lord of Chaos and, in order to prove their devotion, are sent out from the enclave to perform some quest that accurately displays their allegiance. These quests can take many forms and are usually designed to not only test the skill and resolve of the knight but to further the aims of the enclave itself. Knights have been sent out to undermine the Valederian Directorates, to infiltrate the echelons of power in Eshmir, to observe the civil war in Changshai, gain knowledge of the Globe of Future Nations in Anakhazan and so on. Quests can take days, months or years to complete. Some Knights never return, dying in the service of their Chaos Lord. Others are more successful, steadily furthering the aims and influence of Chaos while slowly eroding the equilibrium of the Cosmic Balance.
S’aleem Hot and flat, S’aleem is mostly open savannah, its huge plains dominated by hardy grasses and herds of antelope and bison. Small villages and homesteads are the most common forms of settlement, sometimes with a single extended family dominating the community. S’aleem supports two cities: Karakose, the City on the Lake, and Graghin, the larger of the two and S’aleem’s only sea port. Communication between Graghin and Karakose is excellent: long, narrow-sailed ships ply the currents of the Karak River, transporting produce along S’aleem’s spine. S’aleem lacks the magnificent and ambitious architecture of its neighbor, Maidahk; it lacks the sprightly conflict of Anakhazan and the natural tenacity of Valederia but possesses instead a calm reserve that has often acted as a moderating influence in the political arena of the Valederian Directorates. S’aleem has borrowed much from other nations, especially Maidahk’s principles of irrigation to make its own lands fertile. It was for this reason that S’aleem entered the Valederian Directorates: Maidahk promised to help introduce an irrigation
54 system into S’aleem if it would agree to enter the Directorate treaty. The symbiosis has served both countries well; S’aleem’s main crop is rice, which it grows in abundance and trades with the other Directorate nations. The lands around Graghin and Karakose, and almost all the way up the river, are an immense patchwork of paddy fields, fed by the Karak, thousands of man-made tributaries diverting water to the rice crops on either side. Graghin operates a thriving fishing industry. Square-sailed junks ply the coastal waters, bringing back shark, marlin, tuna, lobster and a hundred other species that are then salted and shipped to Karakose and the other neighboring countries. The merchant ventures who trade in preserved fish are known as Scalers and it is the Scalers that control the merchant economy in both Graghin and Karakose. Rice is the staple product but fish is more profitable and the Scalers occupy a very powerful position in S’aleem’s economy, much to the chagrin of the rice producers and traders. S’aleemites have a typically olive-colored skin with dark hair and eyes. The S’aleemite accent is a sharp, clipped version of the rolling tongue found in Maidahk and peppered with the slang terms that are always popular throughout the country. One could be forgiven for thinking that they speak a different language to ‘pande altogether. The Blue Assassins The cult of the Blue Assassins is shrouded in mystery, yet one thing is certain: they despise Chaos and have pledged to strike at its heart whenever possible. It was the Blue Assassins that attempted to murder Sorana, the beautiful, dread sorceress and lover of Rackhir. It was the Blue Assassins that took the life of Yaldishan Kamiir, the bandit sorcerer who plagued the free roads of Valederia. They have made it their job to attack those in sympathy with the Lords of Entropy and to wipe them from the face of the Earth. It is said that the Blue Assassins originated soon after Melniboné conquered Menastree. A group of Menastrai refugees fled into the lands that would one day become S’aleem, hiding on one of the tiny islands in Lake Karak and plotting how they might somehow bring down the Dragon Princes. The Blue Assassins are still active. The size of the cult has expanded but is still based within the wilds of S’aleem, where it started. Its actual location is a closely guarded secret and the cult’s organizers are said to be direct descendants of the original Menastrai refugees: some even claim that the refugees themselves have survived the centuries through the sustenance provided by certain herbs and benign spells. Whatever the truth, they are extremely secretive and brilliantly organized. Assassins are trained from birth in the arts of stealth and deception, schooled to hate Chaos and taught to lead a double life: normal citizens on the one hand, destroyers of Chaos on the other. Many assassins lead normal lives for years, only rarely being called upon to carry out an assassination. Others are constantly engaged in organizing the cult’s massive intelligence network, tracking Chaos worshippers and questing Knights ofTumbru. No assassin ever reveals anything about the structure of the cult or its training methods: assassins who are taken alive never talk, despite the foulest tortures, and those that are captured take their own lives rather than betray the cult itself.
Valederia Valederia dominates central Menastree, running across the continent from the Withered Peaks in the north to the Bay of Circles in the south. Valederia embraces the gamut of climates. The northern quarter of the country, from the foothills of the Withered Peaks to the hills known as the Teeth of Shenkh, is temperate and verdant, suffering no real extremes of temperature or rainfall and thus leading to huge
55 fields of wild grass and fragrant coniferous forests. To the south, temperatures increase steadily and on the coast around Valed-Hal, the nation’s capital, it can be miserably hot all year round with little respite in the autumn and winter months, save for the monsoons, where brutal rain lashes the country for up to two hours each day. Valederia is sparsely populated, the bulk of its inhabitants living in the three major cities of Valed-Hal, Yaan and Rhzau. Small villages, towns and extended farm settlements are scattered throughout the Valederian plains but essentially the country is highly civilized. A rudimentary network of toll roads links the cities and important towns, leading to excellent routes of communication. In this way Valederia remains a unified state despite its size and fragmented population. Despite their lack of numbers, Valederians have an arrogance about them that separates them from the rest of the Eastlanders. Valederia is the largest country; it has, (in their eyes) the fairest means of government and is the instigator of the most powerful trading group in the world. Valederians thus feel that they have much of which to be proud and believe themselves to be in advance of the rest of the Unknown East. Individual Valederians obviously realize that this is not the case and recognize that the general view of the Balance is not shared by everybody. However the general impression Valederians give out is one of thinly disguised contempt for the countries outside the Directorate – and even for those within. The three major cities of Valederia are uninspiring. Valederia lacks the flamboyance of Eshmir and the architectural vision of Maidahk; its cities are neither impressive nor dismally bleak. Nothing is allowed to dominate anything else and everything has its rightful place and function. Valed-Hal is a major sea port and has been since the Menastrai first came to the east. Over the millennia it has changed many times and none of the original Menastrai or subsequent Melnibonéan buildings have been left standing. One of the largest cities in the Unknown East, it is a very ordered place, with its different functions divided into clearly defined areas. The inhabitants of Valed-Hal live in the north, surrounded by parkland and pleasant communal gardens. The mercantile district, where all trade is conducted, is hidden away from the view of the populace by a barricade of cypress trees forming a huge semicircle around the unpleasing sight of warehouses, shops and stores. The government district occupies Valed-Hal’s center and is a bland neighborhood of faceless buildings clustered around a small private park used by government officials and civil servants. The harbor district is the only place in Valed-Hal with any true identity. The oldest part of the city, its quay and harbor walls were built by the Menastrai and are still standing. An impressive maze of interconnecting locks, marinas and small harbors that seethe with the kind of energy displaced from the rest of the city. The harbor front is a mass of small taverns, shops, market stalls and hostelries of one kind or another. Foreigners are attracted to the Harbor district almost immediately and it often seems to be a settlement that is completely autonomous of the rest of Valed-Hal. The government recognizes this as one of the city’s strengths and has declared that the Harbor district must not be changed in any way. This means that while the old buildings are left standing, new ones cannot be built and repairs must be in keeping with traditional values. Therefore the harbor district, beautiful and quaint as it is, gradually crumbles away – as more people throng its tiny streets, the decrepitude is accelerated each year. The Valederian Directorates The Valederian Directorates is comprised of the four nations of Anakhazan, Maidahk, S’aleem and Valederia. The Directorate itself is a treaty formed about 100 years before the fall of Imrryr and
56 proscribes that the four nations will share a common set of beliefs and philosophies. These are centered on the preservation of the Cosmic Balance and are as follows: • Each nation will fight against the intrusive influence of Chaos or Law and can rely upon the other nations of the Directorate to provide aid if called upon. • Free trade exists between the Directorates with importation taxes being levied only on goods coming in from non-Directorate nations. This has the effect of keeping prices of staple foods at a set level and ensures markets for the agricultural producers of the Directorates. Imported goods from outside the group can be more expensive than elsewhere in the Unknown East. • Ideas are to be exchanged freely throughout the Valederian Directorates and education is to be allowed for all people at all levels in society. The Directorates, principally Valederia itself, are learned countries and have established an educational system of schools and universities far in advance of the Young Kingdoms. • It is the duty of each member of the Directorates to maintain and uphold the will of the Cosmic Balance: all people are born free and should remain free of the influences of the extremes of Law and Chaos. It is the duty of each nation to ensure that its peoples preserve a tolerant and liberal outlook in matters of politics, religion and society to promote the Balance in the individual. The Valederian Directorates have been enormously successful. As individual nations their strength is slight but, allied by the common tenets of the Directorate, they present a considerable economic, social and military force. The unity of the Directorate has helped maintained peace throughout Menastree since the demise of Melniboné; a peace that remains until Terarn Gashtek raises arms against the whole of the eastern continent and comes close to wasting it completely.
Oceans of the Young Kingdoms The Boiling Sea Rumor has it that volcanos deep beneath the surface fuel the bubbling and steaming of the Boiling Sea. No ships dare face the heat which accompanies these constantly seething waters, whose currents bathe the shores of Melnibone, Lormyr and other nations. The outer reaches alone are inhospitable. When Duke Avan Astran sails through here in years to come, many of his crew are afflicted by a sickness bought about by the constant steam and damp, oppressive heat. Three men died, and others were left coughing and feverish. Wild tales have been told by mad-eyed sailors of vast, scaled creatures glimpsed through the shrouding vapors, although most believe that the sea is too hot to maintain life. The palace of Ashaneloon, sometimes home to Myshella of Law, is found in the Boiling Sea. Ashaneloon is approachable only by air, or perhaps by some other means of magical transport. It is built upon a small, rocky island, and surrounded by ferociously boiling waves. Its existence is largely unknown in the Young Kingdoms. Sickness of the boiling sea (Respiratory; HT-1 to resist; 1d+1 days delay; 1d tox. Damage (coughing after 1/3 hp loss); 24 hour cycle with 6 cycles.) Rolls to resist bust be made each 4 days spent in the bacterial infected vapors of the boiling sea.
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The Dragon Sea Grey and storm-tossed, the Dragon Sea stretches from the waters north of Melnibone to west of the Sorcerers' Isle. Howling gales sweep across the waves from the north, shredding sails and snapping masts at their strongest. The deepest waters in the Young Kingdoms are to be found in this stretch, lightless abysses plunging into the sea bed for more than a mile. It is well known that the last great sea monsters of the Young Kingdoms roam the waves of the Dragon Sea. Captains skirt this sea, unless their ships are protected by powerful charms.
The Eastern Ocean East of Pikarayd and Dorel the waters are unknown. Too far south and one sails off the edge of the world, but to the east are only the Unknown Lands. Few have travelled that far, and fewer returned. Some scholars in the Young Kingdoms suggest that Melnibone's rule once extended far to the east, and maps and descriptions of those realms must still reside in Imrryr. If such records do exist, no details contained therein are known in the Young Kingdoms. Somewhere east of the Isle of PurpleTowns, within a few days sailing, is Yeshpotoom-Kahlai, the Unholy Fortress. A manifestation of Chaos upon the world, its secrets are best left unanswered and unasked by normal people.
The Oldest Ocean The Oldest Ocean was once the world's only ocean. During the Elemental Wars, many thousands of years ago, before even the Bright Empire, the ocean spilled out across the tom and reshaped face of the world. New seas were formed, but the Oldest Ocean is mother to them all. It is a tempestuous body of water, swept by strong winds and rainless storms. Although rough, it is the least dangerous of the Young Kingdom's many seas. Indeed, it provides a livelihood for the fisher folk of many nations. The Oldest Ocean is the sea richest in marine life, and swarms with thousands of species, large and small.
The Pale Sea Despite the frequency of gales and blizzards which shriek down from the cold wastelands of the north, regularly brave the dangers of the Pale Sea. Its chill waters are preferable to the supernatural dangers which lurk in the Straits of Chaos. Most crossings are made in the summer months, although even in winter those desperate enough will risk a voyage on the unpredictable Pale Sea. Few have travelled further north than Tarkesh, but hoary sailors swear that after another two or three hundred miles, the waters begin to turn to ice around the helpless ship. Even more unbelievable are the wild stories told of snowy mountains floating upon the waves.
The Serpent’s Teeth Notorious among the seafaring nations of the Young Kingdoms, the Serpent's Teeth are a range of savage crags a mile or so off the coast of Shazaar. They stretch parallel to Shazaar's sea-cliffs for almost a hundred miles, and are a hazard which all traders along this section of the coast must face. Howling storms from the Dragon Sea, coupled with the contrary currents and sea fogs sweeping up the coast from the Boiling Sea, make navigating the Serpent's Teeth a task of exceptional difficultly.
The Straights of Chaos The Straits of Chaos lie between the Western Continent and the dread island of Pan Tang. It is an area of storms and wild seas. Lashing rain, impossibly high waves and shrieking winds, along with the rumored presence of sea monsters make these waters anathema. Ships surviving these perils must risk death or
58 slavery at the hands of pirates from the Demon Isle. The black galleys of Pan Tang are the only vessels to cross the Straits of Chaos with any frequency, and not even their supernatural skills are enough to guarantee their safety in these deadly seas.
The Straights of Vilmir Calm, shallow waters, remarkably blue, make up the Straits of Vilmir. The Vilmirian peninsulas are dotted with numerous small islands and bays. In the west these are home to pirates. Their smaller, coastal boats can easily avoid the larger war-galleys of the Vilmirian navy in the networks of channels and rivers between the islands. The warm and pleasant waters of the Straits of Vilmir are regular sealanes for merchant ships voyaging to the Isle of Purple Towns, who thus provide rich pickings for the pirate gangs.
Monetary Used 2 Small bronze (SB) = 1 Large bronze (LB) = 1$ 5 LB = 1 Small Silver (SS) = 5$ 2 SS = 1 Large Silver (LS) = 10$ 5 LS = 1 Small Gold (SG) = 50$ 2 SG = 1 Large Gold (LG) = 100$ 2 SG +1 LG = 1 Melinbonean lesser silver dragon (MLS) = 110$ 5 LG = 1 Melinbonean silver dragon (MS) = 500$ 1000 MS = 1 Melinbonean gold wheel (MG) = 500,000$
Ships of the Young Kingdoms Dhow The word dhow has been used to describe any of various lateen-rigged sailing vessels that were used in the Red Sea and along the coasts of the Indian Ocean. Dhows are associated with Arab traders in the mind of Westerners, but the vessel was constructed with timber from India and the word itself may be of Swahili origin. The Arabs that sail these craft refer to dhows by names specific to each type, determined principally by size and hull design, but the Western convention of identifying a vessel by its sail plan mean that the four principal types and various subtypes are all familiar to us merely as dhows. These vessels typically had a raised poop, a raked stem, and one or two masts. They ranged in size from 300+ ton baghlahs and boums to jalboots of only 20 tons. The most common are probably sambuks, about 50 tons burthen (displacing about 70 tons). The two examples given here are a two-masted baghlah of moderate size and a single-masted sambuk with a crew of twelve, both fairly typical for a trading dhow in their size. Note that the statistics assume that the vessel is loaded with cargo. A dhow carrying no cargo can reach speeds of 11-17 knots (Move 0.3/7 or more), but is very hard to handle with such a small crew, suffering a -1 penalty to its Hnd. The draft will also be about 1-2‘less. Optional Modifiers: A dhow is not intended to sail against the wind and will make much less speed on that point of sail than a comparable vessel with a more versatile sail plan. Dhows also suffer a -1 to Hnd on any attempt to sail windward. Attempts to tack or veer a dhow are at a -2 to Hnd due to the limited crew size and the lack of provisions for such actions in the sail plan.
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Pirate Sloops These are typical Age of Sail sloops used by pirates in the Caribbean. The term sleep describes a singlemasted vessel with a fore-and-aft rig and the mast further forward than the mast of a cutter. The word acquired connotations of tactical role later on and is today used for a vessel mid-way in size between a corvette and a frigate, but is here used in its original sense. The sail plan of a sloop is designed to optimize performance when sailing against the wind (known as sailing windward or close-hauled), but also provides a workable overall compromise at all points of sailing. This makes it maneuverable and able to escape from ships with a larger sail area by turning into the wind. That quality, combined with a shallow draft, made it a desirable vessel for pirates in the Caribbean ocean who were frequently hunted by much more powerful naval vessels. A pirate sloop has a larger crew than a similar merchant vessel, in order to be able to man the guns and board enemy ships. Two examples are provided. One is a fairly typical pirate sloop, able to surprise and intimidate a merchant vessel but overmatched in a fight with nearly any naval vessel afloat. Generally, a sloop of this size armed for piracy or combat would carry 6-10 cannons, often only 3- or 4-pounders. Edward Teach‘s (the infamous Blackbeard the Pirate of TV and novel legend) Adventure might well have been similar to this ship. The larger one is at the top of the size range for sloops during the Golden Age of Piracy. It might carry anything up to a 15 guns, varying widely in shot weight. The Cost and Weight of the vessels do not include any possible armament. Optional Modifiers: A sloop is optimized for close-hauled sailing and receives a +1 bonus to Hnd when sailing windward. This can only reduce a penalty, never provide a net bonus. A sloop is also able to maintain a higher speed close-hauled than other vessels of similar size and sail area. The size of the crew also gives a +1 to rapid tacking or veering of the vessel, but this is negated by the lateen sails which give a -1 to the same actions. The crew size can be reduced to 25 for the smaller craft and 45 for the larger one for a merchant sloop that does not carry as many cannon or expect to board enemies.
Galleons Galleons were large, multi-decked sailing ships used primarily by the nations of Europe from the 16th to 18th centuries. They had three to five masts, with the foremast and mainmast being square-rigged and the last mast using lateen sails. The hull was usually carvel-built. The term ‘galleon’ has been used for vessels ranging in size from around 100 tons to the largest ships afloat in their days which could reach 2000 tons displacement. Galleons were an evolution of the earlier Carrack and Nao ship types, combined with influences from caravel design which resulted in more slender hull lines than those ponderous vessels (which could have a length-to-beam ratio of 2:1). The typical length-to-beam ratio of a galleon was 3.5:1 or greater and the height from keel to gunwales was half of the beam. Galleons were longer, lower and narrower than the earlier vessels and had a square tuck stern instead of a round tuck. One of the most recognizable features of the galleon was the ‘snout’ or head which projected forward from the bows below the level of the forecastle.
60 Galleons were used both for commerce and warfare from their invention. The popular modern image of them is as Spanish treasure galleons (the gargantuan Manila Galleons) bringing home gold and jewels from the New World, but during much of that time they were already eclipsed as front-line vessels. The Spanish, though, did retain some galleons in use until the 19th century. Optional Modifiers: Typical galleons, with their high castles on deck, were more stable than the Carrack, but weatherly compared to later ships. Penalizing them by -1 to Hnd (and at the GM’s option also -1 to SR for ships with extremely high centers of gravity) in high winds would not be unfair. They are also poor sailors to windward and suffer a -1 to Hnd when attempting to sail close-hauled.
Northern Boats Not all vessels used by the Scandinavians of the so-called Viking Age were dragon-prowed longships. I realize that this is shocking and nearly as painful as the news that we didn‘t wear horned helmets and charge into battle naked and screaming, but it‘s the truth nonetheless. The Danish and Norse were great traders and it is unlikely that most of their legendary voyages were made in longships. Those longboats were meant for warfare and carried a crew much too large to be practical in a trading or exploration vessel. Even when a large group of men set sail to settle a new land, it‘s probable that they did so in the seaworthy and versatile karves, not in dragon-prowed longboats that could not carry enough food and water for journeys of that length. All Norse boats and ships of the period are constructed using the same clinker-built method. The keel is usually made of oak, with pine used for masts and decking. The most common vessels are boats known as færings (four-oarings), which literally refers to the number of oars used to propel the boat. They were used as fishing boats and sometimes carried by larger vessels as ship‘s boats. A larger færing is called a sexæring (six-oaring) Both types can reach lengths of over 20‘ and carry a similar single-mast as Norse ships. Larger vessels may be broadly (for the purposes of gaming, at least), by divided into three types of ships. Knarrer and smaller trading craft such as the byrðing had rounded keels and higher freeboards, being designed primarily as sailing ships that carried cargo and having oars only as a back-up to the sails. Karves were all-purpose craft, adaptable for both war and trade. They were long and narrow, but not as narrow as a swift-running longship. The freeboard was also higher than on most longships. The most famous vessels of the Vikings, the longships, ranged in size from the small snekkjas at just over a 50‘ to the monstrous 150‘ long Serpent-Ships of kings and great lords. No wreck of a longship over 120‘ long has yet been found, but enough evidence for their existence can be found in contemporary sagas to make it credible that such ships were used in warfare, at least.
Byrðings Byrðings are coastal trading vessels, probably used in the Baltic and the waters around Denmark. It is the kind of boat that might be used by a well-to-do farmer to travel to market. It has two to three oars on both side and a small open hold for cargo or personal belongings. This example is based on the Skuldelev 3 wreck, reconstructed as the Roar Ege.
61 Optional Modifiers: Byrðings are a small craft, open-decked with a low freeboard, and not intended for deep sea sailing. As such, Hnd penalties for weather and high seas are increased by 1 each. These penalties are cumulative when appropriate.
Knarr A knarr is a versatile, fast, seaworthy and cheap merchant vessel that can operate almost anywhere in the world. As such, it dominated trade over a large part of the known world for a very long time. Knarrer routinely crossed the North Atlantic carrying livestock and stores to Norse settlements in Iceland and Greenland as well as trading goods to trading posts in the British Isles, Continental Europe and possibly the Middle East. The knarr was a merchant vessel and as such did not carry enough rowers to be as fast and maneuverable under oar as longships. There were only four oars on boar, for example. As sailing ships, however, knarrer were exceptionally fast and only needed a very small crew. This example is based on the wreck Skuldelev 1, reproduced as the vessel Ottar. While knarrer were more comfortable than longships, long journeys in them still subjected their crew to hardship nearly undreamed of for a modern man. It was far from unknown for a large proportion of settlers‘ships to be lost in transit and no man could be sure of returning to shore when he set sail on a knarr. Optional Modifiers: Knarrer are amazingly seaworthy and capable of crossing great oceans, but they remain an open-decked vessel with little in the way of shelter. As such, any Hnd penalties for weather are increased by 1.
Cogs The vessels known as cogs probably trace their descent to open-decked Frisian coasters and first appeared around the mid-10th century. Many of the features of the early cogs were probably borrowed from Viking vessels, but the clumsy transports eventually outcompeted the sleek Viking ships and became the premier vessel of the North Atlantic and Baltic. Until relatively recently, there was not enough evidence to reconstruct what historical cogs might have looked like. Around the beginning of the 20th century, people living in the areas were cogs had been extensively used were familiar with the term, but applied it indiscriminately to any merchant vessel of more than a century old design. It is only with archaeological finds such as the Bremen Hanse Cog and a number of later discoveries that a definite picture has formed of the primary transport ship of northern Europe during the medieval period. Cogs were round-bellied transport ships that could carry a lot of cargo for a relatively small crew. The length-to-breadth-ratio was usually close to three to one. They had a high-boarded hull with a steep stem and straight keel. A solid, continuous deck was installed to protect the cargo from the elements and a ship intended for war might have one or two castles on deck. Features common to all cogs include a single mast rigged with a yard sail, clinker outer planking at the sides of the hull, straight stem and sternpost (as opposed to the rounded Viking stem) and strong cross-
62 beams, which usually protruded through the ship's sides and served to hold the sides together. The hull was built of overlapping plates of oak fastened together with iron rivets. Caulking was generally tarred moss that was inserted into curved grooves, covered with wooden laths, and secured by metal staples called sintels. The first cogs still had an old rudder on the starboard side, much like Viking ships, but this was later on was replaced by a stern rudder. As the stern rudder is considered an important development in the history of sailing ships and one of the chief advancements of the cog class, no vessel is presented here with an older fashioned starboard rudder. Optional Modifiers: While the clinker-built method makes it relatively easy to armor the sides and decking of the vessel simply by adding more timber, the hull is usually weak. As a result, the DR of a cog struck below the waterline (such as by reefs or rams) is halved (if two DR scores are given, use the higher DR before halving) and any HT checks caused by underwater damage receive a -1 penalty. Also, cogs are square-rigged, which makes them very difficult to sail into the wind. Unless a greater penalty is given for the vessel in question, Hnd is -1 to windward and speed is slower than a vessel with a lateensail or a full rig.
Holks Holks were a type of medieval sea craft somewhat similar to a cog and appear to have mostly replaced them during the 15th century. Many sources, however, still refer to holks as cogs or improved cogs and there is little archaeological evidence of precisely what the holks looked like. Their basic shape appears to have been a wide and heavy cargo vessel with curved stem and stern, making for a distinctive banana-like profile. They had the same kind of high castles as found on the cogs and the freeboard was similarly high. Later types of holks used a sail-plan that is identified with the vessel, a foremast with a square sail and a lateen sail aft, maybe with a square-rigged mainsail if the vessel was three-masted. The ancestors of the holks were probably river or canal boats known as hulcs, reverse-clinker built and tracing its ancestry far into the past. At first not well adapted for deep sea travel, the vessel type was already quite advanced from its roots when carvel-built technology appeared in northwest Europe. Makers of hulcs were well placed to adopt the new method for their vessel and the resulting hull type is now known as the holk. In the fourteenth century the holk existed alongside the cog. The divergent lines of development eventually led to the holk rivalling and eventually supplanting the cog as a major load carrier in the medieval economy, but the causes of that remain obscure. Certainly it is possible, as here is posited, that the carvel construction adopted for holks was better adapted to building larger and stronger hulls than the old clinker-built method. But it is far from certain, and in any event, some later cogs were built with a similar method combined with clinker-built techniques. But whatever the reason for the change, much of northwest Europe used the holk as its primary transport vessel until the advent of caravels and carracks. Even then, elements of holk design found their way into the design of those carracks and thereby later ships such as the galleon and full-rigged ships of the line. Optional Modifiers: The weakest points of a holk’s hull would be the stem and stern. The usual solution was the support it with clinker-built additions, but these areas would still remain weaker than the
63 carvel-built main hull and keel. Since the structure of most hulls tends to reinforce the stem, the frontal DR of the vessel is unaffected, but the lower DR given applies to the stern as well as the thinner superstructure decking. While they were better sailors than their predecessors, the cogs, Holks still had a very high center of gravity. A gale blowing from the side should penalize SR by -1. All holks with two or more masts have one lateen sail which aids them in sailing to windward, but the speed on that tack is still less than that of a completely lateen-rigged vessel or a later ship-rig.
Caravel A caravel is a relatively small ship used for the voyages of exploration. It was celebrated for its maneuverability and weatherly qualities. First recorded in use by the Portuguese, the vessel is associated with both them and the Spanish. Most examples were two- or three-masted lateen-rigged ships, but later ships could be four-masted and many larger ships were at least partially square-rigged. Etymology variously suggests Roman, Greek, Italian or Arabic origin for the term 'caravel' (and the vessel so named). The supporters of an Arabic origin point to a small ship made in the Muslim territories Algarve and Maghrebe to suit Atlantic sailing conditions. This vessel, known as a qârib, was well equipped to travel in shallow waters and was used as a fishing boat, coaster, and light warship. It is possible that this vessel eventually evolved into later caravels, but there is far from any consensus on the subject. From humble beginnings as a coastal fishing boat, the caravel developed into one of the most important vessels not only for the history of the Iberian Peninsula, but for the world as a whole. During the 15th and 16th centuries, the caravel enabled Europeans to traverse the wide oceans and reach the New World. Bartolomeo Diaz, Vasco da Gama, and Christopher Columbus all sailed in caravels and so did many lesser known explorers of the period. The vessel was seaworthy, could be managed by comparatively few people and handled well in coastal waters. The distinguishing features that identify a vessel as a caravel are a gently sloping bow and single stern castle, a carvel-built hull and two or more masts with one or more lateen-rigged. Generally, at least the mizzen-mast was lateen-rigged and in the vessels known as caravela Latina, the mainmast was lateenrigged as well. The caravela redonda was rigged in a similar manner to a carrack, with a square foremast and mainmast, but a lateen-rigged mizzen-mast. No archaeological evidence in the form of a preserved hull has been found, so modern reconstructions of caravels rely on the iconographic record, written treatises on shipbuilding, port records and ethnographic parallels.
Simple Canoe Used by all races of the young kingdoms the simple canoe is approximately 9’ in length and holds 1 or 2 rowers.
64
Common Raft Used by all races of the young kingdoms the common raft is approximately 18’ in length and holds 2 pole men.
Common Rowboat The common rowboat can be found on all nations, and are typically carried aboard larger vessels. They are often 9’ in length and can be propelled by 1 rower.
Catamaran The catamaran is utilized in the nations of Oin and Yu. It has a single sail and can hold 5 or 6 warriors.
Small Trader The small trader is used by all nations. It has a length of 30’ can hold 7 tons and sports a single sail.
Small Cog The small cog is used by all nations. It sports a single sail, is 70’ in length and can haul 45 tons.
Large Cog The large cog is in use by all nations. It is 95’ in length, sports a single mast and can hold 95 tons.
Knorr The Knorr is used by the Tarkesh. It is 65’ in length, sports a single sail and has a capacity of 15 tons.
Schooner The schooner is a two masted vessel used by Ilmiora, and Vilmir. It is 95’ in length and has a capacity of 100 tons.
Brig The brig is used by the Purple Towns. It is a two masted vessel, is 105’ long and can hold 200 tons.
Bireme The bireme is used by all nations. It is 70’ in length, has a capacity of 1 ton and hold a bank of oars. 60 rowers, 10 officers, and 10 marines make up the crew. The ship also sports a single mast.
Trireme The trireme is used by all nations. It is 120’ in length, has a capacity of 1 ton. The trireme has 3 banks of oars and can hold two war engines. 170 rowers, 14 marines, and 30 officer and sailors make up the crew. The ship sports a single mast
Quadreme The quadreme is used by Lormyr, Ilmiora, and Vilmir. It is 160’ in length, and has a capacity of 2 tons. It has 2 banks of oars (2/2 rower arrangement) and can hold 4 war engines. 210 rowers, 18 marines, and 40 officers and sailors make up the crew. It sports a single mast.
65
Quinquireme The quinquireme is used by Lormyr, Ilmiora and Vilmir. It is 190’ in length, and has a capacity of 3 tons. It has 2 banks of oars (2/3 rower arrangement) and can hold 6 war engines. 250 rowers, 22 marines, and 50 officers and sailors make up the crew. It sports a single mast.
Longship The longship is used by the Tarkesh. It is 100’ in length, and has a capacity of 20 tons. A crew of 50 rowers and up to 200 warriors man the ship. It sports a single mast.
Galley The infamous galley of Pan Tang is 250’ long and has a capacity of 30 tons. 2 banks of oars (3/4 rower arrangement) and 8 war engines outfit this double masted beast. 500 rowers, 100 warriors, and 60 officers and sailors make up the crew.
Battle-Barge The Melnibone battle-barge is the king of warships. It is 500’ in length holding 100 tons. 3 banks of oars and 18 war engines (including trebuchets) outfit this three masted vessel. Gold armor and a metallic ram boost the deadliness of the ship. 2,000 rowers, 200+ warriors and 100 officers and sailors make up the crew of this behemoth. Vessel Dhow, Baghlah 90’ Dhow, Sambuk 60’ Pirate Sloop 50’ Pirate Sloop 75’ Galleon 130’ Galleon 140’ Galleon 150’ Canoe Raft Rowboat Catamaran Small Trader Small Cog Large Cog Knorr Schooner Brig Bireme Trireme Quareme Quinquirme
ST/HP Hnd/SR HT Move 160 -3/2 11c .2/5
Lwt 128
Load 94
SM +8
Occ 20
DR 3
Loc 2M,O,S
Range Draft Notes 5
138
-3/2
11c .2/5
70
50
+6
12
2
M,O
-
4
153
-2/4
12c .3/6
64
36
+6
43
10/5
M,O,S
-
7
189
-2/4
12c .3/6.25 120
67
+7
75
10/5
M,O,S
-
8
295 309 341 23 79 36 25 61 96 160 157 189 220 73 194 220 310
-3/5 -3/5 -4/5 +1/1 -2/2 0/1 0/2 -1/2 -3/4 -5/5 -4/5 -3/4 -4/5 -3/2 -2/3 -2/3 -2/3
12c 12c 12c 12c 12c 12c 12 12c 12c 12c 12c 12c 12c 12c 12c 12c 12c
390 440 620 .2 .40 1 3.22 5.25 60 95 15 100 200 7.5 20.7 30 45
+8 +8 +9 +1 +2 +3 +6 +6 +7 +8 +7 +8 +8 +6 +8 +8 +9
45+70 75+50 160+240 2 4 6+2 2+4 3 15 25 15 30 40 80 207 230 330
30/15 30/15 40/20 2 12 2 2 1 14/9 20/15 5 10/5 20/10 4 3 4 10
3M,O,2S 3M,O,2S 4M,O,2S 0 E O MO MO M M M 2M 2M MO 2M2S 2M2S 2M2S
F F F F F F F
9 10 12 3 .9 .7 1 8 7 11 3 10 11 3 4 4 6
.07/4.5 .1/5 .03/4 2/2 1/1 1/3 ¼ ¼ .1/4 .1/4 .05/4 .3/6 .1/4 .8/3 1/5 1/6 1/7
490 670 930 .3 .88 1.35 3.34 7 85 125 19 125 225 9.25 77.7 97 122
1, 2 1, 2 1, 2 1, 2
66 Longship Galley Battle Barge Byrðing 46’ Knarr 52’ Karve 77’ Karve 80’ Longship, Snekkja 54’ Longship, Snekkja 70’ Leidangskip 100’ Skeide 98’ Serpent Ship 150’ Cog, Early 60’ Cog 70’ Hanse Cog 50’ Hanse Cog 77’ Hanse Cog 70’ War Cog 80’ Cog Greatship 218’ Holk, Early 70’ Holk, Transitional 85’ Holk 98’ Holk 120’ Holk War 120’ Caravelo Latina 78’ Caravelo Redonda 78’ Caravel 73’ Caravel Latina 68’ Caravel Redonda 68’
115 780 1460 86 115 141 141 63
-3/3 -4/5 -4/5 -3/3 -3/4 -3/3 -3/3 -2/2
12c 13c 15c 12c 12c 12c 12c 12f
95
-3/3
115
.15/3 1/7 2/10 .1/5 .2/6 .2/7 .2/7 .2/7
35 250 790 9.6 36 71 80 6
23 30 100 4.6 24 34 53 3.25
+8 +10 +11 +5 +6 +7 +7 +6
45+45 560+100 2,100+300 6 8 35+35 35+35 27+3
7 30/20 70/50 3 5 5 5 3
MO 2M2S 3M2S MO MO MO MO MO
F F F F F F F F
3 11 11 3 4.2 3.3 5.5 1.6
2 1, 2 1, 2 3 4 5 5 1, 6
12c .2/7
14
5.2
+7
31+4
3
MO
F
2.25
1, 7
-3/3
12c .2/6
35
23
+8
45+45
7
MO
F
3.5
1, 8
107 190
-3/3 -4/3
12c .2/7.5 12c .1/4
25 118
15.4 64
+7 +8
61+20 140+140
5 10
MO MO
F F
3 5
1, 9 1, 10
192
-3/4
12c .1/4
91
36
+6
12
12/8
MOs
-
6
186 171
-3/4 -3/4
12c .1/3.5 12c .1/4
133 64
66 27
+7 +6
14 10
15/10 MO2s 14/9 MOs
-
7 6
178
-3/4
12c .1/4
132
88
+7
16
15/10 MOs
-
7
248
-3/4
12c .05/3.5 320
200
+8
20
20/15 MOs
-
9
290 557
-3/4 -5/4
13c .05/3 12c .02/2
370 180 +8 40+140 2750 1400 +10 200+200
25/15 MO2S 30/20 MO2S
-
9 21
172
-3/4
12c .1/4
97
-
7
221
-3/4
230 275 301
57
+7
14
15/8
MO2S
12c .15/4.5 204
120
+7
16
20/10 2M02S
-
8
-3/4 -3/4 -3/4
12c .15/5 245 12c .1/4.25 408 13c .1/4 413
150 245 200
+8 +8 +8
20 25 30+160
20/10 3MO2S 20/10 3MO2S 25/12 3MO2S
-
10 10 10
156
-3/4
12c .2/5.75 80
50
+8
14
12/6
2MOS
-
10
156
-3/4
12c .2/6
80
50
+8
14
12/6
2MOS
-
10
165 178
-3/5 -3/5
12c .2/6 12c .2/6
85 100
50 56
+8 +8
18 27
12/6 12/6
3MOS 4MOS
-
7 7
178
-3/5
12c .2/6.25 100
56
+8
27
12/6
4MOS
-
7
67 Karasim War 190 Galley 120’ Boat of 190 Xerlerenes 60’ Notes:
-2/5
12c 3/8
118
64
+8
70+70
10
MO
-
0
11
-4/3
12c 3/10
91
36
+6
30
7
O
F
0
11
1: Ship is equipped with a ram that improves collision damage 2: move stats are listed for ship being rowed. When under sail stats change to Range: - and Move is 1/4 in a favorable wind. 3: listed move is for being rowed. When under sail change range to – and move to .03/2.5 4: listed move is for being rowed. When under sail change range to – and move to .02/2 5: listed move is for being rowed. When under sail change range to – and move to .1/3 6: listed move is for being rowed. When under sail change range to – and move to .2/4 7: listed move is for being rowed. When under sail change range to – and move to .2/3.5 8: listed move is for being rowed. When under sail change range to – and move to .15/3 9: listed move is for being rowed. When under sail change range to – and move to .2/4 10: listed move is for being rowed. When under sail change range to – and move to .1/2 11: The war galleys of the Karasim and the boats of Xerlerenes can fly though the air as well as sail on the water. They have a maximum ceiling of 9,000 ft. When in flight they must still be sailed or rowed to move.
Port to Port Sailing Times This is assuming 198 miles per day and taking a carful route.
Banarva Cadsandria Chalal Dhakos Dhoz-Kam Gromoorva Hwamgaarl Ilmar Imrryr Iosaz Jadmar Menii Raschil
Banarva
Cadsandria
Chalal
Dhakos
* 14 18 2 15 1 4 11 9 16 13 15 11
14 * 6 13 12 13 9 10 5 10 6 3 4
18 6 * 18 17 18 14 15 10 16 11 6 10
2 13 18 * 15 2 5 12 9 17 14 15 12
DhozKam
15 12 17 15 * 15 14 16 10 15 14 14 10
Gromoorva
Hwamgaarl
Ilmar
Imrryr
Iosaz
Jadmar
Menii
Raschil
1 13 18 2 15 * 4 12 9 17 14 15 11
4 9 14 5 14 4 * 5 6 15 6 10 9
11 10 15 12 16 12 5 * 8 16 8 11 11
9 5 10 9 10 9 6 8 * 14 5 7 4
16 10 16 17 15 17 15 16 14 * 14 12 7
13 6 11 14 14 14 6 8 5 14 * 6 8
15 3 6 15 14 15 10 11 7 12 6 * 6
11 4 10 12 10 11 9 11 4 7 8 6 *
68
Races Non-Human Races Melinbonean Elegant, aloof and evidently inhuman, Melnibonéans are generally tall, regal-looking, arrogant and almost cat-like in their mannerisms and habits. The skull is narrow and tapered, the eyes slanted and watchful, their ears tapering to a fine point. The skin is invariably pale in complexion and, to humans, every Melnibonéan is never less than striking and unworldly. They are an emotional people but restrained in their demonstration of feelings; they are, without fault, self-centered and unconcerned with the welfare of others – especially humans. Notions such as kindness and cruelty are alien concepts that they find, at best, mildly amusing but are usually considered an irritation. The pursuit of pleasure is foremost in the Melnibonéan mind and they are unrestrained in how that is achieved. Torture, sexual deviancy and the abundant use of narcotics that would drive humans instantly insane are indulged daily, with no thought for the consequences. Many spend their days in a drug-induced slumber, reclined on dream couches where they travel to distant realms beyond the Young Kingdoms plane, indulging in activities known only to them. Melinbonean racial package (168 points) Attribute modifiers: ST + 2 [20], DX +2 [40], IQ +4 [80], HT +2 [20] Advantages: Acute Hearing 1 [2], Acute Vision 1 [2], Magery 1 [15], Appearance (Attractive) [4] Disadvantages: Callous [-5], Social Stigma (minority group) [-15]
Half-Melinbonean Despite being disdainful of humans, Melnibonéans frequently breed with them – either slaves or those they find intriguing and/or useful in some way. The offspring, Half-Melnibonéans, combine the physical and mental superiority of their Melnibonéan parent with the softer, worldlier emotions of their human side. Half-Melnibonéans exhibit most Melnibonéan physical attributes; tall, elfin-faced and with narrow, slanted eyes tapering towards the skull but are heavier of frame and darker in complexion. As half breeds they can never be treated as true-blooded Melnibonéans and many remain as slaves but those who are cunning, clever and ambitious can achieve a certain position in Melnibonéan society, often being used as emissaries to the Young Kingdoms – a task deemed too lowly for someone of pure Imrryric blood. After the sacking of the Dreaming City, many of the city’s survivors are Half-Melnibonéan mercenaries serving under the command of Dyvim Tvar, Dyvim Slorm or other Melnibonéan generals. Some leave behind their semi kinsmen and become adventurers-at-large. Half-Melinbonean racial package (48) Attribute modifiers: ST +1 [10], DX +1 [20], IQ +1 [20] Advantages: Acute Hearing 1 [2], Acute Vison 1 [2], Appearance (Attractive) [4] Disadvantages: Social Stigma (Outcast) [-10]
Karasim The Karasim are green-skinned giants from the Young Kingdom’s far history. Preferring darkness to light they inhabit an abyss at the western edge of the known world, preying on the rest of civilization with their immense flying ships. The Karasim are barbaric and cruel, wishing to build an empire to rival that of
69 Melniboné, and they command powerful magics of the air, as well as certain unique bargains forged with the Lords of the Higher Planes. Karasim racial package (46) Attribute modifiers: ST +10 [90 (-10% due to size)], DX -1 [-20], SM +1 [0] Advantages: High Pain Threshold [10], Damage Resistance 2 [6, Tough Skin -40%] Disadvantages: Bully [-10], Callous [-10], Monstrous Appearance [-20]
Myyrrhn The winged folk of Myyrrhn are human-like but not human and predate even Melniboné. Their ancestors and mortal foes are the ape-like clakars. Myyrrhn, though, have developed a higher, more cultured form and, whilst very rare as Adventurers, are sometimes found abroad in the Young Kingdoms. Myyrrhn are slender, tall and very light of frame. Their chests are deep, with improved lung capacity and their shoulders are a complex assembly of wing joints, tendons and musculature; they are naturally agile and move with a distinct grace. Not all Myyrrhn are winged. Shaarilla, who befriends Elric, was born without them, exhibiting just stumps where her wings should be. It is the Games Master’s decision whether a Myyrrhn Adventurer is winged or not. As creatures of the air, they worship Lassa. Their natures reflect this. They have short attention spans, sometimes speaking in fragmented sentences, failing to finish one point before moving to the next. They are observant but prone to lapses of concentration. Clothes, which interfere with flight, are shunned and a simple loin cloth is usually the only apparel. If frequenting human areas, light clothing or simple robes are worn but the Winged Folk never wear armor. Myyrhn racial package (45) Attribute modifiers: DX +2 [40] Advantages: Flight [30, winged -25%] Disadvantages: Impulsiveness [-10], Absent Minded [-15]
Overman Overmen hail from the harsh northern mountains, where they and the great northern giants dual for territory and supplies. Overmen were originally created by Chaos and magery as a servitor race, a breed solely for war, but they slipped their chains and raised a revolution. The Melinboneans drove back the Overman riots, forcing them to the north, where they dwell to this day. Their faces resemble skulls with thin lips and no nose (just nasal passages). Their eyes are red, yellow or black. Their Hands have two opposable thumbs. Their skin is tough, brown and leathery, finally they stand 7-8’ tall. Overman Racial Package (+101) Attribute Modifiers: ST +6 (60), DX +2 (40), HT +3 (30) Advantages: Ambidexterity (5), Born soldier (5), Combat Reflexes (15), Damage Resistance 1 (tough skin) (5), High Pain Threshold (10), Temperature Tolerance 1 (cold) (5), Very Fit (15), Good Grip 1 (5), Fur (body only) (1) Disadvantages: Appearance (Hideous) (-16), Callous (-5), Code of Honor (Northman’s) (-10), Disturbing Voice (-10), Honesty (-10), Killjoy (-15), Low Empathy (-20), Sense of Duty (Nation) (-10)
70
Orgian Orgian are a degenerate slave race who once belonged to the great empire of the Dharzi. Orgians are squat, harry and often cannibalistic. They prefer the taste of man-flesh or of the beast men of Troos over the taste of their own. Orgians as a whole are primitive and social miscreants, however the nobles of Org who claim a purer tie to their Dharzi ancestors can be cunning. Orgians worship both the lords of beast and have their own form of ancestor worship. Orgian racial package (-11) Attribute modifiers: ST +2 [20], HT +2 [20], IQ -2 [-40] Advantages: Animal Empathy [5], Combat Reflexes [15], Very Fit [15], Teeth (fangs) [2] Disadvantages: Appearance (ugly) [-8], Bad Smell [-10], Dwarfism [-15], Odious Person Habit (cannibal) [-15]
Dharzi Dharzi are the ancient invaders from another plane which sought to conquer all of the young kingdoms. Although they were stopped by the Melinboneans, some members of the race still live in secluded areas. The Dharzi physically appear human, but are shorter and stocker. There is an alien cast to their features. The Dharzi are masters of necromancy, and utilizing biotechnology. Dharzi Racial Package (90) Attribute Modifiers: ST +4 [20], DX +2 [40], IQ +4 [80] Advantages: Combat Reflexes [15], High Pain Threshold [10], Power Investure (evil) 2 [20], Tech Level 11 (biotech only), Unaging [15] Disadvantages: Callous [-5], Bloodlust [-10], Bully [-10], Jealosy [-10], Killjoy [-15], Low Empathy [-20], Megalomania [-10], Sense of Duty (Dharzi Race) [-10], Social Stigma (alien) [-10]
Human Races Pan Tangian The people of Pan Tang are large and heavy with dark skin and dark hair. Men’s beards are full and heavy as worn as a symbol of status. Pan Tangian women are often heavy and many of the men of Pan Tang take wives from other countries. The people of Pan Tang worship the lords of chaos, and while they do not have the pacts that match those of the Melinbonean’s their understanding of magic is great indeed. Racial notes: Pan Tangains often have above average IQ and most have magery to some form
Dharijor
71 The people of Dharijor normally encompass all body types, and tend to be of dusky skin hue. There is a tendency for men of Pan Tang to wed women of Dharijor, for the women of Dharijor are fairer than those of Pan Tang. The people of Dharijor tend to be sturdy a swarthy. Their hair and eyes are usually dark brown, and they worship the gods of chaos. Racial notes: Dharijor often have above average HT, and usually have appearance bonuses.
Jharkor The people of Jharkor are rather ordinary human beings. They encompass all body types, skin hues and sport a myriad of eye and hair colors. They worship the lords of chaos, and do a good deal of fine crafts work. Racial notes: Jharkor often have above average DX, and usually have appearance bonuses.
Shazaar The people of Shazaar are a hardy breed, but otherwise thoroughly normal. They have all hair colors, classes, and body types. Racial notes: Shazzar often have above average HT
Tarkesh Tarkesh is the greatest sea-faring nation of the north. They have dark complexions and dark hair. They tend toward medium to heavy body frames, and are shorter than average. Tarkeshites tend to have tripartite names such as Dhak-Knuul-Gorm. Racial notes: Tarkeshites often have above average HT, and DX
Vilmir The people of Vilmir are perhaps the most ordinary in all the young kingdoms. Vilmirians tend to have blonde or red hair and cluster together in large cities. They worship the gods of law.
Ilmiora The people of Ilmiora are much like the people of Vilmir, but a little more pleasant and mannerly. They are of all body types and hair colors. They worship the gods of law, but do not limit the freedom to worship the lords of chaos, although they will not allow temples dedicated to chaos to be built in their lands.
Nadsokor The city of beggars is a law unto itself. Only the maimed, unhealthy, or depraved live in or come from the city of Nadsokor, but within those categories all body types, and hair colors are found. The beggars of Nadsokor worship no gods, but fear their king.
72 Racial notes: To reside in Nadsokor one must have a disadvantage that leaves one maim such as one eye, one arm, insanity etc.
The Weeping Waste So called for the desolate sound of the wind crying over the sand and the desert, the Weeping Waste is home to many nomadic desert barbarian tribes. They tend to be short, dark of skin and hair, powerful and skillful in war. Most have medium frames. Racial notes: Barbarians of the Weeping Waste have above average ST, DX and HT, they often have disadvantages such as minority, bloodthirsty or odious personal habits.
Eshmir The men of the eastern nation of Eshmir tend to be short, have slanted eyes, and have red or light brown hair. They worship the lords of chaos. They have medium frames. Racial notes: Eshmirians tend to have above average IQ, some have magery
The Island of Purple Towns People of the island are fair with dark brown or black hair. They tend to be burly with medium or heavy body frames. Racial notes: Islanders tend to have above average ST and HT
Argimiliar The people of Argimiliar are of normal human stock. They have medium frames and generally dark brown hair.
Pikarayd The people of Pikarayd live in a savage, undeveloped land where only the strong survive. The inhabitance of their capital, Chalal, are noted as strong warriors. They tend to have medium and heavy frames, along with swarthy skins and black hair. Racial note: Pikarayd generally have greatly higher strength than normal
Lormyr Lormyr is a cold land whose days of glory were more than four centuries in the past. Although the people are large and fair, with yellow, white or light brown hair, they have no special talents and are a bit slow-witted. Racial note: Lormyrians tend to have slightly lower IQ, but are stronger than average
Filkhar
73 The people of Filkhar are a peaceful and dexterous race. They have light to medium frames, and light brown or ash blond hair. Racial note: Filkharians tend to have above average DX
Oin The inhabitants of Oin are a degenerate but hardy group of barbarians little better than beasts. They have wide frames and dirty brown hair. If they could grasp worship they would owe allegiance to the lords of chaos. Racial note: Oinians tend to have lower IQ, DX, and suffer from disadvantages such as Bad smell and odious personal habits. However they have higher than normal ST, and HT.
Yu The Yuits are much like the people of Oin, but even less civilized. They have heavy body frames and dirty brownish gray hair covering much of their body. Racial note: Much like Oinians, but also suffer from lowered tech level, and they qualify for damage reduction (tough skin).
Religious Figures Elemental Lords Lady Lassa, Ruler of Air, Bringer of Storms, Mother of Breath. Without her the earth would be devoid of life for it is her realm that brings air to the world. She controls the sylphs, spirits of the breeze; the sharnah, builders of gales; the h’haar Shan, makers of whirlwinds. The birds and other flying creatures are her children and she abhors anything that would cause them harm. Lady Lassa has two unruly and destructive brothers; Misha of the West Winds, who creates the sharnah gales, and Graoll of the East Wind who raises the whirlwinds and tornadoes. From time-to-time they grow bored and release their creations upon the earth, until Lassa berates them and sends her calming breath to restore order. There is also her sister, Shaarnasaa, the lifegiving and blessing queen of the South Winds. Certain tribes of Dorel, Pikarayd and the Weeping Waste venerate Misha and Graoll as gods in their own right and, flattered, the brothers send sharnahs and h’haar Shan as displays of their gratitude, with no inkling of the damage caused. Lady Lassa’s enemy is Lord Kakatal. Kakatal is greedy and would starve the world of air so his flame-children, the salamanders, might burn hotter and brighter. But though they are enemies, they have maintained a respectful distance and have only rarely battled directly. Lord Grome, Earth-Father, Mover and Shaker, the Binder. Without Grome the world would fly apart in a storm of dust and rubble. Grome binds and makes solid. He gives form and meaning, expressing himself in the mountains and hills, Great Plains and calm valleys. His children are the gnomes, made from the stuff of the world, beings of immense strength that build and arrange, reshape and restructure as Grome desires. When the earth was young Grome was naked, so he called upon Lady Lassa and they made a daughter who lives with Grome as his consort; she is Ish’ish’a’maal, Lady of the Trees, and she clothes Lord Grome in the finery of the forests, giving homes to the animals and birds, which honors her mother. Grome is fierce but fair-minded. When angered his bellows cause the earthquakes that rupture the ground and shake the snow from the mountains. When appeased the soils are nutritious and yield splendid harvests. He is more often appeased than angered. Twenty thousand years ago Lord Grome went to war with Straasha, seeking dominance over which element should cover the surface of the earth. Their war reshaped the world, moving continents, raising and submerging islands, creating huge ranges of mountains and flattening hills. Whilst they know peace during Elric’s
74 time, their enmity is as strong as ever; Grome builds and Straasha erodes the edges of what is built, either through the slow drip of the rains or the battering of the waves against coastlines.
Lord Kakatal, the Fire Heart, Giver of Warmth and the Hearth of the World. Kakatal surrounds the earth and gazes upon it with his single brilliant eye, which is called the sun. He gave the world the gift of fire, so that mortals might worship him in their homes and make edible the things they caught or grew to eat. In his carelessness he neglected to restrict fire’s power and so it is a force for destruction unless strictly controlled. His servants, the salamanders, lurk at the molten heart of the earth and can be called forth to channel Kakatal’s powers. But they are unruly children, reveling in their power to consume and destroy, and Kakatal, neglectful still, refuses to admonish them. Lord Kakatal seeks to dominate Lassa for she provides the stuff His fires and salamanders need to consume to live. She has an abundance of air and recognizes fire’s importance but refuses to feed his salamanders more than the merest scraps. Resentful, Kakatal challenges her now and then by inflicting forest fires upon her daughter, Ish’ish’a’maal, forcing her to call upon Lord Straasha to quench them with his tears, which angers jealous Lord Grome. Lord Straasha, the Water Father, King of the Waves and Currents. Straasha’s domains are the upper waters of the world, the oceans, seas and rivers. His children, the undines, move the waters of the earth in tides and currents, causing seas to swell and retreat and rivers to flow. He cannot understand why the entire world cannot be flooded because his waters are filled with life and he constantly challenges Lord Grome’s creations by gradually eroding them, reclaiming the world inch-by-inch. His war with Grome, 20 millennia ago, created the oceans of the Young Kingdoms. But parts of his kingdom, the deepest reaches of the ocean, were stolen from him by Pyaray, a duke of Chaos who now rules a dread realm of undead sailors and sea monsters. Alone Straasha cannot challenge Pyaray and must cede this domain to the tentacled whisperer. Straasha is too proud to seek aid from any of the other elemental rulers and must therefore accept the presence of Chaos within his beloved oceans. Straasha believes in life and respects all its mortal forms. He is sympathetic to the humans of the earth and would preserve them from the horrors of Pyaray’s hellish depths. His love for life is recognized by the sailors of the Young Kingdoms, many of whom have been saved from a watery death (and being claimed by Pyaray for his undead fleet) by either Straasha’s undines or the hand of the water father himself.
The Beast Lords The beast lords rarely interfere in the affairs of the earth unless their subjects – the myriad animals, fish and insects – are threatened. They are not worshipped by humans, although there are hints that the Dharzi, described as ‘beastmen’, may have held them in some form of reverence. The beast lords represent the natural creatures of the earth. They are the archetypes of the beasts of the world, the primal definition from which the natures of all animals emanate. Earthly cats behave in the way they do because Meerclar behaves that way. If his behavior changed, the cats of the Young Kingdoms would naturally follow. This is true for all beast lords; they are creatures and the very essence of creatures, abstractions and natural forms at the same time. In this sense they are elements; indeed, Elric refers to them as such on several occasions. There may even be some relation between the Beast and Elemental lords; if there is, it is cryptic and known only to them. For the most part the beast lords slumber in their individual realms allowing their subjects to go about their business. The earthly creatures represent their beast lords simply by being themselves; they have no other agendas or motives, save doing what their natures dictate. If those natures are threatened in some extreme way, and on a species-wide level, only then would a Beast lord be roused into action. Melniboné holds ancient pacts with all of the beast lords, just as they do with the elementals. Each has aided the other over the millennia (although how and why is not understood) and as a result, Melniboné’s emperors have the power to rouse a beast lord from its rest and seek its direct intervention in the mundane world. Elric summons Fileet, Lady of the Birds, to rescue him from the Oonai; he calls upon Haaashaastaak lord of lizards, to devour the chaotic winged creature sent against him, Yishana and Moonglum by Theleb K’aarna; and Nnuuurrrr’c’c, king of insects, is called to subdue the olab on his expedition to R’lin K’ren A’a. Other Beast lords mentioned by name in the saga are Meerclar, lord of cats, Roofdrak, lord of dogs, Muru’ah, lord of cattle and Ap-yss Alara, queen of swine. The people of Org also venerate the beast lords and hold formal pacts with many of them specifically Ourourack’ak lord of apes.
75 The Plant Lords The plant lords represent the myriad plants of the world in the same way the beast lords represent the beasts. Each species of plant has its own guardian who defines what that plant is and how it behaves. The Tangled Woman, for example, represents brambles and thorns. Even Melniboné has forgotten much of what it ever knew about the plant lords but they are clearly a powerful, if dormant, force. Lords of Chaos Chaos represents infinite change, unbridled creativity, and total mutability, the sanctity of nothing and the preservation of the self before the whole. It is neither good nor evil, although the acts committed by the Lords of Chaos, and those who worship them, are often considered evil by all but the most insane. Chaos is both dazzling beauty and unthinkable horror; it is the lust for life and the lust for death; and it is the absolute enemy of Law. There are many Lords of Chaos, some of which are minor dukes of Hell acting on certain agendas, such as Narjhan and Balo. The most powerful, like Arioch and Xiombarg, are akin to gods and have complex agendas and motives concerning the overthrow of Law and the domination of earth. They seek to establish realms of Chaos throughout the Multiverse, creating an entropic empire where all life, save their own, is an unstable, constantly changing mélange of the beautiful and the horrific. Chaos has been prevented from manifesting directly on the earth for the past 500 years, due to the actions of the Lords of Law, who created a barrier around the earth’s plane to limit the Chaos Lords’ interference. Before that, battles between the Lords of Chaos and Law were played-out across the Young Kingdoms. The bay of Dhakos, for instance, is said to have been created when Lord Tovik of Law defeated Mabelode, King of the Swords, some 5,000 years ago. With Melniboné as their enthusiastic mortal servants the Lords of Chaos helped create the majesty and terror of the Bright Empire but with the Barrier of Law preventing further direct intervention, their influence declined and so did their direct worship by the Dragon Lords. Consequentially the empire fell. The Lords of Chaos can still manifest upon the earth but their direct powers are limited. They can, and do, aid their mortal servants but as is the nature of Chaos, the type and level of aid is inconsistent. A mortal worshipper may be called beloved by a Chaos Lord one day, only to fall from favor the next. The Lords of Chaos do not truly care; all that matters is their own agenda and mortals are only useful if they can advance it in some way. If they cannot, they are an irrelevance. Arioch, Duke of the Crimson Hells, Knight of the Swords, Lord of the Seven Darks. The patron deity of Melniboné and Elric in particular, whom he ‘loves above all other mortals’. Arioch takes many forms, from swarms of insects, a jade statue through to beautiful, fair-skinned children but his favoured manifestation is as a Melnibonéan male of brilliant, blinding beauty. Lord Arioch is cruel, fickle and, on this plane, the most powerful of the Chaos Lords. Arioch guards the runeswords Stormbringer and Mournblade, which may only be wielded by the royal line of Imrryr. Artigkern, Drinker of Oceans, Drainer of Worlds The vast maw of Artigkern, brother to Arioch, can drain entire seas in a few days, as it sups voraciously. Artigkern exists solely to consume every last drop of water in the Multiverse and takes delight in rendering entire worlds parched and barren. When it is through, it spits what it has drunk at the sun, perhaps to spite or it, or perhaps to extinguish it. Artigkern’s last manifestation on the earth was during the very first decades of Melniboné’s rule, before it truly became the Bright Empire. It stole Lord Straasha’s sister, becoming infatuated with her but was defeated by the silver-skinned Mernii hero, White Crow.
Balaan, the Grim-Faced, Lord of Ecstatic Agony and Unbearable Pleasures With his face hidden behind a mask of black iron, bolted to his skull, Balaan is the god of torturers, sadists and masochists. He is worshipped widely on Melniboné as both the torturer and the giver of pleasure through pain where his adherents include Doctor Jest, amongst others. Balaan’s worshippers consider the inflicting of pain, and its receipt, as one of the highest art forms, as demonstrated in the altered eunuch choirs of Imrryr who sings Balaan’s hymns of suffering. On Pan Tang, Balaan is god of torturers and the bringer of suffering, an implacable deity who seeks only to hear the screams of the unholy.
76 Chardros, the Reaper, Lord of the Graves Taking many forms (a shrouded, skeletal figure; a gaunt-faced, emaciated Melnibonéan; a vast, vulture-headed human, to name but a few) but always with his immense iron scythe, Chardros is the Lord of death, undeath and the reaping of souls. Shunned in Melniboné but welcomed in Pan Tang and Dharijor, Chardros remains aloof from mortal affairs for the most part, awaiting his hour in the final battle where he will engage with Donblas the Justice Maker. Demons of combat and war are Chardros’s foot soldiers and those pledging their souls to his worship are taken to the Gates of Hell where he patrols, to be made into the demonic spawn he unleashes at the end of the world.
Eequor, Blue Lady of Dismay, Goddess of Sorrowing Solitude Eequor dwells in a realm decorated solely in shades of blue. She is a self-pitying and jealous Lady of Entropy, forever scheming and seeking ways of improving her rule over the earth. Images of her are always carved from blue stone or sapphires and in each she is always depicted as a beautiful, melancholic countenance. Many female sorcerers are drawn to her worship, for she promises many gifts and secret knowledge that may be put to bitter ends. One of her worshippers is Sorana, the duplicitous lover of Rackhir the Red Archer; she has many other such acolytes.
Hionhurn, the Executioner, Lord of the Gallows Another god of death, Hionhurn is the brutish executioner of Chaos, his huge axe sharpened and ready to sever heads and souls alike. He manifests as a giant, shaggy-haired axeman, his lime green skin as gnarled and twisted as an ancient tree, his expression jovial. Hionhurn promises a pleasant death but eternal suffering and torment.
Mabelode, the Faceless, King of the Swords, Ruler of Shadows Mabelode is worshipped across many planes of the Multiverse and, on some, his power exceeds that of Arioch and Xiombarg, his fellow Sword Rulers. Mabelode’s face is always wreathed in shadow, however it is viewed, and this has led to the soubriquet of ‘faceless’. A cunning and manipulative deity, he numbers Prince Yyrkoon amongst his devotees and his schemes are concerned with deception, stealth and the advancement of shadow. He bears an immense sword of dazzling gold that sings through the air and delights in securing the worship of powerful individuals whom can be easily twisted into acting as his followers. Maluk, the Silent Watcher of the Single Eye, Lord of Treachery A favoured god of Pan Tang, Maluk has but a single, staring eye gazing from his slender, androgynous face and his mouth stitched shut so that none of his secrets may escape his thin, bloodless lips. Adherents of Maluk are known to put-out an eye and stitch their mouths shut in homage to his ghastly visage. Maluk adores treachery and betrayal for selfish gains. He grooms those who show such qualities and shows them tantalizing glimpses of how much better their lives will become if they carry out their schemes to the full. As a guardian of secrets his province is knowledge and subversive power, seeking not to command directly but to control through others. Pyaray, Tentacled Whisperer of Impossible Secrets, Lord of the Fleets of Chaos Lord Pyaray lurks in the planes of the Hell that intersect with the deepest reaches of the ocean. He receives the souls of drowned sailors and adds their wrecked ships to his ever-growing fleet that, at the end of the world, arises from the depths and commands the seas of the Young Kingdoms. He is worshipped by pirates and other sea-borne reavers but he fears, and avoids, Lord Straasha, who does all in his power to prevent Pyaray’s undead crews from growing. When he manifests it is as a huge, blood-red octopus with many tentacles and several eyes of blue crystal. One, usually at the top of the head, is said to contain Pyaray’s soul and a special weapon, such as Stormbringer or Mournblade, can destroy him. Indeed, this is the tactic used by Elric when he battles Pyaray aboard his flagship in his quest to rescue Zarozinia.
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Slortar the Old Eldest and most sweet-tongued of the Hell Dukes, Lord Slortar is favoured in Melniboné and enjoyed their primary worship before Arioch replaced him in their affections. He is a connoisseur of the debauched, depraved and decadent; a self-satisfied lord of indulgence who condones gluttony, greed and sloth in its myriad forms. Those who worship him tend towards the corpulent – a sharp contrast with Slortar’s trim and beautiful frame.
Xiombarg, Queen of the Swords, Promiser of Eternal Life On this earth, Queen Xiombarg is no more powerful than Arioch, her brother, or Mabelode but on other planes she is more powerful than Arioch and matched only by Mabelode the Faceless. Described as she, she can take the form of either sex but when choosing to manifest prefers the female form: that of the most beautiful woman possible to imagine, her hair dark gold and streaked with red and black. Her form can switch abruptly – as can all the Lords of Chaos – into that of a man or a creature with a leering skull-face. As a Sword Ruler she is beloved of warriors and soldiers. It is said she can control time to an extent, though has never done so upon the plane of the Young Kingdoms, but she can, and does, promise eternal life to those who serve her. One such recipient is Prince Gaynor the Damned, doomed to wander the Multiverse as the Eternal Enemy, undying yet not invincible, force to experience every minute of every hour of every year without hope of rest.
Balo, Insane Jester and Minstrel, of neither Chaos nor Law Balo belongs to neither Chaos nor Law and is the only supernatural entity permitted to cross the divide between them (although neither is he of the Balance). An insane prankster, he is most commonly attributed to Chaos but the guise of a simple fool with a love of vicious pranks, often at the expense of the Lords of Chaos, masks a complex and confused mind that has, perhaps, been driven mad by both the chaotic and lawful secrets he has been privy to. As a result, Balo has few formal worshippers in the Young Kingdoms. Those that do offer him allegiance have been approached directly by him to aid in one of his ‘jokes’ or schemes. Becoming involved with him is to risk his infectious insanity.
Checkalakh the Burning God A minor Chaos Lord made entirely of fire; he was once summoned to Nadsokor to burn disease from the city but ran amok. He was imprisoned within a labyrinth in the city by Lord Donblas, sealed within it by a one-way membrane. His essence is fire and, like his essence, he is constantly hungry. The beggars King Urish of Nadsokor offers to him are poor food and he constantly craves more. He has almost no influence in the Young Kingdoms, save to strike fear into the beggars who gaze upon the treasure hoard of Urish and is little stronger than a powerful salamander.
Haborym of the Fires That Destroy Worshipped primarily in Melniboné but also with a small sect in Pan Tang, Haborym is the destructive breath of hell-fire. There is only one sect devoted to his worship: the Brothers of the Red Redemption, which exists somewhere in the Dead Hills of Dorel. Its members ritually burn the skin from their bodies and wear full plate armor, inscribed with Haborym’s strange fire runes. Their reputation is sinister and they are said to have stolen many secrets from Lord Kakatal himself.
Count Mashabak A pretender, on some planes, to Lord Arioch, Mashabak was a patron, of sorts, to Sadric 86th, Elric’s father, and laid claim to Sadric’s soul upon his death. Mashabak, commanding Prince Gaynor, has the temerity to challenge Lord Arioch for power in the Multiverse and, in some realms, can neutralize Arioch’s potency. However, whilst he has all of Arioch’s cruelty, Mashabak lacks his subtlety and is sublimely unaware of how the forces of Chaos are marshalling for the Great Struggle. For this reason, he will ever be a minor noble of Chaos and not the great and powerful Lord he yearns to be.
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Narjhan, Lord of Beggars Narjhan of Chaos is worshipped by the beggar-hordes of Nadsokor and he leads them against Tanelorn, manifesting as a suit of armor from which emanates a booming voice. He fosters and encourages the deceptions of beggars and blesses them with disease and suffering.
Teer. The Boar-Headed, Vassal of Mabelode Duke Teer is little known in the Young Kingdoms, save for those who have achieved rank within the cults of Mabelode. His appearance is that of a bloated man with a porcine face and boarlike tusks. On one of his realms he is building a castle of blood that constantly requires his attention and further donations from the willing and unwilling alike. His obsession with his castle has cost him much of his power but those who worship him fetch him fresh supplies through making their own donations and seizing it from those who will not give it freely.
Vezhan Assuming the shape of a huge, winged, man-shaped creature of smoky-yellow, little is known of Vezhan save that Rackhir was once loyal to him, indicating that he may be a more powerful noble of Chaos in the lands of distant Phum.
LAW Law represents the ultimate ordering of the Multiverse; a natural, straight-line progression with no deviation from the norm, all things complying in the same precise ways. It is sterility; of imagination, of expression, of life. To embrace Law is to surrender to immutable rules, restrictive practices and absolute certainties. There is no room for personality or freewill, just simple, unbending compliance. Law has dominance in the Young Kingdoms. Melniboné’s decline and the imposition of the lawful barrier around the plane of the earth have allowed the worshippers of Law to move into the partial vacuum. The promise is of a freedom from the hellish practices of Chaos, from the tyranny of the all-changing and for a better world founded on the fundamental principles of nature, as described through the Lawful sciences of physics, mathematics, chemistry and biology. Deviation from these underlying principles is deemed heresy and this has been logically extended to include those unfortunates born with deformities and disabilities, or afflicted by diseases that cause the same. The exodus from the city of Nadsokor, fleeing the ravages of plague, was initiated by Lawful priests. Its subsequent colonization by the beggars and wretches of the world was the result of those same priests expelling those from the Vilmirian cities who were, in some way, disfigured or considered abnormal – in other words, Chaos-tainted. Law need not be this way. In some places, such as Ilmiora, Jharkor and Lormyr, lawful worship is of a liberal, accepting kind but that does not mean that lawful zealots and logic-obsessed proselytizers do not exist; they are simply outnumbered by those who have not yet immersed themselves in Law’s true meaning and can maintain a healthy balance of belief in the human condition, accepting a certain degree of deviation as a perfectly natural state of being. Most priests of Law begin thus but those who study further and deeper begin to find patterns and recurring themes. They see, and embrace, the perfection absolute Law has to offer and its inherent power. So begins the corruption of Law. Priests enthralled in this way can accept nothing less than perfection and compliance. Disagreement and dissent cannot be tolerated, even within their own kind. Enclaves of the like-minded form, consolidating power which they wield as far and wide as they can. The virtues of Law are lost; in its place is drab, miserable, conformity, a route march towards an unknowable destination along a featureless road that winds across a featureless plain, blistered feet stamping in unison for eternity.
Lords of Law Arkyn the Meticulous Lord Arkyn governs the realm of scientific thought and endeavor, embodying the underlying symmetries of all things in the natural world, the application of logic, the development of theory and proof over superstition and supposition. His worship is strong amongst philosophers, mathematicians, inventors and logical theorists. His teachings propose the four-fold approach: Method, Observations, Results and Conclusions. Arkyn manifests
79 himself through his writings and theories. The priests of Law scour them intimately, attempting to find the one, true rule within the equations, logical arguments and complex geometries that illustrate these huge tomes of densely written script.
Donblas the White Lord, Justice Maker Donblas represents the Rule of Law; doctrine, legislation, enforcement. His realm is that of codes and constitutions, the impartiality of rational systems against the inherently biased anarchy of Chaos. Great tracts of legal script and complex rules are his gift to his followers. The absolute certainty of the Law and its innate justice is theirs to administer. Donblas manifests as a beautiful, glorious, human shimmering with a disturbing symmetry and perfection. Manifestations are rare but his voice sings out to his followers in dreams and meditations.
Miggea the Mad, Duchess of Dolwic Considered senile but nevertheless powerful, Miggea reaches out from her realm of Dolwic to destroy those worlds she considers in any sense chaotically influenced – which is to say, most of them. Her myth has gone through several cycles in the earth’s history and as a White Lord she can claim only a small influence at the time of the Young Kingdoms but she still attracts active worshippers, themselves unreasoning zealots who cannot contemplate deviation from the laws and philosophies of Donblas and Arkyn. Miggea, alone amongst the White Lords, despises Tanelorn and gathers her best soldiers and champions from across the Multiverse to challenge the Eternal City. One such champion is Prince Gaynor the damned, once of Xiombarg and Mashabak, who now enjoys her patronage. She inspires utter loyalty in her servants and commands a vast troop of knights prepared to fight to the death in her name. In times such as these she manifests as a knight of Law, riding a pure white she-wolf endowed with the power of speech. In human guise she has a radiant complexion and black, glaring eyes, with pale lips and pointed teeth. More than any other Lord of Law, Miggea embodies its complete obliviousness to reason and tolerance. That is why she is Miggea the Mad.
Shalod the Book Binder Lord Shalod serves Lord Arkyn, sometimes acting as his representative in mortal dealings. Dark haired and implacable, he recognizes achievement through rational study and its application. Known as the Book Binder he carries with him Arkyn’s finished and partially finished works, allowing access to their mysteries to the most diligent of students.
Tovik the Relentless A lord of righteous revenge, he is foremost of those who challenge Chaos, fighting with a berserk and terrible rage. He challenged Mabelode for the dominance of the western continent, besting him in a battle that created the bay of Dhakos. Sometimes a general for Duchess Miggea and sometimes her opponent, depending on circumstances, he is a god of knights and warriors, worshipped in Lormyr, Jharkor and Vilmir with fervency. His priests are warrior priests, battle-hardened doomsayers who pray and fight with equal vitriol.
Veneration of the Lords Veneration of the various lords allows a character accessibility to advantages that would not normally be allowed by normal members of a particular race. Such advantages vary depending on the particular lord venerated. For example veneration of an elemental lord may allow Damage reduction (element, hardened skin, etc.), Ally (elemental, summonable), Enhanced Attributes, Flight, or other such powers. The beast lords may offer Claws, Bite, Poison, Ally (animal, summonable), Damage reduction (tough skin), or other such powers. Lords of chaos offer drastic changes such as Ally (demon, summonable), Claws, bite, striker, innate attack, damage resistance, unaging, unkillable, regeneration, or even more
80 esoteric powers. Lord of law offer physical perfection such as immunity (disease or toxins), increased physical attributes, compartmentalized mind, enhanced time sense, etc. It should be noted that with each power granted there is often a drawback such as phobias, compulsions, or unearthly features. A character can worship or venerate any number of different lords, such as the elemental, beast lords, plant lords and lords of chaos, but cannot worship both the lords of law and chaos at the same time. A character that once worshiped the lords of law or chaos that turns to the other finds their gifts stripped, but any compulsion or drawback retained.
Demons of the Young Kingdom Demons of the young kingdom are beings of chaos pulled from the million spheres by a summon demon spell. These being are not innately evil, but those who summon them often use them for nefarious purposes. At best demons simply do not understand the principles of morality. Demon Meta-Traits (-25 points) Advantages: Immune to Metabolic Hazards [30], Immunity to Mind-Affecting Magic [30], Night Vision 5 [5], Injury Tolerance (1/2 damage) [50], High-Pain Threshold [10] Disadvantages: Fragile (unnatural) [-50], Low-Empathy [-20], Bully (12) [-15], Sadism (12) [-15], Vulnerability (x2: cold iron, law or chaos inscribed, meteoric, orchalcum) [-70]
Demonic Traits Creatures of chaos possess unusual traits that defy the laws of the young kingdoms. The following is a listing of some of the traits that demons may possess or may be given when summoned as well as their point cost. To determine traits randomly roll 11d Die Roll
Trait Name
Description
11
Absorbing
The demon absorbs magic that is directed at it. Treat as Magic Resistance 10 [20] and Damage Reduction 10 (magic only) [10]
12
Accursed
The demon’s physical attack temporarily drains the soul of the victim. Treat as Affliction (HT-1, IQ-1, Contact Agent, Cumulative) [90]
13
Acidic
The demon’s blood is an acidic ichor. Treat as an Innate Attack (1d cor, 1 hex area of affect, cyclic (2x 1 sec cycles) only when demon is wounded) [18]
14
Alluring
The demon produces pheromones that incite lust. Treat as sex pheromones [28]
15
Armed
The demon has an additional set of limbs. Treat as Extra Arms 2 [20]
16
Beaked
The demon has a bird like beak. Treat as Teeth (Beak) [1]
81 17
Broadcaster
The demon transmit any pain it feels to all within 5 yards. Treat as Affliction (HT -2, 1 hex, severe pain, malediction, only when demon is wounded [40]
18
Burning
The demon glows with heat. Treat as Innate Attack (2d burn, C, 1 hex, aura) [18]
19
Chameleon
Gives the demon the Chameleon [5] advantage
20
Clawed
Gives the demon the Claws (long talons) [8] advantage
21
Climbing
Gives the demon the Clinging [20] advantage
22
Contagious
Demon is a carrier for Pneumonic plague (Respiratory; HT-6 to resist; 1d/2+1 day delay; 1d toxic damage; 12 hour cycle with 12 cycles. Symptoms produce moderate pain and coughing after the loss of 1/3 HP, and choking after the loss of all HP. Highly contagious.
23
Corroding
Demon corrodes weapons that strike it. Treat as Innate Attack (1d cor, C, aura, affects weapons only) [9]
24
Crystalline
Demon has a crystalline skin. Treat as Damage Resistance 10 (can’t wear armor) [30]
25
Droning
Demon produces a buzzing noise that sedates listeners. Treat as Affliction (Will resists, C, 2 hex area, hearing based, incapacitation: sleep) [44]
26
Entangle
Demon has a spider web like projection. Treat as Binding 1 (web, engulfing, jet) [4]
27
Head
The Demon has an extra head. It gains the Extra Head [15] advantage
28
Horned
The Demon has long horns on its head(s). Treat as Striker 1 (horns, impaling, limited arc, long(+1)) [13]
29
Icy
The demon radiates an aura of chilling cold. Treat as Innate Attack (1d, C, aura) [12]
30
Intangible
The demon can become insubstantial at will. Treat as insubstantiality [80]
31
Leaper
The demon can make tremendous jumps. Treat as Super Jump [20]
32
Legs
The demon has an extra pair of legs. Treat as Extra Legs [5]
33
Levitating
The demon can skim along the ground. Treat as Flight (5’ ceiling) [30]
34
Mimic
The demon can morph into any creature it has seen or touched. Treat as Shapeshifting (morph) [250]
35
Obfuscating
The demon projects a cloud of mist that blind observers. Treat as Affliction (HT -1, Range 10/100, Area Effect 2 hex, Contact agent, Blindness) [78]
82 36
Paralyzing
The demons natural attacks also paralyze the victim. Treat as Affliction (HT -1 Follow-up, Paralysis) [34}
37
Poisonous
The demons natural attack carry a deadly venom. Treat as Innate Attack (3d-1 tox, Cyclic (1 hour for 4 cycles), Resistible, Follow-Up, Onset (1 min), Resistible, HT -4, Symptoms (2/3 HP -3 ST, DX, IQ and HT) [22]
38
Quick
The demon gains Extra Attack 1 [25] and Enhanced Dodge 1 [15]
39
Regenerating
The demon gains Regeneration (very fast 1 HP/sec) [100]
40
Resistant (Wardpact)
The demon is immune to one specific type of weapon (broad swords, axes, maces, etc.) to the demon the Wardpacted item is insubstantial. Treat as insubstantiality (always on, vs one specific type of weapon) [15]
41
Roaring
The demon can let out an ear shattering roar. Treat as Affliction (HT -1 Range 10/100, Cone, Hearing-Based, Stunning) [64]
42
Scaly
The demon has scaly reptilian skin. Treat as Damage Resistance 6 (Tough Skin) [18]
43
Screaming
The demon can screech in such a way as to overcome a victim with dread. Treat as Terror 1 [30]
44
Shadowy
The demon can become a shadow like form. Treat as Shadow Form (can carry objects, light insensitive) [65]
45
Shaggy
The demon has a thick pelt of fur. Treat as Damage Resistance 4 (Tough Skin) [12]
46
Shelled
The demon has a thick carapace. Treat as Damage Resistance 8 (Can’t wear armor, Hardened) [32]
47
Spiny
The demon is covered in one foot long spines. Spines (long spines) [3]
48
Spores
The demon produces a cloud of spores. Treat as Affliction (HT -1, Aura, Area Effect 1 Hex, Respiratory Agent, Onset 1 min, Symptom (if failed by 4 or greater Terrible Pain) [75]
49
Stalker
Demon has Invisibility [40]
50
Stench
Demon gives of an odor that sickens creatures. Treat as Affliction (HT -1, Aura, Nauseated, Respiratory Agent) [46]
51
Sticky
The demon has a sticky skin that entraps weapons and attacks that hit it. Treat as binding (Aura, Based on ST, Sticky) [5] The attacker must make a quick ST contest to free their weapon or limb after hitting the demon.
52
Stinging
The Demon has a Stinging appendage. Treat as Striker (Impaling) [8]
53
Tailed
The Demon has a crushing tail. Treat as Striker (Crushing) [5]
83 54
Teleport
The Demon can teleport. Treat as Jumper (World) [100]
55
Tentacle
The Demon has 2 Tentacles. Treat as Extra Arms 2 (Extra-Flexible, Long) [50]
56
Toothed
The Demon has long fangs. Treat as Teeth (Fangs) [2]
57
Vampire
The Demon can steal life force Treat as Leech (1HP/sec, accelerated healing, ranged 10/100) [42]
58
Weakening
The demon’s natural attacks weaken the target. Treat as Affliction (HT -2, ST -2, Reach C, Cumulative) [96]
59
Winged
The demon has wings. Treat as Flight (winged) [30]
60
Diminished
Roll again, the ability has a limitation or decreased die roll
62
Enhanced
Roll again, the ability removes a limitation or improves a die roll
63
Doubled
Roll again, the ability comes as a set of two related features or like abilities
64
Signature
The summoner gets to choose the ability regardless of time spent
65
Lacking
The Demon has no significant chaos power
66
Unique
The Demon has a power not listed or otherwise unique to its breed
Demonic Appearance Demons of the young kingdoms vary wildly in appearance. The Table below can be used to choose a random appearance for a demon that is summoned in less than 1 hour. A demon will often have some abilities associated with its form but not always, for example an arachnine would have 6 legs, or an avian would have winged flight but a piscine may not be able to breathe water. Roll 5d Die Roll
Physique Type
Example and notes
5
Arachnine
Spider.
6
Avian
Bird.
7
Cancrine
Crab.
8
Canine
Dog.
9
Caprine
Goat.
10
Cervine
Stag.
11
Crocodilian
Crocodile.
12
Equine
Horse.
13
Feline
Cat.
84 14
Glirine
Rodent.
15
Hirudinal
Leech.
16
Humanoid
Human.
17
Insectile
Insect.
18
Lupine
Wolf.
19
Noctillionine
Bat.
20
Octopine
Octopus.
21
Piscine
Fish.
22
Porcine
Boar.
23
Pyridine
Butterfly.
24
Ranine
Frog.
25
Saurian
Lizard.
26
Simian
Ape.
27
Taurine
Bull.
28
Ursine
Bear.
29
Vermian
Worm.
30
Vespine
Wasp.
Demon Breeds There are countless demon species in the million spheres but they fall under groups of loosely termed demon breeds depending on their purpose and drive. The breeds of demons are as follows:
Demon of Combat The soldiers of Chaos, demons of combat relish battle and bloodshed and are the only demons that can be commanded to attack without provocation. They always ignore any command that does not involve physical violence in some way. Demons of combat come equipped with some form of natural weapons and can wield any weapon given to them. They may also wear armor unless they possess a chaotic trait that prohibits such. Minor Demon of Combat Template (200 pts.) Attributes: ST +8, DX +6, IQ -2, HT +2; SM +1 Advantages: Claws (talons), Combat Reflexes, Extra Attack 1, Imbue 3
85 Disadvantages: Bad Temper, Berserk, Bloodlust, Incurious, Overconfident, Vow (never refuse a challenge to combat) Skills: Any Melee Weapon DX+1, Stealth DX+1 Imbuements: Annihilating Weapon DX-3, Burning Strike DX-3, Corrosive Strike DX-3, Crippling Blow DX3, Envenomed Weapon DX-3
Demon of Desire These demons offer gratification and wish fulfilment. They tend to be obsequious and fawning, although they can be arrogant and aloof, depending on mood and personality. Demons of desire fetch, carry and indulge almost any decadent or perverted whim but they do not fight or protect their summoner. Demons of desire usually manifest in a human form of a gender desirable to the summoner, but are not compelled to do so and can take whatever form the sorcerer prefers. Desire demons make excellent thieves, spies and eavesdroppers. Minor Demon of Desire Template (200) Abilities: ST -2, DX +3, IQ +2 Secondary Characteristics: FP +3 Advantages: Appearance (transcendent), Magery 3, Morph (cosmetic) Disadvantages: Impulsiveness, Pacifism (total nonviolence) Skills: Dancing DX+1, Diplomacy IQ +1, Erotic Art DX, Merchant IQ, Sex Appeal HT+7, Shadowing IQ-1, Singing HT+1, Sleight of Hand DX +1 Spells: Alter Body, Alter Visage, Boost Health, Clumsiness, Complex Illusion, Cook, Create Earth, Create Fire, Create Object, Create Water, Decay, Destroy Water, Distill, Earth to Stone, Ease Labor, Enlarge, Grace, Hair Growth, Haircut, Ignite Fire, Itch, Lend Energy, Lend Vitality, Mature, Might, No-Smell, Odor, Perfect Illusion, Perfume, Purify Air, Purify Water, Seek Earth, Seek Water, Shape Earth, Shapeshifting (spider), Simple Illusion, Sound, Spasm, Test Food, Vigor, Water to Wine
Demon of Dreams Dream demons hail from the seventh Dream Realm. When summoned they assume a physical form and are thus defined in terms of physical characteristics but have the disturbing ability to manipulate the dreams of mortal. Dream demons prefer a human form, and have an innate dislike of physical violence, however they delight in tormenting their sleeping prey. Lesser Demon of Dreams Template (200) Attribute Modifiers: IQ +2 Advantages: Dream Projection 9, Reshape Dream 4, Steal Dreams 5 Disadvantages: Bully, Cowardice Skills: Dream Projection IQ, Reshape Dream IQ, Steal Dreams Will +1
86
Demons of Knowledge These demons are the teachers of Chaos, spreaders of blasphemous knowledge, gatherers of information and disseminators of lies. They are summoned for their vast stores of knowledge. These demons do not fight and cannot be commanded to do so. However, acting as strategists and tacticians, they can command others to fight. Demons of knowledge take a variety of forms, as suits their fancy at the time, but the image of a shrewd scholar is a popular semblance. Demons of knowledge are chiefly masters of ancient, arcane lore but they are also skilled in looking into both the future and the past. Lesser Demon of Knowledge Template (200) Attributes Modifiers: IQ +6 Advantages: Magery 3, Mathematical Ability 1, Precognition Skills: Alchemy IQ-2, Economics IQ-2, Expert Skill (Demonology) IQ-2, Expert Skill (Dracontology) IQ-2, Finance IQ-1, Hidden Lore (Demon, Dragon, Elemental, Lost Civilizations, Magic Item, Magical Writing, Spirit, Things Man Was Not Meant To Know, and Undead) IQ-1, Leadership IQ-1, Propaganda IQ-1, Strategy (Land and Naval) IQ-2, Tactics IQ-2, Teaching IQ-1, Thaumatology IQ Spells: Ancient History, Divination, Echoes of the Past, History, Images of the Past, Prehistory, Seek Earth, Seek Fire, Seeker, Simple Illusion, Sound, Trace, Voices
Demons of Possession One of the most feared of all the chaos creatures in the million spheres, the demon of possession appears in a variety of forms, however because they are innately invisible, this make it hard to discern what form one may be in at any given time. A demon of possession’s most feared ability is to take control over a human, or animal on a touch. Demons of possession will not physically fight for the summoner, but will stalk and take over a victim. Because of their high will demons of possession are dangerous to summon, and if a control check is failed they will attempt to possess the summoner. Lesser Demon of Possession Template (200) Attribute Modifiers: IQ +6 Advantages: Invisibility (electromagnetic), Possession (Specialized: All Carbon-Based Life) Disadvantages: Impulsiveness, Jealousy, Lecherousness Skills: Brawling DX+1, Observation Per-1, Shadowing IQ, Stealth DX+4
Demons of Protection Demons of protection guard whatever they have been commanded to protect and to the degree they have been instructed. They can manifest in any animate form desired. They are taciturn and precise. They will fight for their summoner but only when this constitutes protection. No demon of protection can be ordered to fight unless there is a distinct and perceivable threat to what it is guarding. All demons of protection come equipped with natural weapons, and if they have hand, they can wield any weapon given to them. Demons of protection never move more than 3 meters from what they are guarding, or if they are guarding a person they stay within close combat range of them. If a range attack
87 is perceived, the demon intersperses itself between missile and object. They have no problems in dying for a summoner. Lesser Demon of Protection Template (200) Attribute Modifiers: ST +6, DX +6, IQ -2 Advantages: Claws (talons), Combat Reflexes, Damage Resistance 5 (tough skin), Extra Attack 1, Infravsion Skills: Brawling DX +2, Broadsword DX +1, Fast Draw DX +1, Parry Missile Weapons DX -2
Demons of Transport Demons of transport usually take the form of beasts used either for riding or drawing some other form of transportation. Demon horses, cattle, or even more esoteric configurations, such as giant wolves or insects are common forms. Transport demons will take the summoner anywhere they are commanded to, as long as the place can be reached within the time remaining for their summoning. If the destination exceeds the distance the demon can travel, it may not necessarily point this out and, instead, take the rider as far as it is able before leaving them stranded. Demons of transport stop at nothing to reach their destination leaping walls, gates and battlements. They ignore injuries if wounded and ignore threats of danger but will not fight on behalf of the sorcerer. No demon of transport will ever try to bypass a demon of protection. Lesser Demon of Transport Template (200) Attribute Modifiers: ST +10, DX +2, IQ -2 Advantages: Damage Resistance 10, Enhanced Move (ground) 5, Extra Legs (4 legs), Lifting ST 24, Super Jump 3 Disadvantages: No Fine Manipulators, Pacifism (total nonviolence) Skills: Hiking HT
Demon Summoning and Binding Demons are summoned through the spell Summon Demon, with the following changes. The 5 minute version of the spell will give the caster a completely random demon of the desired breed. Any attribute, features and even form is determined randomly, extra points gained via larger FP expenditures are distributed randomly. The longer the caster takes to cast the spell, the more chance they have in getting a demon that is what they desire. Taking one hour to cast the spell allows the caster to determine one of the following: The demon’s appearance, the demon’s statistics, the demon’s advantages, or the demon’s skills. Taking two hours to cast the spell allows the caster to determine two of the above selections. Taking three hours to cast the spell allows the caster to determine three of the above selections. Taking four hours allows the caster to determine all of the above selections. Taking five hours allows full control of the demon, including disadvantages.
88 It should be noted that regardless of the time spent the demon maintains the demon meta-traits, these are inflexible. Once the demon is summoned a quick will vs. will contest must be made to order the demon into service. This can be affected by sacrifices offered to the demon, knowledge of the demon’s true name and other factors. A sacrifice offered to the demon should be treated as a diplomacy effort, while knowledge of the demon’s true name ensures service. Once commanded, the demon obeys the caster for one hour, this can be extended by spending an additional magic point (FP, HP or other power point) per additional hour of service.
Demon Binding Binding a demon is a complicated process, the wizard must have the demon in his service and know the enchant spell. An object must be procured to house the demon, this object must be inscribed with the rune of chaos, but cannot be made of any materials that the demon is vulnerable to. The object must be worth 10$ per CP used to build the demon. With the object and demon present the wizard must win a will vs will contest with the demon at a -2 penalty. Knowing the true name of the demon turns this into a +2 bonus. The cost is 4 per 10 CP the demon possesses. The process takes from 5 minutes to 2 hours depending on the might of the demon. A wizard may only have a number of bound demons equal to ½ their IQ. It should be noted that demon binding is a lost art, and must be discovered through extensive research, the ability to bind demons should be an unusual background advantage worth at least (30). Once bound the demon may be called on to serve the wizard and will not dissipate. A demon can materialize from the item in 1 second. There are two exceptions to this ruling which are demons of combat bound into melee weapons, and demons of protection bound into armor
Demon bound weapons A demon of combat can be bound into any melee weapon, and provide many benefits. They lose the ability to manifest, but grant the weapon many of their strengths. First the weapon becomes effectively unbreakable, gaining the demons DR and HP added to the base items. A demon bound weapon gains a damage bonus equal to the bound demons base thrusting damage. A demon bound weapon keeps any Advantages the demon had that is appropriate, but these advantages only apply to the weapon and only when the weapon is drawn. For example a weapon that has a demon of combat that knew imbuements will allow the demon to cast the imbuements on that weapon, however the user must pay the FP price, or a demon bound weapon with extra attack 1 would allow the user to strike twice with that weapon only. These weapons effectively become characters themselves and some disadvantages may leak through, for example many wielders of demon bound weapons find themselves seeking battle, exhibiting savagery etc.
Demon Bound Armor A demon of protection bound into a breast plate allows for several advantages. Although it loses its ability to manifest, the armor gains the ½ the demon’s DR in addition to the regular DR provided by the armor. The wearer of the armor gains a HP buffer equal to the demon’s HP, attacks that penetrate the armor are deducted from these HP first, if the armor’s HP drop to 0 the demon is dispelled, but they heal at a normal rate. Finally any Advantages the demon of protection possessed that apply are also retained by the armor. For example if the demon had combat reflexes, the user gains this ability while they are dressed in the armor. Demons of protection cannot be bound into suits of armor (only the
89 breast plate), nor can they be bound into individual pieces of armor other than breast plates or torso armor.
Known Demon Species There are countless species of demons across the million spheres, some of the more noteworthy are listed in grimoires a sample of the demons are listed as follows:
Bal ‘Boost (summon cost 46) ST: 18 HP: 18 Speed: 8.5 DX: 16 Will: 16 Move: 8 IQ: 16 Per: 16 Weight: 320lbs HT: 18 FP: 18 SM: 1 Dodge: 12 Parry: 13 DR: 5 (20 vs. fire) Greatsword of pure magic: Swing (19) 3d+4 cut 1, 2 Greatsword of pure magic: Thrust (19) 1d+4 imp 2 Flaming Aura 2d+4 bur to all within close range Traits: Burning Attack 2 (aura, melee attack C, partial die +2), Combat Reflexes, Damage Resistance 5 (tough skin, 15 (limited heat/fire)), Extra Attack 1 (multi-strike), Greatsword of pure magic, Imbue 3, Regeneration (very fast 1HP/sec), Appearance (horrific), Berserk (battle rage, 12), Bloodlust (6), Bully (12), Disturbing Voice, Frightens Animals, Jealousy, Killjoy, Lifebane, Overconfidence (6), Social Stigma (monster), Vulnerability (water submersion, x4) Skills: Observation 15, Tracking 17, Two-Handed Sword 19 Techniques: Acid Weapon 13, Annihilating Weapon 13, Burning Strike 13, Vampiric Weapon 13 These large humanoids are covered in thick scales. Flames and burning lava flows from between the plates of the scales at all times. They wield magically created greatswords with expertise and ruthless efficiency. They make for fearsome warriors. Unfortunately for summoners their personalities leave much to be desired as they crave bloodshed and destruction. The effects of their flaming souls can decimate an area, and only the strongest of mages can hope to contain one without massive sacrifices and bargaining. They will refuse any order they deem below their status, only concerning themselves with killing and terror.
Braakh (summon cost 8) ST: 5
HP: 5
Speed: 4.5
DX: 9
Will: 5 Move: 4
IQ: 5
Per: 5 Weight: 90lbs
HT: 9
FP: 9
SM: -2
90 Dodge: 7 Parry: 9
DR: 2
Bite (13) 1d-4 imp C Leech: 3/HP sec, 3 IQ Choke Hold (10) Traits: Damage Resistance 2, Flexibility, Leech (3HP/sec, Accelerated Healing, Steal IQ), Teeth (fangs), Terror (Will -2), Appearance (Monstrous), No Fine Manipulators, No Legs (slithers), Social Stigma (monster) Skills: Brawling (13), Encyclopedist! (12), Wrestling (13) Fat, segmented and larvae-like each braakh is about a yard long, with a dark brown hide and a smoother bluish belly. A leech-like sucker occupies part of its face. The braakh is well known for its vast knowledge of differing subjects. While they make poor combatants they can be summoned in bulk, and make excellent ambush predators, as they can drain the intelligence and life out of those they have grappled.
Blood Beetle (summon cost: 9) ST: 9
HP: 9
Speed: 6.5
DX: 16 Will: 13 Move: 6 IQ: 13 Per: 13 Weight: 120 lbs. HT: 10 FP: 10 SM: -2 Dodge: 9 Parry: 11
DR: 2(hardened)
Claw (17) slash – 1d2 cut C Claw (17) stab – 1d2 imp C Traits: Claws (long talons), Damage Resistance 2 (hardened, can’t wear armor), Extra legs (4 legs), Social Stigma (monster), Bloodlust (12), No Fine Manipulators Skills: Brawling 17, Interrogation (torture) 13, Stealth 16 A bit more than a yard long, the blood beetle is both insectoid and humanoid. It is crimson on its back, and pinkish underneath. Its clawed legs are rather like a crabs. The blood beetle can scuttle swiftly on its legs, or rise up on its back legs, to free front legs and talons for manipulation. They are expert tortures and good if unwilling combatants.
Chi’haar’o (summon cost 34) ST: 22 HP: 22 Speed: 8 DX: 16 Will: 14 Move: 8 IQ: 14 Per: 14 Weight: 320 lbs. HT: 16 FP: 16 SM: +1
91 Dodge: 12 Parry: 13 DR: by armor Broadsword: Swing (18) 4d+2 cut 1 Broadsword: Thrust (18) 2d+1 cr 1 Traits: Absolute Direction, Backstabber 2, Combat Reflexes, Bad Temper (12), Berserk (12), Bloodlust (12), Megalomania, Social Stigma (monster), Supernatural Features (not quite right, rugose skin) Skills: Broadsword 18, Shadowing 15, Stealth 18, Tracking 16 Equipment: Fine Broadsword enchanted with quick draw A tall humanoid, as strong as two men, with wet-black skin that drips a black ichor. Observed up close it looks like a human whose flesh and organs have been partially flayed away. Chi’haar’o have vile temperaments and most are too strong to safely bind. They make excellent assassins and very willing warriors. Chi’haar’o materialize with their enchanted broadswords, any armor must be provided by the summoner.
D’Akaal (summon cost 11) ST: 7
HP: 7
Speed: 6
DX: 14 Will: 14 Move: 6 IQ: 14 Per: 14 Weight: 80 lbs. HT: 10 FP: 10 SM: -1 Dodge: 9 Parry: -
DR: -
Traits: Detailed-Oriented 1, Photographic Memory, Trivia Sponge 1, Cowardice (12), Pacifism (total nonviolence) Skills: Encyclopedist! 14 The d’akaal has beady black eyes and featherless skin that ranges from greenish yellow to mud brown. Scabs taint the surface of the skin, and useless tentacles grow where wings might be expected. It can memorize books, complex events, conversations and so on, as well as search out answers to specific questions.
Faalgurtz (summon cost 20) ST: 15 HP: 15 Speed: 7 DX: 14 Will: 12 Move: 7 IQ: 12 Per: 12 Weight: 220 lbs. HT: 14 FP: 14 SM: 0 Dodge: 11 Parry: 13 DR: 8 Spines (15) 1d imp, C
92 Follow-up (spine posion 1d tox, cyclic (10x1 sec cycles), Resitible HT-2 (does not stop cycles), Symtoms ¼ hp itching, ½ HP Terrible pain, 2/3 HP agony, no wounding) Spiney punch (15) 2d imp, C + spine posion Traits: Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Long Spines, Callous, Bloodlust (12), Bezerk (12), Curious, Nosy, Stubborn Traits: Brawling 15, Stealth 14 This breed of demon looks like a bark covered human with long spines protruding from its body. The spines carry a posion which causes itching followed by incapacitating pain.
Ghassht (summon cost 20) ST: 12 HP: 12 Speed: 5.75 DX: 13 Will: 12 Move: 5 IQ: 12 Per: 12 Weight: 120 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: 12
DR: by armor
Broadsword swing (18) 2d+1 cut 1 Broadsword thrust (18) 1d+1 cr 1 Traits: Insubstantiality (partial change, can carry objects (light encumbrance)), Weapon bond (broadsword), Appearance (monstrous), Greed (12), Hidebound, Overconfidence (12), Slave Mentality, Social Stigma (monster) Skills: Broadsword 17, Stealth 16 Equipment: Fine broadsword enchanted with might +1 Tall and thin, its face is almost as beautiful as a Melibonean’s. The skin of the ghassht’s body is blackened pitted, and scarred, as though burned and charred by fire. Although not the strongest of fighters ghasshts are valued for their ability to become insubstantial. A summoned ghassht appears with its broadsword but any armor must be provided.
Kejaar (summon cost 9) ST: 9
HP: 9
Speed: 6
DX: 14 Will: 12 Move: 6 air IQ: 12 Per: 12 Weight: 45 lbs. HT: 10 FP: 10 SM: -1 Dodge: 10 Parry: Bite (14) 1d-3 imp C
DR: by armor
93 Constriction (9) ST vs ST/HT C Poison (5d tox, blood agent, cyclic (1min interval/2 cycles), Follow-up (bite), onset (1 min), resistible HT5, symptoms 2/3 HP: DX -1, HT -1) Traits: Acute hearing 4,Discriminatory hearing, Discriminatory taste, Enhanced dodge 1, Flexibility, Flight (winged), Teeth (Fangs), No legs, No Manipulators, No punch, Restricted diet (honey and insects), Social Stigma (valuable property) Resembling a winged multi-colored serpent, the Kejaar is a much valued familiar and pet in some wizardly circles. While possessing little skills, the Kejaar is adept at listening and eavesdropping and is more than willing to report what its keen ears hear to its master. Although rarely used in combat, Kejaar venom is very potent, and more than once has a wizard found one lying in wait in their bed.
Kir (summon cost 17) ST: 9
HP: 9
Speed: 6
DX: 12 Will: 14 Move: 6 IQ: 14 Per: 14 Weight: 145 lbs. HT: 12 FP: 12 SM: 0 Dodge: 9 Parry: 10
DR: 4
Brawling punch (14) 1d-2 cr C Brawling bite (14) 1d-2 imp C Brawling kick (12) 1d-2 cr C, 1 Traits: Damage Resistance 4 (can’t wear armor), Extra Legs (4), Super Jump 2, Teeth (fangs), Warp, Appearance (monstrous), Curious (12), Frightens Animals, Horizontal, Invertebrate, Oblivious, Short Arms (2 arms), Social Stigma (monster) Skills: Brawling 14, Carpentry 14, Leatherworking 14, Sewing 14, Smith (iron) 15 Kir resemble man sized grasshoppers. Their carapaces shimmer in all colors of the spectrum, in an eerie iridescent beauty. Their short front manipulators are highly agile, and they are well versed in the repair and manufacture of goods. Lacking the ability to fly Kir teleport from place to place.
Kuntakka (summon cost 17) ST: 6
HP: 6
Speed: 6
DX: 12 Will: 9 Move: 0 IQ: 9
Per: 9 Weight: 245 lbs.
HT: 12 FP: 12 SM: 0 Dodge: - Parry: -
DR: 10
Stinking gas (15) HT-2 area effect 8 hex, contact agent, blindness, retching, persistent
94 Acid Spit (15) 2d+1 cor 10/100 cyclic (1 second/2 cycles) Acid Blood (-) 2d+1 cor area affect 1 hex affects those that cause HP damage. Can be dodged Illusion (9) area effect 8 hex, smell/taste/vision/touch, 10/100 Traits: Affliction 3 (stinking gas) Corrosion attack 2 (acid spit), Corrosion attack 2 (acid blood), Illusion, Doesn’t Eat or Drink, Doesn’t Sleep, No Bite, No Kick, No Legs (Sessile), No Manipulators, No Arms Skills: Innate attack (breath) 15 Kuntakka resemble a giant fleshy organ, complete with 8 veiny tubes protruding from the top of the beast. The Kuntakka produces a steady throb, which increases as the beast grows excited. The creature can produce realistic illusions of great beauty or horror for the summoner. Many summoners also use the Kuntakka as guards as between their ability to blind and disable an attacker as well as spit a dangerous acid, they make excellent blockades.
Nomos, Yon (summon cost 9) ST: 9
HP: 9
Speed: 5.75
DX: 13 Will: 9 Move: 5 IQ: 9
Per: 9 Weight: 80 lbs.
HT: 10 FP: 10 SM: -1 Dodge: 8 Parry: 9
DR: -
Bite (13) 1d-3 cr C Punch (13) 1d-3 cr C Kick (11) 1d-2 cr C, 1 Traits: Lifting ST 20, Super Jump 3, Appearance (ugly), Slave Mentality Skills: Climbing 17, Hiking 13, Observation 12 Yon Nomos appear as hairless, black eyed dwarves. They excel at carrying and locating as well as climbing and leaping. Yon Nomos are often utilized for their ability to gain access to tight spaces and to gather dangerous items from cliffs or other climates.
Nomos, Dai (summon cost 10) ST: 9
HP: 9
Speed: 5.75
DX: 13 Will: 9 Move: 5 IQ: 9
Per: 9 Weight: 98 lbs.
HT: 10 FP: 10 SM: -1 Dodge: 9 Parry: 13
DR: 3
Shortsword Swing (18) 3d+1 cut 1
95 Shortsword Thrust (18) 2d imp 1 Poison Spit (17) 2d+2 tox 10/100 (HT-5 resist, symptom: blindness, contact agent) Traits: Combat Reflexes, Damage Resistance 3, Striking ST 10, Teeth (fangs), Toxic Attack 2, Appearance (ugly), Slave Mentality Skills: Innate Attack (breath) 17, Shortsword 18 Much like their brother breed the Dai Nomos appear as black eyed dwarves. They have a tough hide, surprising strength, and a deadly venomous spit that makes them excellent in combat situations. It should be noted that the two Nomos species do not get along and will bicker and argue if kept in close quarters.
Ohmbatta (summon cost 15) ST: 14 HP: 14 Speed: 5 DX: 10 Will: 9 Move: 5 IQ: 9
Per: 9 Weight: 198 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 11
DR: -
Horned beard (14) 1d+2 imp C Broadsword Swing (14) 2d+1 cut 1 Broadsword Thrust (14) 1d+1 cr 1 Traits: Absolute Direction, Appearance (attractive), Combat Reflexes, Infravision, Striker Skills: Brawling 14, Broadsword 14, Navigate (land) 13, Navigate (sea) 14, Survival (all) 11 Ohmbatta appear as handsome humanoids with ruddy skin and blue tattoos of places they have traveled on their skin. They have a retractable spike as a beard. While good in combat, most are summoned for their incredible sense of direction and survival skills.
Roop (summon cost 3) ST: 18 HP: 18 Speed: 6 DX: 10 Will: 8 Move: 6 IQ: 8
Per: 8 Weight: 130 lbs.
HT: 14 FP: 14 SM: 0 Dodge: 12 Parry: 8
DR: 4
Acidic Bite (14) 1d-3 cor (x10/sec) follow-up to bite Bite (14) 1d+2 imp C
96 Death Blast (14) 3d bu ex/3 frag cut (1d) 1yd/10yd only usable on death Traits: 360 Vision, Acidic Bite, Damage Resistance 4 (can’t wear armor, tough skin), Death Blast, Enhanced Dodge 3, Teeth (fangs), Appearance (horrific), Bad Grip (-10), Bad Smell, Berserk (12), Cannot Learn, Oblivious, Odious Personal Habit 3 (eats sewage) Skills: Brawling 14 Roop appear to be hunched humanoids with grey rotting skin. They are frog like in appearance with mouths full of sharp acidic fangs. Roop are stubborn, rude, unintelligent and oblivious. They enjoy eating filth and often smell of raw sewage. They are summoned as shock troops and are frightening foes on the battlefield as they tend to explode when killed. This dismisses the roop to their home plane where they feast on whatever remains they managed to grasp from their explosive death.
Sklar (summon cost 7) ST: 7
HP: 7
Speed: 6.5
DX: 13 Will: 12 Move: 6 IQ: 12 Per: 12 Weight: 21 lbs. HT: 13 FP: 13 SM: -3 Dodge: 9 Parry: 10
DR: -
Punch (14) 1d-4 cr C Vomit Acid (14) 1d cor (1yd cone) (x2 sec) 1 yd. /10yd Traits: Clinging, Corrosion Attack, Enhanced Move 1 (air), Flight (winged), Appearance (hideous), Compulsive Lying (12), No Fine Manipulators, Social Stigma (monster), Trickster (12) Skills: Brawling 14, Innate Attack (breath) 14, Observation 13, Search 13, Stealth 14 Sklar appear as insectoid humanoids with fly like heads, arms and legs. They are the size of small monkeys. While troublesome tricksters and liars, they make for excellent scouts and message carriers as they can fly at 50mph without tiring. In combat they typically fly out of reach of their opponents and vomit acid upon them from above.
Soekal (summon cost 2) ST: 7
HP: 7
Speed: 5
DX: 10 Will: 14 Move: 5 IQ: 14 Per: 14 Weight: 10 lbs. HT: 10 FP: 10 SM: -4 Dodge: 8 Parry: -
DR: -
Traits: Empathy, Mind Reading (universal), Mindlink (master), Cannot Speak, No Legs (slithers), No Manipulators
97 Soekal are tiny serpents with the ability to read thoughts and transmit them to their masters. They are often used as translators or to pry into the minds of those the masters are doing business with. They resemble golden snakes and are often worn around the neck like jewelry.
Taraak’Shu (summon cost 15) ST: 24 HP: 24 Speed: 7 DX: 12 Will: 5 Move: 7 IQ: 5
Per: 5 Weight: 1870 lbs.
HT: 16 FP: 16 SM: +4 Dodge: 10 Parry: -
DR: 10
Bite (12) 2d cr C Traits: Damage Resistance 10 (can’t wear armor, hardened), Extra Legs (100 legs), Lifting ST 50, Cannot Speak, Horizontal, No Manipulators, Social Stigma (perceived as an animal) Appearing as a large tortious with a flattened back, the multi-legged taraak’shu makes an excellent beast of burden. Capable of carrying up to 5 tons of cargo, it is a sure if slow method of hauling lots of goods across both land and water. The taraak’shu is not a combatant, but has the habit of hissing at those around it, which may scare those that are unfamiliar with the breed.
Z’zzumm (summon cost 17) ST: 18 HP: 18 Speed: 6.75 DX: 14 Will: 8 Move: 6 IQ: 8
Per: 8 Weight: 560 lbs.
HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: -
DR: -
Bite (14) 1d+1 imp C, 1 Traits: Acute Vision 5, Chameleon 4 (always on, dynamic), Enhanced Move 1 (air), Flight (winged), Lifting ST 17, Teeth (fangs), Cannot Speak, Horizontal, No Fine Manipulators Skills: Navigation (air) 12, Search 12, Stealth 15 Resembling a large dragonfly, the Z’zzumm has wings longer than a man is tall. They can easily carry a fully armored person at 50 mph in flight. The Z’zzumm are covered with a fine shimmering hair that blends and adapts to its surroundings making them hard to spot. Many a tale of flying men come from seeing a person mounted on this breed as the Z’zzumm could not be seen. Their vision is also excellent and they are capable of independent navigation.
Hiramaak (summon cost 50) ST: 20 HP: 26 Speed: 8
98 DX: 14 Will: 14 Move: 8 IQ: 14 Per: 14 Weight: 170 lbs. HT: 18 FP: 18 SM: Dodge: 11 Parry: 10 DR: by armor Brawling Punch (14) 2d-2 cr Leech 1 ST/1 IQ/1 HP per sec Traits: Appearance (transcendent), Hermaphromorph, Leech (1hp/sec, 1IQ/sec, 1 ST/sec, contact agent, linked), Regeneration (very fast 1HP/sec), Dependency (life force, weekly), Draining (blood), gluttony (12), Greed (12), Jealousy, Nocturnal, Uncontrollable Appetite (blood, 12) Skills: Brawling 14, Judo 14, Sex Appeal 25, Shadowing 14, Stealth 14 Techniques: Arm Lock 14, Binding 14, Choke Hold 12 A hiramaak appears to be a human of exceptional beauty with violet eyes. They hide and await a victim to approach alone before attacking, either using their sex appeal or violence to hold onto the victim until they are drained of life force before consuming their blood. Hiramaaks are often summoned as assassins, but many a mage has been drained by one when their lust became uncontrollable.
Mandu (summon cost 23) ST: 20 HP: 24 Speed: 7.25 DX: 13 Will: 12 Move: 6 IQ: 12 Per: 12 Weight: 280 lbs. HT: 16 FP: 16 SM: -1 Dodge: 11 Parry: 11 DR: 5 Claw (14) 2d cut/imp C Bite (14) 2d-2 imp C Long Spines (9) 1d imp Spine Throw (14) 1d+2 pi+ 10/100 2x6 Telekinesis thrust (13) 1d-4 cr 10 Telekinesis swing (13) 1d-3 cr 10 Traits: Claws (long talons), Combat Reflexes, Damage Resistance 5 (can’t wear armor), Extra Attack 1, Large Piercing Attack (spine throw), Long Spines, Teeth (fangs), Telekinesis 5, Appearance (hideous), Bad Smell, Dwarfism, No Fine Manipulators Skills: Brawling 14, Innate Attack (projectile) 14, Observation 13
99 Mandu resemble a dwarfish humanoid with the head of a lion, the claws of an eagle and the body of a porcupine. Small malevolent eyes peer from a mottled black mane. The mandu can fire its quills at attackers or use its telekinetic ability to confuse them.
Vark (summon cost 50) ST: 27 HP: 27 Speed: 7.5 DX: 14 Will: 12 Move: 7 IQ: 12 Per: 12 Weight: 180 lbs. HT: 16 FP: 16 SM: 0 Dodge: 11 Parry: 11 DR: 8 Heavy Scimitar Swing (17) 5d+2 cut, 1 Heavy Scimitar Thrust (17) 3d imp, 1 Stinger (17) 2d+1(2) pi+ Follow-up (stinger venom – necrotic 1d-2 tox (cyclic 8 daily cycles) Symptoms ¼ HP Agony, ½ HP DX-4, ST -4, HT -4, full HP Coma, Onset 2 sec, Resistible HT-4 (does not stop cycles)) Traits: Ally (4 biting swarms, constant), Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Callous, Bloodlust (12), Bezerk (12), Slave Mentality Skills: Brawling 17, Two-handed sword 21 This breed is 7’ tall and very thin. Its skin is grey, mottled with dark, stain like patches. Thousands of tiny holes perforate the demon’s upper arms, chest, abdomen and thighs. Its head is abnomally elongated and the human-seeming features on its face are distorted and lengthend. The beings left arm ends in a flat metal plate several inches in diameter. A swirling, concentric design is eched into the exposed surface of the plate. In combat, maggot-like worms emerge from the perforations in the breeds flesh. They form a protective barrier giving the demon considerable protection. A secondary weapon lies hidden behind the plate on his left wrist. The etched pattern proves to be overlapping leaves of an iris. These slide back, allowing a pointed metal stinger to emerge. The stinger is six inches long, thin and whip-like. The demon punches forward with the stinger and follows with a sword blow. The final weapon of the demon is defensive. The demon can call upon swarms of maggot like flies that can infest the area, causing confustion.
Va’ar Zeen (summon cost 49) ST: 20 HP: 26 Speed: 6.25 DX: 13 Will: 16 Move: 6 IQ: 16 Per: 16 Weight: 470 lbs.
100 HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: 11
DR: -
Claw (x5) (17) 2d+2 cut, imp C, 1-4 Paralysis (16) HT -2 10/100 paralysis 3 sec Traits: Affliction 3, Claws (long talons), Extra Arms 5 (extra flexible, long (+3)), Extra Attack 5, Flight, Appearance (horrific), Bully (12), Cannot Kick, Cannot Speak, Frightens Animals, Invertebrate, Obsession (vivisection, long-term, 6), Overconfidence (12), Social Stigma (monster) Skills: Brawling 17, Interrogation (torture) 17 The Va’ar Zeen looks like an indigo-colored brain, below which five tendrils undulate and trash about malignantly. Each ends in a razor-sharp claw. Va’ar Zeen thrill in the dissection of beings and will capture and flay them over and over.
Viir’eel (summon cost 55) ST: 36 HP: 36 Speed: 10.25 DX: 12 Will: 15 Move: 10 IQ: 15 Per: 15 Weight: 362 lbs. HT: 30 FP: 30 SM: +1 Dodge: 13 Parry: 10 DR: 6 Punch (15) 4d+2 cr C, 1 Bite (15) 4d+2 imp C, 1 Linked Vampiric bite 3 HP/sec Webbing (14) ST 10, 10 yd. (Jet, engulfing, sticky) Traits: Damage Resistance 6 (can’t wear armor), Binding 10 (engulfing, jet, sticky), Injury Tolerance (damage reduction 1/10 (limited short blades only)), Teeth (fangs), Vampiric Bite (3HP/sec), Appearance (monstrous), Bad Smell, Bestial, Cannot Learn, Code of Honor (oathbound), Dependency (protected area, hourly), Duty (demonic servant, 6), Fanaticism (defense of place; extreme), Phobia (sun), Restricted Diet (Blood), Social Stigma (monster) Skills: Brawling 15, Innate Attack (projectile) 14, Observation 18, Tracking 16, Traps 16 The Viir’eel appear as baboon headed humanoids with slimy matted fur and dripping fangs. They specialize in defending an area, and when called to do so immediately begin to set traps and spin web throughout the defended place. Due to an oath between them and the Lord of Swords, Viir’eel take little damage from short blades such as broadswords, rapiers, sabers, etc. This pact does not extend to larger blade or other weapons. Even then they have a heavy carapace they can depend on for protection. The Viir’eel become spiritually bound to the area they are guarding and rarely leave it, save for extreme situations such as if an item within the area was stolen. Even then they begin to wane away as the time they spend from the guarded area ticks on. Wizards who can bind Viir’eel gain powerful, if specialized guardians and should be feared.
101
Hoojgnurp (summon cost 10) ST: 18 HP: 18 Speed: 6.25 DX: 7
Will: 5 Move: 6
IQ: 5
Per: 5 Weight: 170 lbs.
HT: 18 FP: 18 SM: 0 Dodge: 10 Parry: 13 DR: 2 Constriction (18) ST vs ST/HT C Acidic Pseudopod (18) 1d+2 cor C, 1 Sticky goo (13) ST 12 (constricting, engulfing, one-shot, only damaged by burning, corrosion, or cutting, suffocating) 10 yd. Traits: Binding 12 (constricting, engulfing, one-shot, only damaged by burning, corrosion or cutting, reduced range (1/10), suffocating), Clinging, Combat Reflexes, Constriction Attack, Corrosion Attack 1 (Based on ST, Melee Attack C, 1, Partial Dice (+2)), Damage Resistance 2 (can’t wear armor), Injury Tolerance (homogenous), Appearance (hideous), Cannot Learn, Cannot Speak, Invertebrate, No Bite, No Fine Manipulators, No Legs (slithers) Skills: Innate Attack (breath) 13, Observation 11, Shadowing 12, Stealth 12 Hoojgnurp are lumps of greyish ooze with purple veins running through their translucent bodies. They excel in climbing surfaces and hanging in wait for victims. Once a victim is spotted they shoot a blob of sticky goo at their prey which engulfs the victim and suffocates them. The Hoojgnurp then dissolves the victim for nourishment. If the victim escapes the Hoojgnurp can reach out with an acidic pseudopod and punch the victim, although they hate combat.
Hroth’Tok (summon cost 12) ST: 20 HP: 20 Speed: 6 DX: 12 Will: 10 Move: 9 water/12 air IQ: 4
Per: 12 Weight: 170 lbs.
HT: 12 FP: 12 SM: 1 Dodge: 10 Parry: -
DR: 3
Bite (13) 2d+1 cut, C follow-up toxic attack 1d tox (x4/sec, resistible HT -3, symptom 2/3 HP: terrible pain) Traits: Acute Taste and Smell 3, Combat Reflexes, Damage Resistance 3 (can’t wear armor, tough skin), Doesn’t Breath (lungs and gills), Enhanced Move 1 (water), Flight, Pressure Support 2, Striker (Cutting bite, cannot parry), Toxic Attack 1 (blood agent, cyclic (1sec for 4 sec), Follow-up (bite), cannot parry, resistible (HT-3), Symptom terrible pain), Vibration Sense, Bestial, Cannot Speak, Horizontal, No Legs (aquatic), No Manipulators, Social Stigma (animal)
102 Skills: Brawling 13, Stealth 14, Survival (ocean) 11, Tracking 13 These fearsome demons dwell in the depths of Pyaray’s realm. They resemble large red and black sharks, and are swift and voracious killers. They can swim through the air as though it were water.
Kh’tool’or (summon cost 70) ST: 25 HP: 25 Speed: 8 DX: 14 Will: 13 Move: 4 ground/8 water IQ: 13 Per: 13 Weight: 170 lbs. HT: 18 FP: 18 SM: 4 Dodge: 11 Parry: 10 DR: 2 Tentacle slap (x4) 15 2d+1 cr C, 1-6 Bite (15) 2d+1 pi+ C, 1-3 Constriction attack (25) ST vs ST/HT Putrid mist (15) HT-2 (blinding, nausea 5yd. /10yd. 3hex area persistent, drifting, jet Traits: Affliction 3 (area effect, contact agent, blindness, drifting, nauseated, jet, persistent), Constriction Attack, Damage Resistance 2 (can’t wear armor, tough skin), Doesn’t Breath (lungs and gills), Enhanced Move 3 (water), Extra Arms 8 (extra-flexible, long +3), Extra Attack 4, Pressure Support 3, Teeth (sharp beak), Appearance (horrific), Cannot Speak, Dependency (salt water, common, hourly), Draining (salt water), Fanaticism (Pyaray), No Fine Manipulators, Reduced Ground Move -4 Skills: Brawling 15, Innate Attack (breath) 15 These loathsome beasts are an intelligent variety of octopus, and are distantly related to Pyaray himself. They are dark red in color, and have a large blue patch on top of their heads. They can move slowly out of water, but are dependent on water for their survival. They can produce a thick cloud of greenish gas at will, which blinds and nauseates in the air as well as the water. They are fond of capsizing ships.
Gi’hhaal (summon cost 15) ST: 21 HP: 27 Speed: 6.75 DX: 9
Will: 12 Move: 6
IQ: 3
Per: 10 Weight: 470 lbs.
HT: 18 FP: 18 SM: +2 Dodge: 9 Parry: 10
DR: 8
Claws (x2) (14) 2d+3 cut/imp C, 1
103 Traits: Claws (long talons), Damage Resistance 8 (can’t wear armor), Doesn’t Breath (lungs and gills), Extra Attack 1, Extra Legs 4, Obscure 5 (vision, night vision, defensive always on), Pressure Support 2, Bestial, Bloodlust (6), Cannot Learn, Cannot Speak, No Fine Manipulators Skills: Brawling 14 The Gi’Hhall resemble giant iridescent hermit crabs. They will attack anything that moves regardless of orders, save for the wizard that summoned them. Their shells sparkle with a rainbow of colors that makes the exact location of the beast hard to discern.
Sla’ahvhrosch (summon cost 31) ST: 14 HP: 14 Speed: 6.5 DX: 13 Will: 18 Move: 6 IQ: 18 Per: 18 Weight: 170 lbs. HT: 13 FP: 13 SM: 1 Dodge: 9 Parry: 10
DR: 2
Trident 1 hand (14) 1d+4 (2.5) imp 1* Trident 2 hand (14) 1d+5 (2.5) imp 1, 2* Traits: Amphibious, Damage Resistance 2 (tough skin), Energy Reserve 10 (magical), Enhanced Move ½ (water), Magery 3, Pressure Support 2, Charms (summon demon), Appearance (ugly), Bad Smell, Dependency (salt water, very common, hourly), Greed (12), Oblivious, Social Stigma (monster), Xenophilia (12) Skills: Climbing 12, Observation 17, Spear 16, Symbol Drawing (chaos) 16, Thaumatology 18 Spells (all at 19): Agonize, Armor, Blight, Counterspell, Debility, Dispel Magic, Heal Plant, Identify Plant, Itch, Pain, Plant Growth, Seek Plant, Sensitize, Shield, Spasm, Stun, Summon Demon Possessions: Fine, penetrating trident These grey scaled, gilled humanoids are a species of demons that serve Pyaray as the captains of the ships of chaos. They stand seven feet tall and have webbed hands and feet. They abhor physical combat and will rely on spells and summoning to battle. Due to their high intellect and ties to Pyaray very few have been successfully bound or negotiated with. When summoned they appear with their tridents, but must be provided armor if the summoner wishes.
Sh’ik’anthar (summon cost 45) ST: 36 HP: 36 Speed: 7.75 DX: 13 Will: 15 Move: 7 IQ: 15 Per: 15 Weight: 3170 lbs. HT: 18 FP: 18 SM: 3
104 Dodge: 10 Parry: -
DR: 5
Sticky tongue (13) ST 20 binding + constriction 1-6 Bite (13) 4d-2 imp C, 1-2 Kick (11) 4d-1 cr C, 1-3 Acid Blood (13) 2d cor to those who cause HP damage with cutting/pi/or imp attack Traits: Amphibious, Binding 20 (constricting, melee attack (whip like), one-shot), Corrosion Attack 2 (Aura, Cannot Parry, Melee Attack C, only when wounded), Damage Resistance 5 (can’t wear armor), Super Jump 4, Teeth (fangs), Bestial, Cannot Speak, No Manipulators, Semi-Upright Resembling a huge black giant toad, this demon knows only of attacking and eating prey. Although intelligent, it has no method of communication, nor does it seem to wish to learn anything other than hunting and eating. They make reliable, if bulky fighters.
Val’than’tar (summon cost 200, needs pact) ST: 300 HP: 300 Speed: 7.75 DX: 11 Will: 12 Move: 7 IQ: 12 Per: 12 Weight: 1370 tons HT: 20 FP: 20 SM: +17 Dodge: 10 Parry: 8
DR: 10
Tentacle swipe (x4) (11) 4d cr destructive parry, 1-500 Slam (13) 31d-1 cr C, 1-500 Traits: Crushing attack 4, Damage Resistance 10 (can’t wear armor, tough skin), Doesn’t Breath (gills) Extra Attack 4 (can only make one slam per round), Pressure Resistance 2, Bestial, Cannot Speak, No Fine Manipulators, No Legs (aquatic), Vulnerability (special, see below) The avatar of Pyaray can only be summoned with a pact from Pyaray himself. It appears as a giant octopus which is red and black in color, and fully capable of sinking a fully armored galleon. The avatar has a fatal flaw in that its soul resides in a gem on the top of its head. The gem is size 0, has a DR of 6, and 10 HP if this gem is destroyed the avatar will dissipate. Of course getting to the gem and avoiding the lashing tendrils of the beast is another matter altogether.
Gatha (summon cost 12) ST: 16 HP: 16 Speed: 8 DX: 14 Will: 10 Move: 8 IQ: 5
Per: 10 Weight: 456 lbs.
HT: 18 FP: 18 SM: 2 Dodge: 11 Parry: 11 DR: 4
105 Bite (16) 1d+1 imp C, 1 Claw (16) 1d+1 cut C, 1 Flame Breath (15) 2d burn (x4/sec) 5 yd. /10 yd. jet (4/day) Traits: Burning Attack 2 (cyclic 1 sec/4 cycles, jet, limited use 4/day), Claws (sharp), Damage Resistance 4 (tough skin, can’t wear armor), Extra Attack 1, Extra Head 2, Teeth (fangs), Bestial, Cannot Speak, No Fine Manipulators, Semi-Upright Skills: Brawling 16, Climbing 15, Innate Attack (breath) 15, Observation 12, Search 12 A Gatha resembles a three headed huge rat with mangy, matted fur. The beast can unleash a jet of stick napalm-like flames from its middle head 4 times per day. Other than this attack, the Gatha can also bite and claw. While it is not coordinated enough to utilize all of its weapons, it can make two attacks per round in any combination.
Shedri (summon cost 40) ST: 18 HP: 18 Speed: 6.5 DX: 12 Will: 9 Move: 6 IQ: 9
Per: 9 Weight: 378 lbs.
HT: 14 FP: 14 SM: +1 Dodge: 10 Parry: -
DR: 5
Tentacle Mouth (x8) (16) 2d+2 imp 1-4 Traits: Combat Reflexes, Damage Resistance 5 (can’t wear armor), Extra Attack 8, Impaling Attack 1 (melee attack: reach 1-4, ST-based) x8, Injury Tolerance (no brain, no neck, no vitals), No Legs (aerial), No Manipulators, Appearance (horrific), Weakness (1d per min/ sunlight) Skills: Brawling 16, Stealth 16, Tracking 16 Shedri appear as whirling balls of tentacles, each tipped with a fanged mouth. The beast constantly screams and moans for blood. The shedri can attack with all eight of its fanged tentacles at once, making it a fearsome foe. Even worse if the shedri lands an attack on the victims face, it will grapple with that attack smothering the victim. Treat as a grapple with the subject beginning to suffocate if they do not break free. The shedri can maintain this grapple while still attacking with its free tentacle mouths. Shedri cannot withstand the sun for long, and are thus used to guard underground passages and rooms with limited natural light access.
Ki’sst (summon cost 44) ST: 13 HP: 13 Speed: 7.5 DX: 15 Will: 20 Move: 7 IQ: 20 Per: 20 Weight: 135 lbs. HT: 15 FP: 15 SM: 0
106 Dodge: 10 Parry: 10 DR: Traits: Allure 1, Appearance (transcendent), Emotion Control 3, Hermaphromorph, Mindlink (100-999) Skills: Sex Appeal 23, Stealth 17, Suggestion 18 A Ki’sst can appear as a radiantly beautiful member of either sex. Although they never fight physically they can control the emotions of those they meet. Along with their ability to mindlink and their strong natural allure they make for cunning spies and agents. They resemble heart faced humanoids with long inky black hair.
Specific Demons of Combat N’the, the Silent Wind, Scion of the First Dark (summon cost 39) ST: 20 HP: 20 Speed: 8.75 DX: 18 Will: 10 Move: 8 IQ: 10 Per: 10 Weight: 195 lbs. HT: 17 FP: 17 SM: 0 Dodge: 12 Parry: 14 DR: by armor Scythe: Slash (20) 3d+5 cut 1 Scythe: Impale (20) 3d+3 imp 1 Scythe: Hook (20) 2d-2 cut 1 Claw (18) 2d cut/imp C Traits: Backstabber 1, Claws (long talons), Combat Reflexes, Dark Vision, Extra Attack 1, Walk on Air (max height 5’), Bloodlust (12), Callous, Cannot Learn, Cannot Speak, Frightens Animals Skills: Acrobatics 16, Brawling 18, Observation 16, Stealth 18, Tracking 16, Two-handed axe/mace 20 N’the appears as a man, shrouded in tatters, who has no face save two pits of dark and who has long clawed hands. He floats upon a breeze that goes unheard. He carries two scythes and has the strength and skill to wield them one handed. He is a spirit of ambush, and stalks his prey by night. If ever disarmed he rips his prey to shreds with his clawed hands, otherwise he uses his scythes to rend them to pieces.
Yaroraur, Lier-in-wait, Stalking the Night (summon cost 20) ST: 16 HP: 20 Speed: 9.5 DX: 19 Will: 12 Move: 9 IQ: 12 Per: 12 Weight: 225 lbs. HT: 19 FP: 19 SM: 0 Dodge: 13 Parry: 15 DR: -
107 Bite (22) 1d+1 imp C Follow –up Toxic Attack 2d tox (x4/sec, symptom -2 ST, HT-5 resists) Claw (22) 1d+2 cut/imp C Traits: Claws (long talons), Combat Reflexes, Discriminatory Smell, Extra Attack 1, Teeth (fangs), Toxic attack 2 (cyclic 1 sec/4 cycles, follow-up, resistible HT-5, symptom: attribute penalty ST -2), Bestial, Hidebound, Horizontal, No Fine Manipulators, Cannot Learn, Nocturnal, Restricted Diet (carnivore), Social Stigma (monster) Skills: Acrobatics 17, Awareness 15, Brawling 22, Search 14, Stealth 18, Tracking 15 (19 by smell) This demon is a mighty hunter, who scents his prey and follows them until they fall. He comes in the shape of a hound of hell, dark of skin and eyes. He speaks with a soft voice but does not open his mouth. He finds his prey and returns the corpse for a reward. He is of good nature provided he is given a prey to hunt, he will always refuse other tasks.
Sa’Gun, The Groaning Mist (summon cost 20) ST: 24 HP: 24 Speed: 8.5 DX: 17 Will: 10 Move: 8 IQ: 5
Per: 5 Weight: 60 lbs.
HT: 17 FP: 17 SM: 0 Dodge: 12 Parry: 14 DR: Bite (20) 2d+2 imp C Claw (20) 2d+4 cut/imp C Traits: Claws (long talons), Combat Reflexes, Extra Attack 1, Flight, Injury Tolerance (diffuse), Teeth (fangs), Terror (will-1), Bestial, Cannot Speak, No Manipulators, Bloodlust (12), Cannot Learn, Invertebrate Skills: Brawling 20 A nearly-mindless beast, the Groaning Mist roams in the gaps between worlds and is easily called by any sorcerer with its true name. A monster in every sense of the word, the Groaning Mist manifests as a shapeless blue and purple mist from which occasional flashes of red eyes and white teeth appear before being swallowed up in the mass of mist. If ordered to attack, it engulfs its targets and tears at them with claws and fangs. None but the stoutest warriors can stand to be in its presence, as the awful groaning sound it emits jangles the nerves.
Dag-Gadden the Destroyer (summon cost 65) ST: 19 HP: 24 Speed: 8.25 DX: 15 Will: 17 Move: 8 IQ: 17 Per: 17 Weight: 95 lbs.
108 HT: 18 FP: 18 SM: +8 Dodge: 11 Parry: -
DR: 50 vs fire
Flaming Wind (15) 8d burn (32 yard area) aura C Traits: Burning Attack 8 (affect substantial, area effect (32 yard), aura, melee attack C, selective), Insubstantiality (affect substantial, can carry objects) Dag-Gadden takes the form of a burning hot wind that can flow though objects setting them aflame with ease. He can alternately appear as a huge flaming man, but in either case he is insubstantial, though his flaming spirit can damage the substantial world. When Dag-Gadden is summoned he expects to destroy, and will fulfill no other purpose than spreading fire and razing areas to a fine ash.
C’thunae, Child of Pyaray, Lurker Amongst Men (summon cost 56) ST: 30 HP: 30 Speed: 8.75 DX: 18 Will: 14 Move: 8 IQ: 14 Per: 14 Weight: 695 lbs. HT: 17 FP: 17 SM: +3 Dodge: 12 Parry: 14 DR: Tentacle Slap (20) 3d+2 cr C, 1-6 Follow-up Affliction HT-1 Paralysis Beak (20) 3d+2 pi+ C, 1-2 Tentacle constrict (30) ST vs ST/HT C Traits: Affliction 2 (Paralysis touch, follow-up (tentacle slap), paralysis), Amphibious, Combat Reflexes, Constriction Attack, Doesn’t Breath (lungs and gills), Extra Arms 8 (extra-flexible, long +2), Extra Attack 4, Pressure Support 2, Teeth (sharp beak), Appearance (horrific), Bad Smell, Bloodlust (12), Bully (12), Dependency (salt water, hourly), Greed (12), Increased Consumption 7, No Fine Manipulators, No Legs (aquatic, slithers), Social Stigma (monster), Trickster (12) Skills: Aquabatics 16, Awareness 14, Brawling 20, Stealth 17 C’thunae is a much smaller but still potent avatar of Pyaray. A spirit of great power and dubious personality, which manifests as a great red octopus of prodigious size and potency. He is his father’s child in every sense but those who seek to further the Whisperer’s aid can at times call upon C’thunae to do their bidding. Fair warning should be taken, as the spirit delights in tormenting those who call it without proper permission. Speaks in a laughing burble. C’thunae can traverse land as well as water but needs at least some form of contact with salt water every hour or it slowly withers, as well as grows agitated at its master.
Habatoziel, Bringer of Swift Death, Champion of the Faceless One (summon cost 50) ST: 24 HP: 24 Speed: 9
109 DX: 16 Will: 13 Move: 9 IQ: 13 Per: 13 Weight: 895 lbs. HT: 20 FP: 20 SM: +2 Dodge: 13 Parry: 13 Block: 13 DR: 7 Bastard sword 2h swing (19) 4d+12 cut 1, 2 Bastard sword 2h thrust (19) 2d+7 cr 2 Hoof kick (16) 2d+5 cr C, 1 Lance (19) 2d+3 imp 4 Horns (18) 2d+5 imp C, 1 Flaming breath (18) 1d+1 burn (5yard) 2yd. /20 yd. Traits: Burning Attack (cone, partial dice, reduced range), Claws (hooves), Combat Reflexes, Damage Resistance 7 (can’t wear armor), Extra Attack 3, Extra Head 1, Extra Legs 4, Injury Tolerance (homogenous), Striker 1 (horns, impelling, limited arc, long), Weapon Master (bastard sword), Berserk (12), Bully (12), Disturbing Voice, Frightens Animals, No Sense of Humor, Slave Mentality, Social Stigma (infernal), Vow (never refuse a challenge to combat) Skills: Brawling 18, Innate Attack (breath) 18, Lance 19, Riding (equines) 18, Shield 18, Two-Handed Sword 19 Equipment: Lance, Bastard Sword, Kite Shield Warrior prince of great stature and strength, he bears his master’s standard into conflict with any being. He takes the form of an armored knight, with full helmet, astride a demon steed that breathes gouts of flame and bears horns. He is a peerless fighter and will shirk not from a challenge with any foe. He rarely speaks but when he does, his voice resonates in his armor as though it is hollow. He is never found off his steed and cannot be dismounted. He and his steed are actually one being, and his armor is an empty shell motivated by a spiritual force.
Y’go-l’ar, Unseen Assassin, Knight of the Outer Void (summon cost 40) ST: 15 HP: 15 Speed: 8.5 DX: 16 Will: 14 Move: 8 IQ: 14 Per: 14 Weight: 155 lbs. HT: 18 FP: 18 SM: 0 Dodge: 12 Parry: 12 DR: Dagger (18) 1d+3(2) imp C Follow up Toxic Attack 2d+4 tox (x6/sec, resistible HT-5, Symptom 2/3 HP: ST -1, HT -1) Dagger: Thrown (12) 1d+1(2) imp 8yd. /15 yd.
110 Punch (16) 1d cr + toxic attack as above Neck Snap (13) 2d+1 cr + toxic attack as above Traits: Ambidexterity, Backstabber 1, Chameleon 5 (dynamic), Combat Reflexes, Morph (cosmetic), Toxic Attack 2 (contact agent, cyclic 1 sec for 6 sec, onset (1 min delay), partial dice (+2), resistible (HT-5), symptoms: HT -1 and ST -1), Weapon Master (dagger), Bloodlust (12), Bully (12), Cannot Speak, Code of Honor (assassins), Loner, Obsession (target of assassination, 6), On the Edge (12), Social Stigma (infernal) Skills: Brawling 16, Knife 18, Observation 15, Stealth 18, Tracking 16 Techniques: Neck Snap 13 Equipment: 2x returning, fine, piercing daggers He does with but a dagger what 1000 swords could not do. He is without true shape; When manifested he appears as a shapeless darkness that blocks out all light. Upon command, he can assume any form. He brings death to his summoner’s enemies, quietly and without arousing suspicion. He never speaks. His highly toxic venom can be spread by a single brush of his hands or by contact with his weapons.
Yarth-Kurthul, the Living Mountain, Face of Destruction (summon cost 60) ST: 64 HP: 64 Speed: 8.5 DX: 14 Will: 10 Move: 12 IQ: 1
Per: 10 Weight: 12695 lbs.
HT: 20 FP: 20 SM: +4 Dodge: 7 Parry: 12
DR: 8
Punch (18) 7d+7 cr C, 1-3 Kick (16) 7d+8 cr C, 1-4 Traits: Damage Resistance 8 (can’t wear armor, tough skin), Regenerate (Very fast 1 HP/sec), Terror (will-1), Appearance (hideous), Bestial, Blindness, Cannot Learn, Cannot Speak, Increased Consumption 3 Skills: Brawling 18 A titanic shape, this spirit that was once a god, is now a blind and insensate beast. He lashes out madly bringing corruption and destruction in his wake. Chaos called upon this beast to bring down a city. Nothing remains of the city, not even its name. Although he cannot communicate his hide is covered in screaming mouths that unnerve the most seasoned veteran.
Azeal, Cinderburn, Spirit of Ashes (summon cost 4) ST: 12 HP: 12 Speed: 6.25 DX: 15 Will: 8 Move: 6 IQ: 4
Per: 8 Weight: 66 lbs.
111 HT: 10 FP: 10 SM: -1 Dodge: 9 Parry: 11
DR: -
Punch (16) 1d-2 cr C Burning Aura 2d+4 burn C Traits: Burning Attack (aura, melee attack: reach C, partial dice (+2)), Pyromania (12) Skills: Brawling 16 A cowardly spirit who seeks naught but to burn divers, objects and people. He snivels when cornered but will retaliate against those who do him harm by seeking out that which they prize and reducing it to ash. He manifests as a tiny form, little larger than an imp, made of dark, smoky fire. He tells the summoner that he cannot control what he burns but this is a lie. He can be commanded not to burn anything without the summoner’s approval.
Orgacolsaot, the Shirka, Ancient one (summon cost 40) ST: 120 HP: 120 Speed: 7.5 DX: 14 Will: 13 Move: 7 IQ: 13 Per: 13 Weight: 46695 lbs. HT: 16 FP: 16 SM: +5 Dodge: 11 Parry: -
DR: 6
Bite (18) 16d (2) cut C, 1-5 Traits: Amphibious, Combat Reflexes, Damage Resistance 6 (can’t wear armor, tough skin), Doesn’t Breath (lungs and gills), Discriminatory Smell, Extra Water Move 1, Pressure Support 2, Regeneration (very fast 1hp/sec), Bestial, Bloodlust (12), Colorblindness, Disturbing Voice, Increased Consumption 5, Intolerance (humans, total), No Fine Manipulators Skills: Brawling 18 Old when even the earth was fresh, this demon swims the deep waters that flow between the words, seeking to fill its ever-hungry stomach. It manifests as a great white shark, larger and more menacing than any mortal shark could ever become. Despite its manifestation it can swim through the land as well as water. It can speak and does so with a harsh, commanding voice. It hates humanity with a passion.
Specific Demons of Transport Jinjugoru, Wing of Chaos, Serpent of the Seventy-Seven Sibilant Sutras (summon cost 30) ST: 40 HP: 40 Speed: 9.5 DX: 19 Will: 17 Move: 9 IQ: 17 Per: 17 Weight: 16695 lbs.
112 HT: 19 FP: 19 SM: +4 Dodge: 12 Parry: -
DR: 12
Deafening Roar (40) HT aff (1 yd. cone) Deafness, stunning 10 yd. /100 yd. Tail Slap (18) 4d+5 cr C, 1-4 Traits: Affliction 1 (cone, disadvantage (deafness), sense-based (hearing)), Damage Resistance 12 (can’t wear armor), Extra Legs (4 legs), Flight (winged), Striker (crushing, cannot parry, clumsy (-1), long (+1)), Compulsive Behavior (manipulative 12), Disturbing Voice, Frightens Animals, Greed (12), Increased Consumption 5, No Fine Manipulators, Odious Personal Habit (sarcastic), Pacifism (Total Nonviolence) There was a time when fiends walked the face of the world and took wing to spread the joys of Chaos. This time is no more and these fiends have grown rare. Jinjugoru was created ages past, a culmination of years of ritual work and blood sacrifice. It pleases him to take the shape of a dragon; as such beings inspire dread in the hearts of men and promote violence in the minds of those who lust for power. Today the foolish call upon this great beast and seek to ride on his back. Although he will let out a deafening roar, and can break blockades with his tail, the nature of his pact prohibit him from attacking other beings physically.
Tenebriel, the Living Darkness, the Whisper Upon the Wind (summon cost 30) ST: 16 HP: 16 Speed: 4.5 DX: 8
Will: 16 Move: 4
IQ: 19 Per: 16 Weight: 120 lbs. HT: 10 FP: 10 SM: 0 Dodge: 7
Parry: -
DR: -
Traits: Warp (extra carrying capacity (extra heavy encumbrance)) Sages say that, when the multiverse was new, there were only two things: light and darkness. From these two things, all life comes. Tenebriel was spawned out of darkness, formed from the inky black of nothing, possessing a body without substance and a soul without life. It lives but yet is nothing but a memory of that primal darkness that flowed around light. Tenebriel may move though space-time without crossing the intervening distance and take anyone with him he wishes.
P’hoo-Geneth, the Door to Wisdom (summon cost 35) ST: 10 HP: 10 Speed: 5 DX: 10 Will: 18 Move: 0 IQ: 18 Per: 18 Weight: 56 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
113 Traits: Injury Tolerance (homogenous), Jumper (world, can carry objects (extra-heavy encumbrance), improved, interplanar (can reach higher and lower planes)), Lifting ST 7, No Legs (sessile), No Manipulators, No Physical Attack Skills: Hidden Lore (planar lore) 20 Those who seek wisdom know the truth; there are many worlds other than our own and roads between them exist in a number of forms. The demon P’hoo-Geneth is a doorway to these roads and the sorcerer may walk them and see sights no mortal eyes were ever meant to see. When manifested, the door to wisdom appears in the octagon as a simple wooden door, bound in iron and runes, floating in space. The sorcerer can command it to open to another world.
K’pen’a’holol, the Ferryman, He Who Travels by Water (summon cost 20) ST: 19 HP: 19 Speed: 6 DX: 12 Will: 4 Move: 8 IQ: 4
Per: 4 Weight: 460 lbs.
HT: 12 FP: 12 SM: +2 Dodge: 9 Parry: -
DR: -
Traits: Amphibious, Extra Legs (4), Lifting ST 15, Walk on Liquid Manifesting as a giant water strider, K’pen’a’holol is more than willing to serve in carrying passengers or cargo over land or sea. He is non-violent in nature and will attempt to outrun attacks.
Specific Demons of Protection Helemon, the Insurmountable Door, Guardian of Those at Rest (summon cost 2) ST: 12 HP: 12 Speed: 6.25 DX: 10 Will: 10 Move: 8 IQ: 1
Per: 10 Weight: 120 lbs.
HT: 15 FP: 15 SM: 0 Dodge: 9 Parry: 11
DR: 6
Lashing Tendrils (16) 2d+2 cut C, 1-4 Traits: Alternate Form (door: once on, stays on), Cutting Attack (melee attack, reach (whip like), partial die +2), Damage Resistance 6 (can’t wear armor), Doesn’t Eat or Drink, Doesn’t Sleep, Injury Tolerance (Homogenous) Skills: Brawling 16 When summoned Helemon manifests as an old man, wary and bent with age. However, upon command, he will shape himself into a door and bar any single passage from entry, attacking with a whip-like clawed tendril.
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Sabaduru, the Unnoticed Protector (summon cost 8) ST: 12 HP: 12 Speed: 7.5 DX: 10 Will: 13 Move: 7 IQ: 6
Per: 13 Weight: 98 lbs.
HT: 19 FP: 19 SM: 0 Dodge: 11 Parry: 12 DR: 4 Claw (16) 1d cut/imp C Bite (16) 1d-1 imp C Traits: Claws (long talons, retractable), Combat Reflexes, Damage Resistance 4, Teeth (fangs), Hates (cats) Skills: Brawling 16 Sabaduru manifests as a young child, of appearance that generally suggests family relations with her summoner. In her human form, the demon speaks in an appropriate voice and appears to stay close to her summoner out of fear of the outside world. However, should an attack come, Sabaduru proves to be quite capable of defending her master with sharp claws and teeth.
Mariel, Hound of the Damned, Prince of the Thousand Shards (summon cost 40) ST: 18 HP: 18 Speed: 8.75 DX: 16 Will: 12 Move: 10 IQ: 12 Per: 12 Weight: 378 lbs. HT: 19 FP: 19 SM: +1 Dodge: 12 Parry: 14 DR: 9 Block: 10 Spear (20) 1d+5 imp 1 Kite Shield Bash (19) 1d+2 cr 1 Deafening Roar (18) HT-2 (1 yd. cone) 1 yd. /10 yd. Stunning, Deafening Traits: Affliction 3 (cone, deafness, reduced range, sense-based (hearing), stunning), Combat Reflexes, Damage Resistance 9 (can’t wear armor), Extra Attack 1, Code of Honor (bodyguards), Pacifism (In defense of master only) Skills: Brawling 18, Shield 19, Spear 20 Mariel is a creature of barely suppressed violence, which only refrains from attacking his summoner due to the command inherent in the ritual. He takes the form of a huge mastiff-headed warrior, armed and armored with brilliant gold weaponry and a shield.
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Hamarokia, the Bane, Guardian of the Horde (summon cost 30) ST: 18 HP: 18 Speed: 8.5 DX: 16 Will: 9 Move: 8 IQ: 9
Per: 9 Weight: 250 lbs.
HT: 18 FP: 18 SM: 0 Dodge: 11 Parry: 12 DR: (1/10 DMG from steel and swords) Claw (18) 1d+2 cut C Traits: Claws (sharp claws), Extra Arms 4, Injury Tolerance (damage reduction 1/10, limited: man forged steel and swords only*) Skills: Brawling 18 *Note: round any damage less than one down to 0. Hamarokia manifests as a fat, scaly beast with four arms and a sour disposition. He hisses at those who approach what it guards, warning them of its ward against swords. He will not attack unless attacked first.
Specific Demons of Desire Ch’armah’rondero, Keeper of the Gate, Obedient Servant of the Grave-Lord (summon cost 10) ST: 1
HP: 1
Speed: 3.5
DX: 8
Will: 16 Move: 3
IQ: 16 Per: 16 Weight: 10 lbs. HT: 6
FP: 6
Dodge: 5
SM: 0
Parry: -
DR: -
Traits: Insubstantiality (always on), Medium*, Spirit Empathy, Spirit-Talker Note: He can always communicate with a spirit that the summoner knows and that is deceased, regardless of time. The spirit will always come and truthfully answer questions. Ch’armah’rondero himself manifests as a pale gentleman, finely and somberly dressed. He is mostly ethereal and has little ability to interact with the real world. He does not speak himself, but preforms his duties without fail.
Romaloz, the Eater from Beyond (summon cost 10) ST: 8
HP: 8
Speed: 4.5
DX: 6
Will: 5 Move: 4
IQ: 5
Per: 5 Weight: 250 lbs.
HT: 12 FP: 12 SM: 0
116 Dodge: 5
Parry: -
DR: -
Traits: Affliction 1 (Advantage: Doesn’t eat, Extended duration 17 days, Resistible at will), Universal Digestion Romaloz manifests as a slobbering being of odious nature. He can give the summoner the gift to go without eating for 17 days upon a touch. The summoner may refuse this gift if they wish. Romaloz can eat anything it can stick into its cavernous mouth.
Ormazius, the Darkling Hand, Procurer of Things Unguarded (summon cost 30) ST: 17 HP: 17 Speed: 8.5 DX: 18 Will: 13 Move: 8 IQ: 13 Per: 13 Weight: 180 lbs. HT: 16 FP: 16 SM: 0 Dodge: 11
Parry: 12
DR: -
Saber Swing (19) 3d-2 cut 1 Saber Thrust (19) 1d+3 imp 1 Traits: Chameleon 4 (dynamic), Clinging, Code of Honor (mercenary’s), Cowardice (12), Greed (12), Kleptomania (12), Nocturnal, Pacifism (self-defense only) Skills: Escape 16, Fast-Talk 14, Filch 17, Forced Entry 18, Lockpicking 14, Pickpocket 16, Saber 19, Shadowing 14, Stealth 17, Streetwise 12 Materializing as a roguish man, the demon Ormazius specializes in obtaining incriminating gossip, blackmail material, priceless objects owned by others and other items that are not nailed down. He is quick, subtle, and quiet and almost never fails in his commanded duty.
Specific Demons of Knowledge Garragorge, the Consummate Warrior, Demon of Arms ST: 10 HP: 10 Speed: 5 DX: 10 Will: 16 Move: 5 IQ: 20 Per: 16 Weight: 198 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
Traits: Precognition Skills: Leadership 24, Strategy (all) 24, Tactics 24, Teaching 24 A small, smooth creature, who knows a million ways to defeat a foe. Garragore can teach a subject in any of the martial arts, weapon skills or imbibement techniques.
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Madagabriel, Maker of Mischief, the Uninvited (summon cost 20) ST: 10 HP: 10 Speed: 5 DX: 10 Will: 16 Move: 5 IQ: 20 Per: 16 Weight: 198 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
Traits: Precognition Skills: Diplomacy 24, Politics 24, Propaganda 24, Public Speaking (all) 24, Teaching 24 A beautiful, olive skinned woman, clothed in exquisite garments. She is alternatively fun-loving and intimidating. She has the ability to see what an action today may cause in the future to some extent.
Unasozel, Bringer of Influence, Master of Small Manners (summon cost 20) ST: 10 HP: 10 Speed: 5 DX: 10 Will: 16 Move: 5 IQ: 20 Per: 16 Weight: 198 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
Traits: Precognition Skills: Current Affairs (all) 24, Heraldry 24, Savoir-Faire (all) 24, Teaching 24 Unasozael manifest in a very classical demon shape; he bears red skin and tiny vestigial horns on his bald head. He is at all times polite. He knows the ways of the social circle and can instruct in the proper way to approach any given group.
Shabazot, the Diviner, Illuminator of Chaos (summon cost 20) ST: 10 HP: 10 Speed: 5 DX: 10 Will: 16 Move: 5 IQ: 20 Per: 16 Weight: 198 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
Traits: Jumper (time, limited: observation only) Skills: Fortune telling (augury) 24
118 Appearing as an old man with the skin color and texture of stained walnut, wearing a purple sash and turban, Shabazot is the master of time. He can literally travel the stream of the hourglass to observe the outcomes of actions. He also specializes in using cartomancy to determine the future.
Tinhalel, Lord of Learning, Most Exalted of Sages (summon cost 20) ST: 10 HP: 10 Speed: 5 DX: 10 Will: 16 Move: 5 IQ: 20 Per: 16 Weight: 198 lbs. HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: -
DR: -
Traits: Precognition Skills: Any IQ based 24 Tinhalel is the sage of the planes of chaos, as such he knows almost any knowledge from alchemy to zoology. He manifests as a black cat, and speaks with a dry humorless tone.
Elementals of the Young Kingdoms Small Air Elemental – Sylph A sylph may be used to carry a person though the air. A sylph can carry x3 its normal listed carry capacity in this manner, but can only hold one passenger. Sylphs can also be used to create cooling breezes, scattering leaves or blowing a single arrow or bolt off course. They can move light objects approx. 6 lbs for 1d minutes. They may produce enough air to last a person 1d minutes underground or water, doing so slays the sylph. They can destroy a salamander at the cost of their own existence.
Small Earth Elemental – Gnomes A gnome can open up pits in the earth, make tunnels and find buried objects. They can lift 1 ton. They can also be used for holding objects in the dirt, keeping loose tunnel roofs from collapsing, and forming mounds, ridges and ditches in the soil. A gnome can carry a person as it swims through the earth, but cannot provide them with a method of breathing. A gnome can only carry an unresisting passenger in this manner. Bound into armor the gnome gives a buffer HP equal to its HP. These HP are deducted from any damage that penetrates the armor until exhausted at which point the gnome is unbound and dismissed. They have an affinity for precious metals and can tell if any are present wihin 100 yard of their location. They can destroy an undine at the cost of their exsistance.
Small Fire Elemental – Salamander Salamanders excel at creating flames, but can also extinguish them by absorbing the flame into their being. They can only absorb non-magical, natural flames. They can also be used to melt metal. Bound into a weapon the salamander can cause the weapon to become flaming on command. However the weapon must be entirely of metal as any flammable adornments will burn off when this is activated. They can produce light without burning anything. They may destroy a sylph at the cost of their exsistance. They can detect hidden living objects by their heat and give a rough location of where that
119 object is at. They can inhabit a small 2 yard diameter flame, and control its fuel usage and where it spreads.
Small Water Elemental – Undine Undine can ferry people across the surface of the water, and prevent people from drowning by holding them afloat. An undine can carry x3 its normal load in passengers. Undines can also purify water by mixing with it and picking out even the smallest of fragments, or other liquids. They can materialize 1 gallon of water at any time or place. They can destroy a gnome at the cost of their existence. They may cause a normal metal (iron or steel) to rust instantly causing the weapon to become cheap, or broken if already cheap. They can enter the repiratory system of a swimming person and cause suffocating damage for 1d seconds.
Magic Items of the Young Kingdoms Alchemy Alveed Known as the yellow wine of madness in the Young Kingdoms, this potent wine confers dreams of strange worlds and distant spheres. Arveed is brewed only in Ilmar, one of the city-states of Ilmiora. Humans are far more susceptible to the effects of Arveed than are Melinboneans. A drinker must make a HT- number of glasses. Success increases all senses by 1d for 1d hours. Failure means visions overwhelm the drinker and the victim suffers the effects of insanity for 2d hours. Arveed can be made with an alchemy -1 check and cost 10$ per glass or 200 $ per bottle. With the correct ingredence the alchemist makes 1 bottle for 30$
Balm of Sleeplessness This balm is a magically enhanced stimulant, which prevents the sufferer from suffering sleep deprivation. It is a thick deep blue paste which is applied to the user’s eyelids. Each dose reduces the wearer’s daily need for sleep by one hour. The paste is crafted from the Noidel Bush which grows in the interior of Melnibone. Cost 300/6 doses. (50/ alchemy -1 to make)
Cordial of Breath Small yellowish-white pills, which must be diluted with water or wine before being drunk. Each pill allows the user to be able to survive without breathing for 6 hours. Each tablet cost 300 (100 alchemy -1 to make 12). The tables are made from ground bones mixed with the bile of a freshly removed human gallbladder, which is then inserted into a Liret reed.
Blood Flame The sap of the Kelthorn tree, when gathered and lightly dried, becomes a sticky yellow resin, which when smoked, inspires visions of hellfire and demon-inflicted suffering. Melnibonean users take blood flame when they tire of ethereal beauty, and seek darker pleasures. It is also used to punish slaves. When taken the victim must make an IQ-2 check. Success gives the user +2 to all lore skills for 2d hours. Failure causes pain and racks the victim causing ST-2, DX-2, and HT-2 for 2d hours. Blood Flame costs 6$ per gram (one dose). (20$/Alchemy creates 20 doeses).
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Elixir of Enslavement The elixir is a sweet tasting oil. The drinker must make a will vs. alchemy test or become inflicted with an unbreakable devotion to the first person they see. The person will perform all tasks asked by the subject of their adoration but they receive another will vs alchemy test for a self-destructive act. An elixir cost 6500 (1200/alchemy -5 to make). The ingredients require the finest leviathan oil, rare spices from Jharkor and most importantly, fresh aphrodisiac blooms from the Queshi Crocus. The elixir is absorbable via the skin, so it is also effectual as a massage oil.
Garbleweed Garbleweed grows all across the Melnibonean archipelago, the Isle of Purple Towns, Sorcerer’s Isle and the northern region of the southern continent. The tough, woody stalks of the plant grow up to 20’ in length and as thick as a person’s wrist. Leaves are numerous and broad, with five points and a serrated edge. In spring and late summer the female plants grow resin-rich blossoms. The blossoms, and to a lesser extent the leaves, if dried and smoked create a relaxed feeling of mild hilarity and peacefulness, reducing IQ by 2 for 1d-3 hours. On a falied HT roll, the user experiences paranoia and nervous ness. As a medicine garbleweed relieves stress and nausea and promotes appetite. 30$/ounce (10/alchemy makes 1 lb.)
Glifilinar Gilfilin mushrooms grow only on rotting wood in the first month of autumn. Their caps and stalks are opalescent, their gills faintly green. The drug extracted from their juices makes a powerful simulant. A single drop of gilifilinar, administered in water, provides a dramatic response. The user’s body produces maximum energy, allowing prodigious feats of stamina, strength and speed. This effectively adds +5 to ST, DX and HT for 3d+10 hours. Unfortunatly, the body burns itself up, breaking down fat, muscle tissue and internal organs. The drug is always fatal (unless the taker has regeneration and regrowth). Melnibonean battle-barge captains give glifilinar to slaves to provoke emergency speed. Cost 200$ per vial. (40/alchemy -2 produces 3 vials).
Golden Moss Golden moss grows at the edge of the Meadows of Lassitude by the Intangible Forest. As rare as it is useful, golden moss grows only in the shade, near water stained with the tannin of oak leaves. A poultice made from golden moss heals 2d HP in 1D hours. It heals burns and cuts without scarring. 85$ per square foot. (30/ Alchemy produces 10 square foot).
Grome’s Doom This thick brownish-red paste, when smeared on an object or skin, allows the affected area to pass through stone, earth, metal or sand as if there were nothing there, a dose of the ointment last for 2d hours making it somewhat of a risk to utilize on a person. The ointment cost 1200 for enough to coat a person (300/alchemy -2 to make). The components are fine sand animated by an earth elemental, the blood of a human sized sentient creature, and fresh clay which has never seen the light of the sun.
Hellbore This perennial, a creeper, grows wherever demons have shed blood. The six inch plant has vidvid pink flowers, silky-haired, fingernail-sized circular leaves, and an exposed root network. A sorcerer who ritually burns dried hellbore blossoms may summon a representative of the demons breed whose blood feritilized that plant. The sorcerer does not need to know the demon’s breed name. Once the demon
121 appears, the sorcerer must bind or negotiate as usual. 80$ per pinch. (40$/ Alchemy-5 makes 10 pinches).
Imana Root The poisonous imana bush, a spined and spindly plant, never reaches over four feet in height. When soaked in water for three days to leach out toxins, then dried and powedered, its root scrapings can be mixed with wine to create a bitter but effective potion. The potion adds +2 to ST for 1d+2 hours. If not prepared properly it becomes a deadly posion causing (2d+1 tox. Cyclic 6 1 hour cycles, symptoms 1/3 HP nausea, ½ HP agony, Full HP heart attack). 20$ per ounce (20 alchemy-5 makes 16 ounces, a failed check makes posion).
Formulation of Forgetfulness This preparation appears as a grey powder, which can be dissolved into fluids; hot beverages or alcohol are the best manner to disguise its sharp, sour flavor. Those drinking the potion get a will-2 vs alchemy check to resist. Success means that memory loss is temporary, failure means it is permanent. One dose can only affect a single memory, although the memory can be from any time that the giver of the potion knows about. Multiple doses can effectively give the victim total amnesia. Each dose cost 600 (100/alchemy-1 to make). The formula requires an adult Dorel viper and a Poisonthorn apple from the sorcerer’s isle to make.
Kakatal’s Salve This coppery-red salve is rubbed over the skin, protecting the wearer from being bitten or stung by any insect of normal size. When an insect touches the salve it immediately combusts in a tiny bright flame, giving rise to quite pretty displays of scintillating sparks if the wearer is under attack by a barrage of blood flies. A dose to cover one person cost a mere 20 (10/ alchemy to make 12 doses). It is made from the vivid red flowers of the thorny Urdum bush.
Mandragore Mandragore is an evergreen perennial flower native to the Marshes of the Mist. The plant’s sword-like, dark green leaves grow from a fist sized bulb in shallow wetlands and fens. Each plant bears three or four purple-blue blossoms shot through with reddish veins near the stalk. When burned, the dried and powedered flower induces a trance that adds +5 to the chance of communicating with a sleeping dragon for 2d hours. A pinch of mandragore pollen, sniffed or rubbed on the gums, dispels feelings of drowsiness for 2d+2 hours, but once it has worn off the user feels twice as tired. 25$ per pouch (60 alchemy -4 creates 4 pouches).
Noidel Noidel bushes dot the Plain of Imrryr. The plants have an unusal occult property: they grow shadows the way most plant grow flowers. When squeezed or crushed the dark blue-purple berries make a poisonous drink that destroys first the retinas of the eye, then the tissue of the brain. (1d+3 tox. (cyclic 8 day cycles) symptoms ¼ HP blindness, ½ HP -2 IQ, ¾ HP -2 IQ, Full HP Coma, Resistable HT-3 (does not stop cycles, non-wounding) 15$ per plant (15/ Alchemy -2 prepairs 4 doses).
Pellets of Invulnerability These powdery white pills live up to their name. When taken the imbiber gains DR 10/ Injury Resistance (1/10) for 1 hour. However, only one pill may be taken in a 7 day period or the user will succumb to a
122 horrible poison that causes 2d+1 tox/ hr. for 12 hr. and has a symptom of heart attack at ½ HP. The pills are invaluable as they are made from the Thraxen bush only found in the forest of Troos. An alchemist can make a cake of 6 pills with one leaf and a pot of boiling water.
Perfume of Distraction This is an insubstantial yet exotic scent that bemuses those in close proximity to the wearer. It makes the words spoken by the wearer become confusing, indistinct, or unmemorable. A person must make a will vs alchemy check or believe anything the wearer of the scent says, no matter how ridiculous it may sound. The scent cannot force a person into self-destructive acts, and the effects of the scent dissipate a few minutes after the wearer leaves the vicinity. The perfume itself lasts 2 hours. A bottle which contains 6 doses cost 10,000 (4,000/ alchemy -5 to make). To craft the perfume requires the glands of a Shazaarian Elk (a ferocious beast), purified water, and the seeds of blue Melnibonean chrysanthemums. The seeds are so tiny thousands of flowers must be harvested for a single dose.
Pills of Imperception These yellow pills completely kill the swallower’s sense of taste and smell, and allows them to eat excruciatingly spicy or stomach turning substances with no ill effect. A pill lasts for 6 hours and each cost 50 (10/ alchemy to make 6). They are made from foxglove, Vilmirian chalk and rock salt passed though the gullet of a mastodon.
Water of Dehydration This slightly effervescent, purple tinted water’s original purpose is lost in the depths of time. A single sip of the potion will render the drinker waterproof, repelling rain, immersion and the like. Since the potion prevents fluids from touching the drinker’s skin, they can even insert their hands into boiling water, spill acid on themselves or handle liquid poisons without harm. Drinking the full potion will allow one to walk on water. Either use lasts 1d hours. It must be noted that while under the potion’s effect the drinker cannot drink water either and food becomes dry and shriveled before it reaches the mouth so care must be taken when using the potion. A dose which is good for 3 sips or 1 swig cost 300 (150 /alchemy -2 to make 4). The creation of the potion involves seeping a water elemental with the venomous ink of the Pang Tangian spiny sea urchin, then killing the elemental to harvest the polluted water.
Wine of Nihrain This heady wine has the effect of restoring fatigue lost though either spell casting or other means. A bottle holds 100 FP and will never go bad. This wine cannot be used to bring the drinker’s FP above their maximum but can refill energy reservoirs. The wine is made from Nihrain vines which could absorb natural mana. These vines are thought to be extinct, thus a bottle is priceless. If a vine could be found an alchemist could make a bottle from 5 bunches of grapes at an alchemy -4 check.
Xanan This parasitic orchid-like plant grows from the branches of other trees. Xanan flowers are orange, mottled with reddish markings, the leaves are long and drooping. Chewing a Xanan leaf requires a HT-5 check or gain the slave mentality drawback for 1 day. Slaves drugged with Xanan loose their intellect and self-awareness, becoming automations-perfect laborers. 5$ per ounce (10/alchemy -3 makes 1 lb.
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Demon Weapons Fierce Swiftness Fierce Swiftness is a finely bladed longsword designed to maximize its wielders grace and speed. If not for the demon bound into the weapon, its very lightness would reduce its damage potential. When wielded, Fierce Swiftness has the following effects: •
• • • • •
The user may make a single extra free attack at the very beginning of every combat round. If the target’s BS is not higher than Fierce Swiftness’s wielder, the target may neither dodge nor parry the attack, as it moves too fast for him to counter. The user’s own BS is increased by 1 Damage done by a successful hit is increased by 1 The sword moves in the user’s grip, allowing them an extra parry reaction at no penalty per round. The user may make a precise attack, targeting any location besides the torso at normal penalties. If the attack hits, the target will bleed as per the bleeding rules. If the user ever critically fails a combat attack, Fierce Swiftness will lash out at an ally. The ally gains a chance to dodge but does so as if surprised.
The Headman’s Axe A battle axe of blackened steel and set with the sign of chaos, the Headman’s Axe is a grim weapon of war as well as a tool for execution. When wielded the Headman’s Axe gives the following: • • • •
The user gains the beheading blow technique at a one level below their axe/mace skill Attacks cause +2 damage The weapon does double knockback, and does not become unready after an attack When the weapon kills a foe the wielder gains 1d HP
Splinter of Oblivion This demon bastard sword was discovered in a cold, dark plane of Chaos by the demon prince Gri’pei. It is a black-bladed weapon that is so cold and sharp few living things can take it touch and live.
When wielded the Splinter of Oblivion has the following effects: • •
•
When drawn in the presence of humans, the blade emits a chilling wail. Treat this as Terror (will -2) If the user intends to wield it, Splinter of Oblivion radiates a deep, bone chilling cold. Anyone within melee range C, suffers 1d-2 cold at the end of every round. Those reduced to 0 HP are frozen solid and if stuck again shatter. Frozen locations and persons otherwise thaw in an hour’s time. The blade emits a bright blue light whenever it is drawn. This light is bright enough to read by and can be seen for several hundred yards.
124 •
•
The user can spend 3 FP and make a glittering arc attack. This is a wide slash that flashes with a brilliant blue light and sends small chunks of ice cascading over the battle. The attack has the following statistics 1d-1pi+ Acc: 0 Range: 5 yd. / 15yd. ROF: 1x6. This attack leaves the wielder unable to parry and he must ready his weapon on his next turn. If a human ever fails an attack roll with the Splinter of Oblivion, consider the roll a successful attack against themselves. This attack cannot be avoided.
Protean Blade The Protean Blade is a greatsword shaped mass of pure chaos, barely contained by powerful magic. While wielded the Protean Blade gives the following: • • • • •
•
All attempts to parry the shifting, flowing blade are at -3 It naturally avoids armor, slipping through gaps to damage its target. Treat all worn armor as being half its normal value. Any being injured by the blade suffers an affliction (aff HT-1, supernatural feature, extended duration 10 days) Those slain by the Protean Blade do not die, they rise as zombies under the thrall of the wielder of the horrid weapon. The user is not immune to the mutating effects of the blade. Every month carried he must make a HT-1 roll or gain a supernatural feature drawback, for each new feature his IQ drop by one. If his IQ ever is reduced to 1 he becomes an idiotic thrall to chaos, drops the blade and wanders aimlessly. If the blade ever rest in a place for more than a month, items in the environment begin to demonstrate mutations. The effects spread 1 meter per month to a max of 1 km. Everything living in the area begins to mutate. Eventually the area becomes a chaotic disturbance filled with monsters, hostile plant life and the last sword owner, all filled with the desire to protect the blade and keep it from being removed.
Green Fang Green Fang is a longsword with a dragon-bone hilt and an emerald lizard-skin sheath, crafted by Arioch himself. The sword contains the bound essence of the demon Halrbidje, a multi-armed horror that exists in many different dimensions at the same time. Green Fang gives the following abilities when wielded: • •
• •
When brandished at a demon, they suffer a -3 to will rolls vs commands, as any demon would think twice about angering a sorcerer who could control Halrbidje. When faced with a supernatural creature brought to the world with summoning magic, the user may command the being to depart to its home plane, effectively ending the summoning prematurely. The user and the being make a quick contest of will, if the user wins the being vanishes. Conversely, the user may make a quick contest of will against a mage controlling the being if he can see the mage. If he wins he can wrest control of the creature from the mage. If the wielder ever loses possession of Green Fang while having bound demons, all demons may make a quick contest of will against him, if they win they have broken free of their oaths.
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Razorwind The longsword Razorwind barely contains the essence of a ravening fiend of immense power. It was forged eons ago when the entire populace of a plane of law sacrificed their souls to entrap the demon H’ama’loxael who threatened to consume their dimension. The blade itself is a dull brown color and it has a subtle sheen over its surface like dirty oil casting a rainbow of light. The blade does not have a single straight line; instead, it has a constantly shifting edge of curves and points, which extend its blade into the adjoining planes. Razorwind gives the following abilities with wielded: •
•
•
Due to the blade’s hyper-dimensional nature, the user may channel FP into the blade. Doing so causes the blade to do an extra 1d per FP invested. If the attack misses the energy is diverted into the environment, causing damage to buildings and nearby objects. Razorwind feeds on blood. Whenever it strikes and injures a target the blood flows along the surface of the blade and into the demon’s maw. For every 10 HP of damage done the user regenerates 1 HP (to every location that has damage). Once removed from its scabbard, Razorwind must shed blood before it can be re-sheathed. A prick to the fingertip does not count; the sword expects to be used to strike a living being in an honest attempt to injure. Attempting to re-sheath it without doing this must be preceded by a hard ST test. Failure means the sword shifts in the user’s grip to avoid being put away.
Silence Silence is a long dagger, very much like a short-sword in length, composed of a grey alloy metal not found in the Young Kingdoms. It contains the bound soul of the demon Hedrolix who sought to kill himself in atonement for all the lives he had taken. Hedrolix was tricked by Balo into inhabiting the dagger forever to morn in silence and continuing to take lives. Silence gives the following abilities when wielded: • •
• • • •
If the user strikes from ambush, the demon negates the stealth penalty to backstabbing and grants an additional 1d to the first attack. If the user studies the target for a complete round, he can use Silence’s flat blade to find a weak point in the targets armor. The next attack made with Silence will ignore the target’s armor, this attack ignores the normal penalties for a precise chink in the armor attack. Note that completely sealed armor is immune to this form of attack. So long as the user is actively working to achieve an assassination, Silence mutes the noise of their movements, allowing them to use their stealth skill as if it were +3 points higher. The alien alloy makes the dagger immune to all damage. Those struck by silence are affected by (affliction will -4, disadvantage: silenced, extended duration 10 sec). Silence is a harsh master. If the target of the assassination attempt somehow survives (and does not die in 24 hours), the demon dagger’s user will be found dead by the next morning, Silence buried up to its hilt in his back.
Longhand Longhand is a bone composite long bow, composed of the skeletal remains of the demon Lahndrograr.
126 When wielded longhand grants the following abilities: • •
•
•
If the user aims and attempts to strike a precise location, he may spend 3 FP to ignore the penalties associated with attacking the location. Targets injured by an arrow fired from Longhand become exposed to Lahndrograr’s toxin. If the arrow happens to miss its target, whatever it does hit is marred by a greenish-yellow stain that runs down from the point of impact. Regardless of whether it his or not the arrow is useless after firing. Longhand must be wrapped in a fresh, wet skin after every period of use. If not, the demon grows petulant and will refuse to fire until a fresh kill is made and it is allowed to soak inside the wet skin. The toxin carried by the arrows dissolves the soft flesh of a target, leaving behind clean, white bones and an intact skin filled with green fluid. (1d-1 tox, onset 1 min, cyclic 1 sec for 30 sec, resistible HT-1, Symptom 2/3 HP -3 ST, -3 DX, -3 HT, Symptom ¼ HP subjects internals dissolve)
Demon Armor All demon armor has the following abilities: They adjust their size to be worn by any individual. They support their weight in such a manner as to ½ encumbrance and any penalties associated with such armor.
The Crimson Wings of Lo’shotan This suit of ornate plate armor contains the bound spirit of a mindless locust like demon. When worn the Crimson Wings has the following affects: • • • •
The armor provides DR 8 on all locations By spending 1 FP the user gains the Clinging ability for 5 minutes, and becomes capable of running up walls, etc. By spending 1 FP the user gains super jumping 1 for 1 jump, this can be increased at a 1 FP per 1 point of super jumping rate. If the wearer ever suffers a fall the rear carapace of the armor unfurls into a pair of red jeweled insect wings. It completely negates any damage from a height of 20’ or less. The wearer can augment this by spending 1 FP per additional 20’ of distance.
The Mask of Sunset This is a suit of charcoal colored leather armor from the realm of Chardros. Wearing the Mask of Sunset gives the following effects: • • • • •
The wearer gains +5 to stealth. It grants DR 4 to all locations. When others attempt to spot the wearer, the level of illumination counts as being one degree darker than it really is. The demon in the armor allows the user to detect the life force of any person in the wearer’s field of vision. This functions as an electromagnetic sense against living beings only. The user may spend 1 FP to make a killing touch attack which does thrust +1d+1(2) pi+ damage.
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Howling Madness This plate armor has a stylized helm that resembles the body of an octopus. A child of Pyaray is bound into the armor. Wearing Howling Madness gives the following: • • • •
The helms leering demon face provides Terror (will -1) to those attempting to attack the wearer. The wearer can bellow a roar of defiance which is (aff HT-1, 5 yd. /10yd. Stunning, Deafness). The tentacles around the faceplate can animate and attack treat as a skill 13 no parry 1d-2 imp attack with a follow-up HT-1, paralysis extended duration 3 sec. The armor is DR 7. Additionally, it offers Injury Tolerance 1/10 vs swords.
The Coagulate Armor of the Knight of Swords This armor is actually a bastion full of human blood. The wearer of the armor must bathe in the blood, and allow the blood to harden around them. This forms a rusty-red sheath of protection. Wearing the Coagulate gives the following: • • •
• •
The armor give DR 5 to all locations, there is no armor penalty as it weighs nothing. It gives -5 to all social tests, but +5 to intimidate. For 1 FP the user can form a blood lash. Treat this as a flail which causes +2 damage and uses brawling/DX. It has the reach of a whip and can be used as an extra-flexible 3rd arm for purposes of grabbing, climbing, or other tasks. The armor only functions for a number of hours equal to the users FP + Energy Reserve at which point it becomes useless and flakes off. For the duration of the enchantment, the wearer regenerates at very fast (1 HP/sec) speed.
Virtuous Weapons All Virtuous weapons have the following characteristics. When used in combat the force of law negates randomness to an extent regardless of damage die roll 1d on a 1-3 the weapon does minimum damage on a 4-6 it does max damage. On a critical hit the weapon always does triple max damage. The weapons are preternaturally durable; no purely mundane force can damage them. They are lighter than is typical ½ ST requirements to wield them.
The Perfect Sword Appearing before the temple of Donblas before the first battle of Lormyr’s rebellion against Melnibone. The Perfect Sword is a flawless bastard sword, unadorned with decorations. In the hands of a follower of law it is a regular virtuous weapon. In the hands of a follower of Donblas its special abilities become apparent. A follower of Donblas can call upon the following abilities: •
•
Perfect strike – The user may spend 2 FP to declare a perfect strike. His next combat action spent to attack a follower or creature of chaos is an automatic success and attempts to parry, dodge or block the attack are at -3. Perfect Defense – The user may spend 2 FP to declare a Perfect Defense as a reaction to an attack directed at them. The perfect defense automatically parries the attack. In addition the
128 parry is treated as if the user parried a bare-handed attack with a weapon, he gets an attack roll against the attacker, which if hit cannot be blocked.
The Spear of Haphon This is an unassuming appearing long spear. When used in combat the Spear of Haphon has the following abilities: • • •
It counts as a virtuous long spear for all purposes. It can be thrown as a normal spear, the user can spend 1 FP to recall the spear to his hand. Any supernatural creature not aligned with law injured by the spear suffers and affliction (aff HT -3, blindness, extended duration 10 seconds).
Zaphur’s Twin Blades These twin scimitars have differing abilities depending on how they are wielded. When wielded by two separate swordsmen they have the following abilities: • •
•
They are virtuous scimitars The two swordsmen may assist each other in combat by operating in tandem, one user may parry an attack aimed for the other and if this attempt is missed the target may make his own parry attempt. These guardian parries use up combat actions. By rolling a feint with their weapon the swordsmen may actually feint the other’s foes. The user makes a skill check with his weapon vs. the defense of the target as if making an attack, the level of success indicates the feint modifier for their companion.
When wielded by the same person the blade act differently and have these statistics: • • •
All normal properties for virtuous weapons apply The users may spend a FP to behave as if he has ambidexterity and an extra attack. If the user already possesses these he may make a third attack by spending a FP. One opponent nominated by the user suffers terrible luck in combat. His critical failure chance is raised to 3-5 and fumbles are twice as bad as normal.
The Cleaving Axe An unassuming axe wrapped in red leather. • • •
An inanimate object struck by the Cleaving Ace with the intent to destroy it reduces the object’s armor and HP by ½. The only items exempted from this rule are items specifically noted as being indestructible. In combat, the Cleaving Axe can be used to destroy weapons and armor. Such attacks ignore weapons DR and cause maximum amount of damage to the weapon. Armor is treated as ½ of its DR to resist damage caused to the armor itself from this sundering attack.
The Banishing Blade Forged and dedicated by Arkyn to rid the world of unholy violations that fill a necromancer’s ranks, this is a simple appearing longsword. When wielded by a follower of law, it has the following properties:
129 •
• • •
The Banishing Blade is designed to make those returned to life go back to the grave. When used on creatures returned to life in any fashion, the injured target must succeed the better of a will5 or HT-5 check or die permanently. Necromantic constructs of any sort can feel the presence of the blade and will move to tear apart anyone who wields it without hesitation, unless they are commanded not to. By spending 1FP the blade can unleash a blast in a 30 yard radius around the blade that causes 2d+1 to undead creatures. Creatures destroyed by such a blast are reduced to a fine ash. Undead wounded by the blade cannot regenerate, if they are normally capable, and must heal normally.
Virtuous Armor All virtuous armor share some common qualities. The armor gives +2 DR above normal armor of its type and such armor weighs half as much as normal and gives no armor penalties.
Nimble-Like-Minx This suit of grey soft leather armor is unadorned save for the red triangle of law on a few spots on the torso and sleeves. When worn the armor grants the following: • •
The armor provides DR 4 to all locations The armor provides a +1 to dodge, and a +2 to athletics skills
Armor of Gods This suit of plate mail is so perfectly composed to be as flawless as mere humanity can produce. Only the most pure, noble and selfless of individual can ever hope to don the armor. When worn the armor grants the following: • • •
Assuming damage penetrates the armors DR 12, the user may spend 2 FP to make a HT-1 check to negate any damage that exceeded the protection. The armor provides +1 to parry The wearer may hike without fatigue for any distance, but must still sleep.
Markum’s Clockwork Armor This unusual set of scale armor is both armor and automation, with delicate seeming clockwork driving boggling gears and pistons. The clockwork armor needs magic to function, and takes 50 FP per week of functionality. When worn the armor grants the following: • • • •
Armor provides a DR 6 The clockwork provides a ST 20 and DX 15 which can be used in place of the users for most purposes. They are noisy however and prohibit stealth. The clockwork automation has a first aid skill of 15 and can perform aid on its wearer without the need for extra tools. Should the wearer be knocked unconscious the automation intelligence will assume motor control over the suit and carry the occupant to safety. It can fight on the wearer’s behalf with a
130 weapon skill of 13, but will try to avoid conflict when carrying a wounded or unconscious occupant.
Wings of the Sun This impressive suit of segmented plate sports a set of light weight metallic wings. When worn the armor provides the following: • • • •
The user may fly with a speed of 8 yd. Because of the construction the armor only has a DR 4 and offers no head protection. At the cost of 1FP the user may make a fly-by attack, doing +1 damage and disallowing a counter unless the target has a reach of 2 or greater. At the cost of 2FP the user may reflect the sun from the wings into the eyes of a subject. This is an affliction (aff. HT-1, blindness, extended duration 5 seconds).
Treasures of the Elemental Cults Fire Knife This blade is a specially dprepared dagger and is blessed by the Lord of Fire himself. The dagger has a number of uses: •
• • •
The tip of the blade can trace a rune of fire in the air. Those that look upon the rune must make a will -2 check or see and feel themselves burning in the most horrible way possible. They scream and roll about for 2d seconds. No actual damage is done. Those making the check are blinded for 1d seconds. It costs 2 FP to trace a rune. Used in combat the dagger can be used to inflict an additional 2d burn damage. Each attack cost 1 FP successful or not. The user can spend 3 points to unleash a flash of light. This requires all within 10 yards to make a will-3 check or be blinded, and dazed for 2d seconds. The dagger sheds a dull, reddish light with a 10 yard radius. The light is enough to see by, but not suitable for reading. This power is always in affect and cost nothing.
Grome’s Hammer Grome’s hammer is a maul cut from a single piece of granite. When used it has the following features. • • • •
•
The user must have a ST 15 to be able to use Grome’s Hammer at all. Anyone else cannot even pick it up In combat it does sw+2d cr. Striking with it is hard due to its weight. The user may only attack every other round but the hammer is destructive to any item used to parry it. In non-combat situations, the wielder may use the hammer to destroy any non-supernatural material object made from Grome’s domain. This includes wood, stone and all metals that are dug from the earth. For enchanted items it may take some time, but repeated blows with Grome’s hammer will destroy any item, even those described as being indestructible.
Sail of the Winds This sash is the focus of several air elementals. When worn it offers the following abilities:
131 • • • • • •
The user may spend 1 FP at the beginning of the round. For the rest of the round they are lifted up by air elementals and essentially weightless. They may jump over any distance up to their ST in yards without needing a skill test. Jumps over this distance up to 10x their ST in yards can be cleared with a simple test. They suffer no damage from a fall, so long as 1 FP is spent during the fall. They suffer no damage from knockback, but knockback is tripled due to weightlessness. When in an area of high winds, the wearer may leap into the air and sail upon the winds to cover long distances in a short time. This is not a controlled flight. When shot at with muscle powered missile weapons, the wearer may spend 1 FP to have the air elementals blow the missile off course causing it to miss them completely. They may negate 1 missile per FP spent regardless of the number of attacks directed at them in one round.
Ring of Fire This simple band contains a single bound salamander. It preforms only one function. When the wearer spends 1 FP it produces a flame roughly the size of a candles fire. This can be used to light combustibles or in any manner that a candle flame could be used for. The flame last 4 sec per FP spent.
Token of the Fair Seas Made from a variety of fantastically beautiful seashells, the bearer of the tokens is recognized as a friend to undines, which has a number of effects: •
• • •
When aboard a sailing vessel, the token grants the crew exceptional luck when attempting to avoid the hazards of the sea. The captain may make an easy navigation (water) test when faced with something dangerous in the water. If this test is passed, the vessel may avoid the hazards entirely by adding 1d+2 days to their travel time. If pirate take the bearer of the token, their vessel will undergo some calamity that prevents it from arriving at the intended destination. If the bearer falls overboard, the token attracts a number of undines who carry him to safety. The bearer may say a prayer to Straasha, spend a number of FP and drop the token into the water. One second later a water elemental with character points equal to 20x the FP spent will appear and preform a single service for the bearer. The token however sinks down into the sea and returns to Straasha.
Other Items The Doomed Folk’s Machinery The Doomed Folk are something of an enigma. According to the Melnibonéan scholars who have studied the scant evidence of the Doomed Folk, it appears that this curious race – so ancient as to be beyond human imaginings – was technologically advanced in ways that cannot be understood and that have been largely wiped out by the creation of a new cycle of time. For an unknown reason, these beings used their vast knowledge to destroy themselves, leaving nothing behind save their massive machinery, which has, due to the vast amounts of time that has passed since their mass suicide, become rusting relics of the past, lying deep underground in shouldering caverns. Even though these machines are not currently active, many of them do still function, in a fashion, which is a testament to the skill and knowledge with which they were constructed. Such machines are fairly easy to find; one has to merely observe the countryside and follow any instances of strange behavior
132 and occasional mutations, to their source. The machines that do function, by some quirk of science, operate as portals to other places, which, in their current state, sporadically allow alien energies and intelligences into our world, resulting in areas of such bizarre conditions that no mortal can survive for long while in their confines. As an extreme example, the Forest of Troos in the Northern Continent is an example of when Doomed Folk Machinery is left to run for eons without interference and the resulting corruption can spread to other places. Areas influenced by the Doomed Folk’s Machinery are easy to spot, once you know what to look for: •
•
•
Normal life tends to grow much faster and healthier than normal. Trees planted in the spring can become bloated giants in a season’s time; crops do likewise and it is unwise to eat the tainted fruit, no matter how succulent it may seem. Additionally, all life that spends any time within a corrupted environment will begin to manifest chaotic features, with a cumulative chance per month of constant exposure to the environment. This chance never decreases, no matter how much time passes outside of the environment. In the wild, any given creature will have 1d random mutations, more if the area is particularly corrupted (like Troos). Sorcery becomes much easier; all summonings are reduced to ¼ the normal FP and will contests are at +5 in the summoners favor.
Given the effects listed above, it seems obvious that investigating the Doomed Folk's legacy is a task involving great risk, very likely beyond the scope of whatever potential reward one might get. However, there is a single group of people willing to brave the dangers to gain access to a functioning machine; sorcerers. There are many reasons why a sorcerer or a sage might wish to discover the Machinery: • •
•
•
•
•
The aid in summoning is an immediate benefit, making ownership of a Machine a worthwhile prize for any summoner. To repair a machine, a character must make an Engineer (temporal) TL/9 test to figure out the nature of the problem and accumulate at least 10 successive successes to repair the Machine enough so that it functions. Each failure sets the task back to stage one. A fully functioning machine can be used to open a portal to another plane, at a FP cost; greatly reduced compared to summoning a demon gate. The machine must be infused with 100 FP. Activating the machine cost 5 FP and each hour the machine spends with an open gateway cost it another FP. The machine can continue to operate for as long as it has an energy reserve. Even when out of magic, the gateways will linger and leak energy into the environment. Repairing a leaking gateway is possible and would fix the corrupting effects listed above. Successfully discovering the problem and fixing it would require a hard engineering (temporal) TL/9 test and another five accumulated successes to fix. Some machines have ancient automata built into them to oversee the operation. Without exception these have wound down over the centuries but may be recharged by expending 100 FP to their energy reserve. Learning their language would prove tricky but it would be possible with a hard machinist TL/9 check to teach them common. Finally, with an open gateway, a sorcerer may bring a loyal army of alien soldiers to the world to do his bidding at a fraction of the cost. For a meager 1 FP per hour the aliens could march through. With the gateway fully in operation the gate could be closed without any drawbacks.
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Amulet of Chaos Amulets of Chaos are made from a variety of metals and are octagonal. On the front of the disk are the eight arrows of chaos. On the reverse are two runes, one for the particular lord of chaos, the other for the agent’s name. An amulet of chaos functions as follows for an agent of chaos: • • •
If a god of chaos has manifested on the same plane anywhere within 100 miles of the agent, the amulet will begin to sparkle with a rainbow of colors. If a priest or agent of law is within one mile of the agent, the amulet will emit a great chill. If some person or creature within 100’ is thinking of killing or hurting the Agent, and is sentient, the amulet will emit little electrical shocks.
Amulet of Law Amulets of Law consist of a small silver arrow pointing upwards embedded in a clear crystal disk hung on a chain of flat silver links. Priests wear the amulets, Agents have a name rune engraved on the reverse of the amulet. When worn by a priest or agent of law, the amulets glow and become warm when chaotic forces are within 100’ of them.
Amulet of the Witcher The Amulet of the Witcher is an iron amulet with a highly detailed wolf’s head engraved on the front, its eyes set with red stones. Whenever a witcher is within 100’ of a monster or magic, it shakes and trembles slightly. Monster in this sense is a general term that applies to anything unnatural and generally with malicious intent. Magic refers to active, static magical phenomena or spells actively being cast. Every month the amulet must be treated with a special alchemical ritual (known only to witchers) or it becomes useless. Therefore, while a non-witcher may make use of the amulet, it will not function for long.
Badge of Talador A red cloisonné badge to be worn on the person, eight silver arrows of chaos emerging from a cluster of eight red noidel berries. While worn, it deflects all non-magical missiles, projectiles, thrown or falling objects, swooping-birds, clouds of smoke and swarms of insects from the wearer. If the wearer is on a mount not larger than SM +3 it also protects the mount. It should be noted that while avalanches and such do not harm the wearer, the wearer may become entombed by such large scale attacks.
Clockwork Spider The clockwork spider is a gigantic version of its natural cousins, it is meant to be ridden. The head is fashioned from beaten gold and has eight eyes, each a different gemstone. Its body is encased in amber, and its legs are molded from vast iridescent shells. The Spider has the following stats: ST: 14 HP: 60 Speed: 8 DX: 16 Will: 9 Move: 8 IQ: 9
Per: 9 Weight: 898 lbs.
HT: 16 FP: 16 SM: +2 Dodge: 11 Parry: 11 DR: 5 Bite (16) 1d-1 imp C
134 Claw (16) 1d-1 cut/imp C, 1-2 Traits: Claws (long talons), Clinging, Damage Resistance 5, Doesn’t Breath, Doesn’t Eat, Doesn’t Sleep, Extra Legs 8, Extra Move (ground) 1, Injury Tolerance (homogenous), Lifting ST 17, Unhealing (total, must be repaired like a machine)
Myshella’s Mechanical Bird This huge metallic clockwork bird is made of many precious metals and gems. A vast network of cogs and springs set the contraption into motion. It is intended to carry passengers and sails though the air at amazing speeds. ST: 14 HP: 60 Speed: 8 DX: 16 Will: 9 Move: 8 IQ: 9
Per: 9 Weight: 1218 lbs.
HT: 16 FP: 16 SM: +3 Dodge: 11 Parry: 11 DR: 5 Bite (16) 1d-1 imp C Claw (16) 1d-1 cut/imp C, 1-2 Traits: Claws (long talons), Damage Resistance 5, Doesn’t Breath, Doesn’t Eat, Doesn’t Sleep, Extra Move (Air) 1, Injury Tolerance (homogenous), Lifting ST 17, Unhealing (total, must be repaired like a machine)
Clockwork Warhorse Forged of dark iron and sporting a saddle forged on its body, this tireless steed was created to carry forces into battle. Each step it takes produces a ringing sound as its heavy iron hooves strike the ground. ST: 30 HP: 40 Speed: 8 DX: 16 Will: 9 Move: 8 IQ: 9
Per: 9 Weight: 918 lbs.
HT: 16 FP: 16 SM: +2 Dodge: 11 Parry: 11 DR: 5 Bite (16) 3d-1 cr C Hoof (16) 3d-1 cr C, 1 Kick (14) 3d+3 cr C, 1 Traits: Claws (hooves), Damage Resistance 5, Doesn’t Breath, Doesn’t Eat, Doesn’t Sleep, Extra Legs 4, Extra Move (ground) 1, Injury Tolerance (homogenous), Lifting ST 17, Unhealing (total, must be repaired like a machine)
135
Clockwork Wolf Standing about 1.5 yards at the shoulder, its outer skin is made of beaten platinum with rubies for eyes. Razor-sharp steel fangs fill its mouth. ST: 14 HP: 20 Speed: 5.57 DX: 12 Will: 9 Move: 9 IQ: 9
Per: 9 Weight: 918 lbs.
HT: 11 FP: 11 SM: 0 Dodge: 11 Parry: 12 DR: 5 Bite (14) 1d+3 cut C Crushing Bite (12) 2d+1 cr C Traits: Acute Smell 3, Combat Reflexes, Damage Resistance 5, Discriminatory Smell, Doesn’t Breath, Doesn’t Eat, Doesn’t Sleep, Extra Legs 4, Extra Move (ground) 1, Injury Tolerance (homogenous), Sharp Teeth, Unhealing (total, must be repaired like a machine)
Dragon’s Smile This curving bone dagger is fashioned from a dragon’s eyetooth, now yellowed with age. It is about a forearm long, but lacks a cross-guard. The dragon’s smile is considered unbalanced, and cannot be thrown. On breaking the skin it injects a deadly poison (1d+3 tox, Cyclic 1 sec for 10 sec, side effect: Paralysis, Symptom ½ HP Hallucinations, Resistible HT -5).
Flaming Armor This plate mail armor when worn produces an aura of burning heat (1d burn, aura, always on), the wearer does not feel the heat, and is in fact comfortable in all climates (temperature tolerance 3). If the wearer of the armor dies or removes the armor the flames subside, until it is worn anew.
Goad of Hell This black 4 yard whip is tipped with an iron fang. The whip holds a virulent poison that affects those touched (1d-2 tox. Cyclic 1 sec x 4 cycles. Symptom ½ HP -4 ST, -4 DX, Resistible HT-5).
Shadow Cloak This black leather cloak adds +5 to the wearer stealth, and also lowers illumination around the wearer by 2 steps.
Slortar’s All-Seeing Eye This powerful enchantment was probably meant for a champion of chaos. Inside a crystal orb floats a large, reptilian eyeball that swivels and studies with interest all around it. To use the eye, one must pluck out their own eye and hold Slortar’s eye to the socket. There it melds with the socket and functions as an eye with the following powers. The user can see in utter darkness, the user gains x-ray vision though up to 1 yard of material. The user can gauge the relative level of mana present in a person or object and finally the user can see invisible objects, spirits and demons.
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Artifacts of the Gods Ring of Kings A gift granted to the emperor of Melinbone by the lords of chaos, the ring of kings is a huge ruby set on a golden band. The ring of kings acts as a 500 point powerstone that recharges fully each day.
Ring of Maluk This plain, silver band bears the octagon of chaos on the interior. It is an artifact created by Maluk. The ring acts to enhance the bearer’s stronger traits. Any Trait above 16 is affected as follows, if the wearer has two or more traits above 16 then multiple affects can occur. •
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ST – The ring adds +5 striking strength and +10 lifting strength to the character. The character however must make a DX check -2 to avoid overusing their strength, such as breaking doors when opening them or crushing objects by handling them. On a successful test the owner gains 1 point of permanent ST. Further successes have no effect. DX – The ring gives the users +2 to DX and gives the Enhanced Time Sense ability. The wearer however must make an IQ roll when taking an action or the action is completed before they are even aware of it. Anytime a wearer thinks about a DX related action, that action is taken literally and is not allowed to be changed without an IQ-2 roll. A successful IQ check adds a permanent point of DX, further successes have no effect. IQ – The ring adds +2 to the wearer’s IQ and provides photographic memory. IQ related tasks become child’s play. The wearer must make a will-4 check to make themselves understood, as they speak very fast and in almost incoherent brilliance. A successful check adds 1 to the wearers IQ permanently, further successes have no effect. HT – The Ring adds 5 to the wearers HT and 5 FP. The wearer becomes immune to metabolic hazards, as well as temperature tolerance 3 (cold and heat). The wearer must make an IQ-2 roll to avoid appearing in public indecently dressed. A success add a permanent point of HT, further successes have no effect.
The Ship of Uttermost Mist and Sea Created by a pact between Straasha and Lassa, this ship is of peerless construction. The ship is constructed of the finest woods, which are colored in the hues of the sea. The beams are rayed like the sunset, and the sails as white as clouds. The ship is fine enough to be trimmed by a handful of sailors. Due to the nature of the pact the ship can sail on the air as well as the water, reaching a height of up to 9,000 ft. On the sea it acts as a normal frigate save it always has favorable sailing conditions, it has the following stats. ST/HP: 1000 HND/SR: -3/3 HT: 15c Move: 1/5 Lwt. 100 Load: 65 SM +9 Occ:24+70 DR: 16/8 Range: F Loc: 2MS Draft: 2 (none)
The Ship of Land and Sea Created by a pact between Straasha and Grome, this ship is of peerless construction. The ship is formed of stone and gems. The beams and sails are made of unknown wood. The ship is fine enough to be trimmed by a handful of sailors. Due to the nature of the pact the ship can sail upon the land as well as the sea. It has the following stats
137 ST/HP: 1800 Hnd/SR -5/5 HT:15 Move: 0.8/3 Lwt. 100 Load: 65 SM +8 Occ: 24+70 DR: 95 Range: F Loc: 2MS Draft: .5
Stormbringer and Mournblade Stormbringer and Mournblade are two entities that outside of their plane of existence appear as greatswords with impossibly black blades and mystic runes engraved near the hilt. The swords share these common abilities: • • • • • •
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They possess a Greatsword skill of 24 that can be used instead of the wielders. Although heavy they cause no fatigue. They are not earthly, and capable of destructive parries and attacks. They increase the number of attacks of the wielder by 2. They add +3d (10) to damage. On a successful hit they drain 6d from the victims energy reserves first, then FP, then HT. Every 10 such points drained raise the ST and HT of the wielder by 1 for as long as they hold the sword. They are capable of flight moving at 4 yards per round. They do not normally fight on their own, but can turn in the hand of their wielder and make a single attack of their own violation. At any time in a battle, Stormbringer and Mournblade will be aware of the wielder’s companions and loved ones. At an opportune moment the blade will lunge at a companion, aiming to take their soul. The wielder must make a very difficult strength check to stop this. They may only be wielded by a Melnibonean of the royal bloodline.
Beasts of the Young Kingdoms Earthly Animals Alligator, Deinosuchus ST: 51 HP: 51 Speed: 6 DX: 12 Will: 10 Move: 7 (land 4/ water 7 (8 sprint)) IQ: 3
Per: 12 Weight: 8802 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 2
Parry: 10
DR: 16 top/ 8 underside
Bite (14) 7d+6 cr C, 1-2 Tail (14) 6d+5 cr 1-3 Traits: Amphibious, Breath Holding 3, Combat Reflexes, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Racial Talent (stealth +3, only in water), Reduced Consumption 2 (cast iron stomach), Striker (tail, crushing, long +2, cannot parry, weak), Bad Sight 5, Cold Blooded (65), Gluttony (12), Incompetence (climbing), Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal
138 Features: Heavy Scales, Paddle Tailed, Loud Hiss, Born Biter 3 Skills: Brawling 14, Intimidation 10, Stealth 14, Survival 12, Tracking 15
Alligator, Giant ST: 25 HP: 25 Speed: 6 DX: 12 Will: 10 Move: 7 (land 4/ water 7 (8 sprint)) IQ: 3
Per: 12 Weight: 1102 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 2
Parry: 10
DR: 8 top/ 4 underside
Bite (14) 3d+3 cr C, 1-2 Tail (14) 2d+4 cr 1-3 Traits: Amphibious, Breath Holding 3, Combat Reflexes, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Racial Talent (stealth +3, only in water), Reduced Consumption 2 (cast iron stomach), Striker (tail, crushing, long +2, cannot parry, weak), Bad Sight 5, Cold Blooded (65), Gluttony (12), Incompetence (climbing), Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal Features: Heavy Scales, Paddle Tailed, Loud Hiss, Born Biter 3 Skills: Brawling 14, Intimidation 10, Stealth 14, Survival 12, Tracking 15
Alligator, Large ST: 19 HP: 19 Speed: 6 DX: 12 Will: 10 Move: 7 (land 4/ water 7 (8 sprint)) IQ: 3
Per: 12 Weight: 440 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 1
Parry: 10
DR: 6 top/ 3 underside
Bite (14) 2d+2 cr C, 1 Tail (14) 2d+1 cr 1-2 Traits: Amphibious, Breath Holding 3, Combat Reflexes, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Racial Talent (stealth +3, only in water), Reduced Consumption 2 (cast iron stomach), Striker (tail, crushing, long +2, cannot parry, weak), Bad Sight 5, Cold Blooded (65), Gluttony (12), Incompetence (climbing), Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal Features: Heavy Scales, Paddle Tailed, Loud Hiss, Born Biter 3 Skills: Brawling 14, Intimidation 10, Stealth 14, Survival 12, Tracking 15
139
Alligator, Medium ST: 15 HP: 15 Speed: 6 DX: 12 Will: 10 Move: 7 (land 4/ water 7 (8 sprint)) IQ: 3
Per: 12 Weight: 222 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 0
Parry: 10
DR: 5 top/ 2 underside
Bite (14) 1d+2 cr C Tail (14) 1d+2 cr 1 Traits: Amphibious, Breath Holding 3, Combat Reflexes, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Racial Talent (stealth +3, only in water), Reduced Consumption 2 (cast iron stomach), Striker (tail, crushing, long +2, cannot parry, weak), Bad Sight 5, Cold Blooded (65), Gluttony (12), Incompetence (climbing), Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal Features: Heavy Scales, Paddle Tailed, Loud Hiss, Born Biter 3 Skills: Brawling 14, Intimidation 10, Stealth 14, Survival 12, Tracking 15
Antelope, Gazelle ST: 9
HP: 9
Speed: 7
DX: 13 Will: 10 Move: 9 (18 sprint) IQ: 4
Per: 12 Weight: 170 lbs.
HT: 11 FP: 11 Dodge: 10
SM: 0
Parry: 11
DR: 1 (tough skin) + 3 partial (skull, directional front)
Bite (15) 1d-4 cr C Kick (13) 1d-2 cr C, 1 Horns, ram (14) 1d-1 cr C Horns, skewer (14) 1d imp C Traits: Discriminatory Smell, Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Striker (horns, impaling, clumsy -1), Ultrahealing, Bad Sight 4, Bad Temper (12), Chummy, Quadruped, Careful, Red-Green Colorblindness, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 15, Intimidation 10, Jumping 13, Stealth 13, Survival 12, Sumo Wrestling 14
Antelope, Greater Kudu ST: 17 HP: 17 Speed: 5.75
140 DX: 12 Will: 10 Move: 7 (14 sprint) IQ: 4
Per: 12 Weight: 744 lbs.
HT: 11 FP: 11 Dodge: 8
SM: 1
Parry: 11
DR: 2 (tough skin) + 5 partial (skull, directional front)
Bite (14) 1d cr C, 1 Kick (12) 1d+2 cr C, 1 Horns, ram (13) 1d+3 cr C, 1 Horns, skewer (13) 1d+4 imp C, 1 Traits: Discriminatory Smell, Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Striker (horns, impaling, clumsy -1), Ultrahealing, Bad Sight 4, Bad Temper (12), Chummy, Quadruped, Careful, Red-Green Colorblindness, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 14, Intimidation 10, Jumping 12, Stealth 14, Survival 12, Sumo Wrestling 13
Ape, Baboon ST: 9
HP: 9
Speed: 5.57
DX: 12 Will: 10 Move: 7 (sprint 9/climb 4) IQ: 5
Per: 12 Weight: 52 lbs.
HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: 9
DR: 1 (tough skin)
Bite (12) 1d-3 cut C Punch (12) 1d-3 cr C Traits: Brachiator, Extra Arms 2 (foot manipulators; ham fisted 2; bad grip 1 (does not affect climbing)), Extra legs 4, Perfect Balance, Lifting ST 4, Fur, Sharp Teeth, Terrain Adaptation (uneven), Bad Temper (12), Bully (15), Chummy; Ham Fisted 1; Impulsiveness (9), Jealousy, Distractible, Mischevious, Nosy, Semi-Upright, Short Lifespan 1, Wild Animal Features: Born Biter 2, Tail Skills: Climbing 17, Intimidation 11, Stealth 12, Survival 12
Ape, Baboon: Giant ST: 14 HP: 14 Speed: 5.57 DX: 12 Will: 10 Move: 7 (sprint 9/climb 4) IQ: 5
Per: 12 Weight: 152 lbs.
141 HT: 11 FP: 11 SM: 0 Dodge: 8 Parry: 9
DR: 2 (tough skin)
Bite (12) 1d-1 cut C, 1 Punch (12) 1d-1 cr C Traits: Brachiator, Extra Arms 2 (foot manipulators; ham fisted 2; bad grip 1 (does not affect climbing)), Extra legs 4, Perfect Balance, Lifting ST 4, Fur, Sharp Teeth, Terrain Adaptation (uneven), Bad Temper (12), Bully (15), Chummy; Ham Fisted 1; Impulsiveness (9), Jealousy, Distractible, Mischevious, Nosy, Semi-Upright, Short Lifespan 1, Wild Animal Features: Born Biter 2, Tail Skills: Climbing 17, Intimidation 11, Stealth 12, Survival 12
Ape, Chimpanzee ST: 13 HP: 13 Speed: 5.57 DX: 12 Will: 10 Move: 7 (sprint 8/climb 3 (sprint 4)) IQ: 6
Per: 11 Weight: 142 lbs.
HT: 11 FP: 11 SM: 0 Dodge: 8 Parry: 9
DR: -
Bite (12) 1d-1 cut C Punch (12) 1d-1 cr C Traits: Brachiator, Extra Arms 2 (foot manipulators, ham fisted 2, bad grip 1 (does not affect climbing), Extra Legs 4, Lifting ST 4, Fur, Perfect Balance, Terrain Adaption (uneven), Bad Temper (12), Bully (15), Chummy, Ham Fisted 1, Impulsiveness (9), Innumerate, Jealousy, Distractible, Mischevious, Nosy, SemiUpright, Short Lifespan 1, Wild Animal Features: Knuckle Walker, Born Biter Skills: Acrobatics 13, Climbing 17, Intimidation 11, Stealth 12, Survival 11
Ape, Gibbon ST: 6
HP: 6
Speed: 6
DX: 13 Will: 10 Move: 8 (land 3/climb 8 (sprint 9)) IQ: 5
Per: 12 Weight: 13 lbs.
HT: 11 FP: 11 SM: -2 Dodge: 9 Parry: 9 Bite (13) 1d-5 cr C
DR: -
142 Punch (13) 1d-5 cr C Traits: Brachiator, Extra Arms 2 (foot manipulators, ham fisted 2), Extra Legs 4, Fur, Penetrating Voice, Perfect Balance, Terrain Adaptation (uneven), Bad Grip 1 (does not affect climbing), Bad Temper (12), Ham Fisted 1, Impulsiveness (9), Distractible, Nosy, Semi-Upright, Short Lifespan 1, Wild Animal Features: Born Biter 1 Skills: Acrobatics 14, Climbing 19, Intimidation 10, Singing 12, Stealth 13, Survival 12
Ape, Gorilla ST: 19 HP: 19 Speed: 5.25 DX: 10 Will: 10 Move: 7 (sprint 7/climb 3 (sprint 4)) IQ: 6
Per: 11 Weight: 442 lbs.
HT: 11 FP: 11 SM: 1 Dodge: 8 Parry: 9
DR: 1 (tough skin)
Bite (10) 2d-2 cut C, 1 Punch (10) 2d-2 cr C, 1 Traits: Brachiator; Extra Arms 2 (foot manipulators; Ham Fisted 2; Bad Grip 1 (does not affect climbing rolls)); Extra Legs (four legs); Lifting ST 4; Perk (fur); Perfect Balance; Sharp Teeth; Terrain Adaptation (uneven); Bad Temper (12-); Ham Fisted 1; Impulsiveness (9-); Innumerate; Language (None); Quirk (Distractable); Quirk (Staid); Semi-Upright; Short Lifespan 1; Wild Animal Features: Knuckle Walker, Born Biter 1 Skills: Climbing 15, Intimidation 11, Stealth 10, Survival 11
Ape, Great Black ST: 23 HP: 23 Speed: 5.25 DX: 10 Will: 10 Move: 7 (sprint 7/climb 3 (sprint 4)) IQ: 6
Per: 11 Weight: 642 lbs.
HT: 11 FP: 11 SM: 2 Dodge: 8 Parry: 10
DR: 2 (tough skin)
Bite (15) 2d+1 cut C, 1-2 Punch (15) 2d+1 cr C, 1-2 Traits: Brachiator; Extra Arms 2 (foot manipulators; Ham Fisted 2; Bad Grip 1 (does not affect climbing rolls)); Extra Legs (four legs); Lifting ST 4; Perk (fur); Perfect Balance; Sharp Teeth; Terrain Adaptation (uneven); Bad Temper (12-); Ham Fisted 1; Impulsiveness (9-); Innumerate; Language (None); Quirk (Distractable); Quirk (Staid); Semi-Upright; Short Lifespan 1; Wild Animal
143 Features: Knuckle Walker, Born Biter 1 Skills: Brawling 15, Climbing 15, Intimidation 11, Stealth 10, Survival 11
Ape, Monkey ST: 7
HP: 7
Speed: 5.5
DX: 11 Will: 10 Move: 5 (sprint 6/climb 4 (sprint 5)) IQ: 4
Per: 12 Weight: 19 lbs.
HT: 11 FP: 11 SM: -2 Dodge: 8 Parry: -
DR: -
Bite 1d-4 cut C Punch 1d-4 cr C Traits: Brachiator, Extra Arms (foot manipulators, ham fisted 2), Extra Arm (prehensile tail, extra flexible, ham fisted 2, bad grip 2 (does not affect climbing)), Extra Legs 4, Perfect Balance, Fur, Penetrating Voice, Sharp Teeth, Terrain Adaption (uneven), Bad Grip 1 (does not affect climbing), Bad Temper (9), Bully (15), Chummy, Ham Fisted 1, Impulsiveness (9), Jealousy, Restricted Diet (herbivore), Semi-Upright, Sleepy (2/3 of the time), Short Lifespan 1, Wild Animal Features: Born Biter 1, Tail Skills: Climbing 16, Intimidation 11, Stealth 11, Survival 12
Ape, Troosian Four Armed ST: 19 HP: 19 Speed: 5.25 DX: 10 Will: 10 Move: 7 (sprint 7/climb 3 (sprint 4)) IQ: 6
Per: 11 Weight: 442 lbs.
HT: 11 FP: 11 SM: 1 Dodge: 8 Parry: 9
DR: 2 (tough skin)
Combat note: attacks with 2 claws and a bite per round Claw (14) 2d-2 cut C, 1 Bite (14) 2d-2 cut C Traits: Brachiator; Claws (sharp claws);Extra Attack 2, Extra Arms 4 (foot manipulators; Ham Fisted 2; Bad Grip 1 (does not affect climbing rolls)); Extra Legs (six legs); Lifting ST 4; Perk (fur); Perfect Balance; Sharp Teeth; Terrain Adaptation (uneven); Bad Temper (12-); Ham Fisted 1; Impulsiveness (9-); Innumerate; Language (None); Quirk (Distractable); Quirk (Staid); Semi-Upright; Short Lifespan 1; Wild Animal Features: Knuckle Walker, Born Biter 1, Four Armed, Mangy
144 Skills: Brawling 14, Climbing 15, Intimidation 11, Stealth 10, Survival 11 Only found in the forest of Troos, this massive beast appears to be a large four armed ape. It has mangy grey fur and a violent temper. The creature has clearly been influenced by the corruption surrounding the forest.
Ape, Troosian White ST: 19 HP: 19 Speed: 5.25 DX: 10 Will: 10 Move: 7 (sprint 7/climb 3 (sprint 4)) IQ: 6
Per: 11 Weight: 442 lbs.
HT: 11 FP: 11 SM: 1 Dodge: 8 Parry: 10
DR: 2 (tough skin)
Bite (14) 2d-2 cut C, 1 Punch (14) 2d-2 cut C, 1 Traits: Brachiator; Claws (sharp claws); Extra Arms 2 (foot manipulators; Ham Fisted 2; Bad Grip 1 (does not affect climbing rolls)); Extra Legs (four legs); Lifting ST 4; Perk (fur); Perfect Balance; Sharp Teeth; Terrain Adaptation (uneven); Bad Temper (12-); Ham Fisted 1; Impulsiveness (9-); Innumerate; Language (None); Quirk (Distractable); Quirk (Staid); Semi-Upright; Short Lifespan 1; Wild Animal Features: Knuckle Walker, Born Biter 1 Skills: Brawling 14, Climbing 15, Intimidation 11, Stealth 10, Survival 11 Another beast only found in the forest of troos. This gorilla-like beast has sharp fangs and long claws. They are fairly intelligent and very hostile to outsiders. The people of Org often hunt them for meat.
Bear, Black ST: 17 HP: 17 Speed: 5.5 DX: 10 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 12 Weight: 330 lbs.
HT: 12 FP: 12 SM: 1 Dodge: 8 Parry: 8
DR: 2 (tough skin)
Bite: 1d-1 cut C, 1 Claw: 2d cr C, 1 Traits: Acute Smell 2, Blunt Claws, Discriminatory Smell, Enhanced Move (land ½), Extra Legs 4, Hard to Subdue 3, Metabolism Control 2 (hibernation), Night Vision 4, Parabolic Hearing 2, Fast Digger, Fast Eater, Fur, Reduced Consumption 1 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Ultrahearing, Vibration Sense (air), Bad Grip 1 (does not affect climbing), Bad Sight 5, Red-Green
145 Colorblindness, Weak Bite, Gluttony (12), Ham Fisted 2, Laziness, Semi-Upright, Short Lifespan 1, Uncongenial, Wild Animal Traits: Shaggy Fur, Born Biter 1 Skills: Brawling 11, Climbing 12, Intimidation 11, Stealth 10, Survival 12, Swimming 12, Tracking 16, Wrestling 11
Bear, Cave ST: 24 HP: 24 Speed: 5.5 DX: 10 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 12 Weight: 990 lbs.
HT: 12 FP: 12 SM: 2 Dodge: 8 Parry: 8
DR: 3 (tough skin)
Bite: 2d-2 cut C, 1 Claw: 3d+1 cr C, 1 Traits: Acute Smell 2, Blunt Claws, Discriminatory Smell, Enhanced Move (land ½), Extra Legs 4, Hard to Subdue 3, Metabolism Control 2 (hibernation), Night Vision 4, Parabolic Hearing 2, Fast Digger, Fast Eater, Fur, Reduced Consumption 1 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Ultrahearing, Vibration Sense (air), Bad Grip 1 (does not affect climbing), Bad Sight 5, Red-Green Colorblindness, Weak Bite, Gluttony (12), Ham Fisted 2, Laziness, Semi-Upright, Short Lifespan 1, Uncongenial, Wild Animal Traits: Shaggy Fur, Born Biter 1 Skills: Brawling 11, Climbing 12, Intimidation 11, Stealth 10, Survival 12, Swimming 12, Tracking 16, Wrestling 11
Bear, Grizzly ST: 18 HP: 18 Speed: 5.5 DX: 10 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 12 Weight: 350 lbs.
HT: 12 FP: 12 SM: 1 Dodge: 8 Parry: 8
DR: 2 (tough skin)
Bite: 1d-1 cut C, 1 Claw: 2d cr C, 1 Traits: Acute Smell 2, Blunt Claws, Discriminatory Smell, Enhanced Move (land ½), Extra Legs 4, Hard to Subdue 3, Metabolism Control 2 (hibernation), Night Vision 4, Parabolic Hearing 2, Fast Digger, Fast Eater, Fur, Reduced Consumption 1 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold),
146 Ultrahearing, Vibration Sense (air), Bad Grip 1 (does not affect climbing), Bad Sight 5, Red-Green Colorblindness, Weak Bite, Gluttony (12), Ham Fisted 2, Laziness, Semi-Upright, Short Lifespan 1, Uncongenial, Wild Animal Traits: Shaggy Fur, Born Biter 1 Skills: Brawling 11, Climbing 12, Intimidation 11, Stealth 10, Survival 12, Swimming 12, Tracking 16, Wrestling 11
Bear, Kodiak ST: 25 HP: 25 Speed: 5.5 DX: 10 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 12 Weight: 1130 lbs.
HT: 12 FP: 12 SM: 2 Dodge: 8 Parry: 8
DR: 3 (tough skin)
Bite: 2d-2 cut C, 1 Claw: 3d+1 cr C, 1 Traits: Acute Smell 2, Blunt Claws, Discriminatory Smell, Enhanced Move (land ½), Extra Legs 4, Hard to Subdue 3, Metabolism Control 2 (hibernation), Night Vision 4, Parabolic Hearing 2, Fast Digger, Fast Eater, Fur, Reduced Consumption 1 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Ultrahearing, Vibration Sense (air), Bad Grip 1 (does not affect climbing), Bad Sight 5, Red-Green Colorblindness, Weak Bite, Gluttony (12), Ham Fisted 2, Laziness, Semi-Upright, Short Lifespan 1, Uncongenial, Wild Animal Traits: Shaggy Fur, Born Biter 1 Skills: Brawling 11, Climbing 12, Intimidation 11, Stealth 10, Survival 12, Swimming 12, Tracking 16, Wrestling 11
Bear, Troosian Ghost ST: 30 HP: 30 Speed: 5.5 DX: 10 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 12 Weight: 330 lbs.
HT: 12 FP: 12 SM: 1 Dodge: 8 Parry: 8
DR: 3 (tough skin)
Bite: 3d-1 cut C, 1 Claw: 4d+1 cut/imp C, 1 Traits: Acute Smell 2, Claws (Long Talons), Chameleon 5, Discriminatory Smell, Enhanced Move (land ½), Extra Legs 4, Hard to Subdue 3, Metabolism Control 2 (hibernation), Night Vision 4, Parabolic Hearing 2,
147 Fast Digger, Fast Eater, Fur, Reduced Consumption 1 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Ultrahearing, Vibration Sense (air), Bad Grip 1 (does not affect climbing), Bad Sight 5, Red-Green Colorblindness, Weak Bite, Gluttony (12), Ham Fisted 2, Laziness, Semi-Upright, Short Lifespan 1, Uncongenial, Wild Animal Traits: Shaggy Fur, Born Biter 1 Skills: Brawling 11, Climbing 12, Intimidation 11, Stealth 10, Survival 12, Swimming 12, Tracking 16, Wrestling 11 The forest of Troos is known for warping natural life. In the case of the ghost bear it has given them the strange ability to blend in with their background as well as a set of sword-like claws.
Bird, Common ST: 2
HP: 2
Speed: 6
DX: 14 Will: 10 Move: 3 (12 air) IQ: 3
Per: 12 Weight: 2-3 lbs.
HT: 10 FP: 10 SM: -4 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-5 pi+, C Claw (14) 1d-5 cut, C Traits: Claws (sharp), Flight (winged), Teeth (sharp beak), No Fine Manipulators, Wild Animal Skills: Flight 11, Observation 12
Bird, Eagle ST: 5
HP: 5
Speed: 6
DX: 14 Will: 10 Move: 3 (15/30 air) IQ: 3
Per: 14 Weight: 6 lbs.
HT: 10 FP: 10 SM: -2 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-4 pi+, C Claw (14) 1d-4 cut, C Traits: Claws (sharp), Enhanced Move 1 (air) Flight (winged), Teeth (sharp beak), Telescopic Vision 4, No Fine Manipulators, Wild Animal Skills: Aerobatics 12, Flight 11, Observation 14
Bird, Eagle Great ST: 9
HP: 9
Speed: 6
148 DX: 14 Will: 10 Move: 3 (15/30 air) IQ: 3
Per: 14 Weight: 19 lbs.
HT: 10 FP: 10 SM: -1 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-2 pi+, C Claw (14) 1d-2 cut, C Traits: Claws (sharp), Enhanced Move 1 (air) Flight (winged), Teeth (sharp beak), Telescopic Vision 4, No Fine Manipulators, Wild Animal Skills: Aerobatics 12, Flight 11, Observation 14
Bird, Flightless ST: 4
HP: 4
Speed: 6
DX: 14 Will: 10 Move: 6 IQ: 3
Per: 12 Weight: 4-12 lbs.
HT: 10 FP: 10 SM: -3 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-5 pi+, C Claw (14) 1d-5 cut, C Traits: Claws (sharp), Teeth (sharp beak), No Fine Manipulators, Wild Animal Skills: Observation 12
Bird, Hawk ST: 3
HP: 3
Speed: 6
DX: 14 Will: 10 Move: 3 (14/28 air) IQ: 3
Per: 14 Weight: 2-3 lbs.
HT: 10 FP: 10 SM: -4 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-5 pi+, C Claw (14) 1d-5 cut, C Traits: Claws (sharp), Enhanced Move 1 (air), Flight (winged), Teeth (sharp beak), Telescopic Vision 3, No Fine Manipulators, Wild Animal Skills: Flight 11, Observation 14
149
Bird, Troosian Murder ST: 5
HP: 5
Speed: 6
DX: 14 Will: 10 Move: 3 (15/30 air) IQ: 3
Per: 14 Weight: 6 lbs.
HT: 10 FP: 10 SM: -2 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-2 pi+, C Claw (14) 1d-5 cut, C Dread Gaze (12) aff. HT-2 Paralysis Traits: Acute Taste and Smell 2, Claws (sharp, weak), Enhanced Move 1 (air) Flight (winged), Reduced Consumption 1 (cast iron stomach), Striker (sharp beak, pi+), Affliction (dread gaze, HT-2, Paralysis), Telescopic Vision 4, Vampiric Bite (2 HP/sec) No Fine Manipulators, Restricted Diet (Carnivore), Wild Animal Skills: Aerobatics 12, Flight 11, Observation 14 Troosian murders appear like large black crows with blood red eyes. Those that meet the gaze of these eyes find themselves paralyzed and drained of blood quickly.
Bird, Vulture ST: 5
HP: 5
Speed: 6
DX: 14 Will: 10 Move: 3 (15/30 air) IQ: 3
Per: 14 Weight: 6 lbs.
HT: 10 FP: 10 SM: -2 Dodge: 9 Parry: -
DR: -
Bite (14) 1d-2 pi+, C Claw (14) 1d-5 cut, C Traits: Acute Taste and Smell 2, Claws (sharp, weak), Enhanced Move 1 (air) Flight (winged), Reduced Consumption 1 (cast iron stomach), Striker (sharp beak, pi+), Telescopic Vision 4, No Fine Manipulators, Restricted Diet (Carnivore), Wild Animal Skills: Aerobatics 12, Flight 11, Observation 14
Boar, Giant ST: 19 HP: 19 Speed: 5.75 DX: 11 Will: 10 Move: 7 (10 top speed) IQ: 5
Per: 12 Weight: 1130 lbs.
150 HT: 12 FP: 12 SM: 2 Dodge: 9 Parry: 9
DR: 2 (tough skin)
Bite: (11) 2d-2 cut C, 1 Kick: (11) 2d-2 cr C, 1 Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move (1/2 land), High Pain Threshold, Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Ultrahearing, Bad Sight 4, Bad Temper (12), Red-Green Colorblindness, Gluttony (12), Quadruped, Short Lifespan 2, Wild Animal Skills: Intimidation 10, Stealth 11, Survival 12, Swimming 12, Tracking 15
Boar, Medium ST: 11 HP: 11 Speed: 5.75 DX: 11 Will: 10 Move: 7 (10 top speed) IQ: 5
Per: 12 Weight: 230 lbs.
HT: 12 FP: 12 SM: 0 Dodge: 9 Parry: 9
DR: 1 (tough skin)
Bite: (11) 1d-2 cut C Kick: (11) 1d-2 cr C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move (1/2 land), High Pain Threshold, Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Ultrahearing, Bad Sight 4, Bad Temper (12), Red-Green Colorblindness, Gluttony (12), Quadruped, Short Lifespan 2, Wild Animal Skills: Intimidation 10, Stealth 11, Survival 12, Swimming 12, Tracking 15
Boar, Swine (Domesticated Hog) ST: 14 HP: 14 Speed: 5.25 DX: 10 Will: 10 Move: 5 (7 top speed) IQ: 5
Per: 12 Weight: 430 lbs.
HT: 12 FP: 12 SM: 1 Dodge: 8 Parry: 8 Bite: (11) 1d-1 cut C, 1 Kick: (9) 1d-1 cr C, 1
DR: 1 (tough skin)
151 Traits: Acute Smell 3, Discriminatory Smell, Enhanced Move (1/2 land), High Pain Threshold, Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Ultrahearing, Bad Sight 4, Bad Temper (12), Red-Green Colorblindness, Gluttony (12), Quadruped, Short Lifespan 2, Wild Animal Skills: Brawling 11, Intimidation 10, Swimming 12, Tracking 14
Boar, Warthog ST: 14 HP: 14 Speed: 5.75 DX: 11 Will: 10 Move: 7 (10 top speed) IQ: 5
Per: 12 Weight: 330 lbs.
HT: 12 FP: 12 SM: 0 Dodge: 9 Parry: 9
DR: 1 (tough skin)
Bite: (11) 1d-1 cut C, 1 Kick: (11) 1d-1 cr C, 1 Tusks (11) 1d+1 cut C, 1 Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move (1/2 land), High Pain Threshold, Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (tusks, cutting, cannot parry), Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Ultrahearing, Bad Sight 4, Bad Temper (12), Red-Green Colorblindness, Gluttony (12), Quadruped, Short Lifespan 2, Wild Animal Skills: Intimidation 10, Stealth 11, Survival 12, Swimming 12, Tracking 15
Camel, Bactrian ST: 23 HP: 23 Speed: 5.25 DX: 10 Will: 10 Move: 8 (12) IQ: 4
Per: 12 Weight: 1754 lbs.
HT: 13 FP: 13 Dodge: 8
SM: 2
Parry: 9
DR: 2 (tough skin)
Bite (12) 2d+2 cut C, 1 Kick (10) 2d cr C, 1 Traits: Discriminatory Smell, Enhanced Move ½ (ground), Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (cud spitter), perk (fur), Sharp Teeth, Temperature Tolerance 1 (heat and cold), Terrain Adaptation (sand and soft), Ultrahearing, Reduced Consumption 1 (cast iron stomach), Reduced Consumption 3 (water only), Bad Sight 4, Bad Temper (12, during rut), Chummy, Domestic Animal, Intolerance (predators), Quadruped, Red-Green Colorblindness, Restricted Diet (herbivore, substitution), Short Lifespan 1, Stubbornness
152 Features: Humps Skills: Brawling 12, Innate Attack (cud spit) 12, Intimidation 10, Wrestling 11 Techniques: Targeted Attack (innate attack spit/face) 10
Camel, Dromedary ST: 19 HP: 19 Speed: 5.25 DX: 10 Will: 10 Move: 8 (12) IQ: 4
Per: 12 Weight: 1754 lbs.
HT: 13 FP: 13 Dodge: 8
SM: 2
Parry: 9
DR: 2 (tough skin)
Bite (12) 2d cut C, 1 Kick (10) 2d-2 cr C, 1 Traits: Discriminatory Smell, Enhanced Move ½ (ground), Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (cud spitter), perk (fur), Sharp Teeth, Temperature Tolerance 1 (heat and cold), Terrain Adaptation (sand and soft), Ultrahearing, Reduced Consumption 1 (cast iron stomach), Reduced Consumption 3 (water only), Bad Sight 4, Bad Temper (12, during rut), Chummy, Domestic Animal, Intolerance (predators), Quadruped, Red-Green Colorblindness, Restricted Diet (herbivore, substitution), Short Lifespan 1, Stubbornness Features: Hump Skills: Brawling 12, Innate Attack (cud spit) 12, Intimidation 10, Wrestling 11 Techniques: Targeted Attack (innate attack spit/face) 10
Cat, Bobcat ST: 7
HP: 7
Speed: 6.25
DX: 13 Will: 10 Move: 12 (14 sprint/ 2 climb) IQ: 4
Per: 12 Weight: 24 lbs.
HT: 11 FP: 9 Dodge: 10
SM: -2 Parry: 11
DR: -
Bite (15) 1d-3 cut C Claw (15) 1d-3 cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (15), Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal
153 Features: Born Biter 2, Short Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
Cat, Cheetah ST: 9
HP: 9
Speed: 6.25
DX: 13 Will: 10 Move: 12 (24 sprint/ 2 climb) IQ: 4
Per: 12 Weight: 114 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: 11
DR: -
Bite (15) 1d-1 cut C Claw (15) 1d-1 cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Enhanced Move 1 (land), Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (15), Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
Cat, Cougar ST: 13 HP: 13 Speed: 6.25 DX: 13 Will: 10 Move: 12 (14 sprint/ 2 climb) IQ: 4
Per: 12 Weight: 154 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: 11
DR: 1
Bite (15) 1d cut C Claw (15) 1d cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (15), Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
154
Cat, House ST: 6
HP: 6
Speed: 5.5
DX: 11 Will: 10 Move: 11 (13 sprint/ 1 climb) IQ: 4
Per: 12 Weight: 14 lbs.
HT: 10 FP: 8 Dodge: 9
SM: -2
Parry: 11
DR: -
Bite (15) 1d-5 cut C Claw (15) 1d-5 cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (15), Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 11, Stealth 11
Cat, Jaguar ST: 15 HP: 15 Speed: 6.25 DX: 13 Will: 10 Move: 12 (14 sprint/ 2 climb) IQ: 4
Per: 12 Weight: 55 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: 11
DR: 1 (tough skin)
Bite (15) 1d+2 cut C Claw (15) 1d+1 cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4,Bad Temper (12), Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (12),Nosy, Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Swimming 12, Wrestling 15
Cat, Leopard ST: 12 HP: 12 Speed: 6.25
155 DX: 13 Will: 10 Move: 12 (14 sprint/ 3 climb) IQ: 4
Per: 12 Weight: 132 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: 11
DR: 1 (tough skin)
Bite (15) 1d-1 cut C Claw (15) 1d-1 cut C Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Loner (12), Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Climbing 17, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
Cat, Lion ST: 19 HP: 19 Speed: 6.25 DX: 13 Will: 10 Move: 10 (12 sprint) IQ: 4
Per: 12 Weight: 424 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 1 Parry: 11
DR: -
Bite (15) 2d cut C, 1 Claw (15) 2d cut C, 1 Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Congenial, Red-Green Colorblindness, Laziness, Intolerance (other males), Nosy, Overconfidence, Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
Cat, Smilodon Saber Toothed ST: 22 HP: 22 Speed: 6.25 DX: 13 Will: 10 Move: 8 (9 sprint) IQ: 4
Per: 12 Weight: 724 lbs.
156 HT: 11 FP: 9 Dodge: 10
SM: 1 Parry: 11
DR: 1 (tough skin)
Bite (15) 2d+4 Imp (0.5 /1 vs. skin or tough skin) C, 1 Claw (15) 2d+3 cut C, 1 Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Striker (bite, Impaling, cannot parry, armor divisor .5 (not against skin or tough skin; half blunt trama, fragile), Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Congenial, Red-Green Colorblindness, Laziness, Intolerance (other males), Nosy, Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Features: Born Biter 2, Short Tail Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15
Cat, Tiger ST: 19 HP: 19 Speed: 6.25 DX: 13 Will: 10 Move: 12 (14 sprint) IQ: 4
Per: 12 Weight: 444 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 1 Parry: 11
DR: 1 (tough skin)
Bite (15) 2d cut C, 1 Claw (15) 2d cut C, 1 Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds, does not aid climbing), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Penetrating Voice, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Nosy, Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Uncongenial, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Swimming 12, Wrestling 15
Cat, Troosian Hell ST: 19 HP: 19 Speed: 6.25 DX: 13 Will: 10 Move: 12 (14 sprint) IQ: 4
Per: 12 Weight: 444 lbs.
HT: 11 FP: 9
SM: 1
157 Dodge: 10
Parry: 11
DR: 1 (tough skin)
Bite (15) 2d cut C, 1 Claw (15) 2d cut C, 1 Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds, does not aid climbing), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Penetrating Voice, Sharp Claws, Sharp Teeth, Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Terror (will -3), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Red-Green Colorblindness, Laziness, Intolerance (other males), Nosy, Quadruped, Restricted Diet (carnivore), Short Lifespan 2, Uncongenial, Wild Animal Features: Born Biter 2, Tail Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Swimming 12, Wrestling 15 The Troosian hell cat appears as a green and brown striped tiger. It radiates a palatable aura of terror and those facing it often find themselves fleeing while being chased down.
Cattle, (Bison, Buffalo, Cow) ST: 24 HP: 24 Speed: 5 DX: 9
Will: 10 Move: 8 (12 sprint)
IQ: 4
Per: 12 Weight: 2430 lbs.
HT: 19 FP: 10 Dodge: 8
SM: +2
Parry: 8
DR: 2 (tough skin) + 7 (partial skull, directional front)
Bite (11) 2d-2 cr C, 1 Kick (9) 2d+2 cr C, 1-2 Horns, Ram (11) 2d+5 cr C, 1 Horns, Skewer (11) 2d +5 imp C, 1 Traits: Discriminatory Smell, Enhance Move ½ (ground), Hooves, Night Vision 4, Peripheral Vison, Parabolic Hearing 2, Fur, Striker (horns, impaling (alt attack crushing)), Temperature Tolerance 1 (cold), Ultrahearing, Bad Sight 4, Bad Temper (15), Chummy, Domestic Animal, Quadruped, Carful, Red-Green Colorblindness, Staid, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 11, Intimidation 10, Sumo Wrestling 10
Crocodile, Salt Water ST: 32 HP: 32 Speed: 6 DX: 12 Will: 10 Move: 7 (land 4/ water 7 (8 sprint)) IQ: 3
Per: 12 Weight: 2202 lbs.
HT: 12 FP: 10
SM: 2
158 Dodge: 10 Parry: 10
DR: 10 top/ 5 underside
Bite (14) 4d+4 cr C, 1-2 Tail (14) 3d+4 cr 1-3 Traits: Amphibious, Breath Holding 3, Combat Reflexes, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Racial Talent (stealth +3, only in water), Reduced Consumption 2 (cast iron stomach), Striker (tail, crushing, long +2, cannot parry, weak), Bad Sight 5, Cold Blooded (65), Gluttony (12), Incompetence (climbing), Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal Features: Heavy Scales, Paddle Tailed, Loud Hiss, Born Biter 3 Skills: Brawling 14, Intimidation 10, Stealth 14, Survival 12, Tracking 15
Deer, Elk ST: 17 HP: 17 Speed: 5.75 DX: 12 Will: 10 Move: 7 (14 sprint) IQ: 4
Per: 12 Weight: 744 lbs.
HT: 11 FP: 11 Dodge: 8
SM: 1
Parry: 11
DR: 2 (tough skin)
Bite (14) 1d cr C, 1 Kick (12) 1d+2 cr C, 1 Antlers (14) 1d+4 Imp C, 1 Traits: Discriminatory Smell, Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Striker (antlers, impaling, only in autumn and winter), Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Bad Sight 4, Bad Temper (12 only during rut), Chummy, Intolerance (other males, during rut), Quadruped, Careful, Red-Green Colorblindness, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 14, Intimidation 10, Jumping 13, Stealth 12, Survival 12, Swimming 11, Wrestling 13
Deer, Moose ST: 20 HP: 20 Speed: 5.25 DX: 10 Will: 10 Move: 7 (14 sprint) IQ: 4
Per: 12 Weight: 1744 lbs.
HT: 11 FP: 11 Dodge: 8
SM: 2
Parry: 10
Bite (12) 2d-4 cr C, 1
DR: 2 (tough skin)
159 Kick (10) 2d cr C, 1 Antlers (12) 2d+3 Imp C, 1 Traits: Discriminatory Smell, Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Striker (antlers, impaling, only in autumn and winter), Temperature Tolerance 1 (cold), Terrain Adaption (mud, undergrowth, water), Bad Sight 4, Bad Temper (12 only during rut), Chummy, Intolerance (other males, during rut), Quadruped, Careful, Red-Green Colorblindness, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 12, Intimidation 10, Jumping 10, Stealth 10, Survival 12, Swimming 13, Wrestling 11
Deer, Whitetail ST: 13 HP: 13 Speed: 6 DX: 13 Will: 10 Move: 8 (16 sprint) IQ: 4
Per: 12 Weight: 220 lbs.
HT: 11 FP: 11 Dodge: 9
SM: 0
Parry: 11
DR: 1 (tough skin)
Bite (15) 1d-2 cr C, 1 Kick (13) 1d cr C, 1 Antlers (15) 1d+2 Imp C, 1 Traits: Discriminatory Smell, Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Fur, Striker (antlers, impaling, only in autumn and winter), Temperature Tolerance 1 (cold), Terrain Adaption (undergrowth), Bad Sight 4, Bad Temper (12 only during rut), Chummy, Intolerance (other males, during rut), Quadruped, Careful, Red-Green Colorblindness, Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 15, Intimidation 10, Jumping 13, Stealth 12, Survival 12, Swimming 11, Wrestling 14
Dog, Coyote ST: 6
HP: 6
Speed: 5.75
DX: 12 Will: 10 Move: 9 (13 sprint) IQ: 4
Per: 12 Weight: 30 lbs.
HT: 11 FP: 11 Dodge: 9
SM: -1
Parry: 11
DR: -
Bite (14) 1d-4 cut, C Crushing Bite (10) 1d-2 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach),
160 Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperature Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
Dog, Fox ST: 4
HP: 4
Speed: 6
DX: 13 Will: 10 Move: 10 (15 sprint) IQ: 4
Per: 12 Weight: 10 lbs.
HT: 11 FP: 11 Dodge: 10
SM: -2
Parry: 11
DR: -
Bite (14) 1d-5 cut, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Stinky Musk, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Temperature Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 15, Climbing 13, Intimidation 11, Jumping 14, Running 11, Stealth 15, Survival 12, Tracking 15, Wrestling 14
Dog, Guard ST: 9
HP: 9
Speed: 5.5
DX: 12 Will: 10 Move: 9 (13 sprint) IQ: 4
Per: 12 Weight: 30 lbs.
HT: 11 FP: 11 Dodge: 9
SM: -1
Parry: 11
DR: -
Bite (14) 1d-3 cut, C Crushing Bite (10) 1d-1 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), High Pain Tolerance, Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperture Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2,
161 Bloodlust (12), Chummy, Domestic Animal, Gluttony (12), Overconfidence, Quadruped, Incompetence (climbing), Red-Green Colorblindness, Short Lifespan 2 Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
Dog, War ST: 13 HP: 13 Speed: 5.5 DX: 11 Will: 10 Move: 9 (10 sprint) IQ: 4
Per: 12 Weight: 176 lbs.
HT: 11 FP: 14 Dodge: 9
SM: 0
Parry: 11
DR: 1 (tough skin)
Bite (13) 1d+1 cut, C Crushing Bite (9) 1d+3 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), High Pain Tolerance, Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperture Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Chummy, Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Sense of Duty (Pack), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 13, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
Dog, Wolf Dire ST: 25 HP: 25 Speed: 6.75 DX: 12 Will: 10 Move: 9 (13 sprint) IQ: 4
Per: 12 Weight: 430 lbs.
HT: 13 FP: 13 Dodge: 9
SM: +1
Parry: 11
DR: 2 (tough skin)
Bite (14) 2d+3 cut, C Crushing Bite (10) 3d-1 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperture
162 Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
Dog, Wolf Timber ST: 10 HP: 10 Speed: 5.75 DX: 12 Will: 10 Move: 9 (13 sprint) IQ: 4
Per: 12 Weight: 150 lbs.
HT: 11 FP: 14 Dodge: 9
SM: 0
Parry: 11
DR: 1 (tough skin)
Bite (14) 1d cut, C Crushing Bite (10) 1d+2 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperture Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Chummy, Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Sense of Duty (pack), Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
Dog, Wolf Troosian Saber ST: 25 HP: 25 Speed: 6.75 DX: 12 Will: 10 Move: 9 (13 sprint) IQ: 4
Per: 12 Weight: 430 lbs.
HT: 13 FP: 13 Dodge: 9
SM: +1
Parry: 11
DR: 2 (tough skin)
Bite (14) 2d+3 imp, C (follow-up 1d cor.) Crushing Bite (10) 3d-1 cr, C (follow-up 1d cor.) Acidic Blood (14) 2d+1 cor C, Only when wounded Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), High Pain Threshold, Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption
163 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperture Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Gluttony (12), Quadruped, Incompetence (climbing), Red-Green Colorblindness, Short Lifespan 2, Wild Animal Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14 acidic.
The Troosian saber wolf has exceptionally long teeth and acidic blood. It saliva is also highly
Elephant ST: 43 HP: 43 Speed: 5.25 DX: 10 Will: 10 Move: 5 (7 sprint) IQ: 5
Per: 11 Weight: 12430 lbs.
HT: 11 FP: 11 Dodge: 8
SM: +4
Parry: 8
DR: 4 (tough skin)
Tusks (11) 5d+4 imp C, 1-3 Trunk Slap (11) 2d-1 C, 1-3 Bite (11) 5d-12 cr C, 1-2 Kick (9) 5d-7 cr C, 1-2 Traits: Acute Hearing 2, Arm (Trunk; Extra flexible; weak (1/2 St)), Discriminatory Smell, Enhanced Move ½ (land), Extra Legs 4, Night Vision 4, Peripheral Vision, Striker (tusks, impaling), Subsonic Speech, Bad Sight 4, Bad Temper (12 only in musth), Ham Fisted 1, Horizontal (can use trunk at up to full move), One Arm, Red-Green Colorblindness, Restricted Diet (herbivore), Weak Bite, Wild Animal Skills: Brawling 11, Intimidation 10, Stealth 10, Survival 11, Swimming 11, Tracking 14
Elephant, Wooly Mammoth ST: 45 HP: 45 Speed: 5.25 DX: 10 Will: 10 Move: 5 (7 sprint) IQ: 5
Per: 11 Weight: 13430 lbs.
HT: 11 FP: 11 Dodge: 8
SM: +4
Parry: 8
DR: 4 (tough skin)
Tusks (11) 5d+5 imp C, 1-3 Trunk Slap (11) 2d-1 C, 1-3
164 Bite (11) 5d-11 cr C, 1-2 Kick (9) 5d-6 cr C, 1-2 Traits: Acute Hearing 2, Arm (Trunk; Extra flexible; weak (1/2 St)), Discriminatory Smell, Enhanced Move ½ (land), Extra Legs 4, Night Vision 4, Peripheral Vision, Temperature Tolerance 2 (cold), Striker (tusks, impaling), Subsonic Speech, Bad Sight 4, Bad Temper (12 only in musth), Ham Fisted 1, Horizontal (can use trunk at up to full move), One Arm, Red-Green Colorblindness, Restricted Diet (herbivore), Weak Bite, Wild Animal Skills: Brawling 11, Intimidation 10, Stealth 10, Survival 11, Swimming 11, Tracking 14
Elephant, Mastodon ST: 45 HP: 45 Speed: 5.25 DX: 10 Will: 10 Move: 5 (7 sprint) IQ: 5
Per: 11 Weight: 12430 lbs.
HT: 11 FP: 11 Dodge: 8
SM: +4
Parry: 8
DR: 4 (tough skin)
Tusks (11) 5d+5 imp C, 1-3 Trunk Slap (11) 2d-1 C, 1-3 Bite (11) 5d-11 cr C, 1-2 Kick (9) 5d-6 cr C, 1-2 Traits: Acute Hearing 2, Arm (Trunk; Extra flexible; weak (1/2 St)), Discriminatory Smell, Enhanced Move ½ (land), Extra Legs 4, Night Vision 4, Peripheral Vision, Striker (tusks, impaling), Subsonic Speech, Bad Sight 4, Bad Temper (12 only in musth), Ham Fisted 1, Horizontal (can use trunk at up to full move), One Arm, Red-Green Colorblindness, Restricted Diet (herbivore), Weak Bite, Wild Animal Skills: Brawling 11, Intimidation 10, Stealth 10, Survival 11, Swimming 11, Tracking 14
Goat ST: 11 HP: 12 Speed: 5.75 DX: 12 Will: 10 Move: 6 (9 sprint/ 3 climb) IQ: 4
Per: 11 Weight: 154 lbs.
HT: 11 FP: 11 Dodge: 8
SM: 0
Parry: 10
DR: 1 (tough skin) +3 partial (skull, directional front)
Bite (14) 1d-3 cr, C Kick (12) 1d-1 cr, C, 1 Horns, Ram (14) 1d+1 cr C
165 Traits: Clinging (require hoof-holds), Discriminatory Smell, Enhanced Move ½ (ground), Hooves, Night Vison 4, Peripheral Vision, Parabolic Hearing 2, Perfect Balance, Perk (fur), Reduced Consumption 2 (cast iron stomach), Striker (horns, crushing), Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Bad Sight 4, Bad Smell, Bad Temper (15), Chummy, Domestic Animal, Quadruped, Quirk (carful), Quirk (nosy), Quirk (red-green colorblindness), Restricted Diet (herbivore), Short Lifespan 1, Stubbornness, Weak Bite Skills: Brawling 14, Climbing 14, Intimidation 10, jumping 14, Sumo Wrestling 13
Goat, Mountain ST: 13 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 7 (10 sprint/ 3 climb (4 sprint)) IQ: 4
Per: 11 Weight: 154 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 0
Parry: 10
DR: 1 (tough skin) +3 partial (skull, directional front)
Bite (14) 1d-2 cr, C Kick (12) 1d cr, C, 1 Horns, Ram (14) 1d+1 cr C Horns, Skewer (13) 1d+2 imp C Traits: Clinging (require hoof-holds), Discriminatory Smell, Enhanced Move ½ (ground), Hooves, Night Vison 4, Peripheral Vision, Parabolic Hearing 2, Perfect Balance, Perk (fur), Reduced Consumption 2 (cast iron stomach), Striker (horns, crushing Alt attack (impaling, weak -1)), Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Bad Sight 4, Bad Smell, Bad Temper (12), Chummy, Quadruped, Quirk (carful), Quirk (nosy), Quirk (red-green colorblindness), Restricted Diet (herbivore), Short Lifespan 1, Stubbornness, Weak Bite, Wild Animal Skills: Brawling 14, Climbing 14, Intimidation 10, jumping 14, Sumo Wrestling 13
Hippopotamus ST: 32 HP: 32 Speed: 5.25 DX: 10 Will: 10 Move: 6 (7 sprint) IQ: 4
Per: 12 Weight: 3754 lbs.
HT: 11 FP: 11 Dodge: 8
SM: 3
Parry: 9
DR: 3 (tough skin)
Bite (12) 4d+2 cut C, 1-3 Kick (10) 4d-2 cr C, 1-2
166 Traits: Amphibious, Breath Holding 3, Discriminatory Smell, Night Vision 4, Parabolic Hearing 2, Perk (sees normally underwater), Penetrating Voice, Terrain Adaptation (mud, water), Ultrahearing, Bad Sight 4, Bad Temper (12), Quirk (red-green colorblindness), Chummy, Dependency (water, daily), Intolerance (other males), Quadruped, Quirk (Staid), Quirk (Territorial), Restricted Diet (herbivore), Short Lifespan 1, Wild Animal Features: Born Biter 3, Doesn’t Float Skills: Brawling 12, Intimidation 10, Survival 12
Horse, Destrier (war) ST: 23 HP: 23 Speed: 4.75 DX: 9
Will: 10 Move: 6 (12 sprint)
IQ: 4
Per: 11 Weight: 1754 lbs.
HT: 12 FP: 13 Dodge: 7
SM: 2
Parry: 8
DR: 1 (tough skin)
Bite (11) 2d-2 cr C, 1 Kick (9) 2d+2 cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Lifting ST 3, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Ultrahearing, Bad Sight 4, Bad Temper (12), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 11, Intimidation 10, Running 12
Horse, Desert ST: 20 HP: 20 Speed: 5 DX: 9
Will: 10 Move: 8 (16 sprint)
IQ: 4
Per: 11 Weight: 1254 lbs.
HT: 10 FP: 13 Dodge: 8
SM: 2
Parry: 8
DR: 1 (tough skin)
Bite (11) 2d-4 cr C, 1 Kick (9) 2d cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Ultrahearing, Bad Sight 4, Bad Temper (15), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 11, Intimidation 10, Running 12
167
Horse, Donkey ST: 14 HP: 14 Speed: 5.5 DX: 11 Will: 10 Move: 8 (12 sprint) IQ: 4
Per: 11 Weight: 440 lbs.
HT: 11 FP: 14 Dodge: 8
SM: 1
Parry: 9
DR: 1 (Tough Skin)
Bite (13) 1d-2 cr C Kick (11) 1d cr C, 1 Traits: Enhanced Move ½ (ground), Hooves, Lifting ST 2, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Reduced Consumption 1 (cast iron stomach), Temperature Tolerance 1 (cold) Ultrahearing, Bad Sight 4, Bad Temper (15), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Stubbornness, Weak Bite Skills: Brawling 13, Climbing 10, Intimidation 10, Running 13
Horse, Draft ST: 24 HP: 24 Speed: 4.5 DX: 8
Will: 10 Move: 6 (12 sprint)
IQ: 4
Per: 11 Weight: 2254 lbs.
HT: 10 FP: 13 Dodge: 7
SM: 2
Parry: 8
DR: 1 (tough skin)
Bite (10) 2d-2 cr C, 1 Kick (8) 2d+2 cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Temperature Tolerance 1 (cold), Ultrahearing, Bad Sight 4, Bad Temper (15), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Quirk (staid), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 10, Intimidation 10, Running 12
Horse, Riding Pony ST: 18 HP: 18 Speed: 5 DX: 10 Will: 10 Move: 8 (16 sprint) IQ: 4
Per: 10 Weight: 829 lbs.
HT: 10 FP: 13
SM: 2
168 Dodge: 8
Parry: 9
DR: 1 (tough skin)
Bite (12) 1d cr C, 1 Kick (9) 1d+2 cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Temperature Tolerance 1 (cold), Ultrahearing, Bad Sight 4, Bad Temper (15), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 12, Intimidation 10, Running 12
Horse, Saddle ST: 19 HP: 19 Speed: 5 DX: 9
Will: 10 Move: 8 (16 sprint)
IQ: 4
Per: 10 Weight: 1054 lbs.
HT: 10 FP: 13 Dodge: 8
SM: 2
Parry: 9
DR: 1 (tough skin)
Bite (11) 2d-4 cr C, 1 Kick (9) 2d cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Ultrahearing, Bad Sight 4, Bad Temper (15), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 11, Intimidation 10, Running 12
Hyena ST: 9
HP: 9
Speed: 5.75
DX: 12 Will: 10 Move: 8 (16 sprint) IQ: 5
Per: 12 Weight: 110 lbs.
HT: 11 FP: 11 Dodge: 9
SM: 0
Parry: 11
DR: 1 (tough skin)
Bite (14) 1d cut, C Crushing Bite (10) 1d+2 cr (2), C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (land), Night Vision 4, Parabolic Hearing 2, Perk (fast eater), Perk (fur), Reduced Consumption 2 (cast iron stomach), Sharp Teeth (alt attack bite crushing, armor divisor 2, cannot parry, clumsy -4), Ultrahearing, Vibration Sense (air), Bad Sight 2, Chummy, Gluttony (12), Quadruped, Quirk (incompetence climbing), Quirk (red-green colorblindness), Sense of Duty (pack), Short Lifespan 2, Wild Animal
169 Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Running 11, Stealth 12, Survival 12, Tracking 16, Wrestling 14
Lizard, Gila Monster ST: 3
HP: 3
Speed: 5.5
DX: 10 Will: 10 Move: 5.5 (2 land move) IQ: 3
Per: 12 Weight: 2.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -4
Parry: 10
DR: 1
Bite (12) 1d-5 cr, C Follow-up: (bite venom - hemorrhagic; 1d-2 toxic; follow up (bite); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); blood agent; onset (10 minute); resistable (HT-4, doesn't stop cycles); no crippling; low accumulation; limited use (10 per day)) (bite venom - necrotizing; 1d-4 toxic; follow up (bite); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); blood agent; onset (10 minute); resistable (HT-4, doesn't stop cycles); low accumulation; limited use (10 per day)) (bite venom - immediate effects; 1d+2 toxic; follow up (bite); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding; heals quickly; low accumulation; limited use (10 per day)) Claw (12) 1d-5 cut, C Traits: Acute Smell 3, Clinging (requires claw holds), Breath Holding 3, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Peripheral Vision, Perfect Balance (Skill and DX bonus only), Reduced Consumption 4, Sharp Claws, Terrain Adaption (undergrowth, uneven), Bad Sight 4, Cold Blooded (65), Gluttony (12),Low Empathy, Restricted Diet (carnivore), Quadruped, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 12, Intimidation 10, Stealth 10, Survival 12, Tracking 15, Wrestling 12
Lizard, Komodo Dragon ST: 11 HP: 11 Speed: 6 DX: 12 Will: 10 Move: 5 (6 sprint/ 3 water) IQ: 3
Per: 12 Weight: 120 lbs.
HT: 12 FP: 10 Dodge: 10
SM: 0
Parry: 11
DR: 3
Bite (14) 1d+1 cut (.5 not against skin or tough skin), C
170 Follow up: (bite venom - anticoagulant; 1d-2 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 HT (only for bleeding checks -60%), 1/3 HP); symptoms (another -2 HT (only for bleeding checks -60%), 1/2 HP); symptoms (another -2 HT (only for bleeding checks -60%), 2/3 HP); symptoms (hemophilia, full HP); blood agent; onset (1 minute); resistable (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)); (bite venom - vasodilator; 1d-2 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-4 FP , 1/3 HP); symptoms (another -4 FP, 1/2 HP); symptoms (daze, 2/3 HP); symptoms (unconsciousness, full HP); symptoms (heart attack, 2 × HP); blood agent; onset (1 minute); resistable (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)) Claw (14) 1d-1 cut, C Tail (14) 1d cr C, 1 Advantages: Acute Smell 3, Amphibious, Breath Holding 3, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Extra Legs 4, Peripheral Vision, Perfect Balance (Skill and DX bonus only), Reduced Consumption 2 (cast iron stomach), Sharp Claws, Striker (bite, cutting, cannot parry, armor divisor .5 (not against skin or tough skin), half blunt trauma), Striker (tail, crushing, long +2, cannot parry, weak), Terrain Adaptation (undergrowth, uneven), Bad Smell, Bad Sight 4, Cold Blooded (65), Gluttony (12), Low Empathy, No Fine Manipulators, Restricted Diet (carnivore), Semi-Upright, Short Lifespan 2, Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Lizard, Magalania ST: 19 HP: 19 Speed: 6 DX: 12 Will: 10 Move: 5 (6 sprint/ 3 water) IQ: 3
Per: 12 Weight: 480 lbs.
HT: 12 FP: 10 Dodge: 10
SM: 0
Parry: 11
DR: 4
Bite (14) 2d+3 cut (.5 not against skin or tough skin), C Follow up: (bite venom - anticoagulant; 1d-1 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 HT (only for bleeding checks -60%), 1/3 HP); symptoms (another -2 HT (only for bleeding checks -60%), 1/2 HP); symptoms (another -2 HT (only for bleeding checks -60%), 2/3 HP); symptoms (hemophilia, full HP); blood agent; onset (1 minute); resistable (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)); (bite venom - vasodilator; 1d-1 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-4 FP , 1/3 HP); symptoms (another -4 FP, 1/2 HP); symptoms (daze, 2/3 HP); symptoms (unconsciousness, full HP); symptoms (heart attack, 2 × HP); blood agent; onset (1 minute); resistable (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)) Claw (14) 2d cut, C
171 Tail (14) 2d+1 cr C, 1 Advantages: Acute Smell 3, Amphibious, Breath Holding 3, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Extra Legs 4, Peripheral Vision, Perfect Balance (Skill and DX bonus only), Reduced Consumption 2 (cast iron stomach), Sharp Claws, Striker (bite, cutting, cannot parry, armor divisor .5 (not against skin or tough skin), half blunt trauma), Striker (tail, crushing, long +2, cannot parry, weak), Terrain Adaptation (undergrowth, uneven), Bad Smell, Bad Sight 4, Cold Blooded (65), Gluttony (12), Low Empathy, No Fine Manipulators, Restricted Diet (carnivore), Semi-Upright, Short Lifespan 2, Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Megafauna, Allosuraus Fragilis ST: 40 HP: 40 Speed: 6 DX: 12 Will: 10 Move: 6 (9 sprint) IQ: 3
Per: 12 Weight: 4400 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 3
Parry: 10
DR: 3
Bite (14) 4d+9 cut (.5 not vs skin or tough skin), C, 1-2 Claw (14) 4d+4 cut C, 1-2 Tail (14) 4d+4 cr. C, 1-5 Traits: Enhanced Move ½ (ground), Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Peripheral Vision, Perk (penetrating voice), Reduced Consumption 1 (cast iron stomach), Sharp Claws, Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Bad Sight 4, Gluttony (12), Low Empathy, No Fine Manipulators, Restricted Diet (carnivore), Short Lifespan 1, Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Megafauna, Gigonotosaurus ST: 40 HP: 40 Speed: 6 DX: 12 Will: 10 Move: 6 (9 sprint) IQ: 3
Per: 12 Weight: 4400 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 3
Parry: 10
DR: 4
Bite (14) 6d+14 cut (.5 not vs skin or tough skin) C, 1-3 Claw (14) 6d+7 cut C, 1-3 Tail (14) 6d+7 cr C, 1-7
172 Traits: Enhanced Move ½ (ground), Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Peripheral Vision, Perk (penetrating voice), Reduced Consumption 1 (cast iron stomach), Sharp Claws, Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Bad Sight 4, Gluttony (12), Low Empathy, No Fine Manipulators, Restricted Diet (carnivore), Short Lifespan 1, Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Megafauna, Velociraptor Greater ST: 13 HP: 13 Speed: 6 DX: 13 Will: 10 Move: 12 (14 sprint /climb 12) IQ: 4
Per: 12 Weight: 190 lbs.
HT: 10 FP: 12 Dodge: 10
SM: 0
Parry: 11
DR: 1
Bite (15) 1d+2 cut (.5 not vs. skin or tough skin), C Hand Claw (15) 1d cut, C Foot Talon Slash (15) 1d+1 cut, C Foot Talon Stab (15) 1d+1 imp, C Tail (15) 1d cr, C, 1 Traits: Acute Vision 2, Catfall, Claws (talons), Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flight (Gliding), Peripheral Vision, Perfect Balance, Perk (feathers), Perk (penetrating voice), Perk (use teeth grappling rules with claws at +2 SM), Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Callous, Careful, Congenial, Foot Manipulators, Ham Fisted 2, Laziness, Nosy, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Skills: Brawling 15, Climbing 14, Intimidation 10, Jumping 15, Stealth 15, Survival 12, Tracking 15, Wrestling 15
Megafauna, Velociraptor ST: 8
HP: 8
Speed: 6
DX: 13 Will: 10 Move: 12 (14 sprint /climb 12) IQ: 4
Per: 12 Weight: 40 lbs.
HT: 10 FP: 12 Dodge: 10
SM: -1
Parry: 11
DR: -
Bite (15) 1d-1 cut (.5 not vs. skin or tough skin), C Hand Claw (15) 1d-3 cut, C
173 Foot Talon Slash (15) 1d-2 cut, C Foot Talon Stab (15) 1d-2 imp, C Tail (15) 1d-3 cr, C, 1 Traits: Acute Vision 2, Catfall, Claws (talons), Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flight (Gliding), Peripheral Vision, Perfect Balance, Perk (feathers), Perk (penetrating voice), Perk (use teeth grappling rules with claws at +2 SM), Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Callous, Careful, Congenial, Foot Manipulators, Ham Fisted 2, Laziness, Nosy, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Skills: Brawling 15, Climbing 14, Intimidation 10, Jumping 15, Stealth 15, Survival 12, Tracking 15, Wrestling 15
Megafauna, Utahraptor ST: 27 HP: 13 Speed: 6 DX: 13 Will: 10 Move: 12 (14 sprint /climb 12) IQ: 4
Per: 12 Weight: 1200 lbs.
HT: 10 FP: 12 Dodge: 10
SM: 2
Parry: 11
DR: 2
Bite (15) 3d+5 cut (.5 not vs. skin or tough skin), C, 1 Hand Claw (15) 3d+1 cut, C, 1 Foot Talon Slash (15) 3d+4 cut, C, 1 Foot Talon Stab (15) 3d+4 imp, C, 1 Tail (15) 3d+1 cr, C, 1-3 Traits: Acute Vision 2, Catfall, Claws (talons), Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flight (Gliding), Peripheral Vision, Perfect Balance, Perk (feathers), Perk (penetrating voice), Perk (use teeth grappling rules with claws at +2 SM), Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Callous, Careful, Congenial, Foot Manipulators, Ham Fisted 2, Laziness, Nosy, Restricted Diet (carnivore), Short Lifespan 2, Wild Animal Skills: Brawling 15, Climbing 14, Intimidation 10, Jumping 15, Stealth 15, Survival 12, Tracking 15, Wrestling 15
Opossum ST: 5
HP: 5
Speed: 5.75
DX: 12 Will: 10 Move: 4 (4 sprint/ 4 climb) IQ: 3
Per: 12 Weight: 6 lbs.
174 HT: 11 FP: 11 Dodge: 8
SM: -3
Parry: -
DR: 1 (tough skin)
Bite (12) 1d-5 cut, C Claw (12) 1d-5 cut, C Advantages: Acute Smell 1, Brachiator, Catfall, Clinging (requires foot holds), Discriminatory Smell, Extra Arms 2 (foot manipulators), Extra Arm (prehensile tail, extra flexible), Extra Legs (4), Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Peripheral Vision, Perk (fur), Perk (stinky musk), Racial Talent 2 (climbing), Sharp Claws, Sharp Teeth, Terrain Adaption (uneven), Ultrahearing, Vibration Sense (air), Bad Grip 2 (does not affect climbing), Bad Sight 4, Bad Smell, Intolerance (other males), Ham Fisted 2, Horizontal, Quirk (nosy), Quirk (red-green colorblindness), Short Lifespan 2, Wild Animal Skills: Climbing 20, Escape 9, Intimidation 11, Jumping 12, Stealth 12, Survival 12, Tracking 11
Raccoon ST: 5
HP: 5
Speed: 6
DX: 12 Will: 12 Move: 5 (6 sprint/ 2 climb (3 sprint)) IQ: 4
Per: 12 Weight: 10 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -2
Parry: -
DR: 1 (Tough Skin)
Bite (12) 1d-5 cut, C Traits: Catfall, Clinging (requires hand holds), Discriminatory Smell, Extra Legs 4, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Peripheral Vision, Perk (fur), Racial Talent 2 (climbing), Sensitive Touch, Sharp Teeth, Terrain Adaption (uneven), Ultrahearing, Versatile, Vibration Sense, Bad Grip 1 (does not affect climbing), Bad Sight 4, Bloodlust (15), Callous, Ham Fisted, Quirk (nosy), Quirk (redgreen colorblindness), Semi-upright, Short Lifespan 2, Wild Animal Skills: Climbing 18, Escape 9, Intimidate 11, Stealth 12, Survival 12, Swimming 15, Tracking 15
Rat ST: 3
HP: 6
Speed: 6
DX: 12 Will: 12 Move: 6 (8 sprint/ 3 water) IQ: 5
Per: 12 Weight: 2 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -5
Parry: -
Bite (14) 1d-5 cut, C Claw (14) 1d-4 cr, C
DR: -
175 Traits: Claws (Blunt), Combat Reflexes, Filter Lungs, Flexibility, Fur, Reduced Consumption 3 (cast iron stomach), Resistant to Metabolic Hazards, Silence 2, Universal Digestion, Semi-Upright, No Fine Manipulators Skills: Acrobatics 10, Brawling 14, Climbing 15, Escape 14, Scrounging 13, Stealth 14, Survival 13
Rat, Nadsokorian ST: 7
HP: 9
Speed: 6
DX: 12 Will: 12 Move: 6 (8 sprint/ 3 water) IQ: 5
Per: 12 Weight: 22 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -1
Parry: -
DR: 2 (tough skin)
Bite (14) 1d-3 cut, C Follow-up (Haverhill Fever (contact; HT-4 to resist; 2d day delay; 1 point of toxic damage and 1d/2 fatigue; 12-hour cycle with 12 cycles symptoms include coughing and drowsiness after loss of 1/3 hp., Agony and Nauseated after loss of 2/3 HP, If Victim reaches 0 HP they must save at HT-1 or become comatose from meningitis) Claw (14) 1d-3 cut, C Traits: Claws (Blunt), Combat Reflexes, Filter Lungs, Flexibility, Fur, Reduced Consumption 3 (cast iron stomach), Resistant to Metabolic Hazards, Silence 2, Universal Digestion, Semi-Upright, No Fine Manipulators Skills: Acrobatics 10, Brawling 14, Climbing 15, Escape 14, Scrounging 13, Stealth 14, Survival 13 The rats of Nadsokor are larger than normal and often carry an often fatal disease known as Haverhill Fever. This seems like the common flu until it progresses to the point of meningitis and spinal inflammation.
Rabbit ST: 4
HP: 13 Speed: 6
DX: 12 Will: 10 Move: 8 (16 sprint) IQ: 4
Per: 12 Weight: 7 lbs.
HT: 11 FP: 11 Dodge: 9
SM: -3
Parry: -
DR: -
Bite (15) 1d-5 cr, C Punch (15) 1d-4 cr, C Kick (15) 1d-2 cr, C on a miss roll vs. DX or Brawling to avoid falling
176 Traits: Blunt Claws, Discriminatory Smell, Enhanced Defenses (dodge), Night Vision 4, Peripheral Vison, Parabolic Hearing 2, Perk (fur), Temperature Tolerance 1 (cold), Ultrahearing, Vibration Sense (air), Bad Sight 4, Quadruped, Quirk (carful), Quirk (red-green colorblindness), Restricted Diet (herbivore), Short Lifespan 4, Wild Animal Skills: Brawling 15, Intimidation 10, Jumping 15, Stealth 13, Survival 12, Swimming 11, Sumo Wrestling 14 Techniques: Kicking 15, Rip Kick 15
Rhinoceros ST: 31 HP: 31 Speed: 5.25 DX: 10 Will: 10 Move: 6 (12 sprint) IQ: 4
Per: 12 Weight: 2440 lbs.
HT: 11 FP: 11 Dodge: 9
SM: 2
Parry: -
DR: 3 (tough skin)
Bite (12) 3d-3 cr C, 1 Kick (10) 3d cr C, 1-2 Horn (12) 3d+8 imp C, 1 Traits: Acute Taste/Smell 2, Discriminatory Smell, Enhanced Move 1 (ground), Night Vision 4, Parabolic Hearing 2, Peripheral Vision, Striker (horn, impaling), Ultrahearing, Bad Sight 6, Bad Temper (12), Intolerance (other males), Quadruped, Quirk (red-green colorblindness), Quirk (staid), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite, Wild Animal Skills: Brawling 12, Intimidation 10, Survival 12
Snake, Constrictor Anaconda ST: 19 HP: 19 Speed: 6 DX: 12 Will: 10 Move: 2 (1 land/ 2 water/ 1 climb) IQ: 2
Per: 12 Weight: 440 lbs.
HT: 12 FP: 10 Dodge: 10
SM: 1
Parry: -
DR: 1
Bite (14) 2d-2 cut, C, 1-3 Constriction (14) ST vs ST/HT, C Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 5, Combat Reflexes, Constriction Attack, Hard to Kill 4, Hard to Subdue 4, Discriminator Smell, Infravision, Peripheral Vision, Racial Skill Bonus 3 (stealth), Reduced Consumption 3, Sharp Teeth, Stretching 3, Terrain Adaption (slippery, uneven,
177 undergrowth), Vibration Sense (ground, movement only), Bad Sight 7, Cold Blooded (65), Hard of Hearing, Low Empathy, Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 10, Stealth 17, Survival 12, Tracking 15, Wrestling 14
Snake, Constrictor Boa ST: 7
HP: 7
Speed: 6
DX: 12 Will: 10 Move: 2 (2 land/ 1 water/ 1 climb) IQ: 2
Per: 12 Weight: 32 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -2
Parry: -
DR: 1
Bite (14) 1d-4 cut, C, 1 Constriction (14) ST vs ST/HT, C Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 5, Combat Reflexes, Constriction Attack, Hard to Kill 4, Hard to Subdue 4, Discriminator Smell, Infravision, Peripheral Vision, Racial Skill Bonus 3 (stealth), Reduced Consumption 3, Sharp Teeth, Stretching 3, Terrain Adaption (slippery, uneven, undergrowth), Vibration Sense (ground, movement only), Bad Sight 7, Cold Blooded (65), Hard of Hearing, Low Empathy, Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 10, Stealth 17, Survival 12, Tracking 15, Wrestling 14
Snake, Constrictor Python ST: 15 HP: 15 Speed: 6 DX: 12 Will: 10 Move: 2 (2 land/ 1 water/ 1 climb) IQ: 2
Per: 12 Weight: 440 lbs.
HT: 12 FP: 10 Dodge: 10
SM: 1
Parry: -
DR: 1
Bite (14) 1d cut, C, 1-3 Constriction (14) ST vs ST/HT, C Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 5, Combat Reflexes, Constriction Attack, Hard to Kill 4, Hard to Subdue 4, Discriminator Smell, Infravision, Peripheral Vision, Racial Skill Bonus 3 (stealth), Reduced Consumption 3, Sharp Teeth, Stretching 3, Terrain Adaption (slippery, uneven, undergrowth), Vibration Sense (ground, movement only), Bad Sight 7, Cold Blooded (65), Hard of Hearing, Low Empathy, Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 10, Stealth 17, Survival 12, Tracking 15, Wrestling 14
178
Snake, Constrictor Troosian Ash ST: 19 HP: 19 Speed: 6 DX: 12 Will: 10 Move: 2 (1 land/ 2 water/ 1 climb) IQ: 2
Per: 12 Weight: 440 lbs.
HT: 12 FP: 10 Dodge: 10
SM: 1
Parry: -
DR: 1
Bite (14) 2d-2 cut, C, 1-3 + 1d-2 burn Constriction (14) ST vs ST/HT, C + 1d-2 burn Burning aura (-) 1d-2 burn, C aura always-on Traits: Acute Smell 3, Amphibious, Burning Attack 1 (Melee attack C, aura, partial die -2, always on), Clinging, Breath Holding 5, Combat Reflexes, Constriction Attack, Hard to Kill 4, Hard to Subdue 4, Discriminator Smell, Infravision, Peripheral Vision, Racial Skill Bonus 3 (stealth), Reduced Consumption 3, Sharp Teeth, Stretching 3, Terrain Adaption (slippery, uneven, undergrowth), Vibration Sense (ground, movement only), Bad Sight 7, Hard of Hearing, Low Empathy, Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 10, Stealth 17, Survival 12, Tracking 15, Wrestling 14 The Troosian ash snake is a greyish black long constrictor that has an incredibly high internal temperature. Those in contact with it have burst into flame. It can often be found in mud or near rivers tying to cool itself.
Snake, Venomous Black ST: 2
HP: 2
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 2 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-5 imp, c (no wounding, linked with bite) Bite (14) 1d-7 cut, c (linked with fangs) Follow-up (bite venom - neurotoxin; 1d toxic; follow up (fangs); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable)
179 Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
Snake Venomous, Brown ST: 2
HP: 2
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 2 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-5 imp, c (no wounding, linked with bite) Bite (14) 1d-7 cut, c (linked with fangs) Follow-up (bite venom - neurotoxin; 1d+2 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - hemotoxic; 2d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 1d+2 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
180
Snake, Venomous Bushmaster ST: 2
HP: 2
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: 1.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-6 cut, c 1 (linked with fangs) Follow-Up: (bite venom - necrotizing; 1d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemotoxic; 2d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 3d+2 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12
Snake, Venomous Cobra ST: 4
HP: 4
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 8 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -2
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c 1-3 (no wounding, linked with bite) Bite (14) 1d-6 cut, c 1-3 (linked with fangs)
181 Follow-up (bite venom - neurotoxin; 2d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - cardiotoxin; 1d+2 toxic; follow up (fangs); linked (other venoms); symptoms (Negated Advantage: Fit, Very Fit, 1/3 HP); symptoms (Unfit, 1/2 HP); symptoms (Very Unfit, 2/3 HP); symptoms (heart attack, full HP); blood agent; resistable (HT-4); no wounding; limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
Snake, Venomous Cobra King ST: 5
HP: 5
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 8 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -2
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c 1-3 (no wounding, linked with bite) Bite (14) 1d-6 cut, c 1-3 (linked with fangs) Follow-up (bite venom - neurotoxin; 3d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - cardiotoxin; 1d toxic; follow up (fangs); linked (other venoms); symptoms (Negated Advantage: Fit, Very Fit, 1/3 HP); symptoms (Unfit, 1/2 HP); symptoms (Very Unfit, 2/3 HP); symptoms (heart attack, full HP); blood agent; resistable (HT-4); no wounding; limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced
182 Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
Snake, Venomous Cobra Spitting ST: 4
HP: 4
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 8 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -2
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c 1-3 (no wounding, linked with bite) Bite (14) 1d-6 cut, c 1-3(linked with fangs) Follow-Up: (bite venom - neurotoxin; 3d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - necrotizing; 1d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - immediate effects; 4d+1 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable); (bite venom - cardiotoxin; 2d toxic; follow up (fangs); linked (other venoms); symptoms (Negated Advantage: Fit, Very Fit, 1/3 HP); symptoms (Unfit, 1/2 HP); symptoms (Very Unfit, 2/3 HP); symptoms (heart attack, full HP); blood agent; resistable (HT-4); no wounding; limited use (1 per 9 days); variable); Spit Venom (14) Affliction 1 (HT; Spit; Terrible Pain; Blindness (only for face hits); Jet; Blood Agent; Reduced Range (½D 2 m, Max 3 m); Rapid Fire (ROF 36, +5 to hit); Secondary (Extended duration permanent, only on blindness); limited use (1 per 9 days); variable; alternative attack (bite venom)) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth),
183 Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Innate Attack (breath) 14, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14 Techniques: Targeted Attack (Innate Attack Spit/Face) 12
Snake, Venomous Death Adder ST: 2
HP: 2
Speed: 6
DX: 12 Will: 10 Move: 2 (4 land/ 3 water/ 1 climb) IQ: 2
Per: 12 Weight: 1.5 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-5 imp, c 1-3(no wounding, linked with bite) Bite (14) 1d-7 cut, c 1-3(linked with fangs) Follow-Up: (bite venom - neurotoxin; 2d toxic; follow up (fangs); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 17, Survival 12, Tracking 15, Wrestling 14
Snake, Venomous Mamba ST: 4
HP: 4
Speed: 6
DX: 12 Will: 10 Move: 5 (5 land (6 sprint)/ 2 water/ 2 climb (3 sprint)) IQ: 2
Per: 12 Weight: 9.5 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1-3 (no wounding, linked with bite) Bite (14) 1d-6 cut, c 1-3 (linked with fangs)
184 Follow-Up: (bite venom - neurotoxin; 2d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - cardiotoxin; 1d+2 toxic; follow up (fangs); linked (other venoms); symptoms (Negated Advantage: Fit, Very Fit, 1/3 HP); symptoms (Unfit, 1/2 HP); symptoms (Very Unfit, 2/3 HP); symptoms (heart attack, full HP); blood agent; resistable (HT-4); no wounding; limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
Snake, Moccasin ST: 2
HP: 2
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: 1.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-6 cut, c 1 (linked with fangs) Follow-Up: (bite venom - necrotizing; 1d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemotoxic; 1d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 3d toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable)
185 Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12
Snake, Venomous Rattlesnake ST: 2
HP: 2
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: 22.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -2
Parry: -
DR: 1
Fangs (-) 1d-2 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-5 cut, c 1 (linked with fangs) Follow-Up: (bite venom - necrotizing; 1d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemotoxic; 1d+2 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 3d toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12
Snake, Venomous Taipan ST: 4
HP: 4
Speed: 6
186 DX: 12 Will: 10 Move: 5 (5 land (6 sprint)/ 2 water/ 2 climb (3 sprint)) IQ: 2
Per: 12 Weight: 9.5 lbs.
HT: 12 FP: 10 Dodge: 10
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1 (no wounding, linked with bite) Bite (14) 1d-6 cut, c 1 (linked with fangs) Follow-Up: (bite venom - neurotoxin; 5d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - hemotoxic; 5d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 3d toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 14, Climbing 16, Escape 11, Intimidation 11, Stealth 14, Survival 12, Tracking 15, Wrestling 14
Snake, Troosian Deathrattle ST: 8
HP: 8
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: 88.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: 0
Parry: -
DR: 0
Fangs (-) 1d-1 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-4 cut, c 1 (linked with fangs) +1d-3 cor.
187 Follow-Up: (bite venom - neurotoxin; 6d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - necrotizing; 2d toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemotoxic; 4d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 7d+2 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Acidic Spit (12) 1d-3 cor. 10/50 Rof: 1 Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Extra Attack 1, Extra Head 1, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Innate Attack 12, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12 Troosian Death Rattles are huge two-headed rattlesnakes. They have strong digestive acids which they can spit at their foes. Their fangs carry both a poison and acidic bite.
Snake, Venomous Viper Death ST: 2
HP: 2
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: 1.5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -4
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-6 cut, c 1 (linked with fangs)
188 Follow-Up: (bite venom - neurotoxin; 1d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 DX, negated advantage: Perfect Balance, 1/3 HP); symptoms (another -2 DX, Nauseated, 1/2 HP); symptoms (another -2 DX, Confused, Absent-Mindedness, 2/3 HP); symptoms (paralysis, full HP); symptoms (choking, 1.5 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no wounding; limited use (1 per 9 days); variable); (bite venom - necrotizing; 1d-1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemotoxic; 1d+2 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 3d+1 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12
Snake, Viper Saw Scaled ST: 1
HP: 1
Speed: 5.5
DX: 12 Will: 10 Move: 2 (2 land /1 water/ 1 climb) IQ: 2
Per: 12 Weight: .5 lbs.
HT: 12 FP: 10 Dodge: 9
SM: -5
Parry: -
DR: 0
Fangs (-) 1d-4 imp, c, 1 (no wounding, linked with bite) Bite (12) 1d-6 cut, c 1 (linked with fangs) Follow-Up: (bite venom - necrotizing; 1d-3 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); limited use (1 per 9 days); variable); (bite venom - hemorrhagic; 1d+1 toxic; follow up (fangs); linked (other venoms); cyclic (3 hourly cycles); cyclic (2 daily cycles); symptoms (nauseated, 1/2 HP); symptoms (Confused, AbsentMindedness, 2/3 HP); blood agent; onset (10 minutes); resistable (HT-4, doesn't stop cycles); no
189 crippling; limited use (1 per 9 days); variable); (bite venom - immediate effects; 1d+1 toxic; follow up (fangs); linked (other venoms); symptoms (moderate pain, 1/3 HP); symptoms (severe pain, 1/2 HP); symptoms (terrible pain, 2/3 HP); blood agent; resistable (HT-4); no wounding (does cause shock appropriate to damage rolled); limited use (1 per 9 days); variable) Traits: Acute Smell 3, Amphibious, Clinging, Breath Holding 4, Combat Reflexes, Discriminatory Smell, Hard to Kill 4, Hard to Subdue 4, Peripheral Vision, Racial Skill Bonus 1 (intimidation), Reduced Consumption 3, Sharp Teeth (linked fangs), Stretching 4 (always on), Striker (fangs, impaling, cannot parry, weak, no wounding, linked (sharp teeth), Terrain Adaptation (slippery, uneven, undergrowth), Vibration Sense (ground, not vs. immobile), Bad Sight 5, Cold Blooded (65), Hard of Hearing, Low Empathy, Quirk (weak bite -1/die), Restricted Diet (carnivore), Vermiform, Short Lifespan 2, Wild Animal Skills: Brawling 12, Climbing 14, Escape 9, Intimidation 10, Stealth 15, Survival 12, Tracking 15, Wrestling 12
Warbeast, Orduninan ST: 42 HP: 22 Speed: 6.25 DX: 13 Will: 10 Move: 8 (9 sprint) IQ: 6
Per: 12 Weight: 2724 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 3 Parry: 11
DR: 3 (tough skin)
Bite (15) 5d+4 Imp (0.5 /1 vs. skin or tough skin) C, 1 Claw (15) 5d+3 cut C, 1 Traits: Acute Hearing 2, Catfall, Clinging (requires claw holds), Combat Reflexes, Discriminatory Smell, Flexibility, Night Vision 6, Parabolic Hearing 2, Perfect Balance, Fur, Sharp Claws, Striker (bite, Impaling, cannot parry, armor divisor .5 (not against skin or tough skin; half blunt trama, fragile), Temperature Tolerance 1 (cold), Terrain Adaptation (uneven), Ultrahearing, Vibration Sense (air), Bad Sight 4, Callous, Careful, Congenial, Domesticated Animal, Red-Green Colorblindness, Laziness, Intolerance (other males), Nosy, Quadruped, Restricted Diet (carnivore), Short Lifespan 2. Features: Born Biter 2, Short Tail Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15 Orduninan warbeasts are huge tiger like creatures, easily capable of supporting 350 pound without tiring. They are bread by the Overmen of Ordunin for use as mounts, although the expense in breeding and the rarity of the creatures make them steeds for the noble cast of Overmen
Earthly Insects Ant, Giant ST: 7
HP: 7
Speed: 5.75
DX: 12 Will: 10 Move: 5 (12 Sprint)
190 IQ: 2
Per: 12 Weight: 60 lbs.
HT: 11 FP: 9 Dodge: 9
SM: -1
Parry: -
DR: 5
Bite (14) 1d-3 cut, C Traits: Acute Smell/Taste 3, Clinging, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Threshold, Extra Legs 6, Lifting ST 4, Reduced Consumption 3 (cast iron stomach), Ultravision, Universal Digestion, Vibration Sense (air), Bad Eyesight 5, Hard of Hearing 5, Slave Mentality, Hexapod, Wild Animal. Traits: Brawling 14, Climbing 15, Intimidation 10, Stealth 14, Survival 13, Tracking 15
Ant, Giant Fire ST: 7
HP: 7
Speed: 5.75
DX: 12 Will: 10 Move: 5 (12 Sprint) IQ: 2
Per: 12 Weight: 60 lbs.
HT: 11 FP: 9 Dodge: 9
SM: -1
Parry: -
DR: 5
Bite (14) 1d-3 cut, C Sting (14) 1d-3 imp (Sting venom - follow-up (sting), 1d-2 tox, cyclic 1 hr. x 4 cycles, resistible HT-1 (does not stop cycles), Symptom 1/3 HP Moderate Pain, Symptom 1/2 HP Terrible Pain, Symptom 2/3 HP Agony, Symptom Full HP Choking & Seizure (anaphylactic shock) Traits: Acute Smell/Taste 3, Clinging, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Threshold, Extra Legs 6, Lifting ST 4, Reduced Consumption 3 (cast iron stomach), Ultravision, Universal Digestion, Vibration Sense (air), Bad Eyesight 5, Hard of Hearing 5, Slave Mentality, Hexapod, Wild Animal. Traits: Brawling 14, Climbing 15, Intimidation 10, Stealth 14, Survival 13, Tracking 15
Ant, Giant Jack Jumper ST: 7
HP: 7
Speed: 5.75
DX: 12 Will: 10 Move: 5 (12 Sprint) IQ: 2
Per: 12 Weight: 60 lbs.
HT: 11 FP: 9 Dodge: 9
SM: -1
Parry: -
Bite (14) 1d-3 cut, C
DR: 5
191 Sting (14) 1d-3 imp (Sting venom - follow-up (sting), 2d-2 tox, cyclic 1 min. x 6 cycles, resistible HT-5 (does not stop cycles), Symptom 1/3 HP Moderate Pain, Symptom 1/2 HP Terrible Pain, Symptom 2/3 HP Heart Attack) Traits: Acute Smell/Taste 3, Clinging, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Threshold, Extra Legs 6, Lifting ST 4, Reduced Consumption 3 (cast iron stomach), Ultravision, Universal Digestion, Vibration Sense (air), Bad Eyesight 5, Hard of Hearing 5, Slave Mentality, Hexapod, Wild Animal. Traits: Brawling 14, Climbing 15, Intimidation 10, Stealth 14, Survival 13, Tracking 15
Assassin Bug, Giant ST: 14 HP: 14 Speed: 6.25 DX: 14 Will: 10 Move: 6 (6 air) IQ: 2
Per: 12 Weight: 60 lbs.
HT: 11 FP: 9 Dodge: 10
SM: -2 Parry: -
DR: 2
Proboscis (15) 1d Imp C, 1 Follow-up (bite – poison, paralytic 1d+1 Toxic Cyclic 1 sec x 6 sec (Symptom 2/3 HP, -2 DX), (Symptom ½ HP, -2 DX), (Symptom 1/3 HP, -2 DX), (Symptom Full HP Paralysis), Resistible HT-2 (does not stop cycles), Non-Wounding) Follow-up (bite – poison, enzyme 1d-2 tox. Cyclic 1 hour x 4 hours, Resistible HT-5) Poison Spit (15) 1d-2 tox. Cyclic 1 hour x4 hours, Resistible HT -5, limited 1/10 min Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Flight (winged), Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Hexapod, Wild Animal. Skills: Brawling 15, Climbing 14, Intimidation 10, Stealth 14, Survival 13, Tracking 14
Beetle, Giant ST: 15 HP: 15 Speed: 5.25 DX: 12 Will: 10 Move: 5 IQ: 2
Per: 12 Weight: 240 lbs.
HT: 11 FP: 9 Dodge: 9
SM: 0
Parry: -
Bite (12) 2d+1 cut C, 1
DR: 4
192 Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Striker (bite, cutting), Vibration Sense, Bad Eyesight 4, Hexapod, Wild Animal. Skills: Climbing 14, Intimidation 10, Stealth 14, Survival 13, Tracking 14
Beetle, Giant Stink ST: 15 HP: 15 Speed: 5.25 DX: 12 Will: 10 Move: 5 (Air 8) IQ: 2
Per: 12 Weight: 240 lbs.
HT: 11 FP: 9 Dodge: 9
SM: 0
Parry: -
DR: 4
Bite (12) 1d+1 cut C, 1 Stink Cloud (-) Affliction (HT-1, Area affect 4 hex, Sense based, Retching and Nausea) Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Flight (winged), Vibration Sense, Bad Eyesight 4, Restricted Diet (Herbivore), Hexapod, Wild Animal. Skills: Climbing 14, Intimidation 10, Stealth 14, Survival 13, Tracking 14
Centipede, Giant ST: 9
HP: 12 Speed: 5.25
DX: 15 Will: 10 Move: 5 IQ: 2
Per: 12 Weight: 240 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: -
DR: 4
Bite (17) 1d-3 Imp Fang (-) 1d imp (no wounding linked with bite) Follow-Up: bite venom – necrotic (1d tox Cyclic 6 1 second cycles, no wounding, symptoms ¼ HP itching, ½ HP terrible pain, 2/3 HP Agony, Resistible HT-2) Bite venom – Digestive enzyme (1d-3 tox cyclic 6 1 hour cycles, symptoms 1/3 HP (-1 ST, DX), ½ HP (another -1 ST, DX), 2/3 HP (another -1 ST, DX), Full HP coma. Resistible HT-4 does not stop cycles) Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 100, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Vermiform, Wild Animal. Skills: Brawling 17 Climbing 16, Intimidation 10, Stealth 16, Survival 13, Tracking 14
193
Centipede, Huge ST: 4
HP: 4
Speed: 5.25
DX: 15 Will: 10 Move: 5 IQ: 2
Per: 12 Weight: 1 lbs.
HT: 11 FP: 9 Dodge: 10
SM: -5 Parry: -
DR: 2
Bite (17) 1d-5 Imp Fang (-) 1d-3 imp (no wounding linked with bite) Follow-Up: bite venom – necrotic (1d-4 tox Cyclic 6 1 second cycles, no wounding, symptoms ¼ HP itching, ½ HP terrible pain, 2/3 HP Agony, Resistible HT-2) Bite venom – Digestive enzyme (1d-4 tox cyclic 6 1 hour cycles, symptoms 1/3 HP (-1 ST, DX), ½ HP (another -1 ST, DX), 2/3 HP (another -1 ST, DX), Full HP coma. Resistible HT-4 does not stop cycles) Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 100, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Vermiform, Wild Animal. Skills: Brawling 17 Climbing 16, Intimidation 10, Stealth 16, Survival 13, Tracking 14
Centipede, Titanic ST: 27 HP: 27 Speed: 5.25 DX: 15 Will: 10 Move: 5 IQ: 2
Per: 12 Weight: 820 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 2 Parry: -
DR: 6
Bite (17) 3d-1 Imp Fang (-) 4d imp (no wounding linked with bite) Follow-Up: bite venom – necrotic (2d tox Cyclic 6 1 second cycles, no wounding, symptoms ¼ HP itching, ½ HP terrible pain, 2/3 HP Agony, Resistible HT-2) Bite venom – Digestive enzyme (2d-2 tox cyclic 6 1 hour cycles, symptoms 1/3 HP (-1 ST, DX), ½ HP (another -1 ST, DX), 2/3 HP (another -1 ST, DX), Full HP coma. Resistible HT-4 does not stop cycles) Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 100, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Vermiform, Wild Animal. Skills: Brawling 17 Climbing 16, Intimidation 10, Stealth 16, Survival 13, Tracking 14
194
Earwig, Giant ST: 7
HP: 7
Speed: 5.75
DX: 12 Will: 10 Move: 5 (12 Sprint) IQ: 2
Per: 12 Weight: 60 lbs.
HT: 11 FP: 9 Dodge: 9
SM: -1
Parry: -
DR: 3
Bite (14) 1d-3 cut, C Rear Pincher (14) 1d cut, C 1 Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Striker (pincher, cutting, long +1), Vibration Sense, Bad Eyesight 4, Restricted Diet (Herbivore), Hexapod, Wild Animal. Skills: Brawling 14, Climbing 14, Intimidation 10, Stealth 14, Survival 13, Tracking 14
Leech, Split ST: 6
HP: 6
DX: 8
Will: 10 Move: 2 (4 water, 1 climb)
IQ: 2
Per: 12 Weight: 40 lbs.
HT: 11 FP: 9 Dodge: 8
Speed: 5.25
SM: -1
Parry: -
DR: 3
Bite (12) 1d-3 cut, C Follow-Up: (Bite Venom – Anticoagulant; 1d-1 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-2 HT (only for bleeding checks -60%), 1/3 HP); symptoms (another -2 HT (only for bleeding checks -60%), 1/2 HP); symptoms (another -2 HT (only for bleeding checks -60%), 2/3 HP); symptoms (hemophilia, full HP); blood agent; onset (1 minute); resistible (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)); (bite venom - vasodilator; 1d-1 toxic; follow up (bite); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-4 FP , 1/3 HP); symptoms (another -4 FP, 1/2 HP); symptoms (daze, 2/3 HP); symptoms (unconsciousness, full HP); symptoms (heart attack, 2 × HP); blood agent; onset (1 minute); resistible (HT-4, doesn't stop cycles); no wounding; low accumulation; limited use (10 per day)) (Gripping Mouth – follow up (bite) Quick ST contest or burn damage to remove, removal causes 1d-4 cut unless removed by burning) (Vampiric bite – follow up (bite) 3/HP sec drain maximum 10 HP)
195 Traits: Amphibious, Clinging, Extra Head 1, Flexibility, High Pain Threshold, Injury Tolerance (no neck, no eyes, 1/10 damage (limited: Crushing), Terrain Adaptation (water, mud, undergrowth), Unfazeable, Vibration Sense (air), Cannot Learn, Cannot Speak, No Manipulators, No Legs (slithers), Restricted Diet (blood), Vermiform, Wild Animal. Skills: Brawling 12, Climbing 13, Jumping 12, Stealth 14, Survival 14 Split leeches are small dog sized, two headed leaches common to rivers and swamps of the young kingdoms.
Praying Mantis, Giant ST: 27 HP: 27 Speed: 7.75 DX: 15 Will: 10 Move: 7 IQ: 2
Per: 12 Weight: 890 lbs.
HT: 15 FP: 9 Dodge: 11
SM: 2 Parry: -
DR: 6
Bite (18) 3d-1 cut C, 1 Talon Strike (18) 5d+1 cut/imp (2) C, 1-4 Traits: 360 Vision, Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Attack 1, Extra Legs 6, Striker (Talon, cutting/impaling, long +2, Armor Piercing 2), Vibration Sense, Bad Eyesight 4, Restricted Diet (Herbivore), Hexapod, Wild Animal. Skills: Brawling 18, Climbing 18, Intimidation 10, Stealth 18, Survival 13, Tracking 14
Scorpion, Giant ST: 9
HP: 12 Speed: 6.75
DX: 15 Will: 10 Move: 6 (9 sprint) IQ: 2
Per: 12 Weight: 140 lbs.
HT: 12 FP: 9 Dodge: 10
SM: 0 Parry: -
DR: 5
Pinchers (17) 1d-1 cr/cut C, 1 Stinger (17) 1d-2 imp C, 1 Follow-Up: Sting Venom – Paralytic 1d tox; follow up (sting); blood agent; cyclic (8 second cycles); Symptoms (1/4 HP itching, 1/3 HP Terrible pain, 2/3 HP agony, Full HP paralysis) Resistible HT-3 (does not stop cycles) no wounding.
196 Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 17, Climbing 17, Intimidation 10, Stealth 17, Survival 13, Tracking 14
Scorpion, Titanic ST: 29 HP: 35 Speed: 6.75 DX: 15 Will: 10 Move: 6 (9 sprint) IQ: 2
Per: 12 Weight: 940 lbs.
HT: 12 FP: 9 Dodge: 10
SM: 3 Parry: -
DR: 7
Pinchers (17) 5d+1 cr/cut C, 1 Stinger (17) 3d-2 imp C, 1 Follow-Up: Sting Venom – Paralytic 2d tox; follow up (sting); blood agent; cyclic (8 second cycles); Symptoms (1/4 HP itching, 1/3 HP Terrible pain, 2/3 HP agony, Full HP paralysis) Resistible HT-3 (does not stop cycles) no wounding. Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 17, Climbing 17, Intimidation 10, Stealth 17, Survival 13, Tracking 14
Spider, Camel ST: 3
HP: 3
Speed: 5.25
DX: 14 Will: 10 Move: 8 (14 sprint) IQ: 2
Per: 12 Weight: .25 lbs.
HT: 11 FP: 9 Dodge: 9
SM: -5
Parry: -
DR: -
Bite (12) 1d-5 pi-, C (linked with fangs) Fangs (12) 1d-3 pi+, C (no wounding linked with bite) Follow-Up: (Bite venom – neurotoxin 1d-4 tox; follow up (fangs); blood agent; cyclic (6 hourly cycles); Side Affect: Paralysis; Symptom 1/2 HP Itching; Symptom 2/3 HP Nausea; Resistible HT-2 (does not stop cycles); no wounding) Follow-Up: (Bite – egg implantation 1d-3 tox; follow up (fangs); cyclic 6 daily cycles for 18 days; Symptom 1/4 HP Itching; Symptom ½ HP terrible pain; Symptom 2/3 HP Agony; Symptom full HP major wound + spider swarm; Unreliable (12+); Can only be stopped by removal of eggs (difficult medical task))
197 Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 15, Climbing 14, Intimidation 10, Stealth 14, Survival 13, Tracking 14 Camel spiders are about 1’ in diameter. They are predators that utilize a paralytic neurotoxin to disable a host victim for egg implantation. While not every bite implants eggs, those that do are horrific wounds that fester and eventually burst forth with a tiny swarm of young camel spiders. When running at full speed, the camel spider makes an eerie howling noise, as air rushes past its furry body.
Spider, Giant (small) ST: 9
HP: 12 Speed: 6.75
DX: 15 Will: 10 Move: 6 (9 sprint) IQ: 2
Per: 12 Weight: 140 lbs.
HT: 12 FP: 9 Dodge: 10
SM: -1 Parry: -
DR: 5
Bite (17) 1d-1 Imp C Binding (14) ST 10, enveloping, sticky, persistent, only damaged by cutting and fire, (can be used as wall), RNG 1-10, ROF 1(10) Follow-Up: Bite Venom – Necrotic 1d tox; follow up (bite); blood agent; cyclic (8 second cycles); Symptoms (1/4 HP itching, 1/3 HP Terrible pain, 2/3 HP agony, Full HP coma) Resistible HT-3. Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 17, Climbing 17, Innate Attack (projectile) 14, Intimidation 10, Stealth 17, Survival 13, Tracking 14
Spider, Giant (Medium) ST: 19 HP: 12 Speed: 6.75 DX: 15 Will: 10 Move: 6 (9 sprint) IQ: 2
Per: 12 Weight: 240 lbs.
HT: 12 FP: 9 Dodge: 10
SM: 0 Parry: -
DR: 5
Bite (17) 2d-1 Imp C Binding (14) ST 20, enveloping, sticky, persistent, only damaged by cutting and fire, (can be used as wall), RNG 1-10, ROF 1(10)
198 Follow-Up: Bite Venom – Necrotic 1d+4 tox; follow up (bite); blood agent; cyclic (8 second cycles); Symptoms (1/4 HP itching, 1/3 HP Terrible pain, 2/3 HP agony, Full HP coma) Resistible HT-3. Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 17, Climbing 17, Innate Attack (projectile) 14, Intimidation 10, Stealth 17, Survival 13, Tracking 14
Spider, Giant (Large) ST: 29 HP: 12 Speed: 6.75 DX: 15 Will: 10 Move: 6 (9 sprint) IQ: 2
Per: 12 Weight: 440 lbs.
HT: 12 FP: 9 Dodge: 10
SM: 1 Parry: -
DR: 6
Bite (17) 3d+1 Imp C Binding (14) ST 30, enveloping, sticky, persistent, only damaged by cutting and fire, (can be used as wall), RNG 1-10, ROF 1(10) Follow-Up: Bite Venom – Necrotic 3d+2 tox; follow up (bite); blood agent; cyclic (8 second cycles); Symptoms (1/4 HP itching, 1/3 HP Terrible pain, 2/3 HP agony, Full HP coma) Resistible HT-3. Traits: Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Enhanced Move (ground) 1/2, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 8, Vibration Sense, Bad Eyesight 4, Restricted Diet (carnivore), Arachnoid, Wild Animal. Skills: Brawling 17, Climbing 17, Innate Attack (projectile) 14, Intimidation 10, Stealth 17, Survival 13, Tracking 14
Wasp, Giant ST: 6
HP: 12 Speed: 6.75
DX: 15 Will: 10 Move: 6 (9 Air) IQ: 2
Per: 12 Weight: 40 lbs.
HT: 12 FP: 9 Dodge: 10
SM: -2 Parry: -
DR: 3
Sting: 1d-4 pi+ Follow-Up: Sting Venom – Necrotic 1d-3 tox; follow-up (sting); blood agent; cyclic (8 second cycles); symptoms (1/4 HP itching, 1/3 HP terrible pain, 2/3 HP agony, Full HP heart attack) Resistible HT-1 (does not stop cycles)
199 Traits: 360 Vision, Acute Taste/smell 3, Acute Touch 3, Clinging, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Flight (Winged), Vibration Sense, Bad Eyesight 4, Restricted Diet (Herbivore), Hexapod, Wild Animal.
Earthly Marine Life Crab, Death’s Head ST: 18 HP: 18 Speed: 6.25 DX: 14 Will: 10 Move: 6 IQ: 2
Per: 12 Weight: 240 lbs.
HT: 11 FP: 9 Dodge: 10
SM: 0 Parry: -
DR: 4 (+20 vs Fire/heat)
Claw (16) 3d cr/cut C, 1 Major Claw (13) 4d+2 cr/cut (2) C, 1 Traits: 360 Vision, Acute Taste/smell 3, Acute Touch 3, Combat Reflexes, Discriminatory Smell, Doesn’t Breath (lungs and gills), Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Temperature Tolerance 10 (hot), Vibration Sense, Blind, Dependency (Water, 1 hour), Pressure Support 2, Restricted Diet (Carnivore), Hexapod, Wild Animal. Skills: Brawling 16, Intimidation 10, Stealth 15, Survival 15, Swimming 15, Tracking 15 Death’s head crabs are named because of the unusual markings on their shells. Living in and around the boiling springs located on the Plains of Glass on Pan Tang. They average 6’ across and have a small and large claw. While the large claw is fearsome, it is also difficult for these creatures to use. A similar species is suspected to live in the Boiling Sea, but this has not been proven.
Crab, Giant ST: 32 HP: 32 Speed: 6.25 DX: 7
Will: 10 Move: 6
IQ: 2
Per: 12 Weight: 940 lbs.
HT: 11 FP: 9 Dodge: 10
SM: +2 Parry: -
DR: 6
Claw (13) 3d+1 cr/cut C, 1-2 Traits: 360 Vision, Acute Taste/smell 3, Acute Touch 3, Combat Reflexes, Discriminatory Smell, Doesn’t Breath (lungs and gills), Hard to Kill 3, Hard to Subdue 3, High Pain Tolerance, Extra Legs 6, Temperature Tolerance 10 (hot), Vibration Sense, Bad Vision 6, Dependency (Water, 1 hour), Pressure Support 2, Restricted Diet (Carnivore), Hexapod, Wild Animal. Skills: Brawling 13, Intimidation 10, Stealth 10, Survival 15, Swimming 15, Tracking 15
200
Dolphin, Bottlenose ST: 23 HP: 23 Speed: 6 DX: 13 Will: 10 Move: 8 (12 sprint) IQ: 5
Per: 12 Weight: 840 lbs.
HT: 11 FP: 11 Dodge: 10
SM: +2
Parry: -
DR: 2 (tough skin)
Bite (15) 2d+2 cut C, 1 Ram or Tail (15) 2d+2 cr 1 Traits: Combat Reflexes; Discriminatory Hearing; Doesn't Breathe (oxygen storage, ×25); Enhanced Move 1 (water); Night Vision 4 (only under water); Peripheral Vision; Perk (can see normally under and above water); Pressure Support 1; Scanning Sense: Sonar (reduced range 600 m); Sharp Teeth; Speak Underwater; Ultrasonic speech; Versatile; Bad Sight 2; Chummy; Icthyoid; Lecherousness (12-); No Sense of Taste/Smell (smell only, can taste); Quirk (Curious); Quirk (Playful); Quirk (Red-Green Colorblindness); Quirk (Playful); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 15, Intimidation 10, Stealth 13, Survival 12
Dolphin, Narwhal ST: 36 HP: 36 Speed: 6 DX: 13 Will: 10 Move: 8 (9 sprint) IQ: 5
Per: 12 Weight: 2840 lbs.
HT: 11 FP: 11 Dodge: 10
SM: +3
Parry: -
DR: 3 (tough skin)
Bite (15) 4d+2 cut C, 1-2 Ram or Tail (15) 4d+2 cr 1-2 Tusk (15) 4d+7 imp 1-2 Traits: Combat Reflexes; Discriminatory Hearing; Doesn't Breathe (oxygen storage, ×25); Enhanced Move 1 (water); Night Vision 4 (only under water); Peripheral Vision; Perk (can see normally under and above water); Pressure Support 1; Scanning Sense: Sonar (reduced range 600 m); Sharp Teeth; Speak Underwater; Ultrasonic speech; Versatile; Bad Sight 2; Chummy; Icthyoid; Lecherousness (12-); No Sense of Taste/Smell (smell only, can taste); Quirk (Curious); Quirk (Playful); Quirk (Red-Green Colorblindness); Quirk (Playful); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 15, Intimidation 10, Stealth 13, Survival 12
Dolphin, Orca ST: 59 HP: 59 Speed: 6
201 DX: 13 Will: 10 Move: 8 (16 sprint) IQ: 5
Per: 12 Weight: 12840 lbs.
HT: 11 FP: 11 Dodge: 10
SM: +4
Parry: -
DR: 5 (tough skin)
Bite (15) 7d+5 cut C, 1-3 Ram or Tail (15) 7d+5 cr 3 Traits: Combat Reflexes; Discriminatory Hearing; Doesn't Breathe (oxygen storage, ×25); Enhanced Move 1 (water); Night Vision 4 (only under water); Peripheral Vision; Perk (can see normally under and above water); Pressure Support 1; Scanning Sense: Sonar (reduced range 600 m); Sharp Teeth; Speak Underwater; Ultrasonic speech; Versatile; Bad Sight 2; Chummy; Icthyoid; Lecherousness (12-); No Sense of Taste/Smell (smell only, can taste); Quirk (Curious); Quirk (Playful); Quirk (Red-Green Colorblindness); Quirk (Playful); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 15, Intimidation 10, Stealth 13, Survival 12
Eel, Giant ST: 9
HP: 9
Speed: 6
DX: 13 Will: 10 Move: 10 water (12 sprint) IQ: 3
Per: 12 Weight: 60 lbs.
HT: 12 FP: 11 Dodge: 10
SM: -1
Parry: -
DR: 1
Bite (14) 1d cut C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; half blunt trauma); Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Low Empathy; Restricted Diet (carnivore); Short Lifespan 1; Vermiform; Wild Animal Traits: Brawling 14; Intimidation 10; Stealth 12; Survival 12; Tracking 15; Wrestling 14
Fish, Typical (small) ST: 4
HP: 5
Speed: 5.5
DX: 10 Will: 10 Move: 5 water (8 sprint) IQ: 3
Per: 12 Weight: 3 lbs.
HT: 12 FP: 11 Dodge: 8
SM: -3
Parry: -
Bite (10) 1d-6 C
DR: -
202 Or Bite (10) 1d-6 cut C Traits: Acute Smell 3; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Short Lifespan 1; Wild Animal Skill: Stealth 10, Survival 12, Tracking -15 This represents small species of game fish and saltwater fish of 3-5 lbs. and 1.5 to 2 foot long.
Fish, Typical (medium) ST: 4
HP: 5
Speed: 5.5
DX: 10 Will: 10 Move: 7 water (13 sprint) IQ: 3
Per: 12 Weight: 30 lbs.
HT: 12 FP: 11 Dodge: 8
SM: -1
Parry: -
DR: 1
Bite (10) 1d-6 C Or Bite (10) 1d-6 cut C Traits: Acute Smell 3; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Short Lifespan 1; Wild Animal Skill: Stealth 10, Survival 12, Tracking -15 This represents a larger version of game or saltwater fish such as salmon etc.
Fish, Typical (large) ST: 27 HP: 27 Speed: 5.5 DX: 10 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 1000 lbs.
HT: 12 FP: 11 Dodge: 8
Parry: -
Bite (10) 3d-2 C Or
SM: 2 DR: 2
203 Bite (10) 3d-2 cut C Traits: Acute Smell 3; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Short Lifespan 1; Wild Animal Skill: Stealth 10, Survival 12, Tracking -15 This represents large versions of game or saltwater fish such as tuna, marlin etc.
Octopus, Typical (large) ST: 8
HP: 8
Speed: 5.25
DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 4
Per: 12 Weight: 20 lbs.
HT: 10 FP: 10 Dodge: 8
SM: -1
Parry: -
DR: 1 (tough skin)
Tentacle (13) 1d-3 cr C, 1 Beak (13) 1d-3 Imp C Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1)), Extra Attack 3, Injury Tolerance (no neck), Night Vision 5, Peripheral Vision, Regrowth, Teeth (Sharp Beak), Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Short Lifespan, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12
Octopus, Typical (Giant) ST: 16 HP: 16 Speed: 5.25 DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 4
Per: 12 Weight: 156 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 2 (tough skin)
Tentacle (13) 1d+1 cr C, 1-2 Beak (13) 1d+1 Imp C Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1)), Extra Attack 3, Injury Tolerance (no neck), Night Vision 5,
204 Peripheral Vision, Regrowth, Teeth (Sharp Beak), Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Short Lifespan, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12
Octopus, Krayken ST: 48 HP: 48 Speed: 5.25 DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 4
Per: 12 Weight: 2156 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 3
Parry: -
DR: 6 (tough skin)
Tentacle (13) 5d+2 cr C, 1-4 Beak (13) 5d+2 Imp C Constriction Attack: ST vs ST/HT C, 1-4 Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1)), Extra Attack 3, Injury Tolerance (no neck), Night Vision 5, Peripheral Vision, Regrowth, Teeth (Sharp Beak), Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Short Lifespan, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12
Ray, Manta ST: 24 HP: 24 Speed: 5 DX: 8
Will: 10 Move: 7 water
IQ: 3
Per: 12 Weight: 2156 lbs.
HT: 12 FP: 12 Dodge: 8
SM: 3
Parry: -
DR: 6 (tough skin)
Ram or Tail (8) 2d cr C, 1 Traits: Acute Smell 3; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Restricted Diet (plankton); Wild Animal Skills: Survival 12, Tracking 15
Ray, Sting (Average) ST: 5
HP: 5
Speed: 5.5
205 DX: 10 Will: 10 Move: 5 water (7 Sprint) IQ: 3
Per: 12 Weight: 25 lbs.
HT: 12 FP: 12 Dodge: 9
SM: -2
Parry: -
DR: -
Ram (10) 1d-5 cr C Spine (10) 1d-2 imp C Follow-Up: (sting venom - neurotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-1 DX, 1/3 FP); symptoms (another -1 DX, 1/2 FP); symptoms (another -1 DX, 2/3 FP); symptoms (paralysis, full FP); symptoms (choking, 1.5 FP); blood agent; no wounding; onset (1 minute); resistable (HT-2, doesn't stop cycles); unreliable (14-); limited use (1 use/week)); (sting venom - cardiotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (nausea, 1/3 FP); symptoms (heart attack, 1.5 FP); blood agent; onset (1 minute); resistable (HT-2, doesn't stop cycles); unreliable (14-); limited use (1 use/week)); (sting venom - necrotoxin; 1d-3 toxic; follow up (sting); cyclic (3 hourly cycles); cyclic (3 daily cycles); blood agent; onset (1 minute); unreliable (14-); limited use (1 use/week)); (sting venom - immediate effects; 4d+1 toxic; follow up (sting); symptoms (severe pain, 1/3 HP); blood agent; no wounding; heals quickly; unreliable (14-); limited use (1 use/week)) Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Restricted Diet (Carnivore); Wild Animal Skills: Stealth 15, Survival 12, Tracking 15
Ray, Sting (enormous) ST: 18 HP: 18 Speed: 5.5 DX: 10 Will: 10 Move: 5 water (7 Sprint) IQ: 3
Per: 12 Weight: 825 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 2
Parry: -
DR: 3
Ram (10) 1d+1 cr C Spine (10) 2d+3 imp C, 1 Follow-Up: (sting venom - neurotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (-1 DX, 1/3 FP); symptoms (another -1 DX, 1/2 FP); symptoms (another -1 DX, 2/3 FP); symptoms (paralysis, full FP); symptoms (choking, 1.5 FP); blood agent; no wounding; onset (1 minute); resistable (HT-2, doesn't stop cycles); unreliable (14-); limited use (1 use/week));
206 (sting venom - cardiotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles); cyclic (1 daily cycle); symptoms (nausea, 1/3 FP); symptoms (heart attack, 1.5 FP); blood agent; onset (1 minute); resistable (HT-2, doesn't stop cycles); unreliable (14-); limited use (1 use/week)); (sting venom - necrotoxin; 1d toxic; follow up (sting); cyclic (3 hourly cycles); cyclic (3 daily cycles); blood agent; onset (1 minute); unreliable (14-); limited use (1 use/week)); (sting venom - immediate effects; 15d-1 toxic; follow up (sting); symptoms (severe pain, 1/3 HP); blood agent; no wounding; heals quickly; unreliable (14-); limited use (1 use/week)) Traits: Acute Smell 3; Combat Reflexes, Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; costs 1 fatigue per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Restricted Diet (Carnivore); Wild Animal Skills: Stealth 15, Survival 12, Tracking 15
Ray, Torpedo ST: 8
HP: 8
Speed: 5
DX: 8
Will: 10 Move: 4 water
IQ: 3
Per: 12 Weight: 125 lbs.
HT: 12 FP: 12 Dodge: 8
SM: 0
Parry: -
DR: 1
Ram or Tail 1d-4 cr, C Electric Shock (HT -2, area affect 2 yards, emanation, underwater, only in water, along conductors, or direct contact, Variable, cost 1 FP per use, Surge) Traits: Acute Smell 3; Affliction 3 (electric shock; Area Affect (2 meters); Emanation; Underwater; Only in water, along conductors, or direct contact; Variable; Costs 1 FP per use; Surge); Discriminatory Smell; Doesn't Breathe (gills); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Racial Talent 4 (stealth); Reduced Consumption 3; Vibration Sense (water); Bad Sight 4; Cold Blooded (50°); Icthyoid; Low Empathy; Overconfidence; Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Intimidation 10, Stealth 15, Survival 12, Tracking 15
Shark, Blue ST: 15 HP: 15 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 600 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 1
Bite (14) 1d+3 cut (.5 not vs skin or tough skin) C
207 Ram or Tail (14) 1d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Bull ST: 21 HP: 21 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 600 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 1
Bite (14) 1d+3 cut (.5 not vs skin or tough skin) C Ram or Tail (14) 1d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Great White (Typical) ST: 27 HP: 27 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 1200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Bite (14) 3d+5 cut (.5 not vs skin or tough skin) C, 1 Ram or Tail (14) 3d+1 cr C, 1 Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal
208 Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Great White (Gigantic) ST: 40 HP: 40 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 4200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Bite (14) 4d+9 cut (.5 not vs skin or tough skin) C, 1 Ram or Tail (14) 4d+4 cr C, 1 Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Hammerhead ST: 27 HP: 27 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 1200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 2
Parry: -
DR: 2
Bite (14) 3d+5 cut (.5 not vs skin or tough skin) C, 1 Ram or Tail (14) 3d+1 cr C Traits: Acute Smell 4; Acute Electrorecepton 1, Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Mako ST: 15 HP: 15 Speed: 6 DX: 12 Will: 10 Move: 8 water (24 sprint)
209 IQ: 3
Per: 12 Weight: 200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Bite (14) 1d+3 cut (.5 not vs skin or tough skin) C Ram or Tail (14) 1d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 2 1/2 (water); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Meglodon ST: 145 HP: 145 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 103 tons
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 8
Bite (14) 17d+36 cut (.5 not vs skin or tough skin) C, 1 Ram or Tail (14) 17d+18 cr C, 1 Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Oceanic Whitetip ST: 27 HP: 27 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 1200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 2
Parry: -
DR: 2
Bite (14) 3d+5 cut (.5 not vs skin or tough skin) C
210 Ram or Tail (14) 3d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Sawfish ST: 32 HP: 32 Speed: 6 DX: 12 Will: 10 Move: 6 water (7 sprint) IQ: 3
Per: 12 Weight: 2600 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Saw (14) 3d+7 cut (.5 not vs skin or tough skin) C, 1-3 Ram or Tail (14) 3d+3 cr C, 1 Traits: Acute Smell 3; Acute Electroreception 1, Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (Saw; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin)); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Spiny Dogfish ST: 7
HP: 7
Speed: 6
DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 20 lbs.
HT: 12 FP: 12 Dodge: 10
SM: -2
Parry: -
DR: -
Bite (14) 1d-1 cut (.5 not vs skin or tough skin) C Ram or Tail (14) 1d-1 cr C Spine (14) 1d-2 imp, C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry;
211 armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Spines (short spines, limited front) Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Thresher ST: 40 HP: 40 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 4200 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Bite (14) 4d+9 cut (.5 not vs skin or tough skin) C, 1 Ram (14) 4d+4 cr C, 1 Tail (14) 2d+4 cr C, 1-2 Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Striker (tail, crushing, long +2, cannot parry, weak); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Shark, Tiger ST: 21 HP: 21 Speed: 6 DX: 12 Will: 10 Move: 10 water (15 sprint) IQ: 3
Per: 12 Weight: 600 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 1
Bite (14) 2d+4 cut (.5 not vs skin or tough skin) C Ram or Tail (14) 2d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Doesn't Breathe (gills); Enhanced Move 1/2 (water; cost 1 FP per second); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Pressure Support 1; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (water); Bad Sight 4; Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal
212 Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14
Squid, Giant ST: 33 HP: 33 Speed: 5.25 DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 4
Per: 12 Weight: 656 lbs.
HT: 10 FP: 10 Dodge: 8
SM: +2
Parry: -
DR: 2 (tough skin)
Tentacle (13) 3d+2 cr C, 1-4 Beak (13) 3d+2 Imp C, 1 Club Tentacles (13) 4d+5 cr C, 1-6 Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1)), Extra Arms (2 total, Extra Flexible, Long +2), Extra Attack 4, Injury Tolerance (no neck), Night Vision 5, Peripheral Vision, Regrowth, Teeth (Sharp Beak), Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Short Lifespan, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12
Squid, Krakyn ST: 140 HP: 280 Speed: 5.25 DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 4
Per: 12 Weight: 250 tons.
HT: 10 FP: 10 Dodge: 8
SM: 9
Parry: -
DR: 15 (tough skin)
Tentacle (13) 10d cr C, 1-20 Beak (13) 15d Imp C, 1-8 Club Tentacle (13) 15d+37 cr C, 1-30 Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1), Weak), Extra Arms (2 Total, Extra Flexible, Long (+3)), Extra Attack 4, Injury Tolerance (no neck), Night Vision 5, Peripheral Vision, Regrowth, Teeth (Sharp Beak), Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Short Lifespan, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12
213
Walrus ST: 21 HP: 21 Speed: 5.25 DX: 11 Will: 10 Move: 6 (3 land, 6 water (7 sprint)) IQ: 4
Per: 12 Weight: 1450 tons.
HT: 11 FP: 11 Dodge: 10
SM: 2
Parry: -
DR: 4 (tough skin)
Tusks (12) 2d+4 imp C, 1 Traits: Acute Hearing 2 (only underwater); Amphibious; Combat Reflexes; Doesn't Breathe (oxygen storage, ×50); Night Vision 4 (only under water); Peripheral Vision; Pressure Support 1; Perk (can see normally under and above water); Perk (fur); Striker (tusks; impaling); Temperature Tolerance 3 (cold); Ultrahearing; Vibration Sense (only underwater); Vibration Sense (water; vibrissae); Bad Sight 4; Quadruped; Quirk (Red-Green Colorblindness); Restricted Diet (carnivore); Short Lifespan 2; Wild Animal Skills: Brawling 12, Intimidate 10, Survival 12, Tracking 14
Whale, Blue ST: 121 HP: 121 Speed: 4 DX: 9
Will: 10 Move: 6 (3 land, 6 water (7 sprint))
IQ: 5
Per: 12 Weight: 132 tons.
HT: 11 FP: 11 Dodge: 7
SM: 6
Parry: -
DR: 12 (tough skin)
Ram or Tail (9) 14d+1 cr C, 1-7 Traits: Discriminatory Hearing; Doesn't Breathe (oxygen storage, ×25); Enhanced Move 1.5 (water); Night Vision 4 (only under water); Peripheral Vision; Perk (penetrating voice); Pressure Support 1; Speak Underwater; Temperature Tolerance 3 (cold); Icthyoid; No Sense of Taste/Smell (smell only, can taste); Quirk (Red-Green Colorblindness); Restricted Diet (plankton); Wild Animal Skills: Brawling 9, Intimidation 10, Stealth 9, Survival 10
Whale, Sperm ST: 110 HP: 110 Speed: 5.75 DX: 10 Will: 10 Move: 7 (10 sprint) IQ: 5
Per: 12 Weight: 45 tons.
HT: 11 FP: 11 Dodge: 9
SM: 6
Parry: -
DR: 8 (tough skin)
Bite (12) 13d+12 cut C, 1-7
214 Ram or Tail (12) 13d+12 cr C, 1-7 Traits: Combat Reflexes; Discriminatory Hearing; Doesn't Breathe (oxygen storage, ×100); Enhanced Move 0.5 (water); Night Vision 6 (only under water); Peripheral Vision; Pressure Support 2; Scanning Sense: Sonar (reduced range 800 m); Sharp Teeth; Speak Underwater; Bad Sight 2; Icthyoid; No Sense of Taste/Smell (smell only, can taste); Quirk (Red-Green Colorblindness); Restricted Diet (carnivore); Wild Animal Skills: Brawling 12, Intimidation 10, Stealth 10, Survival 12, Wrestling 12
Monsters of the Young Kingdom Air Shark of Xerlerenes (summon cost 20) ST: 21 HP: 21 Speed: 6 DX: 12 Will: 10 Move: 10 Air (15 sprint) IQ: 3
Per: 12 Weight: 600 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: -
DR: 2
Bite (14) 2d+4 cut (.5 not vs skin or tough skin) C Ram or Tail (14) 2d+1 cr C Traits: Acute Smell 3; Combat Reflexes; Discriminatory Smell; Enhanced Move 1/2 (Air); Hard to Kill 2; Hard to Subdue 2; High Pain Threshold; Night Vision 6; Peripheral Vision; Reduced Consumption 3; Striker (bite; cutting; cannot parry; armor divisor 0.5 (not against skin or Tough Skin); half blunt trauma); Vibration Sense (Air); Icthyoid; Low Empathy; Quirk (nosy); Restricted Diet (carnivore); Short Lifespan 1; Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14 Hailing from the Plane of Xerlerenes, ruled by Lassa, these beasts resemble normal sharks save they have sky blue bellies, and wide wing-like fins.
Beetles of Kaleef ST: 45 HP: 60 Speed: 5 DX: 9
Will: 10 Move: 5 (6 sprint)
IQ: 3
Per: 10 Weight: 2 tons
HT: 10 FP: 10 Dodge: 8
SM: 3
Parry: -
DR: 12
Mandible (12) 6d+12 cut C, 1 Claw (12) 4d+3 cr C 1-2 Traits: Peripheral Vision, Striker (mandible, cutting, cannot parry), Universal Digestion
215 Skills: Brawling 12, Survival 12 These mammoth sized cockroaches are native to the plane of Kleef, and are rarely seen in the young kingdoms.
Beast Men of Troos ST: 15 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 (6 sprint) IQ: 9
Per: 10 Weight: 195 lbs.
HT: 10 FP: 10 Dodge: 9
SM: 0
Parry: 11U or 11
DR: by armor typically leather 2
Punch (12) 1d cr, C Club w/bone spikes (13) 2d+2 cr or 2d+1 imp Spear (14) 1d+4 imp Thrown Spear (14) 1d+4 imp Acc:2 RNG 15/23 Advantages: Combat Reflexes, Hard to Subdue, Hidebound, Innumerate, Intolerance, Language (broken orgian) Skills: Brawling 12, Climbing 12, Intimidate 10, Stealth 12, Survival 15, Tracking 12 The Beast men of Troos resemble humans, but are more muscular and sqat. They have limited tool use and speak very broken orgian. The people of Org hunt them for food.
Boatment of Xerlerenes (summon cost 30 per boat) ST: 14 HP: 14 Speed: 5.5 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 12 Weight: 195 lbs. HT: 12 FP: 12 Dodge: 9
SM: 0
Parry: 14U or 14F DR: by armor typically leather 2
Melee Net (14) Spec ACC: 1 RNG: 17 ROF: 1 SHOTS: T (1) BULK: -4 Entangles PG 411 Saber: Swing (14) 2d-1 cut 1 Saber: Thrust (14) 1d+1 imp 1 Trident 1-H (14) 1d+3 (.5) imp 1 Trident 2-H (14) 1d+4 (.5) Imp 1, 2 Traits: Acute Vision 2, Ambidexderity, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Treshold
216 Skills: Acrobatics 12, Airshipman 16, Ambush Manuver (Airship) 14, Boating (airship) 14, Brawling 12, Climbing 15, Engineer (ships), Fast Draw (saber) 15, Gunner (ballista) 14, Intimidation 13, Navigation (air) 16, Net 14, Piloting (airship), Power Blow 12, Running 14, Saber 14, Shiphandling (airship) 16, Stealth 13, Strategy (air) 14, Trident 14 Techniques: Attack from Above 14, Bind Weapon (net) 16, Close Combat (trident and saber) 14, Combat Piloting (airship) 14, Dual Weapon Attack 14 (Saber and Trident), Entangle (net) 16, Fient (trident) 16, The Boatmen of Xerlerenes are dark skinned, dark haired humanoids that hail from the plane of Xerlerenes. They fight from their flying boats, using nets to entrap foes which are dragged up to the deck and speared or slashed to death with their tridents and sabers.
Bronze Gryph ST: 44 HP: 44 Speed: 6.25 DX: 13 Will: 10 Move: 8 (ground 8, air 8) IQ: 9
Per: 12 Weight: 395 lbs.
HT: 12 FP: 12 Dodge: 10
SM: 3
Parry: 12
DR: 8
Beak (16) 5d+4 Pi+ C, 1-3 Talons (16) 5d+9 cut/imp C, 1 Tail (16) 7d+1 cr 1-4 Traits: Claws (long talons), Combat Reflexes, Extra Attack 2, Extra Legs (6 total), Flight (winged), Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Striker (tail, crushing, long +1), Unaging, Unfazeable, Berzerk (6), Bloodlust (9), Increased Consumption 2, Laziness. Skills: Brawling 16, Intimidation 14, Stealth 12, Survival 15, Tracking 13 Tactics: Dual Attack (beak and talon) 16 Bronze Gryphs are large winged reptiles that haunt the high mountians of the most remote wastelands of the young kingdoms. They are ancient beasts from the times before the coming of man, and they have very long life spans. Gryphs stand around 15-18’ high at the shoulder. They look like a scaled, six-legged lion with huge batwings attached along the length of the spine. Each limb is tipped with six sharp and steel tough claws. The set closest to the heavy flat serrated tail is thicker than the others and mounted on the wide pelvis in such a way that the gryph could walk erect upon them. The gryph’s head is relatively small, being not much bigger than a normal man’s body, and is set at the end of a long, sinuous neck. The mouth is within a narrow hooked beak, made of the same steel hard material as the claw. Gryphs range in colors from dark greenish-bronze to brilliant gold. It is unsual that a gryphs attack can harm most supernatural beings as if it were cold iron. Gryphs are voracious eaters and require herds of deer to satisfy their hunger, once they have eaten they fall into a torpor and sleep.
217
Carnosaur ST: 40 HP: 40 Speed: 6 DX: 12 Will: 10 Move: 6 (9 sprint) IQ: 3
Per: 12 Weight: 4400 lbs.
HT: 12 FP: 12 Dodge: 9
SM: 3
Parry: 10
DR: 3
Bite (14) 4d+9 cut (.5 not vs skin or tough skin), C, 1-2 Claw (14) 4d+4 cut C, 1-2 Tail (14) 4d+4 cr. C, 1-5 Traits: Enhanced Move ½ (ground), Extra Attack 3, Exta Head 2, Hard to Kill 2, Hard to Subdue 2, Discriminatory Smell, Peripheral Vision, Perk (penetrating voice), Reduced Consumption 1 (cast iron stomach), Sharp Claws, Striker (bite, cutting, cannot parry, armor divisor .5 (not vs. skin or tough skin; half blunt trauma), Striker (tail, crushing, long +2, cannot parry, extra weak), Temperature Tolerance 1 (heat), Bad Sight 4, Gluttony (12), Low Empathy, No Fine Manipulators, Restricted Diet (carnivore), Short Lifespan 1, Wild Animal Skills: Brawling 14, Intimidation 10, Stealth 12, Survival 12, Tracking 15, Wrestling 14 A carnosaur is a chaotic breed of megafauna. It resembles a three headed, forty foot tall raptor. Each head has three eyes. The Carnosaur may attack with 2 bites and a claw per round.
Chaos Butterfly ST: 35 HP: 35 Speed: 6.25 DX: 13 Will: 10 Move: 8 (ground 3, air 8) IQ: 10 Per: 12 Weight: 395 lbs. HT: 12 FP: 12 Dodge: 10
SM: 1
Parry: 12*
DR: 4 (wings only)
Talons (16) 4d+2 cut/imp C, 1 Horns (16) 4d+4 Imp C Wings (14) Binding ST 20 C, 1 Abilities: 360 Vision, Acute Sight 2, Acute Hearing 2, Binding (wings, ST 20, only when struck), Claws (long talons), Extra Arms 6, Flight (winged), Night Vision, Striker (horns, impaling), Appearance (hideous), Slave Menatality, Hexapod •
The Chaos Butterfly can use its wings to parry, any weapon that strikes the wings must make a quick ST contest or be pulled away from the wielders grasp.
218 Skills: Brawling 16, Intimidation 10, Stealth 15, Tracking 16 This twisted malevolence is not a demon but a cruel experiment of Theleb K’aarna’s. It resembles a horrid combination of a huge butterfly with a man-like face.
Crimson Xoar ST: 219 HP: 219 Speed: 5.25 DX: 13 Will: 10 Move: 8 (12 top speed) IQ: 4
Per: 11 Weight: 700 tons
HT: 11 FP: 11 SM: 8 Dodge: 10 Parry: 12 DR: 22 (tough skin) Stomp (11) 27D+25 cr 15 Horns (11) 27D+53 cr 15 Roar (11) (affliction (cosmic unresistable; deafness (extended duration 1 hr) linked (Sonic attack 10d+4 cr, hearing based, not affected by armor, resistable HT-3, area effect 40 yards, Stunning only) Traits: Discriminatory Smell; Enhanced Move 1/2 (ground); Hooves; Night Vision 4; Peripheral Vision; Parabolic Hearing 2; Perk (fur); Striker (horns; impaling); Striker (horns, alternate attack; crushing); Ultrahearing; Bad Sight 4; Bad Temper (12-); Chummy; Quadruped; Quirk (Careful); Quirk (Red-Green Colorblindness); Quirk (Staid); Restricted Diet (herbivore); Short Lifespan 1; Weak Bite; Wild Animal Skills: Brawling 11, Intimidate 10, Stealth 11, Survival 12, Swimming 12, Sumo Wrestling 10 A crimson xoar is a creature from the plane of chaos. The Xoar is simply a 60 foot tall, 700 ton water buffalo. Being of such size, a bellow from the beast is like standing next to an erupting volcano. Only sealed, sound proofed armor would have a chance of negating the roar’s effect, as it burst blood vessels and eardrums. A person that critically fails the check against the xoars attack suffers permanent hearing loss.
Clakars ST: 19 HP: 19 Speed: 6.25 DX: 13 Will: 10 Move: 7 (sprint 7/climb 3 (sprint 4), air 7) IQ: 6
Per: 11 Weight: 442 lbs.
HT: 11 FP: 11 SM: 1 Dodge: 10 Parry: 12 DR: 3 (tough skin) Bite (16) 2d-2 cut C, 1 Claws (16) 2d+2 cut C, 1 Traits: Brachiator; Claws (long talons), Combat Reflexes, Extra Arms 2 (foot manipulators; Ham Fisted 2; Bad Grip 1 (does not affect climbing rolls)); Extra Legs (four legs); Flight (winged); Lifting ST 4; Perk (fur);
219 Perfect Balance; Sharp Teeth; Terrain Adaptation (uneven); Bad Temper (12-); Ham Fisted 1; Impulsiveness (9-); Innumerate; Language (None); Quirk (Distractable); Quirk (Staid); Semi-Upright; Short Lifespan 1; Wild Animal Features: Knuckle Walker, Born Biter 1 Skills: Brawling 16, Climbing 15, Intimidation 11, Stealth 10, Survival 11 Clakars are thought to be the primeval ancestors of the Myyrrhn. Clakars are winged primates, akin to gorillas and are very aggressive, attacking anyone entering their territory. They are rarely found singly, being most commonly encountered in groups of up to 15.
Creatures of Matik (summon cost 20) ST: 30 HP: 30 Speed: 6.5 DX: 13 Will: 10 Move: 10 (12 Sprint) IQ: 6
Per: 11 Weight: 642 lbs.
HT: 13 FP: 13 SM: 3 Dodge: 10 Parry: 12 DR: 4 (tough skin) Beak (16) 3d+2 imp c, 1-3 Claw (16) 3d+5 Cut Traits: Claw (sharp claws), Combat Reflexes, Discriminatory Hearing, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Peripheral Vision, Reduced Consumption 2 (cast iron stomach), Teeth (Sharp Beak), Appearance (ugly), Hatred (Dharzi Hunting Dogs), Restricted Diet (carnivore), Social Stigma (seen as animal) Skills: Brawling 16, Intimidation 12, Stealth 14, Tracking 15 Techniques: Dual Attack (beak and claw) 16 Creatures of Matik appear to be a vulture headed, huge lion. They are beast of chaos, created by the Melinbonians to combat the Dharzi.
Devil Beast of Pan Tang ST: 34 HP: 34 Speed: 6.5 DX: 13 Will: 10 Move: 10 (12 Sprint) IQ: 4
Per: 11 Weight: 1642 lbs.
HT: 13 FP: 13 SM: 4 Dodge: 10 Parry: 12 DR: 6 Bite (16) 5d+6 cut C, 1-2 Claw (16) 3d+2 cut C, 1-2
220 Traits: Combat Reflexes, Discriminatory Smell, Extra Attack 1, Extra Legs (6 total), Hard to Kill 2, Hard to Subdue 2, Night Vision 5, Peripheral Vision, Reduced Consumption 2 (cast iron stomach), Bad Sight 2, Berzerk (12/ 6 without rider), Cold Blooded (65), Domesticated Animal, Gluttony (12), Low Empathy, Restricted Diet (carnivore), Short Lifespan 1, Hexapod Skills: Brawling 16, Intimidation 12, Stealth 14, Tracking 15 The six legged reptilian mounts of Pan Tang’s cavalry are fast, strong and as vicious as their riders. Covered in a layer of thick, armoured scale and with narrow-snouted jaws filled with row upon row of razor-sharp teeth, these beasts are a hybrid of earth-born reptile and chaotic sorcery. They are bred with two purposes in mind: to obey their riders and kill without compunction. The six legs give them speed and stability but they are capable of rearing up to attack with the two front legs, to lash-out with the hind, to snap shields, swords and skulls with their maw and to whip with the spined tail. Riderless they enter a killing frenzy, even turning on Pan Tangians if needs-be.
Dharzi ST: 17 HP: 17 Speed: 6.5 DX: 13 Will: 16 Move: 6 IQ: 16 Per: 16 Weight: 190 lbs. HT: 13 FP: 13 SM: 0 Dodge: 10 Parry: 12 DR: (1/2 dmg from normal weapons) Greatsword Swing (17) 3d+2 cut 1, 2 Greatsword Thrust (17) 1d+4 cr 2 Claw (16) 1d+3 cut C Traits: Dark Vision, Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, Energy Reserve 30, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (no blood, no brain, no eyes, no vitals, unloving, ½ damage), Magery 3, Unfazeable, Unkillable 1, Cannot Float, Fragile (brittle), Skinny, Unhealing, Vulnerablity (enchanted weapons, cold iron, silver, meteoric x2) Skills: Alchemy 19, Brawling 16, Hidden Lore 19, Occultism 19, Research 19, Thaumatology 19, Traps 19, Two-Handed Sword 17, Multiple spells from necromantic college, Summon demons The foe that signalled the beginning of the Bright Empire’s slow decline, the Dharzi were powerful sorcerers from a distant eastern land, possessed of fearful magic and engaged in pacts with the Beast Lords of both this world and others. It is uncertain whether the Dharzi originated on the plane of the Young Kingdoms or came from another, nearby world; but they came to conquer, whatever their origin, and they came in the hundreds of thousands, immense, rapid-moving armies that fought with beasts and monsters at their side and took no prisoners. The Dharzi were motivated by no reason other than expansion. Their attacks on Melniboné were not inspired by racial hatred or a need to prevent the Bright Empire’s expansion; nor was there any case for
221 revenge: the Dharzi and Bright Empire had never come into contact before. The Dharzi simply looked to the west, saw an opportunity and set out to seize it. It is possible, perhaps, that they believed the western realms would prove to be an easy conquest but their invasion force took no such chances. The vast armies of the Dharzi moved like a locust cloud over ripe croplands, barely pausing to survey the territories they fought across until, that is, they cleared the Ragged Pillars and moved over the Weeping Waste. As they bore down on the realms now occupied by Vilmir and Ilmiora they encountered the massed ranks of the Bright Empire and slave armies, complete with regiments of sorcerers and creatures summoned specifically to do battle. The clash was horrendous. Hundreds of thousands died and the Dharzi armies dispersed spreading north, south and pushing further west, aiming to sweep behind the Bright Empire’s battlelines. Dharzi sorcery met Melnibonéan sorcery and the fabric of the earth shuddered as the might of Chaos smashed against the mutated, magically enhanced monsters of the Dharzi Beast Regiments. Melniboné, for all of its prowess in battle, reeled and had no option but to allow the Dharzi to pass into the Young Kingdoms proper and, from there, choose its battles carefully. Melniboné was, quite literally, fighting for its survival. The Dharzi numbers surpassed the Bright Empire’s strengths and Imrryr had little option but to awaken its dragons and push them hard in pursuit of the winged monstrosities the Dharzi brought with them. On the seas, battlebarges met in bloody conflict with Dharzi living ships and the Oldest Ocean turned red with the carnage. As the Dharzi reached the western continent they formed strongholds in the Silent Lands and southern Shazar. Here they built strongholds – factories where natural fauna could be taken and rendered into vicious beasts of destruction. Melniboné had never seen such machines and such creations. On the one hand they marvelled at the creativity but on the other were horrified at the ease with which the Dharzi created army after army of mutated, warped and melded monsters. Their Hunting Dogs, a combination of huge hound and eagle, are an excellent example but there were others far more terrifying. These were not demons, summoned to the Young Kingdoms and given material form; these were natural creatures combined into hideous, rococo forms and then strengthened with frightening sorcery. Melniboné found itself battling wave after wave of monster, commanded and organised with superb precision. It took every reserve the Bright Empire could muster to battle the Dharzi and every ounce of magical aid they could call upon. In the end the Dharzi were defeated in two ways. First, Melniboné sent its heroes of the time to the southern continent and to the very edge of the world where the seething stuff of raw Chaos could be channelled and used against the Beast Men and Dharzi lords. The sorcerers of the Bright Empire used the very stuff of Chaos to warp and destroy the Dharzi in the south and north, directing its incredible energies in ways that sent most of the Bright Empire sorcerers insane. The second way took the calling of the Earth Kings, Lord Grome and his ancient brothers. The old pacts between Melniboné and the elements of the Earth were invoked and, after yet more battles, the Earth Kings caused the very ground to swallow the Dharzi and their strongholds, claiming them as dead servants for eternity. The Dharzi that Elric encounters in his search for the Dead God’s Book are the semi-dead lords swallowed by Grome and his brothers. They dwell still, in their buried strongholds, deprived of true life but undying in their spirit. Returning to the surface requires a huge effort of will and the form they assume is that of dead-eyed, corpse-men, clad in black hooded robes to disguise their decaying features. They can still summon the beast-things wrought in their unholy factories, bringing them to the surface
222 to partake in hunts and the occasional retributive strike against those who wander too deeply into the lands imprisoning them. But their full power has been long broken and their numbers are few.
Dharzi Hunting Dog (summon cost 20 per pack of 5) ST: 17 HP: 17 Speed: 6.5 DX: 13 Will: 16 Move: 6 IQ: 16 Per: 16 Weight: 85 lbs. HT: 13 FP: 13 SM: -1 Dodge: 10 Parry: 12 DR: 1 (tough hide) Bite (16) 1d+2 pi+ C Talon (16) 1d+3 cut/imp C Traits: Acute Sight 2, Acute Hearing 2, Combat Reflexes, Discriminatory Hearing, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Peripheral Vision, Reduced Consumption 2 (cast iron stomach), Teeth (Sharp Beak), Hatred (Creatures of Matik), Sense of Duty (pack), Social Stigma (seen as animal) Skills: Brawling 16, Intimidation 12, Tracking 18 Techniques: Dual Attack (bite and talon) 16 A hybrid of a dog and an eagle, Dharzi hunting dogs resemble eagle-headed dogs with sharp talons. They make excellent trackers and hunters. To summon one requires some hair from a Dharzi hunting dog.
Dragons of Melinbone ST: 62 HP: 100 Speed: 7.25 DX: 13 Will: 18 Move: 12 (12 land (sprint 14) 14 air (sprint 21) IQ: 18 Per: 18 Weight: 8 tons HT: 16 FP: 16 SM: 4 Dodge: 11 Parry: 15 DR: 12 Bite (22) 7d+14 cut C, 1-3 Talon (22) 9d+7 Cut C, 1-3 Tail Strike (22) 7d+6 cr 1-7 Faming venom (14) 1d+4 burn (cyclic 3 1 second cycles, area effect 10 yards, persistant, costs 2 FP, 10 second recharge) Advantages: Acute Vision, Claws (talons), Combat Reflexes, Dark Vision, Discriminatory Smell, Filght (winged), Mindlink (1 person), Peripheral Vision, Perfect Balanced, Striker (tail; crushing; long +2; cannot parry; weak); Teeth (sharp teeth); Temperature Tolerance 2 (heat); Telecommunication (telesend,
223 universal); Unaging; Unfazeable; Careful; Congenial; Ham Fisted 2; Increased Consumption 2; Laziness; Nosy; Restricted Diet (carnivore); Social Stigma (monster) Skills: Aerobatics 15, Brawling 22, Innate Attack 14, Intimidation 18, Stealth 14, Survival 15, Tracking 15, Wrestling 22 There are many breeds; two are mentioned in the Elric saga. The Phoorn are long-snouted and graceful, with black and white rings around the snout and tail that fade with maturity. The Erkanian are stockier and snub-snouted. Regardless of species, all dragons share similar Characteristics. • Dragons enjoy indefinite lifespans. Dragons were already present on Melniboné when it was first colonised and were ancient then. • Dragons do not breathe fire. Rather their venom is combustible when mixed with air. Water cannot extinguish a dragons flame, smothering can. • Dragons need sleep to recharge both their energy and venom reserves. A mature dragon typically sleeps for 10 years for each full day of activity. Younger dragons and dragons of different species may require less sleep but sleep is essential to them and they cannot be roused unless they are ready. • Dragons are highly intelligent and form a psychic and empathic bond with their riders. Flamefang and Elric, for example, share a deep and loving trust. • Using the shoulder-located membrane known as the skeffla’a, dragons can travel between planes of existence, although this seems to be an infrequent occurrence. Perhaps travel of this kind requires far greater periods of regenerative sleep. • Dragons are found only on Melniboné where they sleep in the vast dragon caves beneath the island’s surface. The body of a dragon is serpent-like with a graceful, slender, whip-like tail. The scales are iridescent and patterned with subtle and rich purples, scarlets, golds and dark greens. Their limbs are also graceful but still exceedingly powerful; there is nothing fragile about a dragon. The wing span of a Phoorn is at least 10 metres and the natural indentations along the creature’s spine allow up to three riders – although only one is common – and even then, an empathic bond is essential. The Characteristics are for a Phoorn dragon of reasonable maturity. Older dragons will be bigger, stronger and faster. Riding a Dragon Only Melnibonéans can ride a dragon. It requires an opposed Will test to gain the dragon’s trust first and then a number of months of patient training, meditation and interaction with the dragon’s dreams (using a dream couch) equal to the dragon’s Will. Once this has been accomplished a Pact is formed between rider and dragon. Attempting to awake a dragon from sleep requires a test between the riders animal training or handling skill and the dragon’s will. Riding a dragon is treated using the riding (dragon) skill. No test is needed for routine tasks but ordering a dragon to perform complex aerial manoeuvres always requires a test. Dragon riders who achieve a riding (dragon) skill of 15 or higher are allowed to bear the title ‘Dyvim’, meaning ‘Dragon Lord’ in Low Speech.
224
Elenoin (summon cost 20) ST: 26 HP: 26 Speed: 6.5 DX: 13 Will: 10 Move: 6 IQ: 9
Per: 12 Weight: 185 lbs.
HT: 13 FP: 13 SM: 0 Dodge: 10 Parry: 12 DR: 1 (1/2 Dmg from normal weapons) Greatsword Swing (15) 5d+3 cut 1, 2 Greatsword Thrust (15) 2d+4 cr 2 Hair (15) (binding constriction attack ST vs ST/HT) C, 1-3 Bite (15) 2d+1 cut C Affliction (scream song HT-2, Paralysis 3 sec) Traits: Appearance (attractive), Binding Attack (hair ST 15), Constriction Attack (linked with binding attack), Combat Reflexes, Dark Vision, Extra Arm 1 (Hair, extra-flexible, long +2), Extra Attack 1, Hard to Kill 2, Hard to Subdue 2, Unfazeable, Bloodlust (6), Bezerk (6), Odeous Personal Habit (cannibal), Social Stigma (monster) Skills: Brawling 15, Intimidation 10, Stealth 14, Tracking 14, Two-handed Sword 15 Techniques: Spinning Attack (Greatsword) 15, Spring Attack (Greatsword) 15 These flame-haired, female-bodied warriors are beast-like in the ferocity and appetite for slaughter. Hailing from the 8th Plane they are cannibalistic and are known to pause in the intensity of battle to eat their slain. Elenoin adopt a particular Combat Style: first a high-pitched keening song accompanied by a wild, dervish dance, followed by a rapid charge against their foe, greatswords whirling above their heads. Their hair falls to their knees and writhes with a life of its own, reaching out to snare opponents. To summon an Elenoin requires the dust of a slain Elenoin.
Firebeetles ST: 41 HP: 41 Speed: 6.5 DX: 13 Will: 10 Move: 6 (fly 8) IQ: 4
Per: 12 Weight: 1785 lbs.
HT: 13 FP: 13 SM: 2 Dodge: 10 Parry: 12 DR: 15 (head and upper body), 8 legs, 4 underside Mandibles (14) 5d+6 cut C, 1 Flaming Oil (10) 1d+2 burn (cyclic 8x1 second cycles, Resistible DX-2, Area Attack 2 yards, persistant) Traits: Ally (4 swarms of flies, constant), Combat Reflexes, Flight (winged), Peripheral Vision, Vibration Sense (air), Bad Smell, Wild Animal
225 Skills: Brawling 14, Innate Attack (projectile) 10, Survival 12, Track 12 These immense beetles, burrow deep beneth the Sighing Desert, only emerging to hunt for food. When they emerge the oily resin on their backs quickly ignites into a flame. The beetle may drop this oil on foes beneth it during flight, but cannot actually project the flame. The firebeetle is surrounded by swarms of stinging flies, which feast on the carrion that it leaves in its wake. Although the beetle is almost impossible to harm from the topside, the underside is softer and makes for a better target.
Ghouls of Org ST: 17 HP: 17 Speed: 5.5 DX: 9
Will: 10 Move: 4
IQ: 4
Per: 12 Weight: 180 lbs.
HT: 13 FP: 13 SM: 0 Dodge: 8 Parry: -
DR: -
Bite (12) 1d+2 cut, C Claw (12) 1d+2 cut, C Traits: Claws (sharp claws), High Pain Threshold, Night Vision, Leech (3HP/sec), Long Arms, Terror (will 2), Unaging, Appearance (ugly), Bad Smell, Beastial, Social Stigma (monster) Traits: Brawling 12, Stealth 14, Wrestling 12 These white, leperous humanoids are not undead, but the result of the curse of the doomed folk placed on Troos. The people of org seal them in tombs and crypts and offer them regular sacrifices to prevent them from erupting from the tombs.
Golden Ice Hound (summon cost 20 per pack of 4) ST: 17 HP: 17 Speed: 6.25 DX: 16 Will: 10 Move: 6 (sprint 8) IQ: 4
Per: 12 Weight: 160 lbs.
HT: 13 FP: 13 SM: 0 Dodge: 9
Parry: -
DR: 1
Bite (16) 1d+3 cut + 1d-2 cold C Cold Aura 1d-2 (melee C, aura) Traits: Acute Sight 2, Acute Hearing 2, Combat Reflexes, Discriminatory Hearing, Discriminatory Smell, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Peripheral Vision, Reduced Consumption 2 (cast iron stomach), Teeth (Sharp Beak), Sense of Duty (pack), Social Stigma (seen as animal) Skills: Brawling 16, Intimidation 12, Tracking 18
226 Large mastiffs formed from golden ice, their eyes blaze red. Golden ice hound are native to the planes of chaos but can be summoned. They make for excellent guards.
Grahluk (summon cost 20) ST: 34 HP: 34 Speed: 5.5 DX: 16 Will: 10 Move: 4 IQ: 5
Per: 12 Weight: 290 lbs.
HT: 13 FP: 13 SM: 0 Dodge: 8 Block 12 Parry: -
DR: (1/2 dmg from normal weapons)
Net (17) Spec ACC: 1 RNG: 17 ROF: 1 SHOTS: T (1) BULK: -4 Entangles PG 411 Target Shield Bash (17) 3d+2 cr 1 Target Shield Rush (17) slam+3 cr 1 Bite (17) 3d+4 pi+ C Advantages: Combat Reflexes, Dark Vision, Extra Attack 1, High Pain Tolerance, Hard to Kill 2, Hard to Subdue 2, Unfazeable, Beastial, Cannot Speak, Self-Destruct, Social Stygma (Monster) Skills: Brawling 17, Net 17, Shield 17, Tracking 15 Techniques: Combo (Shield rush and Bite Neck) 14, Dual Attack (Net and Shield) 16, Bind Weapon (net) 16 Supposedly the kin of the elenoin and thus hailing from the 8th Plane also, the bestial, apelike grahluk exist only to slaughter elenoin and can only be summoned to counter an elenoin attack. When that task is complete, they have no further reason for living and fall upon the discarded greatswords of their ancient foes. They typically rush and bite their foe, followed by binding their weapon within their nets. This allows them to bite repeatedly until the elenoin is dead.
Haghan’iin ST: 12 HP: 12 Speed: 6.25 DX: 13 Will: 10 Move: 6 IQ: 10 Per: 12 Weight: 180 lbs. HT: 13 FP: 13 SM: 0 Dodge: 10 Parry: 12 DR: 4 Club (16) 1d+3 cr, 1 Long Spear (16) 1d+2 imp 2, 3 Bow (16) 1d+1 imp Acc: 3 Rng: 180/240 Rof: 1 Shots: 1(2) Bulk: -8
227 Traits: Combat Reflexes, Chameleon (adaptive, forest only), Doesn’t Eat (photosynthesis), Injury Tolerance (homogenous), Terrain Adaption (forest, undergrowth), Bestial, Hidebound, Sense of Duty (tribe, forest), Social Stigma (minority group) Skills: Brawling 16, Bow 16, Broadsword 16, Fast Draw (arrow) 14, Intimidation 11, Stealth 18, Survival 15, Tracking 14 North of the savannas of Bas’lk in the Unknown East lies a massive forest that few speak about and fewer have visited. This is the Haghan’iin forest, a strange, tortured place that is a relic of the war between the Dharzi and Melniboné. During the terrifying battles between these two mighty nations, horrifying sorceries were employed on both sides, the spells twisting not just the warriors of the two armies but also the very countryside over which they fought. The Haghan’iin forest is a testament to the gruesome nature of the war. For countless miles its warped trees cluster in on each other, sunlight unable to penetrate the dense canopy layer of inch-thick black leaves and the interior of the forest is a twilight world, home to fearsome creatures that can be heard howling, screaming and crying like babies. It is as if the forest is alive and reports from those who have ventured close enough have told of how the trees open languid, blood-red eyes to peer at the intruders. People have seen the trees breathing – some even feeding on the tattered shapes of animals using probing branches equipped with talons and tearing claws. The Haghan’iin Host reside nowhere but in this forest, the consequence of hundreds of years of mutation – a bizarre and bitter combination of fauna and flora. Physically the Haghan’iin resemble humans: bipedal, binocular, five fingered and toed. However this is where the resemblance ends. The Haghan’iin have no blood; instead the oil of the Fal tree courses through their veins, making them dangerous to kill. Their skin, in its natural state, is of a greenish-brown hue, although a strange ability allows them to blend chameleonlike with their forest surroundings, giving them almost total invisibility. This ability ceases if a Haghan’iin leaves the forest and it appears that this is an ability conferred by the forest and not inherent in the Haghan’iin. The Host speaks no tongue recognisable by humans, communicating by rapid changes of skin colour and in high-pitched screeches and hums, like the chattering of forest insects. It is known that they hate all forms of life not connected with their forest and those who stray into Haghan’iin territory are hunted down, captured and subjected to strange rituals designed to bind the body and soul of the intruder with the fabric of the forest. Survivors of such rituals bear livid scars across their body, deep incisions made by wooden skewers where seeds have been forced into the wound. One expedition into the forest told how eight of its members were lashed to trees and over the course of many days turned into trees themselves, screaming while their limbs hardened and became branches. Haghan’iin fear magic and cannot use it. This is probably a throwback to the residual sorceries that made them what they are and the collective consciousness of the forest manifests itself in panic when magic is encountered. Had Elric not been so qualified in sorcery, it is likely that he would have never escaped the Haghan’iin clutches. Haghan’iin live in the trees and have carved entire cities from the forest. They move easily through the upper reaches of the trees, using vines and creepers to shift silently and swiftly. Haghan’fin females we known to be non-sentient, little more than mindless breeding machines useful only for rearing young. Females either breed males or females, never both, those that breed males are regarded as prized
228 possessions by the leaders of Host. Females live apart from males, corralled in the high reaches of the tree cities, tending the young Haghan’fin automatically. To kill a male-bearing female is to murder part of the forest and brings about the full wrath of the Host; such was Elric’s mistake and when his magics destroyed the entire male-bearing stock of females, the Host tracked the albino into Anakhazan, there to clash with the armies of Countess Guyë and even more of Elric’s magic. This resulted in the destruction of the Haghan’iin and an end to this bizarre race.
Karasim ST: 20 HP: 20 Speed: 4.75 DX: 9
Will: 10 Move: 4
IQ: 5
Per: 12 Weight: 480 lbs.
HT: 10 FP: 10 SM: 1 Dodge: 8 Block 11 Parry: 11 DR: 2 (tough skin) + 3 ringed leather on torso Greatsword Swing (14) 3d+5 cut 1, 2 Greatsword Thrust (14) 2d+1 cr 2 Kite Shield: Bash (14) 2d-1 cr 1 Kite shield Rush (14) Slam+3 cr, 1 Traits: Combat Reflexes, High Paint Threshold, Bully (12), Callous (12), Appearance (monsterous) Skills: Acrobatics 12, Airshipman 16, Ambush Manuver (Airship) 14, Boating (airship) 14, Brawling 14, Climbing 15, Engineer (ships) 13, Fast Draw (Two-handed Sword) 15, Gunner (ballista) 14, Intimidation 13, Navigation (air) 16, Piloting (airship), Power Blow 12, Running 14, Shield 14, Shiphandling (airship) 16, Stealth 13, Strategy (air) 14, Two-handed Sword 14 Tactics: Dual Weapon (Shield, Greatsword) 14 The Green Men of the Karasim are an ancient and, perhaps, extinct foe of the Bright Empire. Their home is beyond the western edge of the world, further west than even Myrrhn and the Vale of Xanyaw. It is an immense chasm that plunges down, into the seething blackness of the Void and the city of the Karasim is carved into the very walls of the chasm – a city of deep caves, tortuous passageways and precarious stone bridges that span the yawning void below. The Karasim are larger and stockier than humans and Melnibonéans, with jade-green skin and flat, brutish faces. They survive through raiding and also through forging pacts with whatever Higher Powers seek ruthless thieves, pirates and murderers. A chief pact is with the Lady Lassa and her blessings allow the war galleys of the Karasim to fly through the air as though sailing across the waters. In the past, they have forged alliances (and broken them) with the winged people of Myrrhn and other old species of the Bright Empire such as the Pukwadji. In the early days of the Bright Empire the Karasim took prisoner the young Prince Silverskin, son of the Emperor Elric. Silverskin was rescued from doom by the Myrrhn but the Emperor raised an army and marched on the Karasim Abyss, only to be caught by the brutal green-skinned warriors. Prince Silverskin
229 was also captured but with Arioch’s helped he escaped and, using the Black Sword for the first time, freed his father and the daughter of the King of the Myrrhn. The Melnibonéans fled south, pursued by the Karasim army and eventually met them in battle in the Melmane Marsh. The small army of Melnibonéans seemed doomed to fall to the Karasim horde but the battle was turned with the arrival of the Myrrhn who turned on their former allies and helped slaughter the Karasim army. Nothing has been heard of the Karasim since those early days of the Bright Empire. Silverskin burned their boats when fleeing their city and perhaps the Karasim have been driven into extinction. Equally possible is that they have simply laid dormant, regaining their numbers and their strength, forging new pacts with the Lords of Chaos, perhaps, or other Elemental Lords. It is possible the Karasim will rise again, seeking revenge against the fair people of Myrrhn or even the remnants of Melniboné – for they were a vengeful, uncompassionate race, bent on taking what others have strived to create for themselves.
Kelmain ST: 17 HP: 17 Speed: 6.75 DX: 14 Will: 10 Move: 6 IQ: 11 Per: 12 Weight: 220 lbs. HT: 13 FP: 10 SM: 0 Dodge: 10 Parry: 11 Block: 11 DR: 4 chain mail on limbs and head, 6 plate armor on torso Kite Shield Bash (16) 1d+2 cr, 1 Kite Shield Rush (16) slam+3 1 Longsword Swing (16) 2d cut 1 Longsword Thrust (16) 1d+4 imp 1, 2 Traits: Combat Reflexes, High Pain Threshold, Callous, Low Empathy Skills: Brawling 16, Broadsword 16, Fast Draw (Sword) 16, Intimidation 13, Riding (equines) 15, Shield 16, Strategy 14, Tactics (ground) 14, Tracking 15 Techniques: Dual Attack (sword and shield) 16 Summoned into the Young Kingdoms by Theleb K’aarna, and led by Prince Umbda, the Kelmain originate from a Chaos-worshipping plane accessible, with the right runes, from the edge of the world. The Kelmain are summoned to attack Kaneloon and intend to subjugate the whole southern continent; and whilst this attempt fails, there is no reason to suppose that other attempts have not been made in the past, or will not be in the future. It is quite possible that the plane of Kelmain intersects with different points of the Young Kingdoms, so this curious, carved looking race, can be found anywhere. They are clearly warlike and mount massed assaults with peculiar war machines of a kind not seen in the Young Kingdoms. Their princes, such as Umbda, lead from the front, resplendent in outlandish plums
230 attached to their angular helmets. They ride horses, so clearly their plane shares similarities with that of earth and their warlike nature suggests pacts with the Sword Rulers.
Krakyn of Chaos ST: 60 HP: 60 Speed: 5.25 DX: 11 Will: 10 Move: 5 water (13 jet/cost FP) IQ: 10 Per: 12 Weight: 2156 lbs. HT: 10 FP: 10 Dodge: 8
SM: 3
Parry: -
DR: 6 (tough skin)
Tentacle (13) 7d+2 cr C, 1-4 Beak (13) 7d+2 Imp C Constriction Attack: ST vs ST/HT C, 1-4 Obscure (vision and smell, limited use 3/day, reduced range 1/2) Traits: Clinging, Chameleon (adaptive), Discriminatory Taste, Doesn’t Breathe (gills), Double-Jointed, Extra Arms (8 total, Extra-Flexible, Long (+1)), Extra Attack 3, Injury Tolerance (no neck), Night Vision 5, Peripheral Vision, Regeneration (very fast 1HP/sec), Regrowth, Teeth (Sharp Beak), Unaging, Colorblindness, Deafness, Ham Fisted 3, Invertebrate, Wild Animal, Octopod. Skills: Brawling 13, Stealth 15, Survival 12, Tracking 12 Unlike normal gigantic octopus and squid, this beast has been given intelligence, and immortality by the taint of chaos. It is also an intelligent beast. There is though only to be one in existence.
Krettii ST: 13 HP: 13 Speed: 5.5 DX: 11 Will: 10 Move: 5 IQ: 11 Per: 12 Weight: 135 lbs. HT: 11 FP: 10 SM: -1 Dodge: 9 Parry: 11 Block: 11 DR: Club (13) 2d cr, 1 Shield Bash (13) 1d cr Spear (13) 1d+2 imp, 1 Sling (13) 2d-1 pi Rng: 78/130 Rof 1 Shots 1(2) Traits: Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Bestial, Hidebound, Innumerate, Odious Personal Habit (cannibal), Social Stigma (outcast)
231 Skills: Brawling 13, Broadsword 13, Climbing 14, Intimidate 10, Shield 13, Spear 13, Sling 13, Survival 14, Tracking 15 The current, sub-humans of Sorcerers’ Isle are little better than barbarians. Migrants, it seems, from the Silent Lands, they may possibly be the descendants of the Pukwadji, the Grome-venerating dwarfs who occupied the Silent Lands in the earliest days of the Bright Empire. The krettii, led by the shaman Grrodd Ybene Eenr, have discovered the Chaos Machines of Cran Liret and foolishly experimented with them, unleashing dreadful powers. Elric is described as having had to combat ‘sprite with sprite, devil with devil’, indicating that the krettii have found – and released –many captive Chaotic entities from Cran Liret’s laboratories. The krettii are brutish humans. Short and stocky with flat, wide skulls and thick tangled hair. They speak a guttural version of Common and have a succession of vile, incestuous practices including cannibalism and human sacrifice to their ‘god’ (Cran Liret, or what remains of the Spell Thief ’s soul). It is also reasonable to assume that krettii shamans communicate with malign spirits and ancestors, allowing them magic of their own.
Kyrenee (summon cost 50) ST: 80 HP: 280 Speed: 6 DX: 12 Will: 10 Move: 6 air IQ: 16 Per: 12 Weight: 144 tons HT: 12 FP: 12 SM: +16 Dodge: 9 Parry: - DR: ½ damage from normal weapons Tentacle (16) 4d+6 cr + 1d-3 cor, 1-20 Acid Rain (16) 1d-3 cor, resistible Dex -2, Area effect 16 yards, persistent Traits: Constriction Attack, Extra Attack 18 (limited: 1 per tentacle), Extra Arms (18, Extra-flexible, long +3), Flight, Injury tolerance (diffuse: limited not against arms), Weakness (fire x4) Skills: Brawling 16, Innate Attack (breath) 16 Notes: The Kyrenee’s main body is diffuse, but each tentacle can be targeted they are not diffuse but have 40 HP each. Only one tentacle can be used against a normal sized person, each SM above 0 allows for an extra tentacle to attack. The Kyrenee drips acid underneath its main body. This acid is not directed and may be dodged or avoided by making a Dex -2 check or Dodge check (whichever is higher). This rain of acid persist until the Kyrenee is dissipated. The kyrenee is a greater demon summoned by Narjhan, himself a minor noble of Chaos, in his attack upon Tanelorn. The kyrenee is as vast as a storm cloud, a festering, shapeless mass of seething chaotic energy that drips poisonous dew from its substance and forms streams of coiling tentacles to seize and crush its foes.
232
Maggot of Agak and Gagak ST: 5
HP: 5
Speed: 4.25
DX: 5
Will: 10 Move: 4
IQ: 5
Per: 12 Weight: 2 lbs.
HT: 12 FP: 12 SM: -3 Dodge: 7 Parry: - DR: 1 (tough skin) Bite (9): 1d-4 cut, C Death cloud (1d-3 tox. area affect 2 yards, Symptoms ¼ HP itching, ½ HP retching, ¾ HP choking, Resistible HT-1, Cumulative, Dissipating) Skills: Brawling 9, Climbing 10, Tracking 12 Note: when killed each maggot releases a cloud of noxious gas, while this gas is not harmful in small quantities, in large numbers it can become overwhelming Large, oozing, leech-like creatures that live within the city-bodies of the twin sorcerers, Agak and Gagak, these simple, mindless monstrosities might conceivably be found in the service of other such entities. Whilst easy to kill they appear in numbers and, in a confined space, their carcasses soon restrict movement and the dreadful stench drains the air around the combat.
Manticora ST: 28 HP: 28 Speed: 6.25 DX: 13 Will: 13 Move: ground 10 (12 sprint) IQ: 7
Per: 13 Weight: 1000 lbs.
HT: 11 FP: 12 SM: 2 Dodge: 10 Parry: - DR: 4 (tough skin) Claw (15) 3d+5 cut C, 1 Sting (15) 2d imp C, 1-2 Follow-Up (sting venom – necrotic (1d-1 tox (cyclic 8 hourly cycles), side effects ¼ HP itching, ½ HP agony, Full HP coma, Resistible HT-3 (does not stop cycles)) Song (15) HT-2, paralysis, extended duration 1d sec, sense based: hearing Traits: Acute Hearing 2; Catfall; Clinging (Requires claw-holds; does not aid climbing); Combat Reflexes; Discriminatory Smell; Flexibility; Flight (winged); Night Vision 6; Parabolic Hearing 2; Perfect Balance; Perk (fur); perk (penetrating voice); Sharp Claws; Sharp Teeth; Terrain Adaptation (uneven); Ultrahearing; Vibration Sense (air); Callous; Congenial; Quirk (Red-Green Colorblindness); Laziness; Intolerance (other females of same species); Nosy; Overconfidence; Quadruped; Restricted Diet (carnivore); Short Lifespan 2; Wild Animal
233 Skills: Brawling 15, Intimidation 11, Jumping 13, Singing 15, Stealth 15, Survival 12, Wrestling 15 Techniques: Dual Attack (claw) 15 The manticora resembles the males of their species. They are lion-like creatures with scorpion like tails and human female faces. Unlike The Manticore they cannot fly. Instead of tail spikes their stingers are equipped with a powerful venom. The manticora can sing a haunting melody that requires listeners to make a HT-2 check or suffer paralysis while the song continues and for 1d seconds after it ends. The manticora always stops singing when they close-in for the attack.
Manticore ST: 25 HP: 25 Speed: 6.25 DX: 13 Will: 13 Move: ground 10 (12 sprint)/Air 10 (14 sprint) IQ: 10 Per: 13 Weight: 1000 lbs. HT: 11 FP: 12 SM: 2 Dodge: 10 Parry: - DR: 2 (tough skin) Bite (15) 2d+3 cut C, 1 Claw (15) 2d+3 cut C, 1 Tail Strike (15) 2d+2 pi+ C, 1-2 Spike Throw (15) 1d+2 pi+ Acc: 3 Rng: 50/125 ROF: 1x4 Shots: 6 Traits: Acute Hearing 2; Catfall; Clinging (Requires claw-holds; does not aid climbing); Combat Reflexes; Discriminatory Smell; Flexibility; Flight (winged); Night Vision 6; Parabolic Hearing 2; Perfect Balance; Perk (fur); perk (penetrating voice); Sharp Claws; Sharp Teeth; Terrain Adaptation (uneven); Ultrahearing; Vibration Sense (air); Callous; Congenial; Quirk (Red-Green Colorblindness); Laziness; Intolerance (other males of same species); Nosy; Overconfidence; Quadruped; Restricted Diet (carnivore); Short Lifespan 2; Wild Animal Skills: Brawling 15, Intimidation 11, Jumping 13, Stealth 15, Survival 12, Wrestling 15 Techniques: Dual Attack (claw and bite) 15 Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10’ long and weighs about 1,000 pounds. They sport feathered wings from their backs. Most have heads like human males, usually with beards. Manticores have long tails studded with spikes which can be thrown with a swift flick. The Manticore is very accurate with thrown spikes making them deadly arieal foes. Manticores frequent the forests of Changshai.
Mermen ST: 27 HP: 27 Speed: 6.25 DX: 14 Will: 13 Move: 6 water IQ: 13 Per: 13 Weight: 2 lbs.
234 HT: 12 FP: 12 SM: 1 Dodge: 10 Parry: 10 DR: 1 (tough skin) Long Spear (16) 3d+2 Imp 2, 3 Bite (16) 3d-1 cut C Traits: Combat Reflexes, Doesn’t Breath (gills and lungs), Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Pressure Support 2, Bloodlust (12), Callous, No Legs (aquatic), Sadistic (9) Skills: Brawling 16, Long Spear 16, Stealth 14, Survival 14, Wrestling 16 Mermen infest the waters known as the Straits of Chaos and all around Pan Tang. Why they display such an affinity for that island is unknown but an affinity clearly exists as the merman is Pan Tang’s emblem. Once creatures of Straasha the mermen defected to Pyaray’s service long ago. These are not innocents of the ocean; they are every bit as oppressive and aggressive as their land-based kinsmen of Pan Tang. They delight in dragging living souls to Pyaray’s depths and go to great lengths to cause havoc on the surface waters. Large and roughly humanoid but with ugly, barnacled faces and livid red gills in the sides of their necks, they have a serrated dorsal fin running the length of their spine and a long, shark-like tail in place of legs. Their teeth are small and sharp, their eyes slitted and malicious. Their hair is tangled with weed and writhing, dark green tendrils. They speak a version of Mabden and Pyaray’s whispered, watery language reserved normally for the dead crews of his fleets. The standard merman tactic is to grab the legs of a swimmer and swiftly drag it below the water to drown. If a foe is strong enough to resist this form of attack, the vicious barnacled spear is employed to impale the victim.
Mist Giant (Bellbane) ST: 35 HP: 35 Speed: 6.25 DX: 13 Will: 10 Move: 6 IQ: 5
Per: 10 Weight: 300 lbs.
HT: 12 FP: 12 SM: 0 Dodge: 10 Parry: 10 DR: 0 Tendrils (14) 1d-5 C, 1 Bite (14) 4d+1 cut C Traits: 360 vision, Extra Arms (4 extra-flexible, long +1), Extra Attack 1, High Pain Threshold, Injury Tolerance (diffuse), Regeneration (very fast 1HP/Sec), Teeth (sharp teeth), Bestial, Cannot Speak, No Fine Manipulators, No Legs (slithers), Social Stigma (monster) Skills: Brawling 14, Intimidation 12, Stealth 13, Survival 12, Tracking 13, Wrestling 14
235 Bellbanes are misty clouds, two amber eyes set above a fang filled mouth. The bellbane has 4 tendrils it can use to grapple and draw victims towards it maw. The being is diffuse, and regenerates quickly making it a vicious foe. Bellbanes frequent the Marshes of Mist.
Nalagrun ST: 41 HP: 41 Speed: 5.75 DX: 8
Will: 10 Move: 5 (3 burrow)
IQ: 4
Per: 10 Weight: 2270 lbs.
HT: 15 FP: 15 SM: 3 Dodge: 9 Parry: - DR: 5 (tough skin) Bite (14) 5d+1 cut C Claw (14) 5d+6 cr C, 1 Traits: 3D Spacial Sense 2, Acute Hearing 3, Acute Sense of Taste/Smell 3, Combat Reflexes, Discrimantory Sent, Doesn’t Breath (skin absorption), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Tunneling 3, Vibration Sense (ground), Blind, Restricted Diet (Carnivor), Wild Animal, Quadraped. Skills: Brawling 14, Mining 18, Stealth 13, Survival 14, Tracking 14 THESE HORRID hairless beasts, thankfully uncommon, swim through the swampy soil of their habitat. Hunting their surface-dwelling prey by means of scent and vibration. Nalargrun are completely blind, due to the ir subterranean existence. A pale, wrinkled, wormlike mammal, with spade like claws behind its sightless eyes. A nalargrun's nose is a fleshy flower, and its wide mouth is lined with fangs. An adult nalargrun can grow up to fifteen yards in length. The Waste folk hate and fear this carnivore, whose name they use as a synonym for treachery. It mostly ambushes prey from below ground, and prefers the soft semiliquid soil of swamps and river banks for its home. Nalargrun avoid rocky terrain and the dense roots of heavily forested areas. Elk, ponies, baby mammoths, and hippopotami form the bulk of its prey. The nalargrun gnaws on tree roots to sharpen its teeth. The dead trees and its occasionally collapsed tunnels produce a characteristically lumpy and barren local terrain that Waste folk easily recognize and avoid. These great predator worms are not energetic, luckily. Tri bes whose travels bring them near nalargrun swamps know to stand perfectly still and silent if they suspect that a mo le worm is near, hoping that the absence of vi bration will confuse the creature, thus preventing it from attacking them. The sudden hush of an area's wildlife is often the only indication that a narlargrun is hunting in the vicinity. All large nalargrun are female. Male and immature mole worms have been sighted, surfacedwelling miniatures of the females. They wander at large, feeding on small birds and mammals. The young are about a foot long at birth, and reach about two yards before going to ground. A male goes to ground only when a female is ready to mate. She accepts him through her mouth. He is led by an irresistible scent to a special pouch in her throat, where he copulates and is then ingested. Females of age come to ground at five years of age, but must continue to feed, transform, and grow for years more before becoming large enough to mate.
236
Olab ST: 17 HP: 17 Speed: 6.5 DX: 14 Will: 10 Move: 6 (9 sprint) IQ: 9
Per: 10 Weight: 270 lbs.
HT: 12 FP: 12 SM: 0 Dodge: 10 Parry: 10 DR: 1 (tough skin) Club (16) 3d+2 cr 1 Discus (16) 1d+4 cut Acc: 2 Rng: 140/210 Rof: 1 Shots: 1 (2) Traits: Acute Vison 2, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Hidebound, Social Stigma (monster) Skills: Brawling 16, Broadsword 16, Intimidation 12, Thrown Weapon (disk) 16, Tracking 14 Olabs are reptilian with feathery crest and neck wattles, their face resembles a human. Their forelegs are like the arms and hands of men, but their hindlegs resemble that of a stork. They use slotted clubs which can hurl crystalline disks at great speed. Tenacious and ferocious, the Olab are the guardians of the jungles leading to mythical R’lin K’ren A’a. They are cunning warriors, attacking from ambush by hurling their razor sharp, crystalline discs from slotted clubs. They are extremely accurate with this method of attack and no less effective in hand-tohand combat. Olab do not retreat from small groups of intruders and attack in waves until all opponents retreat or are dead. They ignore the effects of major wounds, effectively fighting until they drop.
Oonai (summon cost 20) ST: 36 HP: 36 Speed: 6.5 DX: 14 Will: 10 Move: 6 (9 air) IQ: 9
Per: 10 Weight: 370 lbs.
HT: 12 FP: 12 SM: 0 Dodge: 10 Parry: 10 DR: 4 Tentacle (16) 4d-2 cr C, 1 Fangs (16) 4d+1 cut C Claws (16) 4d-2 cut/imp C, 1 Barbed Tail (16) 4d+2 imp C, 1-2
Traits: 360 vision, Combat Reflexes, Flight Winged, High Pain Tolerance, Morph, Appearance (hideous), Social Stigma (monster)
237 In their native form Oonai resemble bloated, black-skinned, pig-like creatures. Once they were servants of Chaos but Chaos deserted them leaving them stuck with their grotesque forms. So sickened by this betrayal the Oonai have forsaken Chaos and now serve Law (indeed Myshella, Empress of the Dawn, summons the Oonai to fetch Elric to Kaneloon). To escape their own disgusting appearance Oonai constantly shift their shape, adopting ever more grotesque combinations of beasts such as the dragonshapes and multicoloured, fanged swans Elric and Moonglum witness in the wilds of Lormyr. Oonai typically assume the forms of winged creatures, so the Hit Locations are based on such a configuration. When summoned they retain no one form for longer than one combat round before changing again.
Owl of Xerlerenes (summon cost 10) ST: 12 HP: 12 Speed: 7 DX: 14 Will: 10 Move: 3 (15/30 air) IQ: 5
Per: 14 Weight: 119 lbs.
HT: 14 FP: 10 SM: 0 Dodge: 9 Parry: -
DR: -
Bite (16) 1d+1 Imp, C Claw (16) 1d+2 cut, C Traits: 360 Vision, Claws (sharp), Dark Vision (color), Enhanced Move 1 (air) Flight (winged), Teeth (sharp beak), Telescopic Vision 4, No Fine Manipulators, Social Stigma (seen as animal) Skills: Aerobatics 12, Brawling 16, Flight 11, Observation 14 Techniques: Dual Attack (Bite and Claw) 16 These giant snowy-white owls are native to Xerlerenes. They can be called to the Young Kingdoms easily with a pact from Lassa or Fileet. Each owl is the size of a man, they hate Clakars and will attack them any chance they get. The owls travel in flocks of 2d individuals.
Quaolnargn (summon cost 50) ST: 60 HP: 60 Speed: 6.5 DX: 14 Will: 10 Move: 6 (6 water; jump 96 yards) IQ: 10 Per: 10 Weight: 6 tons HT: 12 FP: 12 SM: 6 Dodge: 10 Parry: 10 DR: ½ damage from normal weapons Tongue (16) (ST 30 binding; constricting; sticky; tether; one shot) c, 1-10 Bite (16) 6d+2 cr, C
238 Traits: Amphibious, Binding (sticky tongue, constricting, tether), Leech (2 HP/sec via tongue), Peripheral Vison, Super Jump 5, Appearance (hideous), Dependency (water, 1 hour), Social stigma (monster) Skills: Brawling 16, Innate attack (projectile) 16, Intimidation 13, Stealth 15 This hideous giant toad is an assassin from the planes of chaos. It has a long tongue it uses to bind, constrict and drain the life from foes, when the foe is dead it is reeled into the beast’s mouth to be devoured. While the monster has a being bound it cannot use its tongue on another victim or use its bite.
Reptile Men of Pio ST: 20 HP: 20 Speed: 8.5 DX: 14 Will: 10 Move: 8 IQ: 16 Per: 10 Weight: 462 lbs HT: 12 FP: 12 SM: 1 Dodge: 12 Parry: - DR: 4 Energy Pistol (14) 2d (2) burn Acc: 6 Rng: 460/920 Rof: 4 Shots: special Blk -3 Rcl: 1 Traits: Combat Reflexes, Hard to Kill 2, Hard to Subdue 10, High Pain Threshold, Peripheral Vison, Regeneration (very fast 1/FP sec) Skills: Brawling 15, Energy Pistol 14, Riding (lizard) 16, Running 15, Tracking 15, Brought from the plane of Pio by Theleb K’aana to assault Tanelorn, the warriors of Pio are monstrous, reptilian beings bearing little resemblance to humankind. Heavy, angular heads rest on short, thick, necks, with black, soulless eyes staring from above narrow, komodo-like jaws, filled with tiny, razor-sharp teeth. Their hands are webbed and attached to long, slender arms which, like most of their body, are covered in mottled and blemished scales of dull grey. They do not speak any human tongue, communicating in a half-rasped, half-roared language but they are, nevertheless, intelligent. Their weapons are testament to this: wide muzzled implements that connect with the body of the owner with veins and wires that merge with the skin and emit beams of fiery heat, powered by the immense reserves of inner energy from the men of Pio themselves. Their world, Pio, is a plane distant to Earth and dominated by these, creatures which were once bred as slaves by the Law aligned sorcerers who lived there. The sorcerers were experts in taking the natural flora and fauna of Pio and changing it, using enormous transmutational machines and arcane, half understood technologies from countless worlds more advanced than their own. Most of their experiments were profound failures, hideous, unintelligent mutants that were consigned to the disintegration vats. But the reptile men were successful. Unfeeling yet intelligent, enormously strong and thus useful as slave labour in constructing the baroque machinery the sorcerers plundered from countless unsuspecting worlds. As is the way with slaves, the reptile men tired of their masters’ commands and rebelled. They turned the weapons they had constructed against the sorcerers and fed the remains into the transmutation vats. The mounts the
239 reptile men ride are the results of their efforts: the masters are now the slaves themselves; nightmarish creatures, huge, lumbering lizards that bear a vague resemblance to their former selves but warped into an agonised, saurian mess. The reptile men of Pio are now on a vengeful quest to destroy all those who aided or abetted their former masters in some way. Using the planar machines the sorcerer scientists of Law created, the reptile men travel the Multiverse as mercenaries, happy to turn their weapons against any enemy that might once have had dealings with those who supplied knowledge or machinery to the sorcerers of Pio. This is how Theleb K’aana came across them and how he convinced them to attack Tanelorn, claiming that the Eternal City harboured escaped sorcerer-scientists and their allies. The weapons the reptile men carry are advanced beam violators that draw upon the electrical energy of the body. Wires connect the handgun directly to the user’s neurosystem and the weapons themselves are artificially intelligent, sensing immediately when they are to be used and sending a mass of writhing needle-ended wires to dig deep into the skin and connect with the nerve clusters. The weapon and wielder effectively become one. Each use of the weapon drains the user’s body of precious electrical energy. The reptile men, genetically enhanced, are capable of withstanding the weapon’s vampiric nature but other users cannot. For every two points of damage the weapon delivers, the user’s FP is sapped by one point. Expended FP are regenerated at the normal rate of one point per day, if the user can rest fully. If FP are reduced to zero through using the energy weapon, the user takes damage to HP as normal. In the unlikely event that HP are reduced to 0, the user is fatally deelectrified, his entire nervous system imploding with the shock. There is no Resistance test allowed to cheat death.
Reptile Mounts of Pio ST: 41 HP: 31 Speed: 7.75 DX: 11 Will: 10 Move: 10 (14 sprint) IQ: 4
Per: 10 Weight: 1462 lbs
HT: 14 FP: 12 SM: 3 Dodge: 11 Parry: - DR: 6 Claws (16) 5d-2 cut C, 1-2 Bite (16) 5d+4 cut C, 1 Traits: Acute Sense of Tast/Smell, Combat Reflexes, Discriminatory Smell, Hard to Kill 3, Hard to Subdue 3, High Pain Threshold, Peripheral Vision, Reduced Consumption 1 (cast iron stomach), Domesticated Animal, Stubborn. Skills: Brawling 16, Intimidation 14, Stealth 14, Survival 14, Tracking 16
Roc ST: 67 HP: 67 Speed: 7 DX: 14 Will: 10 Move: Ground 5/Air 10 (24 sprint) IQ: 4
Per: 10 Weight: 4 tons.
240 HT: 14 FP: 14 SM: 4 Dodge: 11 Parry: - DR: 7 Claw (18) 8d+14 cut C 1-2 Beak (18) 8d+14 imp C, 1 Traits: Claws (sharp), Enhanced Move 1 (air), Extra Attack 3, Flight (winged), Teeth (sharp beak), Telescopic Vision 4, No Fine Manipulators, Wild Animal Skills: Aerobatics 12, Brawling 18, Flight 11, Observation 14, Survival 15, Tracking 15, Wrestling 18 Techniques: Attack from Above 18 Rocs resemble giagantic eagles. Weighing in at over 4 tons and with wingspans that can exceede 60 ft. They can rival dragons in their attacks and manuverablity. Rocs can attack with two claws and a bite each round. Attempts have been made to tame the beast for riding but have been unsuccessful.
Sea Serpent ST: 67 HP: 131 Speed: 7 DX: 14 Will: 10 Move: water 10 (14 sprint) IQ: 9
Per: 10 Weight: 7 tons.
HT: 14 FP: 14 SM: 5 Dodge: 11 Parry: - DR: 7 Bite (16) 8d+6 cut, C 1-4 Tail Lash (16) 10d+16 cr, 1-6 Traits: Combat Reflexes, Doesn’t Breath (gills), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Pressure Support 2, Striker (tail, crushing, long +1), Vibration Sense (water), Increased Consumption 2, No Legs (aquatic), Vermiform. Sea serpents and sea monsters are mentioned in the saga but never described. As creatures of Pyaray they are undoubtedly chaotic in origin and may even exhibit intelligence, like dragons. Large, scaly and serpentine, they cruise the depths of the oceans feeding on lesser marine creatures and awaiting either the command of Pyaray or the telltale thump of galley-oars on water or the distant crack and swish of sail canvas, as a sign to seek surface prey. The first sign of any sea serpent attack is likely to be a single hump slicing the water as the beast circles the ship. Then a glimpse of a spined tail slipping back into the water. When the attack comes it is an explosion of water and the roaring of the monster as it crunches timber, intending to sink the ship and pick-off the crew a mouthful at a time as they swim for their lives.
Sand Dragon ST: 24 HP: 24 Speed: 7.25 DX: 14 Will: 10 Move: 7 (10 burrow)
241 IQ: 3
Per: 10 Weight: 1270 lbs.
HT: 15 FP: 15 SM: 2 Dodge: 9 Parry: - DR: 6 Bite (14) 2d+1 cut C Traits: 3D Spatial Sense 2, Acute Hearing 3, Acute Sense of Taste/Smell 3, Combat Reflexes, Discriminatory Sent, Doesn’t Breath (skin absorption), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Tunneling 3, Vibration Sense (ground), Blind, Restricted Diet (Carnivore), Wild Animal, Quadruped. Skills: Brawling 14, Mining 18, Stealth 13, Survival 14, Tracking 14 Not a real dragon, but a huge, fearsome lizard that inhabits the more arid areas of the Unknown East, preying on whatever crosses its path. Sand Dragons are tunneling creatures attracted to the surface of the desert by the vibrations produced by living creatures on the sand above. They resemble pale, eyeless Komodo Monitors.
Sea Serpent, Leaping ST: 41 HP: 41 Speed: 7 DX: 12 Will: 10 Move: water 10 (14 sprint) IQ: 3
Per: 10 Weight: 960 lbs.
HT: 14 FP: 14 SM: 3 Dodge: 11 Parry: - DR: 7 Bite (16) 5d+2 cut, C 1-3 Tail Lash (16) 5d+16 cr, 1-6 Traits: Combat Reflexes, Constriction Attack, Doesn’t Breath (gills and lungs), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Pressure Support 2, Striker (tail, crushing, long +1), Vibration Sense (water), Increased Consumption 2, No Legs (aquatic), Vermiform. Similar in appearance to a sea serpent. These serpents are known for leaping out of the water onto the decks of ships where they attack with fury. The leaping serpant is valued for the fat of their body and a unique gem that grows on their head. The gem is worth 12,000 LB.
Selorok ST: 27 HP: 27 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 4
Per: 11 Weight: 350 lbs.
HT: 12 FP: 13 Dodge: 9
SM: 0
Parry: -
DR: see text
242 Claw (12) 3d+1 cut, C Bite (12) 3d+1 cut, C Traits: Claw (sharp claws), High Pain Threshold, Shapeshifting (morph, universal, reduced time 1 sec, uncontrollable, defensive), Teeth (sharp teeth), Universal Digestion, Bestial, Hidebound, Social Stigma (monster). Skills: Intimidation 10, Survival 12, Tracking 12 In its natural state a selorok looks like a pink, hairless, fat human. They have clawed feet and hands, and vaguely-human, fleshy faces. Their diet and behavior resemble that of pigs. However when threatened the selorok has an amazing ability to shift into a form that resists the damage that was inflicted. This transmutation take 1 second, and offers DR 20 to the particular damage type it was damaged with. For example a selorok damaged by a cutting attack may turn into a stone or a turtle. This DR only applies to that damage type. Thus a selorok damaged by cutting has a DR 20 vs cutting on its next turn and thereafter until it takes damage of another form. The selorok can only assume a form that provides protection from one type only. So it is possible to mix-up attacks, keeping them confused enough to kill.
Sheal ST: 27 HP: 27 Speed: 6 DX: 12 Will: 10 Move: 7 (4 land/ 15 water) IQ: 4
Per: 11 Weight: 1654 lbs.
HT: 12 FP: 13 Dodge: 9
SM: 2
Parry: -
DR: 5 (tough skin)
Bite (15) 4d+2 cut, C Ram (15) 5d+9 cr, C Traits: Acute Hearing 2 (only underwater); Amphibious; Combat Reflexes; Doesn't Breathe (gills and lungs); Enhanced Move 0.5 (water); Night Vision 4 (only under water); Peripheral Vision; Pressure Support 1; Perk (can see normally under and above water); Perk (fur); Perk (penetrating voice); Sharp Teeth; Temperature Tolerance 2 (cold); Ultrahearing; Vibration Sense (only underwater); Vibration Sense (water; vibrissae); Bad Sight 4 ; Dependancy (water, every 25 min), Quadruped; Quirk (Red-Green Colorblindness); Restricted Diet (carnivore); Short Lifespan 2; Wild Animal Skills: Aquabatics 13, Brawling 15, intimidation 11, Survival 12, Tracking 14, Sumo Wrestling 15 Combining the worst aspects of a seal and a shark, the sheal is a pest on the young kingdom’s rivers and waterways. They are dispised creatures and hunted when a pack is found.
Steeds of Nihrain ST: 32 HP: 32 Speed: 6 DX: 12 Will: 10 Move: 8 (12 sprint/ 12 Air)
243 IQ: 4
Per: 11 Weight: 1754 lbs.
HT: 12 FP: 13 Dodge: 9
SM: 2
Parry: -
DR: 2 (tough skin)
Bite (12) 3d-2 cr C, 1 Kick (10) 3d+2 cr C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Flight, Lifting ST 3, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Ultrahearing, Bad Sight 4, Bad Temper (12), Quirk (red-green colorblindness), Domestic Animal, Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Weak Bite Skills: Brawling 12, Intimidation 10, Running 12 Resembling war horses but clearly creatures of unearthly power, the steeds of Nihrain exist only partly on earth and are immune to its laws. They are tireless, fast and capable of traversing both air and water as easily as solid ground, their hooves finding and pounding another plane entirely. Only Sepiriz or one of his Nihrainian brethren can grant the use of one of these steeds and only then in the gravest of circumstances.
Wind Wolf (summon cost 20 per 4, requires pact) ST: 17 HP: 10 Speed: 5.75 DX: 12 Will: 10 Move: 9 (13 sprint/ 13 air) IQ: 9
Per: 12 Weight: 250 lbs.
HT: 11 FP: 14 Dodge: 9
SM: 0
Parry: 11
DR: 2 (tough skin)
Bite (14) 1d+4 cut, C Crushing Bite (10) 2d+2 cr, C Traits: Acute Smell 3, Combat Reflexes, Discriminatory Smell, Enhanced Move ½ (ground), Flight, Night Vison 4, Parabolic Hearing 2, Fast Eater, Fur, Penetrating Voice, Reduced Consumption 2 (cast iron stomach), Sharp Teeth, Striker (bite, crushing, cannot parry, clumsy, alternate attack (sharp teeth)), Temperature Tolerance 1 (cold), Utltrahearing, Versatile, Vibration Sense (air), Bad Sight 2, Bloodlust (12), Cannot Speak, Chummy, Gluttony (12), Hidebound, Quadruped, Incompetence (climbing), RedGreen Colorblindness, Sense of Duty (pack), Short Lifespan 2, Social Stigma (seen as animal) Features: Born Biter 2, Tail, Shaggy Fur Skills: Brawling 14, Intimidation 11, Jumping 12, Running 11, Stealth 14, Survival 12, Tracking 16, Wrestling 14
244 Wind wolves look like unusually large wolves with silver-blue fur. They are found in small families or in larger packs of 3d members. Characteristically, they build low wooden sleeping platforms, roof, and windbreakers of fallen trees and branches gathered in the temperate forest they prefer. When a wind wolf runs, his feet leaves the ground and he begins to fly. When they spot prey or enemies they let out a low moan or whistle chilling to the listener. Wind wolves are fairly intelligent and can understand the common language of the area, but cannot speak it. Their services can be obtained by summoning, but this requires a pact with Lassa or the Lord of Dogs.
Unicorn ST: 32 HP: 32 Speed: 6 DX: 12 Will: 12 Move: 8 (12 sprint) IQ: 12 Per: 12 Weight: 1754 lbs. HT: 12 FP: 13 Dodge: 9
SM: 2
Parry: 11
DR: 5 (hardened 1)
Bite (14) 3d-2 cr C, 1 Kick (12) 3d+2 cr C, 1-2 Horn (14) 4d+5 (2) imp C, 1-2 Traits: Enhanced Move 1 (ground), Hooves, Lifting ST 3, Night Vision 4, Peripheral Vision, Parabolic Hearing 2, Perk (fur), Striker (horn, impaling, armor divisor 2) Ultrahearing, Bad Sight 4, Bad Temper (12), Quirk (red-green colorblindness), Quadruped, Quirk (careful), Quirk (chummy), Restricted Diet (herbivore), Short Lifespan 1, Social Stigma (seen as animal) Skills: Brawling 14, Intimidation 10, Running 12 Unicorns prefer temperate climates and forested foothills. These intelligent, solitude-loving creatures are innately magical and can make fearsome foes, but they are rare in the Young Kingdoms. They resemble powerful, white horses, with a single ivory horn upon their heads. While its owner lives, a unicorn’s horn never breaks. Ivory in life, the horn grays and embrittles after death. Long ago sorcerers could remove and keep alive unicorn horns, but that skill has been lost, to most people’s knowledge. A living horn does not make a suitable weapon, but there are several unusual properties that they do possess. First any woodwind instrument made of the horn calls equines to its user. Secondly a unicorn horn can detect the taint of poison when touched to a liquid, or food. The reaction to the poison changes the horn pale blue (for minor taints and toxins) to an angry blue-black (for powerful toxins)
Viridian Shriekers ST: 26 HP: 45 Speed: 7 DX: 14 Will: 10 Move: ground 7/water 7 (14 sprint) IQ: 9
Per: 10 Weight: 460 lbs.
245 HT: 14 FP: 14 SM: 0 Dodge: 11 Parry: - DR: 4 Bite (16) 3d+2 cut, C 1 Tail Lash (16) 3d+4 cr, 1-2 Shriek (14) HT-4 area affect 8 yards, paralysis (extended duration 1d min), sense based (hearing), oneshot Traits: Combat Reflexes, Constriction Attack, Doesn’t Breath (gills and lungs), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Pressure Support 2, Striker (tail, crushing, long +1), Vibration Sense (water), Increased Consumption 2, No Legs (aquatic, slithers), Vermiform. Skills: Brawling 16, Innate Attack (breath) 14, Intimidation 12, Stealth 14, Survival 14, Tracking 14, Wrestling 16 Viridian shriekers live in lonely, little-used rivers in the remoter reaches of the southern continent, and in the jungle lands around R’lin K’ren A’a. They might also be found in the bogs of the Silent Land. The Viridian shrieker is a kind of large water serpent with some unusual features. The head resembles that of a horned crocodilian, and the skin consists of dark green very strong bony plates. The river dragon can leap out of water up to heights of 10 feet, and can live on land. They sometimes hunt in packs of 1d-3. The shriek of the river dragon causes fear and causes those that hear it to become paralyzed.
Wyrm ST: 21 HP: 41 Speed: 7 DX: 14 Will: 10 Move: ground 7/air 7 (14 sprint) IQ: 9
Per: 10 Weight: 460 lbs.
HT: 14 FP: 14 SM: 0 Dodge: 11 Parry: - DR: 8 Bite (15) 2d+2 cut C, 1 Traits: Combat Reflexes, Constriction Attack, Flight (winged), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, Vibration Sense (air), Vampiric Bite (4 FP/Sec), Increased Consumption 2, No Legs (aerial), Vermiform. Skills: Brawling 16, Intimidation 12, Stealth 14, Survival 14, Tracking 14, Wrestling 16 Limbless but winged, the wyrm is a great serpent with rainbow scales. Wyrms are native to the upper reaches of the Withered Peaks and the Scar of the Night mountains. Reputedly a creation of the Dharzi, these large snakelike reptiles do not feed on flesh but on the life force of men. When a wyrm bites, it initates a grapple. Each round the beast drains 4 FP, finally eating its way through the victim’s HP. Once a victims HP reach 0, their soul has been devoured and they die, becoming a drained, soulless
246 husk. Sorcers prize the hide of the wyrm as they can use the stored FP in the hide to augment magic. The warrior priest of Phum often mount expeditions into the Withered Peaks in search of wyrm hides.
Wyvern ST: 26 HP: 32 Speed: 7 DX: 14 Will: 10 Move: ground 7/air 7 (14 sprint) IQ: 7
Per: 15 Weight: 960 lbs.
HT: 14 FP: 14 SM: 2 Dodge: 11 Parry: - DR: 5 Bite (15) 2d+4 imp, 1-2 Sting (15) 3d+1 imp, 1-3 Follow-Up (sting venom – neurotoxic (1d-2 tox (cyclic 1 day for 6 days) symptoms 1/3 HP agony, ¾ HP Paralysis, Resistible HT-4 (does not stop cycles)) Traits: Combat Reflexes, Dark Vision (color), Flight (winged) Hard to Kill 3, Hard to Subdue 3 Skills: Brawling 15, Intimidation 14, Stealth 14, Survival 14, Tracking 15 Wyverns are offshoot cousins to dragons. They look like small dragons with only two hind legs and a long tail that is tipped with a poisoned sting.
Xohotl (summon cost 60) ST: 12 HP: 12 Speed: 7 DX: 14 Will: 15 Move: ground 7/air 7 (14 sprint) IQ: 15 Per: 15 Weight: 460 lbs. HT: 14 FP: 14 SM: 1 Dodge: 11 Parry: - DR: 3 Punch (14) 1d-1 cr, C Elecrolaser Pistol (16) 1d-3 burn (surge) Acc: 2 Rng: 60/120 ROF: 3 Shots: 200 (3) RCL: 1 Linked HT-2 aff (stun) Elecrolaser Rifle (16) 1d-3 burn (surge) Acc: 8 Rng: 100/300 ROF: 1 Shots: 100 (3) RCL: 1 Linked HT-4 aff (stun) Traits: 360 vision, Acute vision 2, Combat Reflexes, Flight (winged), Hard to Kill 2, Hard to Subdue 2, High Pain Tolerance, High TL 11, Low Empathy, Social Stigma (monster) Skills: Beam Weapons (pistol) 16, Beam Weapons (rifle) 16, Brawling 14, Multiple knowledge skills 16
247 The Xohotl are a race of Law-aligned insectoids who hail from a plane that has a high TL level. They are roughly twice as tall as a human being, have large multi-faceted eyes and bear weapons of alien design and function. They avoid stand up fights relying on their long range weaponry.
Necromantic Beasts Ashwalker ST: 17 HP: 12 Speed: 7 DX: 13 Will: 15 Move: ground 7 IQ: 2
Per: 15 Weight: 160 lbs.
HT: 15 FP: 15 SM: 0 Dodge: 10 Parry: - DR: 3 (50 vs fire/heat) Punch (15) 1d+1 cr +1d burn C Flame gout (14) 1d burn (jet 1-10 ROF: 1) Flame Wreath (14) 1d burn C, 1-2 (aura, area effect 2 yards, recharge 4 sec) Traits: Burning Attack 1 (jet, range 1-10), Burning Attack 1 (aura, melee attack c, area affect 2 yards, recharge 4 sec), Dark Vision, Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (no blood, unliving), Regeneration (very fast 1HP/sec), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (monstrous), Automation, Bad Smell, Cannot Learn, Dependency (burned ground, constant), Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead), Weakness (water x 4), Unaging, Unhealing (total) Traits: Brawling 15, Innate Attack (projectile) 14, Observation 10, Tracking 10 Ashwalkers are created by ritually burning a victim and then using a zombie spell upon it. Ashwalkers resemble a burnt human corpse, it flesh blackened and tattered like old leather and its hollow eye-sockets are filled with flame. Ashwalkers can only step on burnt ground, it cannot stand the touch of water. Not only can ashwalkers breathe a gout of flame, but they can project an aura of flame that burns everything within 2 yards, use of the latter ability is limited to every 4 seconds.
Ghoul ST: 18 HP: 18 Speed: 7 DX: 13 Will: 10 Move: 7 IQ: 5
Per: 10 Weight: 180 lbs.
HT: 15 FP: 15 SM: 0 Dodge: 11 Parry: - DR: Claw (16) 1d+2 cut, C
248 Linked (HT -2, Paralysis, Failure equal paralysis for minutes equal to margin of failure.) Bite (16) 1d+2 cut, C Traits: Combat Reflexes, Dark Vision, Detect (life), Doesn’t Breath, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (unliving), Reduced Consumption 3 (cast iron stomach), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (ugly), Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Restricted Diet (human flesh), Social Stigma (dead) Skills: Brawling 16, Intimidation 13, Stealth 16, Survival 16, Tracking 14 These ghouls are formed by binding a spirit with a fresh corpse. The created ghoul will follow its master’s orders as long as it is fed. A ghoul that goes without feeding will quickly become feral, attacking any living being to sate its hunger
Ghoul, Rot ST: 18 HP: 18 Speed: 7 DX: 13 Will: 10 Move: 7 IQ: 5
Per: 10 Weight: 180 lbs.
HT: 15 FP: 15 SM: 0 Dodge: 11 Parry: - DR: Claw (16) 1d+2 cut, C Linked (HT -2, Paralysis, Failure means paralysis for minutes equal to margin of failure.) Linked (HT-4; Disease (1d+1 days delay; 1d tox (symptom coughing 1/3 HP); 6 x 1 day cycles) Bite (16) 1d+2 cut, C Linked (HT-4; Disease (1d+1 days delay; 1d tox (symptom coughing 1/3 HP); 6 x 1 day cycles) Blood Vomit (13) 1d-2 tox. Area affect 1 hex, recharge 6 sec, Rng: 1-5 Traits: Combat Reflexes, Dark Vision, Detect (life), Doesn’t Breath, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (unliving), Reduced Consumption 3 (cast iron stomach), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (ugly), Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Restricted Diet (human flesh), Social Stigma (dead) Skills: Brawling 16, Intimidation 13, Stealth 16, Survival 16, Tracking 14 A rot ghoul is a fearsome creation made by allowing a spirit to inhabit a rotting corpse. The rot ghoul not only carries a paralyzing touch, but also disease attack. It can also spew up it rotting blood and organs. Those killed by the vomit of the rot ghoul rise as uncontrolled ghouls in 2d days.
Lich ST: 20 HP: 42 Speed: 7
249 DX: 13 Will: 15 Move: ground 7 IQ: 20 Per: 15 Weight: 160 lbs. HT: 15 FP: 15 SM: 0 Dodge: 10 Parry: 13 DR: 4 (petrified bones) Claw (16) 2d+1 cut, C Linked (HT -5, Paralysis. Failure equal paralysis for minutes equal to margin of failure.) Staff (16) 3d+4 cr 1, 2 usually enchanted Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, Energy Reserve 30, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Magery 6, Temperature Tolerance 10, Unfazeable, Unhealing, Unaging, Unkillable 3 (can only be killed by destruction of phylactery), Vacuum Support, Cannot Float, Dependency (potion, monthly), No Sense of Taste/Smell, Skinny. Skills: Brawling 16, Staff 16, Dozens of spells at 20+, Alchemy, Hidden Lore, Occultism, Research, SpeedReading, Thaumatology, Rituals, Symbol Drawing, Traps, Writing Lich are the cumulative effort of the necromancer’s art, changing themselves into an immortal being. A lich cannot be destroyed without finding the item holding it soul. This item called a phylactery can be anything from a gem to a weapon. Needless to say the lich keeps it well hidden and guarded.
Moon Hound ST: 20 HP: 20 Speed: 7 DX: 13 Will: 15 Move: ground 7 IQ: 5
Per: 15 Weight: 160 lbs.
HT: 15 FP: 15 SM: -1 Dodge: 11 Parry: - DR: 2 (tough hide) Bite (14) 2d+1 cut, C Linked (HT-2, Night Blindness 4, extended duration 1 week) Claw (14) 2d+2 cut/imp, C Traits: Combat Reflexes, Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (unliving), Unfazeable, Unhealing, Unaging, Vacuum Support, Warp (limited to moonlight only, 3/day), Cannot Learn, Dependency (moonlight, constantly), Fragile (unnatural), Wild Animal. Skills: Brawling (14), Intimidation 14, Stealth 16, Survival 14, Tracking 14 Moon hounds are created by drowning a canine water that is reflecting the moonlight and then reanimating the carcass. Moon hounds have the ability to teleport from one location to another as long
250 as it is in moonlight. They make vicious guards and predators. Moon hounds are difficult to control. They resemble snowy-white dogs that glow with a pearly light.
Moon Hunter ST: 11 HP: 11 Speed: 7 DX: 13 Will: 15 Move: ground 7 IQ: 11 Per: 15 Weight: 160 lbs. HT: 15 FP: 15 SM: 0 Dodge: 11 Parry: 10F Block 10 DR: 4/2 mail suit Rapier (15) 2d imp 1, 2 Shield Bash (15) 2d-1 cr 1 Shield Rush (15) slam+3 cr 1 Traits: Combat Reflexes, Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (unliving), Insubstantiality (out of moonlight, can carry objects (heavy encumbrance), Unfazeable, Unhealing, Unaging, Vacuum Support, Warp (limited to moonlight only), Cannot Learn, Dependency (moonlight, constantly), Fragile (unnatural) Skills: Brawling (15), Rapier (15), Shield (15), Stealth (14), Tactics (14), Tracking (13) These undead creatures resemble gaunt humans with porcelain-white skin. They carry thin swords that shine brightly in one hand and mirrored shields in the other. Moon hunters only exist in moonlight. When in moonlight they are substantial. Out of moonlight they simply vanish. They are adept at using this ability in combat, they may step into shadow when cornered, vanishing only to reappear in some other section of moonlight. Moon hunters use their mirrored shields to reflect moonlight into shadowed places to persue foes. A moon hunter is created by hanging a man from a tree in the light of the full moon, covering the body so that no other light touches it and then reanimating the body. Moon hunters are not as bound as most undead and require strict controlling spells to direct them.
Necrodomo ST: 22 HP: 22 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 Weight: 260 lbs. HT: 10 FP: 15 SM: 0 Dodge: 8 Parry: Punch (15) 2d cr, 1 Bite (15) 2d-1 cr, 1
DR: -
251 Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (ugly), Automation, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead), Unhealing (total) Skills: Brawling 15, Mundane Tasks 15 A necrodomo is a more intelligent form of zombie, made by specially preparing the corpse with alchemical treatments and embalming. They have enough wit to follow orders and even command other undead, the treatments also prevent rotting, the bad odor associated with zombies, and gives the zombies incredible strength. While they do not have souls, they possess memories of the body’s previous tenant, and thus may have a variety of skills.
Necromation A necromaton is an undead creature that never lived. Instead, its body is made up from pieces of different corpses, sewed or fused together into a single shambling monstrosity and animated using a single spell. The simplest necromaton is the ‘Frankenstein’s Monster’, a humanoid undead made from the choice pieces of many corpses. More complex necromatons are built for a specific purpose. The arms of a giant might be welded into the tusk-sockets of a zombie mammoth and the mammoth’s spine might be warped into bony towers and battlements to create an undead siege engine. Human skeletons might have the skulls of wolves and scythes for arms. Building a Necromaton A necromaton is built from: • • •
A frame, which is the torso that will be the foundation of the monster. The size of the base creature from whom the frame is taken is the base size of the monster. Attachments, which are body parts such as limbs, heads or tails taken from other creatures. Upgrades, which are non-living parts like weapons.
Attachments & Upgrades Different body parts give different abilities: •
• •
• •
Arms: Arms retain any claw or unarmed attack the limb possessed in life and allow the necromaton to make attacks with weapons. Extra arms let the necromaton wield more weapons. Longer arms give the creature more reach Legs: Legs let the necromaton move. Each pair of extra legs increases the creature’s movement by two metres. Longer legs can give extra movement and agility. Heads: It is possible to build a headless necromaton but such creatures have limited perceptive abilities. Heads retain whatever Bite attacks they had in life. Extra heads let the necromaton look in multiple directions at once Tails: Adding a tail allows the necromaton to make a Tail Lash attack, or to swim at its normal movement. Tails grafted from other creatures retain their poisonous barbs or spikes. Wings: A pair of wings allow a necromaton to fly at its normal movement. Extra wings increase its flying speed.
252 •
• • •
Melee weapons: A melee weapon such as a sword or hammer can be attached to a limb. Such a weapon has deals +2 damage. Necromatons with grafted weapons cannot be disarmed (except by literally cutting off the whole arm). Ranged Weapons: Projectile weapons like blowguns, crossbows or slings can be built into the body of a necromaton. Such weapons deal +2 damage. Many necromancers install more exotic weapons into their necromatons, like gas projectors filled with poison or skull throwers. Other devices: Necromatons built for specific purposes might possess ribcages that close and imprison a foe, or skeletal hands at the ends of chains for scaling walls.
Necromation, skull dog ST: 13 HP: 17 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 3
Per: 10 Weight: 60 lbs.
HT: 10 FP: 15 SM: -2 Dodge: 8 Parry: -
DR: 2
Bite (12) 1d-1 cr C Claw (12) 1d+2 cut C Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 12, Tracking 12 Composed of a human skull attached to a dog’s skeleton.
Necromation, Skull dog handler ST: 13 HP: 17 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 3
Per: 10 Weight: 120 lbs.
HT: 10 FP: 15 SM: 0 Dodge: 8 Parry: -
DR: 4 (leather armor over bones)
Bite (12) 1d-1 cut C Claw (12) 1d+2 cut C Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic
253 Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 12, Tracking 12 This necromation is built from a dog’s head placed on a humans body, the spine is bent forward for easy bite attacks.
Necromation, Bonecarver ST: 22 HP: 22 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 3
Per: 10 Weight: 360 lbs.
HT: 10 FP: 15 SM: 0 Dodge: 9 Parry: 11
DR: 6 (built in metal plates)
Broadsword swing (15) 4d+1 cut, 1 Broadsword thrust (15) 2d+1 cr, 1 Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, Extra Arms (6 total), Extra Attack 4, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (ugly), Automation, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead), Unhealing (total) Skills: Broadsword 15, Tracking 15 This beast is made by sewing 6 human arm on a large frame. A human skull and metal plates beneath the skin completes the horror.
Necromation, Seige ST: 67 HP: 71 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 3
Per: 10 Weight: 2360 lbs.
HT: 10 FP: 15 SM: 4 Dodge: 9 Parry: -
DR: 5 (reinforced bone)
Horns (15) 8d+2 imp C, 1-4 Punch (15) 8d-1 cr C, 1-2 Stinger (15) 6d+1 imp C, 1-6 Follow-Up (Sting venom – Necrotic 1d-2 tox (cyclic 12 1 min cycles), Symptoms (1/4 HP itching, ½ HP agony, Full HP Coma), Resistible HT-2 (does not stop cycles)
254 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Payload, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 15, Tracking 12 This horrid thing is built from a mammoth’s body, a giants arms, and the stinger of a manticora. The arms are placed in the mammoth’s tusks sockets, while the tusks are moved to the top of the head. The stinger is placed at the rear of the beast. The creature’s ribcage is hollow to carry troops (up to 20 troops can fit) and opens on command to drop them on the battlefield.
Night Worm ST: 20 HP: 40 Speed: 9 DX: 16 Will: 10 Move: 9 IQ: 4
Per: 10 Weight: 760 lbs.
HT: 16 FP: 16 SM: 1 Dodge: 12 Parry: -
DR: 2
Bite (18) 3d+2 cut C 1-2 Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (ugly), Automation, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead), Unhealing (total) Skills: Brawling 18, Tracking 15 Summoned from limbo, these pale yellow worms are unearthly and violent guardians. Only the most experienced necromancer can control one.
Skeleton, Standard ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 10
Block 10
Broadsword Swing (14) 1d cut 1 Broadsword Thrust (14) 1d-1 cr 1 Shield Bash (14) 1d-2 cr C, 1
DR: 2
255 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Broadsword 14, Shield 14, Stealth 13, Tracking 14
Skeleton, Arcane ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 10
Block 10
DR: 3
Broadsword Swing (14) 1d cut 1 Broadsword Thrust (14) 1d-1 cr 1 Shield Bash (14) 1d-2 cr C, 1 Eye of Flame (14) 1d burn Acc: 2, Rng: 10/50, Rof: 1 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Magic Resistance 5, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Broadsword 14, Innate Attack (gaze), Shield 14, Stealth 13, Tracking 14 An arcane skeleton is formed from bones of an agent of chaos or law. They have higher resistance to magic and can direct a beam of fire from their eyes they also have one of the following abilities: Arcane Stealth: Invisibility and silence Arcane Swiftness: +2 basic move and Clinging Diminish Life Force: HT -4 affliction causes 1d ST dmg, Rng 10 Phantom Form: Insubstantiality (Can carry objects (heavy encumbrance)
Skeleton, Clawed ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0
256 Dodge: 9 Parry: -
DR: 2
Claws (14) 2d+2 cut/imp C, 1 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 14, Tracking 14 Created from humanoid forms with clawed attacks.
Skeleton, Cold Skull ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: -
DR: 2
Claws (14) 1d+2 cut/imp C, 1 Freezing Breath (14) 1d+4 pi+ (hazard: freezing) Acc: 3, Rng: 30/60, Rof: 1 Takes recharge 4 sec. Traits: Control (ice), Create (ice), Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Temperature Control (cold), Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 14, Innate Attack (breath) 14, Tracking 14 These skeletons are created by first imbuing the bones with cold magics.
Skeleton, Fire ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: -
DR: 2
Claws (14) 1d+2 cut/imp+1d burn C, 1 Fire aura (-) 1d-2 burn (aura, melee C)
257 Flame Breath (14) 1d+4 burn Acc: 3, Rng: 30/60, Rof: 1 Takes recharge 4 sec. Traits: Control (fire), Create (fire), Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Temperature Control (cold), Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 14, Innate Attack (breath) 14, Tracking 14 These skeletons are created by first imbuing the skeleton with fire magics
Skeleton, Giant ST: 22 HP: 22 Speed: 6.5 DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 398 lbs.
HT: 10 FP: 10 SM: 2 Dodge: 9 Parry: -
DR: 4
Broadsword Swing (14) 4d+1 cut 1 Broadsword Thrust (14) 2d+1 cr. 1 Claws (14) 2d+4 cut/imp C, 1 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 14, Broadsword 14, Tracking 14 Created from larger than normal humanoids
Skeleton, Multi-armed ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 10
Block 10
Broadsword Swing (14) 1d cut 1 Broadsword Thrust (14) 1d-1 cr 1
DR: 3
258 Shield Bash (14) 1d-2 cr C, 1 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, Extra Arms (6 total), Extra attack 2 High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Magic Resistance 5, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Broadsword 14, Shield 14, Stealth 13, Tracking 14 Tactics: Dual Attack (broadsword) 14
Skeleton, Shard ST: 9
HP: 12 Speed: 6.5
DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 98 lbs.
HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 10
Block 10
DR: 2
Broadsword Swing (14) 1d cut 1 Broadsword Thrust (14) 1d-1 cr 1 Shield Bash (14) 1d-2 cr C, 1 Traits: Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (Diffuse (infiltrating), unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny Skills: Broadsword 14, Shield 14, Stealth 13, Tracking 14 These skeletons are created by ritually crushing the bones into fragments, then animating them. The necromantic power holds the shard together, but they are diffuse and can split up to travel through the smallest cracks.
Skeleton, Knight ST: 25 HP: 29 Speed: 6.5 DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 198 lbs.
HT: 10 FP: 10 SM: 2 Dodge: 10 Parry: 12
DR: 8 bones and plate
259 Broadsword Swing (16) 5d cut 1 Broadsword Thrust (16) 2d+3 cr. 1 Claws (16) 3d+1 cut/imp C, 1 Traits: Combat Reflexes, Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 16, Broadsword 16, Tracking 14 Formed from the bones of great warriors these skeletons are fearsome in combat
Skeleton, Warrior ST: 20 HP: 24 Speed: 6.5 DX: 12 Will: 10 Move: 6 IQ: 8
Per: 10 Weight: 198 lbs.
HT: 10 FP: 10 SM: 2 Dodge: 10 Parry: 12
DR: 8 bones and plate
Broadsword Swing (16) 3d+3 cut 1 Broadsword Thrust (16) 2d cr 1 Claws (16) 2d+3 cut/imp C, 1 Traits: Combat Reflexes, Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Skills: Brawling 16, Broadsword 16, Tracking 14 Formed from the bones of warriors these skeletons are fair better in combat than their lesser kin.
Skeleton, Horse ST: 23 HP: 27 Speed: 4.75 DX: 9
Will: 10 Move: 6 (12 sprint)
IQ: 4
Per: 11 Weight: 1754 lbs.
HT: 12 FP: 13 Dodge: 8
SM: 2
Parry: -
DR: 3
260 Bite (11) 2d-2 cr C, 1 Kick (9) 2d+2 cr C, 1-2 Traits: Combat Reflexes, Dark Vision, Detect (living), Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Injury Tolerance (no blood, no brain, no eyes, no vitals, unliving), Immunity to Metabolic Hazards, Immunity (mind control), Indomitable, Single Minded, Unfazeable, Unhealing, Unaging, Vacuum Support, Appearance (monstrous), Automation, Cannot Learn, Cannot Float, No Sense of Taste/Smell, Reprogrammable, Skinny, Vulnerability (crushing x2) Traits: Brawling 11 Raised from a horse, these serve as tireless steeds.
Zombie, Common ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Punch (10) 1d-2 cr. C Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: none
Zombie, Battering ST: 16 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 254 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 1 (tough skin)
Punch (10) 1d cr. C Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead)
261
Zombie, Colossus ST: 36 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 1754 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 3
Parry: -
DR: 1 (tough skin)
Punch (15) 4d-2 cr. C, 1 Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: Brawling 15 Made from the corpse of a large creature, or sewn together from the corpses of multiple creatures this giant is good for use as a battering ram.
Zombie, Contagion ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Punch (13) 1d-2 cr. C Bite (13) 1d+1 cut C Follow-Up (zombie disease – HT-2 failure margin indicate the number of days the victim will rise as a contagion zombie) Traits: Doesn’t Breath, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Restricted Diet (fresh human flesh). Social Stigma (dead) Traits: Brawling 13, Tracking 13 An example of a zombie ritual gone wrong, these zombies yearn for human flesh. The zombie ritual has infected them with a disease which transmutes those even slightly bitten into a contagion zombie.
262
Zombie, Drowned Man ST: 19 HP: 19 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 254 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: 10U
DR: 1 (tough skin) (1/2 DMG from fire, 1/10 DMG from crushing)
Axe (15) 3d+3 cut 1 Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: Axe/Mace 15, Brawling 15, Seamanship 14, Swimming 14 Men who have drowned in the sea and claimed by Pyaray to serve for all eternity. Their waterlogged skin provide protection from crushing and burning attacks.
Zombie, Entrail ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Punch (10) 1d-2 cr. C Entrail Whip (10) 1d-2 cr. C, 1 Entrail Constriction ST vs ST/HT Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, Extra Arm (extra-flexible, long +1), Extra Attack 1, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) These zombie’s stomach cavities are opened and their entrails are animated. This allows the zombie an additional whip-like attack, or can be used to constrict and choke.
Zombie, Fast ST: 11 HP: 15 Speed: 5.25
263 DX: 12 Will: 10 Move: 7 (sprint 10) IQ: 8
Per: 11 Weight: 154 lbs.
HT: 12 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Punch (10) 1d-2 cr. C Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Created by embalming the corpse with a special alchemical mixture, these zombies are very fast capable of outrunning the average person.
Zombie, Plague ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Claw (10) 1d+1 cut. C Follow-Up (zombie plague (blood vector, HT-3 1d+1 tox. Onset 1d days (cyclic 5 daily cycles), Symptoms ¼ HP: itching, ½ HP -2 ST, -2 DX, -2HT, ¾ HP -2 ST, -2 DX, -2 HT, Agony, Full HP coughing, choking) Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: none Created by infecting a person with a disease and then razing the corpse, these zombies carry a vile disease that can quickly kill.
Zombie, Red ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
264 HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Claw (14) 1d+2 cut. C Bite (14) 1d+2 cut. C Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: Brawling 14, Tracking 13 Created by a specific zombie ritual, these creatures rise with sharpened teeth and claws and are capable of causing greater harm than their normal kin.
Zombie, Worm ST: 11 HP: 15 Speed: 5 DX: 10 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: -
DR: 0
Punch (10) 1d-2 cr. C Maggot Swarm (unreliable 12) Traits: Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Payload 1, Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Skills: none These zombie’s bodies host swarms of maggots. On a hit that causes damage the zombie can roll a check on a 12 or less a swarm of maggot has emerged and will attack the area. The zombie holds 3 such swarms.
Zombie, Warrior ST: 15 HP: 20 Speed: 5.5 DX: 12 Will: 10 Move: 5 IQ: 8
Per: 11 Weight: 154 lbs.
265 HT: 10 FP: 10 Dodge: 9
SM: 0
Parry: 11
DR: 4 chain mail suit
Broadsword Swing (14) 2d+2 cut 1 Broadsword Thrust (14) 1d+2 cr. 1 Traits: Combat Reflexes, Doesn’t Breath, Doesn’t Eat or Drink, Doesn’t Sleep, High Pain Threshold, Immunity to Metabolic Hazards, Immunity (all mind control), Indomitable, Injury Tolerance (no blood, unliving), Single-Minded, Temperature Tolerance 10, Unaging, Unfazeable, Appearance (Monstrous), Automation, Bad Smell, Cannot Learn, Disturbing Voice, Fragile (unnatural), No Sense of Smell/Taste, Reprogrammable, Social Stigma (dead) Traits: Broadsword 14, Tracking 12 Razed from dead warriors, these zombies keep their weapon skills intact, and can be dangerous in numbers.
Personalities of the Young Kingdoms Major Personalities Duke Avan Astran ST: 15 HP: 19 Speed: 6 DX: 14 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 154 lbs. HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: 13 Block: 12 DR: 3 (heavy leather)
Kite Shield Bash (16) 1d+1 cr. 1 Kite Shield Rush (16) slam+3 cr. 1 Longsword Swing (18) 2d+2 cut 1 Longsword Thrust (18) 1d+3 imp 1, 2 Short Spear (18) 1d+2 imp 1 Traits: Born War-Leader 2, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Rapid Healing, Recovery, Very Fit, Code of Honor (soldier’s), Overconfidence (12), Sense of Duty (City) Skills: Armory (melee weapons) 11, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Fast Draw (sword) 15, Heraldry 12, Hiking 12, Intimidation 9, Knife 14, Leadership 11, Navigation (sea) 14, Riding (equines) 16, Savoir-Faire (high society) 12, Seamanship 16, Shield 16, Ship Handling (ship) 15, Spear 18, Strategy (land and naval) 11, Tactics 11, Thrown Weapon (spear) 18, Wrestling 14 A man of about forty, with a square, handsome face Avan Astran is a seasoned traveler, explorer and trader, with a reputation for being just and fair. Duke Avan Astran is repected throughout the Young
266 Kingdoms. His city, Old Hrolmar, is the most liberal in Vilmir, partly due to his influence and his exploits across the Young Kingdoms and into the Unknown East have brought both it, and Astran, wealth and renown.
Princess Cymoril ST: 10 HP: 10 Speed: 5.75 DX: 13 Will: 16 Move: 5 IQ: 16 Per: 16 Weight: 134 lbs. HT: 13 FP: 13 Dodge: 10
SM: 0
Parry: 9 Block: - DR: -
Dagger (14) 1d-3 imp C Traits: Appearance (Beautiful), Energy Reserve 30, Magery 2 Skills: Acting 17, Administration 17, Area Knowledge (Imrryr) 18, Carousing 15, Connoisseur (all) 20, Current Affairs (high culture) 18, Dancing 14, Dagger 14, Diplomacy 18, Heraldry 18, Hidden Lore (Demon Lore) 17, Hidden Lore (dragon lore) 17, Occultism 18, Politics 18, Public Speaking 18, Riding (equines) 14, Symbol Drawing (chaos) 18, Thaumatology 18 Spells: multiple from school of air (20), Summon Air Elementals (20) Cymoril is Elric’s cousin and lover. She is sister to Yyrkoon and he has an incestuous infatuation with her, which turns to insane jealousy as her romance with Emperor Elric deepens. Cymoril is the one person who truly knows and understands Elric’s heart and he holds her counsel above most others. To punish both Elric and Cymoril, Yyrkoon places his sister under a sorcerous sleep whilst Elric spends a year wandering the Young Kingdoms. When Elric returns with the Sea Lords, to sack Imrryr, she awakens and intervenes in the duel between the two emperors, meeting her death at Stormbringer’s point. From then on, Elric is never the same again, plagued forever by what he has done and what he has lost.
Dyvim Slorm ST: 14 HP: 14 Speed: 6.75 DX: 14 Will: 13 Move: 6 IQ: 13 Per: 13 Weight: 184 lbs. HT: 16 FP: 16 Dodge: 10
SM: 0
Parry: 13 Block: 9 DR: 6 (plate suit)
Greatsword Swing (18) 2d+3 cut, 1-2 Greatsword Thrust (18) 1d+2 cr, 2 Kite Shield Bash (16) 1d cr, 1 Kite Shield Rush (16) slam+3 cr
267 Lance (dragon back) (18) 13+3 Imp, 4 Lance (horse back) (18) 2d+3 Imp, 4 Longsword Swing (18) 2d+1 cut, 1 Longsword Thrust (18) 1d+2 Imp 1, 2 Traits: Acute Hearing 1, Acute Vision 1, Appearance (Attractive),Born War-Leader 2, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Immune to Poisons, Magery 1, Rapid Healing, Recovery, Very Fit, Callous, Code of Honor (soldier’s), Overconfidence (12) Skills: Area Knowledge (Imrryr), Armory (melee weapons) 11, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Diplomacy 14, Fast Draw (sword) 15, Heraldry 12, Hidden Lore (dragons), Hiking 12, Intimidation 9, Knife 14, Lance 18, Leadership 11, Navigation (air) 14, Riding (dragons) 16, Riding (equines) 16, Savoir-Faire (high society) 14, Shield 16, Strategy (air) 11, Tactics 11, Two-Handed Sword 18, Wrestling 14 Spells: Multiple water spells, Summon water elemental The son of Dyvim Tvar, Slorm is Elric’s final surviving kinsman at the final battle with Chaos and before that, leader of the Melnibonéan mercenaries as they wander the Young Kingdoms after the sacking of Imrryr. Even though he is a Dragon Lord, Slorm seems wise and pragmatic despite the fate of his people and he is loyal to Elric until the end. Slorm is a good example of an expert Melnibonéan mercenary leader of the kind found abroad in the Young Kingdoms following the Sack of Imrryr.
Prince Elric, 428th Emperor of the Ruby Throne ST: 5
HP: 15 Speed: 4.25
DX: 11 Will: 18 Move: 4 IQ: 18 Per: 18 Weight: 124 lbs. HT: 6
FP: 6
Dodge: 7
SM: 0
Parry: 13 Block: 9 DR: 4 (half plate)
Greatsword Swing (18) 1d+4 cut 1, 2 Greatsword Thrust (18) 1d+1 cr. 2 Kite Shield Bash (16) 1d-1 cr. 1 Kite Shield Rush (16) slam+3 cr. 1 Lance (dragon back) (18) 13d+3 imp, 4 Lance (horse back) (18) 2d+3 imp, 4 Longsword Swing (18) 1d+2 cut 1 Longsword Thrust (18) 1d+1 imp 1, 2
268 Traits: Acute Hearing 1, Acute Vision 1, Appearance (Attractive),Born War-Leader 2, Combat Reflexes, Energy Reserve (120), Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Immune to Poisons, Magery 6, Rapid Healing, Recovery, Albinoism, Callous, Chronic Depression, Code of Honor (soldier’s), Cursed Skills: Alchemy 18, Area Knowledge (Imrryr) 19, Area Knowledge (regional) 17, Armory (melee weapons) 11, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Diplomacy 14, Fast Draw (sword) 15, First Aid (Melinbone and Human) 16, Heraldry 12, Hidden Lore (demons) 18, Hidden Lord (dragons) 17, Hidden Lore (elementals) 18, Hiking 12, Intimidation 9, Knife 14, Lance 18, Law 16, Leadership 11, Navigation (air) 14, Public Speaking 18, Riding (dragons) 16, Riding (equines) 16, Savoir-Faire (high society) 14, Seamanship 17, Singing 15, Shield 16, Shiphandling (ship) 17, Strategy (air, land, sea) 11, Survival 14, Symbol Drawing 18, Tactics 11, Thaumatology 18, Tracking 15, Two-Handed Sword 18, Wrestling 14 Spells: Elric knows a vast variety of spells, and multiple summonings. Note: When being sustained by Stormbringer or alchemical drugs Elric has the following stats (STR 13, CON 13, and DEX 15) Proud prince of ruins, slayer of kin, a pirate, a reaver, a sorcerer, a murderer and the final champion of the Cosmic Balance. Elric, 428th emperor of the Dragon Isle, is an albino and deficient of iron, his blood lending him the ghostly pallor that is part of his legend. Considered unfit to rule by even his father, Sadric the 86th, Elric has had to fight for his position and is constantly under challenge from Prince Yyrkoon, who sees himself as the rightful heir to the Ruby Throne. Despite being of pure Melnibonéan blood and thus cruel and vengeful by nature, Elric is capable of love and compassion, deep guilt and self-loathing. Whilst contemptuous of humans, he understands that Melniboné’s future lies in understanding them, not oppressing them – heretical ideas in the eyes of such as Yyrkoon. When Elric decides to spend a year studying the Young Kingdoms, learning from them, Yyrkoon usurps him and helps trigger the fateful events leading to the world’s destruction. As a wanderer Elric is almost totally reliant on Stormbringer and the two form a symbiotic relationship that Elric loathes yet cannot break. Most of those whom Elric loves die because of this relationship and this drives Elric into a deep, sustained depression that is only occasionally lifted. As a sorcerer, Elric is the most powerful in the Young Kingdoms, though most of his magic, taught to him by his father, is based on the ancient pacts with the elemental and beast lords. Despite serving Chaos, he is a reluctant champion and summoning Arioch both disgusts and fascinates him. As his understanding of the nature of the struggle between Law and Chaos deepens, so does his distrust of his patron demon and, eventually, Elric turns to the service of Law, deserting Chaos as it threatens to engulf the world. As a man, Elric is a loyal friend and caring lover. He is capable of developing considerable affection for those he adventures with, especially humans (more so than his kinsmen, it seems) and it is not in his nature to ignore such loyalties – again, a curious trait in a Melnibonéan emperor. Elric can be encountered anywhere in the Young Kingdoms but his presence should be used sparingly, his appearances echoed in deeds, rumours and hearsay in the taverns and inns. Elric’s doom is legendary and most choose to avoid the complications it brings.
269 The Characteristics show Elric as he is when not relying on Stormbringer for vitality and when sustained by Stormbringer. Note also the value of Elric’s skills: these are the result of the DreamQuests he has undertaken in preparation for ruling the Bright Empire
Prince Gaynor the Damned ST: 15 HP: 15 Speed: 6.5 DX: 14 Will: 13 Move: 6 IQ: 16 Per: 13 Weight: 214 lbs. HT: 15 FP: 15 Dodge: 8
SM: 0
Parry: 13 Block: 9 DR: 6 (medium plate)
Longsword Swing (18) 2d+2 cut 1 Longsword Thrust (18) 1d+3 Imp 1-2 Shortsword Swing (18) 2d+1 cut 1 Shortsword Thrust (18) 1d+2 imp 1 Longbow (18) 1d+3 imp Acc: 3 Rng: 225/300 Rof: 1 Shots: 1(2) Traits: Born War-Leader 2, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Code of Honor (soldier’s), Meglomania, Obsession (destroy Tanelorn, long term, 6), Overconfidence (12) Skills: Athletics 16, Bow 18, Brawling 17, Broadsword 18, Connoisseur (weapons) 14, Fast Draw (sword) 16, Heraldry 12, Hiking 12, Intimidation 12, Knife 14, Leadership 14, Observation 15, Riding (equines) 16, Savoir-Faire (high society) 16, Shield 16, Strategy (land) 11, Stealth 15, Survival 16, Symbol Drawing 16, Tactics 15, Thaumatology 16, Wrestling 14 Techniques: Dual Attack (Short sword and long sword), Dual Attack (sword and shield) Spells: limited number of offensive, defensive spells, summon elementals, summon demons Just as there is an Eternal Champion, so is there an Eternal Enemy: Prince Gaynor is that enemy, taking on many guises and many allegiances. In many ways Gaynor is a pawn of fate in the same way as Elric but they differ in a crucial way. Prince Gaynor actively and consciously chases his power, believing that in doing so he will be rewarded by whomever he serves. He is therefore a willing participant in the Cosmic Struggle, a reliable agent for the forces of Law and Chaos to use to serve their agendas. Gaynor has served both Law and Chaos and is a devout enemy of the Cosmic Balance. In various guises he has served Mabelode, Count Mashabak of Chaos and Miggea of Law. He has, in turn, been a sorcerer, a knight and a nobleman. His damnation comes from his conscious seeking of unattainable power, his soul utterly forfeit to whichever deity his current incarnation is allied with. In the Young Kingdoms he is allied with Duchess Miggea and leads her armies against Tanelorn but he might equally be found serving Mabelode or Mashabak, or any of the Higher Powers. In most cases he always appears fully helmed, speaking in a sinister, sonorous tone. The helmet often hides a hideous,
270 malformed countenance or even none whatsoever. Whatever form he takes, he is always allied closely with a much higher power and actively working on its behalf. His schemes are elaborate and cunning, conducted with relish and utter disregard for the consequences. Prince Gaynor might thus be freely encountered anywhere in the Young Kingdoms and serving any of the major Lords of Law or Chaos. For this reason alone he makes an excellent major protagonist for a campaign, establishing many smaller schemes through others (such as Klosterheim, a favoured henchman) that slowly involve the Adventurers, leading, finally, to an encounter with the Eternal Enemy himself.
Jagreen Lern ST: 13 HP: 19 Speed: 5 DX: 13 Will: 13 Move: 5 IQ: 16 Per: 13 Weight: 210 lbs. HT: 10 FP: 10 Dodge: 7
SM: 0
Parry: 13U Block: 9 DR: 6 (medium plate)
Axe (17) 2d+1 cut, 1 Great Axe (17) 2d+3 cut, 1-2 Kite Shield Bash (16) 1d cr. 1 Kite Shield Rush (16) slam+3 cr. 1 Traits: Born War-Leader 2, Combat Reflexes, Energy Reserve 30, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Immune to Posions, Magery 4, Rapid Healing, Recovery, Very Fit, Obession (Raise Pan Tang to Rulership of Young Kingdoms, Long Term 6), Overconfidence (12), Paranoia, Sense of Duty (Chaos), Sense of Duty (City) Skills: Armory (melee weapons) 15, Axe/Mace 17, Brawling 15, Connoisseur (art, weapons, wine) 17, Economics 15, Fast Draw (axe) 15, Heraldry 12, Hidden Lore (demons) 16, Hiking 12, Intimidation 15, Knife 14, Leadership 16, Riding (lizards) 16, Savoir-Faire (high society) 12, Seamanship 16, Shield 16, Ship Handling (ship) 15, Strategy (land and naval) 11, Survival 16, Tactics 16, Thaumatology 16, Two-Handed Axe/Mace 17, Wrestling 14 Spells: Multiple necromantic, fire and water. Summon elementals, Summon Demons Techniques: Dual Attack (axe and shield) Jagreen Lern is Pan Tang’s latest theocrat – the head of both church and state – and is as close to true evil as it is possible to get in the Young Kingdoms. Jagreen Lern is typical of Mabden humans; swarthy, with a stern complexion and jet-black, oiled hair. His thin face holds narrow, intense eyes filled with ambition, cunning, cruelty and hatred. Jagreen Lern rules through fear: fear of his own, dreadful nature and of the pacts he has forged with the major Dukes of Hell. He is totally a servant of Chaos and completely bent to its will. His naïve belief is that Pan Tang will emerge as the new imperial power
271 administering the word of Chaos once Law has been vanquished. He is committed to achieving this goal irrespective of the consequences and quite prepared to use every imaginable atrocity as a result.
Doctor Jest ST: 10 HP: 10 Speed: 5.25 DX: 14 Will: 16 Move: 5 IQ: 16 Per: 16 Weight: 180 lbs. HT: 10 FP: 10 Dodge: 8
SM: 0
Parry: 12 Block: - DR: -
Dagger (16) 1d-1 Imp C Traits: Acute Vision 1, Acute Hearing 1, Appearance (attractive), High Manual Dexterity, Immune to Poison, Magery 2, Callous, Low Empathy, Sadistic Skills: Alchemy 17, Area Knowledge (Irrmyr) 20, Artist (mutilation) 20, Brainwashing 18, Current Affairs (regional) 18, Diplomacy 17, First Aid (melinbonean) 17, Herb Lore 17, Intimidation 16, Interrogation 16, Knife 16, Symbol Drawing (chaos) 19, Thaumatology 19. Spells: Multiple from the body control college. Doctor Jest is the Chief Interrogator of Melinbone. A master torturer; a true artist of pain in all its forms, Doctor Jest is obliging, obsequious, methodical, practical and utterly oblivious to the screams and cries of his works in progress. Given time and tools (of which he has plenty), no secret stays hidden from Doctor Jest’s inquiring scalpels and calm, quiet technique. He likes to share his art, describing what he is doing as he does it and, where possible, showing the subject the results. The lucky ones die quickly. The unlucky ones survive as permanent, insane exhibits of his work.
Magum Colim ST: 13 HP: 10 Speed: 7.75 DX: 14 Will: 16 Move: 7 IQ: 14 Per: 16 Weight: 194 lbs. HT: 16 FP: 10 Dodge: 11
SM: 0
Parry: 15 Block: - DR: 6 (plate)
Composite Bow (16) 1d+5 imp Acc: 3 Rng: 340/425 Rof: 1 Shots: 1(2) Great Axe (18) 3d+3 cut, 1-2 Long Spear (18) 1d+5 imp 2-3 Traits: Acute Vision 1, Acute Hearing 1, Appearance (attractive), Immune to Poison, Magery 1, Callous, Sadistic
272 Skills: Acrobatics 15, Administration 14, Area Knowledge (Irrmry), Artillery (catapult) 15, Bow 16, Brawling 16, Climbing 15, Current Affairs (high culture) 14, Damage Control 16, Diplomacy 14, Fast Draw (axe) 16, Fast Draw (arrow) 16, Heraldry 14, History (military) 16, Law 15, Leadership 16, Navigation (sea) 17, Politics 14, Public Speaking 15, Shiphandling (ship) 18, Staff 20, Strategy (naval) 18, Swimming 18, Tactics 15, Two-Handed Axe/Mace 18 Spells: Multiple from Water College, summon elementals Magum Colim commands the Imperial fleet. At his disposal are the infamous Battlebarges of Melniboné; vast, golden-hulled war machines several storeys high. Secretly Magum Colim is sceptical of Elric’s ability to rule but when the albino takes his year of wandering, it is Magum Colim who is left as regent.
Moonglum ST: 16 HP: 10 Speed: 6.75 DX: 14 Will: 16 Move: 6 IQ: 13 Per: 16 Weight: 162 lbs. HT: 16 FP: 10 Dodge: 10
SM: 0
Parry: 12 Block: - DR: 6 (torso only, breastplate)
Dagger (16) 1d imp C Falchion Swing (16) 2d+3 cut 1 Falchion Thrust (16) 1d-1 imp 1 Longsword Swing (16) 2d+3 cut 1 Longsword Thrust (16) 1d+3 imp 1-2 Shortsword Swing (16) 2d+2 cut 1 Shortsword Thrust (16) 1d+2 imp 1 Thrown Dagger (16) 1d imp Rng: 8/16 Rof: 1 Traits: Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Rapid Healing, Recovery, Very Fit, Appearance (ugly), Code of Honor (soldier’s), Sense of Duty (companions) Skills: Acrobatics 16, Area Knowledge (Elwher), Broadsword 16, Brawling 16, Current Affairs (Regional) 15, Carousing 16, Climbing 15, Cooking 16, Diplomacy 14, Escape 16, Fast-Talk 14, Forced Entry 15, Gambling 15, Hiking 16, Knife 16, Lockpicking 15, Observation 16, Pickpocket 15, Shortsword 16, Survival 16, Thrown Weapon (knife) 16 Tecniques: Dual Attack (shortsword, falchion) 16, Dual Defense (shortsword, falchion) 16 Small, red-haired, ugly and blessed with courage, mischief and an innate good humour, Moonglum is the most loyal of all Elric’s companions. He comes originally from Elwher, which he believes is the finest city in the world and was an experienced mercenary in his home lands where he
273 fought in the battle of Eshmire Vale alongside Rackhir of Phum. He is a pure adventurer at heart, forever restless, forever seeking good food, wine and entertainment. He is not above petty theft but neither is he villainous or selfish; merely adaptable and practical. Moonglum frequently acts as Elric’s conscience and, whilst it is not always acknowledged, Elric listens to, and accepts, the Eshmirian’s worldly wisdom. There is every chance of Moonglum being encountered before the sack of Imrryr as he is widely travelled in the Young Kingdoms. Following Elric’s marriage to Zarozinia, Moonglum takes to wandering once more, eventually becoming a commander of the mercenaries in Pikarayd. He is loyal to Elric until the very end of time, willingly offering his soul so give Elric enough energy to blow the Horn of Fate, the final act of ultimate friendship.
Myshella, Empress of the Dawn ST: 12 HP: 10 Speed: 7 DX: 13 Will: 18 Move: 7 IQ: 18 Per: 18 Weight: 162 lbs. HT: 18 FP: 10 Dodge: 10
SM: 0
Parry: - Block: - DR: -
Traits: Appearance (transcendant), Blessed (very blessed), Clairsentience, Destiny, Divine Favor 16, Energy Reserve (60), Hard to Kill 5, Hard to Subdue 5, Higher Purpose (defend law), Magery 6, Telecommunication (universal), Unaging, Unkillable 1, Sense of Duty (law) Skills: Diplomacy 20, Perception 20, Observation 20, Sex Appeal 30 Spells: The majority of all colleges save necromancy, summon demon The last true Champion of Law, Myshella dwells far from humankind in the castles of Kaneloon and Ashaneloon, in the south of the Young Kingdoms. Immensely beautiful and courted by many over the millennia, she guards against the incursions of Chaos from the formless stuff that eddies at the edge of the world. Those who seek her are persuaded into her service by promises of their heart’s desire, made real by Kaneloon’s strange properties. Her lovers – heroes all – have been many and their devices and standards adorn the castle walls. Myshella is doomed to be killed by Theleb K’aarna but before that time she may very likely reveal herself in dreams or other ways to attract potential agents to her service.
Rackhir ST: 18 HP: 21 Speed: 7.5 DX: 15 Will: 15 Move: 7 IQ: 15 Per: 15 Weight: 178 lbs. HT: 18 FP: 18
SM: 0
274 Dodge: 10
Parry: 13 Block: - DR: 2 (leather)
Longsword Swing (18) 3d+1 cut, 1 Longsword Thrust (18) 1d+4 imp, 1-2 Longbow (19) 1d+4 imp Acc: 3 Rng: 270/360 Rof: 1 Shots: 1(2) Traits: Born War-Leader 2, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Heroic Archer, Magery 1, Rapid Healing, Recovery, Very Fit, Weapon Master (bow), Enemies (Chaos), Overconfidence (12) Skills: Armory (melee weapons) 11, Armory (missle weapons) 14, Bow 19, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Fast Draw (arrow) 17, Fast Draw (sword) 15, Heraldry 12, Hiking 12, Intimidation 9, Knife 14, Leadership 11, Riding (equines) 16,Tactics 11, Wrestling 14 Spells: Multiple from air, earth and fire colleges Techniques: Mounted Shooting (bow) 19, Quck-shot (bow) 19 A renegade from the Unknown East, Rackhir has turned his back on Chaos and seeks peace in Tanelorn – a city that he eventually finds and saves from the ravages of the beggar army raised by Narjhan. He is a past lover of scheming Sorana and a companion to Elric on several adventures, although he meets a tragic end by Stormbringer as he, Elric, Moonglum and Dyvim Slorm, battle to reach Mordaga’s hidden fortress. As a Warrior Priest of Phum his patron Lord of Chaos was Vezhan, Lord of the Wings. He dresses in all red, a contrast to his black hair and brown skin.
Sadric the Eighty-Sixth 427th Emperor of Melnibone ST: 16 HP: 25 Speed: 7.5 DX: 14 Will: 18 Move: 7 IQ: 18 Per: 18 Weight: 176 lbs. HT: 15 FP: 15 Dodge: 10
SM: 0
Parry: 13 Block: 13 DR: 11 (enchanted plate)
Broadsword Swing (19) 2d+10(3) cut 1 Broadsword Thrust (19) 1d+7(3) cr. 1 Heater Shield Bash (18) 1d+1 cr. 1 Heater Shield Rush (18) slam+2 cr. 1 Dread Touch (15) 1d tox. C Traits: Acute Vision 1, Acute Hearing 1, Appearance (very handsome), Born War-Leader 1, Charisma 1, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Immune to Poisons, Rapid Healing, Recovery, Unfazeable, Unholiness 6, Unholy touch 1, Unholy Terror 1, Weapon Master
275 (broadsword), Legionary of the Damned, Weapon Bond (broadsword), Callous, Code of Honor (chivalry), Destiny, Fanaticism (Arioch), Lecherousness (12), Sadistic, Selfish (12), Sense of Duty (country), Stubbornness Skills: Area Knowledge (Melinbone) 20, Axe/Mace 16, Brawling 15, Broadsword 18, Exorcism 19, Expert Skill (military science) 17, Fast-Draw (sword) 15, Hidden Lore (demon) 18, Hiking 14, Interrogation 17, Intimidation 18, Law (Melinbonean), Leadership 22, Meditation 17, Physiology 18, Poisons 16, Psychology 18, Religious Ritual (Arioch) 16, Riding (dragon) 15, Riding (equine) 13, Savoir-Faire (high society) 19, Shield 18, Stealth 15, Strategy (land, sea, air) 18, Tactics 19, Theology (Arioch) 16, Throwing 15, Wrestling 15 Spells: Command 23, Sense Foes 23, Summon Demon 23, almost any other spell and dragon songs Items of Note: Broadsword – of gold, and encrusted with gems (penetrating, puissance); Heater Shield – on it is blazoned Sadric’s ancestor-king, first setting foot on the dragons isle (deflecting); Plate Armor – Glittering black with etched dragon’s heads (fortify); Scepter – ivory inlaid with rubies, diamonds and otredos (holds 44 Bal’boost demons and can teleport its wielder to any location on the dragon isle); Ring of Kings. The emperor Sadric is tall and filled with misery. Even by Melnibonean standards he is of exceptional height, and he stoops because of this. He has heavy lidded eyes, prominent brows, a long, sharp nose and delicate be-ringed hands. It is his habit to speak in a dry, clear whisper, forcing others to fall silent and pay close attention to his words. The Emperor has ruled Melnibone for almost fifty years, although he did not take a consort until more than a decade of his reign had passed. His consort bore him a son, the sickly Elric, but died as a result. Sadric lives only for her memory, and the faint hope that they will be united in the afterlife. Never in all the years of Elric’s upbringing did Sadric display any emotion to his son other than a cold hatred. However, he ensured that the child was reared according to tradition, including a thorough education in every art and skill a future Emperor should need. Sadric ensured that his wife’s spirit would be safe in the Forest of Souls, beyond the far bank of the Last River, by means of a Scroll of DeadSpeaking. There she waits for his shade to depart this world. However, his soul is sworn to his patron, Lord Arioch of Chaos. Sadric has a plan to escape his bargain, and consequently has also pledged his soul to Mashabak of Chaos. At the moment of his death, when the two Chaos Lords appear, Sadric intends to throw a false soul before them, allowing his spirit to flee while the two Dukes of Entropy battle over what they assume to be the life-essence of Sadric the Eighty-Sixth.
Earl Saxif D’aan ST: 17 HP: 20 Speed: 7.5 DX: 14 Will: 14 Move: 7 IQ: 16 Per: 14 Weight: 184 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 13 Block: - DR: -
Composite Bow (16) 1d+5 imp Acc: 3 Rng: 340/425 Rof: 1 Shots: 1(2)
276 Longsword Swing (16) 3d cut, 1 Longsword Thrust (16) 1d+4 imp, 1-2 Traits: Acute Vision 1, Acute Hearing 1, Appearance (attractive), Immune to Poison, Magery 1, Unaging Callous, Low Empathy, Sadistic Skills: Acrobatics 15, Administration 14, Area Knowledge (Irrmry), Artillery (catapult) 15, Bow 16, Broadsword 16, Brawling 16, Climbing 15, Diplomacy 14, Fast Draw (sword) 16, Heraldry 14, History (military) 16, Law 15, Leadership 16, Navigation (sea) 17, Politics 14, Public Speaking 15, Shiphandling (ship) 18, Strategy (naval) 18, Swimming 18, Tactics 15, Spells: many from the necromantic college, summon demons An ancestor of Elric’s on his mother’s side and supposedly dead for some 200 years, Saxif D’aan epitomises the casual cruelty of Melniboné. He fell in love with a human woman, who was herself in love with Prince Carolak, a half-Melnibonéan mercenary serving in Shazar. When she tried to escape with Carolak, D’aan caught her and had her broken and then fl ayed on a Wheel of Chaos, watching dispassionately. Before she told him she loved him. Remorse gripped Saxif D’aan and he exiled himself to a plane close to that of the earth, forever fearing Prince Carolak’s revenge. Elric encountered Saxif D’aan when he rescued Vasliss of Vilmir from the world of the blue sun beyond the Crimson Gate, who reminded D’aan of his murdered love. Finally Saxif D’aan’s fears were realised when Prince Carolak returned from the limbo he had been consigned to. It is possible others will encounter this tragic figure as he sails the seas of fate, trying to avoid his doom. His world can be reached via the Crimson Gate and he rules there, with scores of exiled pirates, from his castle, Fhaligarn.
Count Smiorgan Baldhead ST: 16 HP: 20 Speed: 6.5 DX: 13 Will: 14 Move: 6 IQ: 14 Per: 14 Weight: 198 lbs. HT: 16 FP: 16 Dodge: 10
SM: 0
Parry: 12 Block: - DR: 2 (leather)
Axe (18) 2d+4 cut, 1 Longsword Swing (18) 2d+3 cut 1 Longsword Thrust (18) 1d+3 imp 1-2 Traits: Born War-Leader 2, Combat Reflexes, Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Rapid Healing, Recovery, Very Fit Skills: Armory (melee weapons) 11, Axe/Mace 18, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Economics 14, Fast Draw (axe), Fast Draw (sword) 15, Finance 14, Heraldry 12, Hiking 12, Intimidation 9, Knife 14, Leadership 11, Navigation (sea) 14, Market Analysis 16, Merchant 16, Public
277 Speaking 16, Riding (equines) 16, Savoir-Faire (high society) 12, Seamanship 16, Shield 16, Ship Handling (ship) 15, Spear 18, Strategy (land and naval) 11, Tactics 11, Thrown Weapon (spear) 18, Wrestling 14 Techniques: Dual Attack (axe and sword) 18
Terarn Gashter the Flame Bringer ST: 17 HP: 22 Speed: 6 DX: 13 Will: 10 Move: 7 IQ: 10 Per: 12 Weight: 208 lbs. HT: 13 FP: 13 Dodge: 10
SM: 0
Parry: 13 Block: - DR: 3 (leather)
Longsword Swing (18) 3d cut, 1 Longsword Thrust (18) 1d+4 imp, 1 Spear (18) 1d+4 imp 1 Shield Bash (16) 1d+2 cr, 1 Shield Rush (16) slam+3 cr, 1 Thrown Spear (15) 1d+5 imp Acc: 2 Rng: 17/26 Rof: 1 Traits: Combat Reflexes, High Pain Threshold, Outdoorsman 4, Very Fit, Berserk 12, Odious Personal Habit (unrefined), Sadism, Social Stigma (looter) Skills: Broadsword 18, Camouflage 14, Carousing 13, Climbing 12, First Aid 10, Fishing 16, Hiking 12, Intimidation 10, Leadership 16, Navigation (land) 14, Observation 11, Running 12, Shield 16, Stealth 13, Staff 18, Survival 15, Swimming 13, Tactics 15, Thrown Weapon (spear) 15, Tracking 15, Weather Sense 10, Wrestling 13 A nomad warlord of Okara Terarn Gashtek delivers destruction and cruelty to the Unknown East on an unprecedented scale when he marauds through the region intent on complete conquest. He is greedy, avaricious and bent on wiping the existing civilizations from existence. With his prisoner, the sorcerer Drinij Bara, to supplement the immense barbarian horde he commands, only Elric stands between Gashtek and the destruction of the Young Kingdoms. Gashtek is not driven by notions of wealth or glorious empire – solely by thoughts of carnage and destruction. He does not build, does not nurture and treats the trappings of civilization with utter hatred and contempt. Even amongst his own people he is considered cruel and vicious, although many lesser warlords of the Okaran steppe are ready to ally themselves with his banner rather than face his wrath.
Theleb K’aarna ST: 12 HP: 12 Speed: 6 DX: 12 Will: 16 Move: 6 IQ: 16 Per: 16 Weight: 148 lbs.
278 HT: 11 FP: 15 Dodge: 10
SM: 0
Parry: 12 Block: - DR: 2 (leather)
Dagger (14) 1d-2 imp, C Traits: Eidetic Memory, Energy Reserve (30), Intution, Language Talent, Magery 4, Unaging, Bad Temper (12), Loner (12), Obsession (conquest 9), Sadistic, Skinny, Stubbornness. Skills: Alchemy 18, Body Sense 10, Diplomacy 13, Fast Draw (potion) 12, Gesture 15, Hidden Lore (demon, magic items, magic writings, spirit) 15, Hiking 10, Innate Attack (projectile) 14, Knife 14 Meditation 14, Occultism 15, Research 14, Speed-Reading 14, Teaching 14, Thaumatology 19, Writing 14 Spells: Most spells including necromantic and enchantment colleges The love-sick and jealous sorcerer of Pan Tang is Elric’s sworn enemy for many reasons. In the course of his career he tries to kill Elric and Moonglum numerous times, besieges Kaneloon, enchants Myshella, attacks Tanelorn, and his actions result in the deaths of both the Empress of the Dawn and Elric’s kinsman, Dyvim Tvar. Pushing the boundaries of his knowledge just too far, Theleb K’aarna eventually goes completely insane, having used the last of his power and sanity to fuel his spells. Theleb K’aarna is truly evil. Vain, selfish and desperate for power at any cost, he is a highly skilled sorcerer – almost Elric’s match – with numerous pacts and bargains made with all sorts of supernatural beings.
Urish the Seven Fingered ST: 11 HP: 12 Speed: 4.25 DX: 14 Will: 16 Move: 4 IQ: 16 Per: 16 Weight: 248 lbs. HT: 12 FP: 12 Dodge: 7
SM: 0
Parry: 9 Block: - DR: -
Dagger (12) 1d-2 imp, C Traits: Hard to Kill 5, Hard to Subdue 5, Immune to Disease, Appearance (ugly), Bad Smell, Callous, Gluttony (12), Greed (9), Missing Digit (2 fingers) Skills: Acting 15, Adminstration 16, Area Knowledge (Nadsokor) 16, Brawling 10, Diplomacy 15, Fast-Talk 16, Filch 16, Intimidation 14, Knife 12, Leadership 16, Panhandling 17, Pickpocket 15, Politics 16, Stealth 14, Strategy (land) 16 Urish has but seven fingers, four on his right hand and three on his left. His once handsome face has burst veins, and fithy infested hair frames the grimy countenance. King of the beggars of Nadsokor, Urish presides over a festering court of lackeys and lickspittles from a crudely carved throne of black oak, studded with semi-precious stones and human bone. Beneath it is a large chest containing Urish’s treasure hoard and it is this he covets most of all. It contains a king’s ransom in coins and jewels, but Urish would never spend it. His doom is to gloat over it, count it, treasure it and keep it safe from harm,
279 adding to it the tribute offered regularly by the beggars who constantly deliver the remains of their earnings. The hoard contains other things: a spell-scroll, for instance, collected from Prince Yyrkoon himself which Elric steals from Urish in the hope it will revive sleeping Cymoril. To gaze upon Urish’s hoard is death at the hands of Checkalakh, the Burning God. Urish is malicious and avaricious. He entertains Theleb K’aarna who helps him plot his revenge against Elric, only to be thwarted by Arioch who, appearing as a ward-pacted demon, assumes the oak throne and threatens to keep Urish and his beloved hoard separate. Unable to control his rage, Urish attacks with Hackmeat, his fearsome cleaver and is consumed forever. Imprisoned in a labyrinth in Nadsokor, Checkalakh the Burning God is tormented by Urish who keeps the hungry Chaos lord fed with meager souls. It is Urish’s habit to taunt Checkalakh knowing that the membrane covering the entrance to the labyrinth is a one-way barrier of Law erected by Donblas to contain the Burning God. It is the fate of all who displease Urish (and there are many) to be fed through this barrier and into a fiery death.
Queen Yishana ST: 11 HP: 12 Speed: 6 DX: 14 Will: 16 Move: 6 IQ: 16 Per: 16 Weight: 148 lbs. HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: 12F Block: - DR: -
Rapier (14) 1d imp, 1-2 Dagger (14) 1d-2 imp C Traits: Appearance (very beautiful), Unaging Skills: Acting 17, Administration 17, Area Knowledge (Jharkor) 18, Carousing 15, Connoisseur (all) 20, Current Affairs (high culture) 18, Dancing 14, Dagger 14, Diplomacy 18, Politics 18, Public Speaking 18, Rapier 14, Riding (equines) 14, Sex Appeal 18 Techniques: Dual Attack (Rapier and Dagger) 14, Feint (Rapier) 16, Grand Disarm (Rapier) 14 Yishana is a capricious and scheming woman who enjoys the attentions of powerful men and their subsequent manipulation through her considerable charms. She is the lover to both Elric and Theleb K’aarna, and has doubtless taken many previous lovers only to discard them later when bored or their usefulness has expired. Yishana fights alongside Elric at the final battle for the world, struggling against the advancing forces of Pan Tang, aided by the mercenaries of Melniboné and the Knights of Shazar. For all her scheming she is resourceful, brave and genuinely cares for her country.
280 Whether or not she is possessed of eternal youth is a rumour but certainly Theleb K’aarna had such things in his command, so there may be some truth in it.
Prince Yyrkoon ST: 17 HP: 22 Speed: 7.75 DX: 14 Will: 16 Move: 7 IQ: 16 Per: 16 Weight: 178 lbs. HT: 16 FP: 12 Dodge: 11
SM: 0
Parry: 13 Block: 13 DR: 7 (plate)
Greatsword Swing (18) 3d+2 cut, 1-2 Greatsword Thrust (18) 1d+4 cr, 2 Longsword Swing (18) 3d cut, 1 Longsword Thrust (18) 1d+4 imp, 1-2 Shield Bash (18) 1d+2 cr, 1 Shield Rush (18) slam+3 cr, 1 Traits: Acute Hearing 1, Acute Vision 1, Appearance (Attractive), Born War-Leader 2, Combat Reflexes, Energy Reserve (30), Hard to Kill 5, Hard to Subdue 5, High Pain Threshold, Immune to Poisons, Magery 4, Rapid Healing, Recovery, Callous, Jealousy, Obsession (conquer the Young Kindgdoms, 9), Obsession (power, 6), Sadistic Skills: Alchemy 18, Area Knowledge (Imrryr) 19, Area Knowledge (regional) 17, Armory (melee weapons) 11, Brawling 15, Broadsword 18, Connoisseur (weapons) 11, Diplomacy 14, Fast Draw (sword) 15, First Aid (Melinbone and Human) 16, Heraldry 12, Hidden Lore (demons) 18, Hidden Lord (dragons) 17, Hidden Lore (elementals) 18, Hiking 12, Intimidation 9, Knife 14, Lance 18, Law 16, Leadership 11, Navigation (air) 14, Public Speaking 18, Riding (dragons) 16, Riding (equines) 16, Savoir-Faire (high society) 14, Seamanship 17, Singing 15, Shield 16, Shiphandling (ship) 17, Strategy (air, land, sea) 11, Survival 14, Symbol Drawing 18, Tactics 11, Thaumatology 18, Tracking 15, Two-Handed Sword 18, Wrestling 14 Spells: Many spells from all colleges, summon demons, summon elementals Techniques: Dual Attack (sword and shield) 18 Usurper prince of the Ruby Throne, Yyrkoon represents the Bright Empire’s dark heart; its cruelty and desire to dominate. Maddened by Elric’s rule and his love for Cymoril, Yyrkoon is driven to ever greater lengths to depose his cousin. He opposes him via the dream couches, attempting to manipulate the myths of Melniboné so Elric might die; he engineers Elric’s betrayal in a battle against pirates. In later atrocities he robs men of their memories and contests Elric for the possession of the Black Blades, Stormbringer and Mournblade. His final evil is to seize the throne while Elric wanders the
281 Young Kingdoms and imprison Cymoril in a sorcerous slumber – an act that provokes Elric to return with the Sea Lords and take the most dreadful revenge. As a power-hungry schemer Yyrkoon might be encountered anywhere in the Young Kingdoms, although he never disguises his disdain for lesser mortals. For a while he hides in Dhoz-Kam, hatching plots and would no doubt seek mercenaries to assist in his vile plans. In the end, Yyrkoon is driven mad by his incestuous desires, his pacts with Chaos and his inability to fully control Mournblade’s power. Elric kills him while Imrryr burns but the price of Yyrkoon’s death is the heaviest any man could ever pay.
Typical Persons Melinbonean Eagle Guard ST: 16 HP: 17 Speed: 7 DX: 16 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 3 (light plate)
Broadsword Swing (18) 2d+3 cut 1 Broadsword Thrust (18) 1d+2 cr. 1 Dagger (16) 1d imp C Long Spear 2H (18) 1d+6 imp 2-3 Traits: Acute Hearing 1, Acute Vision 1, Appearance (attractive), Born War-Leader 2, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Weapon Master (spear), Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation) Skills: Armoury (melee weapons) 15, Brawling 17, Broadsword 18, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (sword) 17, Hiking 14, Knife 16, Leadership 15, Observation 14, Savoir-Faire (high society) 16, Spear 18, Strategy (land) 15, Tactics 15, Thrown Weapon (spear) 18, Wrestling 16 Spells: Total Paralysis 13, Armor 13, Sharpen 13, Summon Elemental 13, Create Air 13, Haste 13, Boost Dexterity 13 The Eagle Guard was originally established to ensure that Lady Fileet’s Law was upheld: that none of Melnibonean blood would ever slay a bird. Over time the Eagle Guard evolved to fulfill a more generalized police role. They have superior rank to any in the Imperial Guard, but their authority does not extend outside the walls of Imrryr. All warriors of the Eagle Guard wear crested helmets and feathered cloaks.
Melinbonean Eagle Knight ST: 16 HP: 22 Speed: 7
282 DX: 16 Will: 14 Move: 8 (Fly 8) IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 3 (light plate)
Broadsword Swing (18) 2d+3 cut 1 Broadsword Thrust (18) 1d+2 cr. 1 Dagger (16) 1d imp C Long Spear 2H (18) 1d+6 imp 2-3 Traits: Acute Hearing 1, Acute Vision 1, Appearance (attractive), Born War-Leader 2, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Weapon Master (spear), Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation) Skills: Armoury (melee weapons) 15, Brawling 17, Broadsword 18, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (sword) 17, Hiking 14, Knife 16, Leadership 15, Observation 14, Savoir-Faire (high society) 16, Spear 18, Strategy (land) 15, Tactics 15, Thrown Weapon (spear) 18, Tracking 17, Wrestling 16 Spells: Total Paralysis 13, Armor 13, Sharpen 13, Summon Elemental 13, Create Air 13, Haste 13, Boost Dexterity 13, Counterspell 13, Dispel Magic 13 Exceptional warriors, commanders of lesser orders, and the Emperor’s own bodyguard. They wear cloaks of white eagle feathers. Air elementals have been bound into these cloaks, enabling the knights to flutter and glide short distances.
Melinbonean Imperial Guard ST: 16 HP: 16 Speed: 7 DX: 16 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 3 (light plate)
Axe (18) 2d+4 cut 1 Broadsword Swing (18) 2d+3 cut 1 Broadsword Thrust (18) 1d+2 cr. 1 Dagger (16) 1d imp C Traits: Acute Hearing 1, Acute Vision 1, Appearance (attractive), Born War-Leader 2, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation)
283 Skills: Armoury (melee weapons) 15, Axe/Mace 18, Brawling 17, Broadsword 18, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (sword) 17, Hiking 14, Knife 16, Leadership 15, Observation 14, Riding (equine) 16, Savoir-Faire (high society) 16, Seamanship 16, Strategy (land) 15, Tactics 15, Tracking 17, Wrestling 16 Spells: Total Paralysis 13, Armor 13, Sharpen 13, Summon Elemental 13, Create Air 13, Haste 13, Boost Dexterity 13, Counterspell 13, Dispel Magic 13, Keen Vision 13, Alarm 13, Boost Health 13, Boost Strength 13, Disorient 13 Techniques: Dual Attack (axe), Dual Defense (axe) These yellow-clad warriors are the principal force of Melnibone. They patrol the walls of the city, and guard against attack from petty jealous human nations. In ancient times they marched in vast legions across the world. Even today they occasionally board the battle-barges once more to repel some feeble human assault.
Melinbonean Imrryrian Lancers ST: 16 HP: 16 Speed: 7 DX: 16 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 3 (light plate)
Lance (18) 1d+3 imp 4 Shield Bash (18) 1d+1 cr. 1 Shield Rush (18) slam+3 cr. 1 Broadsword Swing (16) 2d+3 cut 1 Broadsword Thrust (16) 1d+2 cr. 1 Traits: Acute Hearing 1, Acute Vision 1, Appearance (attractive), Born War-Leader 2, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation) Skills: Armoury (melee weapons) 15, Brawling 17, Broadsword 16, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (sword) 17, Hiking 14, Knife 16, Lance 18, Leadership 15, Observation 14, Riding (equine) 18, Savoir-Faire (high society) 16, Shield 18, Strategy (land) 15, Tactics 15, Tracking 17, Wrestling 16 Spells: Armor 13, Sharpen 13, Summon Elemental 13, Create Air 13, Haste 13, Boost Dexterity 13, Counterspell 13, Dispel Magic 13, Keen Vision 13, Boost Health 13, Boost Strength 13, Disorient 13, Light 13, Minor Healing 13 Techniques: Cavalry Training (Lance and sword) 18, Combat Riding (equine) 18
284 The lmrryrian Lancers are a famous cavalry regiment quartered in the city. They deal with the security of the island, striking faster and further than infantry. They are part of the Imperial Guard, and as such wear yellow doaks and amber plumes. Their horses are caparisoned in gold and saffron.
Melinbonean Silent Guard ST: 16 HP: 16 Speed: 7 DX: 16 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 2 (leather)
Composite Bow (18) 1d+6 imp Acc: 3 Rng: 320/400 Rof: 1 Shots: 1(2) Broadsword Swing (16) 2d+3 cut 1 Broadsword Thrust (16) 1d+2 cr. 1 Dagger (16) 1d imp C Traits: Acute Vision 1, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, Heroic Archer, High Pain Threshold, Magery 1, Rapid Healing, Recovery, Very Fit, Weapon Master (bow) Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation) Skills: Bow 18, Brawling 16, Broadsword 16, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (arrow), Fast-Draw (sword) 17, Hiking 14, Knife 16, Observation 14, Strategy (land) 15, Tactics 15, Tracking 17, Wrestling 16 Spells: Armor 13, Sharpen 13, Boost Dexterity 13, Keen Vision 13, Boost Health 13, Light 13, Minor Healing 13, Restore 13 Techniques: Quick shot (bow) 18 Eunuch archers, taken from among the half-Melnibonean elite slave population. Their tongues have been removed. They are the best archers on Metnibone, wielding the composite bow with deadly accuracy.
Melinbonean Dragon Prince ST: 16 HP: 16 Speed: 7 DX: 16 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 178 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 12 Block: - DR: 6 (plate)
Greatsword Swing (18) 2d+9 cut 1, 2 Greatsword Thrust (18) 1d+5 cr. 2
285 Shield Bash (18) 1d+1 cr. 1 Shield Rush (18) slam+3 cr. 1 Broadsword Swing (16) 2d+3 cut 1 Broadsword Thrust (16) 1d+2 cr. 1 Traits: Acute Hearing 1, Acute Vision 1, Appearance (attractive), Born War-Leader 2, Combat Reflexes, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Magery 2, Rapid Healing, Recovery, Very Fit, Weapon Master (Greatsword), Bad Temper (12), Bloodlust (12), Callous, Overconfidence (12), Sense of Duty (nation) Skills: Armoury (melee weapons) 15, Brawling 17, Broadsword 16, Climbing 15, Connoisseur (weapons) 15, Fast-Draw (sword) 17, Hiking 14, Knife 16, Lance 18, Leadership 15, Observation 14, Riding (dragon), Riding (equine) 18, Savoir-Faire (high society) 16, Shield 18, Strategy (air and land) 15, Tactics 15, Tracking 17, Two-Handed Sword 18, Wrestling 16 Spells: Armor 13, Sharpen 13, Summon Elemental 13, Create Air 13, Haste 13, Boost Dexterity 13, Counterspell 13, Dispel Magic 13, Keen Vision 13, Boost Health 13, Boost Strength 13, Disorient 13, Light 13, Minor Healing 13, Create Water 13, Create Fire 13, Create Earth 13, Darkness 13, Summon Demon 13 Techniques: Attack From Above (greatsword) 18, Backstrike (greatsword), Beheading Blow (greatsword) 16, Cavalry Training (greatsword) 18, Close Combat (greatsword) 18, Combat Riding (dragon) 18 Even without their steeds, the Dragon Princes are a military unit to be feared. They are the most skilled troops in Mehibone. They wear gleaming plate armor and dragon helms.
Pan Tangian Agent of Chardros ST: 13 HP: 13 Speed: 6 DX: 13 Will: 14 Move: 6 IQ: 12 Per: 12 Weight: 178 lbs. HT: 13 FP: 13 Dodge: 11
SM: 0
Parry: 13 Block: - DR: 6 (plate)
Scimitar Swing (14) 2d-1 cut 1 Scimitar Thrust (14) 1d+1 imp 1 Scythe Slash Swing (19) 2d+2 cut 1 Scythe Impale Thrust (19) 2d imp 1 Scythe Hook (19) 1d-1 cut 1 Dread Touch (14) 1d tox. C Crossbow (15) 1d+4 imp Acc: 4 Rng: 260/325 Rof: 1 Shots 1(4)
286 Traits: Born War-Leader 1, Combat Reflexes, Fearlessness 1, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Rapid Healing, Recovery, Unholiness 2, Unholy Channeling (demons), Unholy (detect law), Unholy (detect supernatural), Legionary of the Damned, Weapon Bond (two-handed axe/mace), Bad Temper (12), Bloodlust (12), Callous, Selfish (12) Skills: Brawling 14, Broadsword 16, Climbing 12, Crossbow 15, Exorcism 14, Fast-Draw (bolt) 14, Hidden Lore (demon) 12, Interrogation 13, Leadership 12, Meditation 12, Observation 12, Poisons 10, Physiology 12, Psychology (human) 12, Religious Ritual (Chardros), Stealth 12, Strategy (land) 12, Tactics 12, Theology (Chardros) 10, Two-handed Axe/Mace 18, Wrestling 14 Techniques: Decapitating Strike (scythe) 16 Spells: Summon Demons, Summon Elementals This Agent is a self-styled angel of death, slaying any he finds who are old, sick, or weak. He wears a skull in front of his face, and dresses in a moldy shroud of tattered black He is tall and thin, and his eyes are of the coldest blue.
Pan Tangian Agent of Slortar ST: 13 HP: 13 Speed: 6.5 DX: 10 Will: 14 Move: 6 IQ: 14 Per: 14 Weight: 208 lbs. HT: 16 FP: 16 Dodge: 11
SM: 0
Parry: 13U Block: - DR: 6 (plate)
Mace (19) 2d+2 cr. 1 Small Mace (19) 2d+1 cr. 1 Traits: Born War-Leader 1, Combat Reflexes, Fearlessness 1, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Rapid Healing, Recovery, Unholiness 2, Unholy Channeling (demons), Unholy (detect law), Unholy (detect supernatural), Legionary of the Damned, Weapon Bond (mace), Bad Temper (12), Bloodlust (12), Callous, Selfish (12) Skills: Axe/Mace 18, Brawling 14, Climbing 12, Exorcism 14, Fast-Draw (bolt) 14, Hidden Lore (demon) 12, Interrogation 13, Leadership 12, Meditation 12, Observation 12, Poisons 10, Physiology 12, Psychology (human) 12, Religious Ritual (Slortar), Stealth 12, Strategy (land) 12, Tactics 12, Theology (Slortar) 10, Two-handed Axe/Mace 18, Wrestling 14 Spells: Summon Demons, Summon Elementals This short and portly man has not bathed or shaved since attaining agenthood. He is amiable and Friendly, until he sights any person with blonde hair and blue eyes. Such people he considers an affront to the beauty of Slottar, and launches a murderous bludgeoning attack on them.
Pan Tangian Agent of Balan ST: 17 HP: 17 Speed: 5.75
287 DX: 10 Will: 14 Move: 5 IQ: 14 Per: 14 Weight: 208 lbs. HT: 16 FP: 16 Dodge: 9
SM: 0
Parry: 13U Block: - DR: 6 (plate)
Mace (19) 3d+2 cr. 1 Small Mace (19) 3d+1 cr. + 1d burn 1 Traits: Born War-Leader 1, Combat Reflexes, Fearlessness 1, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Rapid Healing, Recovery, Unholiness 2, Unholy Channeling (demons), Unholy (detect law), Unholy (detect supernatural), Legionary of the Damned, Weapon Bond (mace), Bad Temper (12), Bloodlust (12), Callous, Selfish (12) Skills: Axe/Mace 18, Brawling 14, Climbing 12, Exorcism 14, Fast-Draw (bolt) 14, Hidden Lore (demon) 12, Interrogation 13, Leadership 12, Meditation 12, Observation 12, Poisons 10, Physiology 12, Psychology (human) 12, Religious Ritual (Balan), Stealth 12, Strategy (land) 12, Tactics 12, Theology (Balan) 10, Two-handed Axe/Mace 18, Wrestling 14 Spells: Summon Demons, Summon Elementals This iron-masked agent is a Torturer for Hire. He is a hulking man, clad in rough metal and scarlet leather. He offers his Service free to despots and nobles, but once he has tortured ninety nine victims, the hundredth is his employer, who is made to suffer every single torture that the previous ninety nine endured. After a perverse fashion, the agent is actually performing good deeds.
Pan Tangian Agent of Pyaray ST: 16 HP: 17 Speed: 7.5 DX: 15 Will: 14 Move: 7 IQ: 14 Per: 14 Weight: 188 lbs. HT: 15 FP: 15 Dodge: 11
SM: 0
Parry: 13 Block: - DR: 6 (plate)
Long Spear (19) 1d+4 imp 1 Harpoon (19) 1d+6 imp Acc: 2 Rng: 16/24 Rof: 1 Traits: Born War-Leader 1, Combat Reflexes, Fearlessness 1, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Rapid Healing, Recovery, Unholiness 2, Unholy Channeling (demons), Unholy (detect law), Unholy (detect supernatural), Legionary of the Damned, Weapon Bond (spear), Bad Temper (12), Bloodlust (12), Callous, Selfish (12) Skills: Brawling 14, Climbing 12, Exorcism 14, Hidden Lore (demon) 12, Interrogation 13, Leadership 12, Meditation 12, Observation 12, Poisons 10, Physiology 12, Psychology (human) 12, Religious Ritual
288 (Pyaray), Spear (18), Stealth 12, Strategy (land) 12, Swimming 16, Tactics 12, Theology (Pyaray) 10, Thrown Weapon (harpoon) 18, Wrestling 14 Spells: Summon Demons, Summon Elementals This man is broad and stem, with lank black hair which spills down his back. He has a rugged confidence, and a dark gaze. It is his personal mission to send men to the bottom of the sea; he does this by pining a crew, leading a mutiny, and sailing the vessel into dangerous waters. When the ship is doomed, he escapes by rowboat.
Pan Tangain Agent of Mabelrode ST: 16 HP: 17 Speed: 5.75 DX: 15 Will: 14 Move: 5 IQ: 14 Per: 14 Weight: 188 lbs. HT: 15 FP: 15 Dodge: 9
SM: 0
Parry: 13 Block: - DR: 7 (plate)
Thrusting Broadsword Swing (17) 2d+3 cut 1 Thrusting Broadsword Thrust (17) 1d+3 imp 1 Thrusting Greatsword Swing (19) 2d+5 cut 1-2 Thrusting Greatsword Thrust (19) 1d+4 imp 2 Traits: Born War-Leader 1, Combat Reflexes, Fearlessness 1, Hard to Kill 2, Hard to Subdue 2, High Pain Threshold, Rapid Healing, Recovery, Unholiness 2, Unholy Channeling (demons), Unholy (detect law), Unholy (detect supernatural), Legionary of the Damned, Weapon Bond (Greatsword), Bad Temper (12), Bloodlust (12), Callous, Selfish (12) Skills: Brawling 14, Broadsword 17, Climbing 12, Exorcism 14, Hidden Lore (demon) 12, Interrogation 13, Leadership 12, Meditation 12, Observation 12, Poisons 10, Physiology 12, Psychology (human) 12, Religious Ritual (Mabelrode), Spear (18), Stealth 12, Strategy (land) 12, Swimming 16, Tactics 12, Theology (Madelrode) 10, Two-handed Sword 18, Wrestling 14 Spells: Summon Demons, Summon Elementals This man is always clad in full field plate mail. His vlsor remains locked down, his face unseen. He travels the Young Kingdoms, silent and observant, looking for renowned warrors, whom he attacks and slays.
Pan Tangian Theocrat’s Guard ST: 14 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 178 lbs. HT: 12 FP: 12
SM: 0
289 Dodge: 10
Parry: 11 Block: 11 DR: 6 (plate)
Large Shield Bash (14) 1d cr. 1 Large Shield Rush (14) slam+3 cr. 1 Saber Swing (14) 2d-1 cut 1 Saber Thrust (14) 1d+1 imp 1 Traits: Combat Reflexes, Imbue 3, High Pain Threshold, Callous, Sadistic Skills: Brawling 14, Climbing 11, Hiking 11, Intimidation 14, Observation 13, Riding (devil lizard) 11, Saber 14, Shield 14, Tactics 13, Tracking 13 Techinques: Acid Weapon (Saber) 12, Blinding Defense (plate) 12, Continuing Attack (saber) 12, Crippling Blow (saber) 12 Dressed in shining armor of brilliant scarlet, polished black boots, and long grey cloaks, these guards are hand-picked by the theocrat.
Pan Tangian City Guard ST: 12 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 178 lbs. HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: 11 Block: 11 DR: 6 (plate)
Large Shield Bash (14) 1d-1 cr. 1 Large Shield Rush (14) slam+3 cr. 1 Saber Swing (14) 1d+1 cut 1 Saber Thrust (14) 1d imp 1 Short Bow (13) 1d-1 imp Acc: 1 Rng: 180/240 Rof: 1 Shots: 1(2) Traits: Combat Reflexes, High Pain Threshold, Callous, Sadistic Skills: Brawling 14, Bow 13, Climbing 11, Hiking 11, Intimidation 14, Observation 13, Saber 14, Shield 14, Tactics 13, Tracking 13 Techinques: Dual Attack (saber and shield) The city guard is more a standing army than an active policing force. The warriors mostly wear somber reds and dark grays, with personal jewelry and garish ornamentation.
Pan Tangian Devil Rider ST: 14 HP: 12 Speed: 6
290 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 178 lbs. HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: 11 Block: 11 DR: 6 (plate)
Lance (14) 4d+3 Imp 4 Large Shield Bash (14) 1d cr. 1 Large Shield Rush (14) slam+3 cr. 1 Saber Swing (14) 2d-1 cut 1 Saber Thrust (14) 1d+1 imp 1 Traits: Combat Reflexes, Imbue 3, High Pain Threshold, Callous, Sadistic Skills: Animal Handling (devil lizard) 15, Brawling 14, Climbing 11, Hiking 11, Intimidation 14, Observation 13, Riding (devil lizard) 11, Saber 14, Shield 14, Tactics 13, Tracking 13 Techinques: Acid Weapon (Saber) 12, Blinding Defense (plate) 12, Continuing Attack (saber) 12, Crippling Blow (saber) 12 The devil riders are an unruly lot, and show open contempt to rank and file troops.
Pan Tangian Tiger Handler ST: 12 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 178 lbs. HT: 12 FP: 12 Dodge: 10
SM: 0
Parry: 11 Block: 11 DR: 3 (leather)
Large Shield Bash (14) 1d-1 cr. 1 Large Shield Rush (14) slam+3 cr. 1 Saber Swing (14) 1d+1 cut 1 Saber Thrust (14) 1d imp 1 Short Bow (13) 1d-1 imp Acc: 1 Rng: 180/240 Rof: 1 Shots: 1(2) Traits: Combat Reflexes, High Pain Threshold, Bloodlust (12), Callous, Sadistic Skills: Animal Handling (tiger) 15 Brawling 14, Bow 13, Climbing 11, Hiking 11, Intimidation 14, Observation 13, Saber 14, Shield 14, Tactics 13, Tracking 13 Techinques: Dual Attack (saber and shield)
291 The tiger handlers of Pan Tang share in their beast’s bloodthirsty attitude.
Pan Tangian Marines ST: 12 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 10 Per: 10 Weight: 178 lbs. HT: 12 FP: 18 Dodge: 10
SM: 0
Parry: 11 Block: 11 DR: 6 (plate)
Large Shield Bash (14) 1d-1 cr. 1 Large Shield Rush (14) slam+3 cr. 1 Saber Swing (14) 1d+1 cut 1 Saber Thrust (14) 1d imp 1 Short Bow (13) 1d-1 imp Acc: 1 Rng: 180/240 Rof: 1 Shots: 1(2) Traits: Combat Reflexes, High Pain Threshold, Imbue 3, Callous, Sadistic Skills: Brawling 14, Bow 13, Climbing 11, Hiking 11, Intimidation 14, Observation 13, Saber 14, Shield 14, Swimming 14, Tactics 13, Tracking 13 Techinques: Dual Attack (saber and shield), Annihilating Weapon (saber) 14, Binding Shot (short bow) 14, Burning Strike (saber) 14, Crippling Blow (saber) 14, Penetrating Strike (bow and saber) 14, Resilient Armor (plate) 14 The main forces of Pan Tang. Their knowledge of imbuements make them dangerous foes.