Bestiary

13 entries found.

Gana
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
14
12
8
16
14
12
40
3
3
4
0
2
5
124
Smash
:
A24
D14
Init14
damD6+3
May use twice a round.
Axe
:
A22
D15
Init14
damD8+4
May use one axe swing and one smash in a round.
By the best guesses of Riverland Sages a Gana is some sort of mutated offshoot of the Night Goblins. Three times the size of their brethren (larger than a Keldian) and bulging with muscles, each Gana is unique in some way. One might have an extra arm, another a twisted spine, while a third has a huge claw for an arm and a single eye. Gana are universally ferocious, and will plow into combat with little regard for their own safety, smashing about them with their huge hands. Other Goblins appear to regard them with a mixture of contempt and awe, keeping them chained and controlled, but also showering them with trinkets and food. A small percentage of Gana are smart enough to use weapons and armour of Goblin manufacture (+1 Armour).

Not every tribe has a Gana, and very few have more than one at a time, so they are deployed only as shock troops. It is very rare to see a Gana without an accompanying Goblin pack and leader, but warriors of Derzak sometimes hunt these creatures for the arena, where their savage nature and great strength are a clear crowd pleaser. A captured Gana is a Treasure 6 to the right buyer.
Ganam Tree
level0
The Ganam, or Spiral Tree, is an odd plant of the Drylands, resembling a tall jointed spiral of wood with tufts of greenery at each joint. Although most Ganam do not grow more than a few handspans thick, and perhaps 2 legats high, with time they can reach as much as 7 legats in height and more than a legat thick. A Ganam is not a friendly neighbour. If injured it bleeds a milky white sap that can burn or blister exposed flesh, or even blind if it gets in the eyes (Intelligence / Poisons vs. 18 to turn this into a usable poison without getting injured.) Exposure will inflict D4 Lethal and a Social Wound (blistered). Nevertheless some Keldian communities do keep Ganam nearby, because their blossoms, which sprout as soon as it rains, are both fragrant and edible.
Gatherer of 20
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
17
12
13
10
15
11
40
0
0
4
0
4
1
126
Force Blast
:
D20
Init16
Cone, 10 legats long, 5 wide. Roll Agility vs. 15 or stunned for 15 - Spirit rounds. Roll Phys vs. 15 or knocked down.
Rend
:
A16
D17
Init15
damD8 Spirit
Ignores Armour. Mighty 1
The Gatherer of 20 is a foul and terrifying beast from beyond the world. Some whisper that it comes from the Passing, others that it belongs to the great dark beyond the sun. Physically, the Gatherer (there may only be one) resembles a sort of pale many-segmented crustacean, held aloft by many jointed legs that curl around its body and are constantly in motion. Nine or ten whip-like tentacles surround the Gatherer's mouth, extending as much as two legats in front of it, while smaller cilia form a ring between the tentacles. Above the tentacles are two black oval eyes, while the other end of the Gatherer's body ends with a flaring prawn-like tail. While the Gatherer appears to be larger than a Keldian it can easily change its size to enter small spaces. The sight of the Gatherer is terrifying (Fear 15).

The Gatherer is so known because once it appears somewhere on the world it proceeds to murder and devour twenty Keldians before it vanishes again. The Gatherer appears to derive sustenance from consuming the spirits of living creatures. Its Rend attack does no physical damage, instead reducing Spirit. If a target is reduced to 0 Spirit by this attack then it is devoured by the Gatherer and dies. This heals the Gatherer 10 Health, and allows the creature to steal its victim's body. The Gatherer can curl itself inside the corpse and animate it, using it as a shell to get closer to its next target. While hidden inside a corpse, the Gatherer cannot be damaged until the body is destroyed, at which point it bursts free in one round. A Gatherer controlled body has Health 10.

The Gatherer does not devour any Keldian it comes across, but appears to select targets based on some unknown criteria (which may differ from visit to visit). To get at its chosen target it will use deception while inside a stolen body. If faced with physical threat it can unleash an invisible shock wave of force which can knock down or stun anyone caught in it. It will then make its escape, or swoop down on its chosen target.

Once the Gatherer has devoured its 20th spirit it vanishes.
Ghebbeth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Level 3
14
13
12
12
12
12
11
23
0
0
4
0
2
4
90
3
Claw
:
A17
D13
Init14
damD6+2
Corrupts.
Balefire
:
A17
D13
Init14
dam2D4
Ignores Armour. Range 14.
Level 5
16
15
13
13
14
14
11
25
0
0
4
0
2
4
106
5
Claw
:
A19
D15
Init15
damD6+2
Corrupts.
Balefire
:
A19
D15
Init15
dam2D4
Ignores Armour. Range 18.
Level 7
18
17
13
14
15
15
12
33
0
0
4
0
2
4
129
7
Claw
:
A21
D17
Init15
damD6+3
Corrupts.
Dark One's Light
:
A21
D17
Init15
damD10+2
Range 10.
Level 10
18
17
14
15
15
16
14
46
0
0
13
0
2
4
170
10
Claw
:
A21
D17
Init15
damD6+3
Corrupts. Sting. Phys vs. 16 or 2D12 poison damage.

Ghebbeths are creatures created by White Order magic, either by various spells employed by a White Order Mage to make a temporary servant, or by the Mage themselves becoming overcome by their own corruption. The stats given above are for White Order Mages of various levels that have lost their fight with corruption and become destructive servants of their mysterious masters.

Ghebbeths created from corrupted Magi are loathsome creatures. Their Keldian fur is bleached, patchy and rent by swathes of scaly hide. Their eyes are milky white, their hands elongated into claws, their mouths black and full of ash. They exude a scent of bitter smoke, and their body glows with a dirty white radiance. Although a Ghebbeth is supernaturally tough, and hard to kill, they cannot heal any Lethal damage done to them, and they do not truly live.

Ghebbeth magi retain all of the spells that they had in life, and need not fatigue to cast them. However all corruption normally inflicted by the spells is dealt as Lethal Damage instead. The following lists suggest suitable spells for each rank of Ghebbeth.

Level 3 : Balefire (2), Dustworm (1), Hand of Dust (2)

Level 5 : As level 3 + Dark One's Light (2), Deceiving Light (2), Calling the Dead (4)

Level 7 : As level 5 + Levitation (3), Wind Dragon Summoning (4)

Level 10 : As level 7 + Night's Wings (1), Poison Sending (1), Reversal (2), Desecrating Summoning of the Hunter (3)

Ghebbeth Magi never cast spells to shed corruption, nor do they accumulate power, draw plans, or act with patience. Their only aim is to cause as much destruction and havok as possible before they are overcome by the power they channel. Although theoretically capable of using weapons, they always attack with their claws if not using magic, as their touch causes 1 point of corruption to anyone who cannot make a resisted Spirit vs. Presence roll. If outnumbered they will summon minions, and continue to attack.

Ghost
level5
Sun Keldian Ghosts are rare and tragic things, barely sentient remnants of personality and spirit that cling to the world.

The touch of the sun wipes away creatures of pure spirit. If a Keldian dies in the Deadlands or Drylands, their spirit is usually erased instantly. To survive they must cling to their bones or preserved corpses. Some ghosts animate their own corpses in the form of a Mussagana or Preta; others linger in shadows close to their bones as a Tornrait or Haunt. Some, like the Night Wraith or Remnant use magical vessels as substitutes for bodies.

In the Dark lands, the spirits of the dead are transformed into Ice Wights with no memory of the Keldians they once were.

In the Twilight lands a true Ghost can appear, a spirit that can exist even once its physical remains have been long destroyed. These creatures resemble ethereal and luminous versions of the form they bore in life, although it is common for their feet to be missing, their bodies instead trailing away into mist or smoke. Ghosts have no combat statistics, since they are Spirits entirely immune to physical attack. Some Ghosts learn to animate physical matter, becoming a Corpse Ghost.

The sight of a Keldian ghost can inflict Fear 16, and occasionally they are capable of casting about objects, especially ones which had a link to them in life. Ghosts are hard to get rid of, usually their curse must be found out and the wrong that causes them to walk the earth found out and righted. It is more likely, however, that a village threatened by a ghost will flee entirely, since most ghosts are tied to a specific location.
Giant Eel
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
13
13
1
12
8
8
14
0
2
1
0
3
1
64
Bite
:
A16
D13
Init16
damD8+2
Giant Eels are predatory creatures that inhabit the one River. They lurk amongst the rocks and weeds (Stealth 14) and then strike their prey at speed from Ambush. Adventurers straying in their domain are just as likely to be attacked. If reduced to 1/2 Health they will normally flee.
Giant Rat
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
16
15
3
9
7
6
10
0
3
0
0
3
1
50
Bite
:
A9
D16
Init18
damD4
Giant Rats are scavengers of waste, and are often found in sewers and graveyards as well as middens. Although generally feared and despised by most the Giant Rats are in fact mostly innocuous, having little taste for aggression and being cleaner than they are often assumed to be. Most Giant Rats will flee if attacked seriously, and hate fire.
Girtab
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
17
16
3
19
12
9
35
0
0
4
0
4
5
119
Claw
:
A21
D16
Init16
damD10+3
Can attack 2 times / round.
Sting
:
A15
D16
Init20
damD6+1
Sting. Poison. Phys vs. 16 or paralyzed for 30-Phys rounds.
Girtab are cousins of the Sand Spider, but much larger, with jointed legs and a red-brown carapace. A full grown Girtab can get larger than a Bull Crdlu, standing on eight solid jointed legs. A pair of long toothed claws are held low at the front, while a pair of tails extend from the back, behind the triple breathing tubes. Each of these tails is tipped with a poisonous sting, which the Girtab can use to attack a creature held in it's claws. The body of the Girtab is encased in a heavy nobbled shell that can turn aside sword blows better than stout hide.

Girtab spend much of their time buried in the sand, with only the tips of their breathing tubes projecting above the surface. Their sensitive feelers extend into the soil, sensing any moving creatures. When full they remain buried to avoid predators. When hungry they will go after the detected prey, stinging it before devouring it.
Gissir
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
13
4
4
13
10
9
0
2
0
0
4
1
68
Peck
:
A14
D16
Init15
damD4
Gaze
:
Init20
Range 30. Roll Spirit vs. 13 or be blinded for 1 + failures rounds.
The Gissir is a large bird with a long beak and brilliant glossy green feathers. The eyes of the Gissir are large, round and yellow, emitting a faint glow at all times. Gissir are capable of extraordinary feats of perception, with an effective Observation of 18. Gissir can see in dark and light with equal facility, perceive invisible or spirit creatures, and penetrate up to 100 legats of Jungle undergrowth with their gaze. If a Gissir makes eye contact with a living creature it can use its gaze attack, after which it will generally fly away to safety. It is possible to avoid a Gissir's gaze by taking -4A/-4D.

Because of these abilities it is almost impossible to surprise a Gissir (they sleep with one eye open) and hunting them is nearly impossible. Nevertheless they are occasionally taken as chicks and trained as guard animals. They will let out a piercing bell-like cry when they detect danger. Gissir feathers are sought after for Pluma working and a dead Gissir is a Treasure 3.
Golem of Fire
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
14
20
6
20
7
12
100
3
0
5
0
3
7
210
Burning Weapon
:
A20
D17
Init23
dam2D8+9
The Golem of Fire is a magical creation, a figure of worked bronze and copper in the shape of a Keldian warrior, armed with a flame-wreathed weapon. Golems of fire are powered by a constantly burning magical fire trapped within their gemstone hearts. This fire makes them warriors of prodigious speed and ability. The fire is kindled by the sacrifice of a bound Demon, add the Circle of the sacrificed creature to the Attack, Defence and Armour of the Golem.
Greater Spirit of the Dark
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
98
Claws
:
A19
D19
Init18
dam3D4+1
A Demon spirit summoned by the Black Order spell Greater Spirit of the Dark. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.
Guard (order)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Guard
12
12
11
10
13
11
10
17
4
5
4
0
2
3
84
2
Bronze Mace
:
A17
D16
Init10
damD6+5
Shield
Horn Bow
:
A17
D13
Init11
damD6+3
Ranged 12. Accuracy 4.
Naga Axe
:
A18
D13
Init12
damD8+4
Unbalanced
Overseer
14
14
10
11
15
13
11
18
5
6
4
0
2
4
88
4
Sickle Sword
:
A20
D19
Init12
damD6+4
Parry (2). Shield

The Orders have many armed troops working for them, a substantial number of which make up the city Guards, sentries, bodyguards and retinues of Bonded Ones and Magi. Better trained and better armed than the common Guards employed by Merchants, these Order Troops are usually given uniforms in the colours of the Orders they serve, and are more dedicated to their tasks than those who work only for a common wage. Progression in the ranks of the Order soldiery can elevate a Freeman to the status of Clerk, at which point the Guard is expected too (and can afford to) arm themselves. Senior Guard Overseers will thus have the best weapons and armour they can afford.

Guard

  • Observation 2 / Search 5
  • Oratory 1 / Command 2
  • Subterfuge 1 / Deception 2
  • Warfare 1 / Parry 1, Shield 1

Overseer

  • Observation 2 / Search 5
  • Oratory 2 / Command 5
  • Subterfuge 1 / Deception 3
  • Warfare 2 / Parry 4, Shield 3
  • Merchant 1 / Administrate 5 (clerk)
Guard (private)
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
11
11
10
11
10
11
15
2
5
3
0
2
2
65
Horn Spear
:
A14
D15
Init13
damD6+2
Parry (1), Long
Bronze Dagger
:
A13
D12
Init17
damD6+2
Parry (1), Short

Even in the major cities of the Empire there is little guarantee that a private dwelling will receive much in the way of protection from the Orders and their minions. Many a Noble or Merchant will protect their lands with private Guards, usually low level warriors (or in cheap cases level 0 ones) armed with affordable weapons and something approximating a uniform. Pay for such a Guard is not great, but the job is usually not very dangerous, and the opportunity to strut around with a weapon appeals to many. The Guard above carries a Horn Spear and Bronze Dagger, with a slung wicker shield and medium hide armour.

Skills

  • Observation 2 / Search 3
  • Warfare 1 / Parry 1