Bestiary

31 entries found.

Acid Moss
level1
Acid Moss is a hazard often encountered in cave systems with other life in them. The Acid Moss grows over cave floors in low places. Dead animal matter that falls on it is quickly digested by its acids and supplements the plant’s nutrients. A character inadvertently putting a bare hand on it will suffer a point of damage.
Addlar
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
9
12
5
5
5
10
27
0
0
0
0
2
2
70
Bite
:
A13
D11
damd6+1
Poison Tongue
:
A16
D11
damn/a
Roll Physical vs. 11 or D8+1 Stun. Long
The Addlar is a giant frog, striped black and red, which makes its home in think forests where it is not exposed, and usually near to water, to which it will generally flee if damaged for more than 1/2 Health. The Addlar waits motionless in the trees (Stealth 17), and then lashes out with its tongue to stun its victim before jumping on them and attempting to eat them. Addlar are not good to eat, but a poison can be extracted from their flesh and skins (Difficulty 14). The raw poison is a Treasure 2. Hunting Difficulty 19.
Alzimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
15
10
2
16
8
8
20
0
0
2
0
1
0
67
Bite
:
A12
D15
Init10
damD6
Sting
:
A16
D15
Init16
damD8
Sting. Physical vs. 19 or D10 Weakening
Alzimul (literally Digging-Zimul) are large insectoid creatures related to the Zimul. Like a Zimul an Alzimul has many legs, a carapaced body, and a talent for digging. Unlike their pestilential cousins, the Alzimul can be trained, and do not have the same voracious appetite for root crops, instead being happy to devour almost any foodstuff (usually carrion) that comes their way.

Young Alzimul are around the size of a Keldian pup, and are to be found rooting around amongst the razor grass, eating new shoots, or smaller insects. They have 6-10 pairs of legs, the second pair of which are enlarged and used for digging. The first pair are much smaller, and carried folded near the head. These short claws are capable of delivering a nasty sting. (For juveniles the sting is D4, Phys vs. 19 or D4 weakening).

A minority of Alzimul grow to full sized adults. All female, they lay clusters of gem-like eggs which hatch into broods of newborn Alzimul's. There are (as far as Keldian Sages know) no males. Adult Alzimul are large enough to plow significant furrows in the soil, and can be domesticated for this use. Commonly a single village will only have 3-4 adult Alzimul on hand, lending them out to individual farmers as needed to tend their lands. When not at work the Alzimul are kept penned and fed on food scraps and waste material.
Ashmoth
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
14
0
1
8
2
5
3
0
0
0
3
0
37
Touch
:
A12
Init10
1 corruption
Ashmoths are little white moths, small enough to fit on an open paw, that leave a faint residue of white ash wherever they alight. Ashmoths gather where a Keldian has died in the open, and superstition says they come to feed on wisps of the departing spirit. Most Keldians regard them with fear, and won't approach a body till they have gone. Ashmoths have no interest in the living, and will scatter when disturbed. Any Keldian who touches an Ashmoth recieves a pale mark on their fur, and 1 corruption point. This only happens the first time that contact is made. It is said that eating an Ashmoth can give you the ability to speak with spirits and the dead. If a Keldian does eat one they must roll Spirit vs. 14. If they succeed they gain the Spirit Tongue Quality. If they fail they gain 1 corruption and lose 2 Spirit.
Bar room brawlers
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
10
9
10
11
10
8
15
3
3
0
0
1
2
45
Punch and Kick
:
A12
D10
Init12
dam2
A bunch of drunkards in a bar. They are full of fight when roused, but are actually uncoordinated and will flee from lethal violence. It is assumed that they will mostly fight with fists, teeth and claws. If they start picking up improvised weapons then reduce Attack by 2 and raise damage to D4+2.
Boobrie
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
8
3
12
10
10
12
0
0
0
0
4
2
59
Bite
:
A13
D13
Init12
damD8+2
Boobries are giant Cormorant like birds who live on mountain lochans and lakes in the Ice Hills. On land they are slow and cumbersome but in water or air they are much more agile (Defence 18). Although they live chiefly on fish and sometimes on other birds the Boobries will attack anything that looks like a good meal. If serious damage is done to them, however, they will flee the battle.
Braga
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
8
10
5
8
6
6
9
0
0
0
0
0
0
31
Bite
:
A5
D8
Init10
damD4
Braga are placid forest creatures of a similar size to a Frian. They have four legs ending in two-toed paws, and long prehensile noses that reach to the ground, which they use to root through the leaf litter of the Jungle in search of food. They have large bushy tails which are held erect as they feed, and Males are largely indistinguishable from females. Forest communities keep Braga as domestic animals, slaughtering them for meat and the bristles from their tails. Braga can also be milked, though their milk is inferior to that of the Crdlu. Most villages have a handful of Braga grazing about them at all times, while more are kept in the Jungle nearby. Hunting Difficulty 16.
Crdlu
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Adult
11
11
8
3
18
8
10
25
0
0
1
0
2
0
67
1
Crush
:
A11
D11
Init10
damD6+3
Crush
Bull
14
11
9
3
22
13
10
30
0
0
2
0
2
0
78
1
Crush
:
A15
D12
Init11
damD6+4
Crush
The Crdlu is a large lizard creature with short legs and a thick hide, at least twice the size of a Keldian. Its flesh is good to eat, its milk can be drunk, and it's heavy hide can be worked into tough leather. It is the primary herd animal of the Keldians. Vast herds roam the Drylands, grazing the Razor Grass. Unlike Krakaths they can survive in the Deadlands if allowed to seek shade and given access to water. Crdlu are easily trained and are seldom a danger, though they can sometimes run amok if scared or panicked. Bull Crdlu, however, are fiercely defensive of their herds. Most Crdlu encountered are part of someone's herd, but wild Crdlu also exist, especially where some town or village has suffered a calamity. Hunting Difficulty 14.
Daybat
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
16
16
3
3
5
5
5
0
0
0
0
5
0
51
Bite
:
A14
D16
Init21
dam1
Daybats are the most common small flying predator in much of the Drylands, and the brighter parts of the Twilight zone, feeding primarily on small insects and invertebrates. Daybats are small winged creatures around the size of a clenched Keldian fist, with tawny fur over most of their bodies. A Daybat has four short clawed feet and a pair of leathery wings (all of a Daybat's exposed skin is actually covered in very fine scales). Daybats have sensitive noses and large dark eyes, giving them excellent senses (Observation 16). They are extremely quick and agile flyers, able to snatch insects out of the air. On the ground they are a little less graceful (-2A/-4D), but can still scramble effectively, and do so to chase or eat larger prey. When not hunting Daybats prefer to roost in groups in rocky cracks or under overhanging stones. Daybats bear live young, the pups being carried clinging to the adult's fur for some cycles after birth until old enough to fly by themselves.

Although the majority of Daybats have tawny or ochre fur in some areas they have reddish or purple fur, often with black or white markings. Daybats are thought by Sages to be relatives of Night Bats.
Eorthal
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
13
14
1
5
14
8
8
0
0
0
0
3
3
57
Bite
:
A9
D13
Init20
damD4+2
Sting. Poison. Phys vs. 13 or D8 Lethal (D4 if made)
Spray
:
A17
D12
Init17
damD6
Poison. Phys vs. 13 or D6 Lethal
Intimidate
:
Presence vs. Spirit
The Eorthal is a small venomous snake native to the Twilight Jungles near Chald. Full grown an Eorthal is shorter than a Keldian's forearm, and they are easy to overlook (Stealth 18). An Eorthal's scales are dull black with faint loop-like markings along the sides. An Eorthal can make these patterns glow, and does so, as well as hissing loudly and raising it's head, to try and scare off other creatures. If predators do not retreat the Eorthal will spit venom at them, aiming for the eyes (although the poison will inflict harm just by touching skin and fur). It can only spray a few times a day, and prefers to use it's bite to hunt.

Eorthal venom can be extracted from the snake, either by cutting out the venom sacks (Agility + Husbandry) or by milking the snake (Agility + Poisons vs. 14). The venom thickens into a gel within minutes, and makes an excellent blade venom. A Treasure 2 dose can be extracted by either technique (a farmed snake can be milked for venom about once a Cycle).
Flowers of Sleep
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
0
0
0
0
0
0
0
5
0
0
0
0
0
0
18
Scent
:
damD8 Fatigue
Area 9. Phys vs. 12 or sleep till at no fatigue.
The Flower of Sleep is an innocuous looking and low lying plant that grows in woodlands. Its power is that it releases a soporific scent capable of knocking out a full-grown Keldian. Smaller animals often die, their rotting flesh enhancing the soil around the flower.
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.
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
Insect Swarm
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Swarm
18
18
16
0
1
12
7
7
0
4
0
0
4
1
60
1
Stings
:
A18
D18
Init20
damD4
Large Swarm
18
18
16
1
1
13
9
15
0
4
0
0
4
3
76
2
Stings
:
A18
D18
Init20
damD6+1
Swarms of stinging insects (such as Desert Bees, Jungle Wasps or Sassu) when enraged can be deadly, since they ignore all armour other than thick hide. Normally, however, they are of little threat, since they tend not to pursue those who flee from them. A swarm can attack up to Current Health / 3 targets at once.
Krakath
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
9
14
4
15
10
9
25
0
0
2
0
5
3
78
Bite
:
A14
D9
Init19
damD6+3
Tail Swipe
:
A15
D10
Init19
damD4
Roll Phys vs. Phys or fall down.
The Krakath is a fast lizard-like riding creature, generally used by the Keldians to ride, or to haul carriages in teams. They are comfortable in both the Twilight and Drylands but cannot survive the heat of the Deadlands and are sluggish in the Dark Lands. Most light leather armour is made from easy to work (Leatherworking difficulty 10) Krakath hide. Krakaths are easy to train (Int + Animals / Husbandry vs. 11), but can be highly strung and sometimes panic (Resistance 14 to calm). A Keldian riding a Krakath covers open ground at twice the rate of one on foot.
Lermon
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
5
5
1
2
8
5
5
0
0
0
0
0
0
28
Poison Touch
:
damD8
Lermons are a large, multi-legged, caterpillar that feeds on many of the poisonous trees of the Twilight Forest. When they hatch from their eggs Lermons are no more than a finger in length, and near black in colour, but they rapidly grow to arms length, developing a vivid white underbelly and luminous patches on their heads. Every part of a Lermon is poisonous, eating one will surely kill most Keldians and even a casual touch inflicts damage. For some reason, however, Lermon venom is beneficial to most plants, and a tree with Lermon upon it actually grows better than one which does not. For this reason Keldian farmers leave Lermon well enough alone, or sometimes attempt to transplant them from one tree to another, though this is not always successful.
Maka
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
16
15
3
7
7
7
6
0
0
0
0
4
0
45
Bite
:
A9
D14
Init19
damD2
A Maka is a large lizard with a rusty brown colouration and a distinctive blue tongue. Fully grown a Maka is as long as a Keldian's forearm. Unlike the smaller Meerkan a Maka is considered to be edible, and are sometimes hunted by subsistence hunters with no herds of their own. They are rarely domesticated and reared, even though they are very docile, because they are nimble and can easily escape from most enclosures. They are generally not considered intelligent enough to learn not to do so.
Narasaist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
7
9
0
3
3
4
6
0
0
0
0
2
0
36
Bite
:
A14
D7
Init14
damn/a
Implant
The Narasaist is a horrible parasite found in the waters of the One-River. It resembles a segmented worm about a hands-breadth in length when full grown, with a circular mouth ringed by gripping claws. The adult Narasaist is drawn to living creatures in the water, which it then bites. If the bite is successful in doing at least one point of damage then it injects a numbing poison (so that the victim is unaware of the attack) and then implants a number of it's young into the wound. These young are less than a finger's width in size, and burrow quickly into the flesh of the victim.

Once infected the victim spends a few days unaware of the larvae, and then begins to develop a deep and painful rash, that spreads from the point of the bite across the body. Over the next week the larvae grow, feeding on the victim's flesh (causing d3 Weakening Damage each day), until they have reached full size, at which point they emerge from the victim's skin the next time they are in contact with water, causing d3 Lethal Damage (assuming that the victim has survived).

Treatment for a Narasaist infection is best done by a Stonetalker, who can prepare a bitter tasting brew (Int + Healing / Stonetalking resisted by a 12) that will cause the larval Narasaist to leave the body as soon as possible. Failing that a brave (or foolish) Keldian can attempt to cut them free with a sharp knife, doing full damage for the weapon in the process.
Night Wort
level1
The Night Wort is a small plant with leaves so dark and glossy that they are almost black. It grows in deep shadows in the Poison Forest, and along the edges of the Ice Hills. During the Passing it produces white flowers of an almost ghostly hue that contrast strongly with its leaves. The Night Wort’s distinguishing feature is the extreme toxicity of its leaves, almost anything that tries to graze on it will die, and this allows large patches of Night Wort to thrive. A Keldian who must cross one of these patches is in danger, and must make an Agility roll vs. 14 or touch the plants, taking D6 Lethal damage. Carefully removed and rendered into a liquid its leaves are a poison capable of killing. Roll Agility + Healing / Poisons vs. 15 to gather the leaves carefully (on a failure take 2D4 Lethal), and then Int + Poisons vs. 17 to craft the poison.
Otik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
14
5
4
4
6
5
0
0
0
0
4
0
47
Bite
:
A18
D12
Init18
dam1
Otik are small fur covered creatures that live in amongst the snow and ice forests of the Nightlands. They burrow under the snow in search of Starflower shoots, or Ort Tree. Their pelts are pure white and as fine as the finest Zunian fur. A stack of Otik pelts is a Treasure 3, and much in demand in the Twilight Cities. Otik trappers are amongst the small number of hardy individuals who will brave the darkness of the Nightlands. Hunting Difficulty 18.
Poison Thorns
level1
Poison Thorns are a generic name for the many thorn covered vines and plants that choke the Twilight Forest. Their long trailing branches are covered with vicious thorns that are filled with a deadly poison. An unarmored person falling into such a bush must roll Agility or take D10 Lethal Damage. Any Keldian with a Survival / Twilight of 3 or more will easily spot such vines if moving cautiously, but can still fail to see them if running or panicked.
Quarist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
14
1
6
7
7
10
0
2
2
0
0
3
56
Leap
:
A16
D12
Init16
dam2D4
Blood Drain
:
damD4
Automatic.
Quarists are large insectoid creatures that live in the Twilight forests. They are glossy black with electric blue patches underneath. Their seven legs bare curving spines which can inflict a lot of damage as they leap from concealment in the dark plants. Once locked on they inflict an automatic D4 damage each turn as they suck the Keldian’s blood until shaken off by rolling Phys resisted by the Quarist's Phys.
Razor Grass
level1
Razor Grass is one of the dangers of the Dead Lands, more common as you approach the Twilight Zone. The green-brown razor grass grows waist high and more, its jagged edges capable of wearing their way through cloth and even hide armour. For every hour spent in the grass a character should roll Survival / Drylands, a fail meaning that they take 1 damage from the grass (Negate this damage with proper protective clothing).
Razor Lizard
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
18
4
4
7
7
8
0
2
0
0
5
2
61
Bite
:
A14
D17
Init23
damD4+1
Razor Lizards are small vicious lizard-like creatures. About 1/3 of a stride long, with 6 strides and scaly skin patterned with bright yellows, blues and reds they live in the flowers and tangled bushes of the Twilight forests. Moving at incredible speed a pack of these creatures will descend on a likely looking prey and swarm about them until they flee or fall. They also hunt smaller lizards and insects. Although Razor Lizards are quick to attack and give chase they will retreat if badly hurt. Razor Lizards are sometimes hunted by Twilight villagers. Their meat is tasty, though there is not much of it. It is a dangerous undertaking, however, an unwise hunter will quickly find themselves the hunted. Hunting Difficulty 16.
Sparklights
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
19
15
0
4
11
4
10
0
0
0
0
1
0
55
Spark
:
A14
D19
Init16
damD4+1
Base Range 1.
Sparklights are tiny insects that dance and swirl over standing pools in the Poison Forest. Each insect flickers with a soft coloured light, usually shades of blue, pink, magenta and purple, though the occasional green or yellow light is seen. Sparklights are generally harmless, but they have an ability to generate a static charge by swarming together. When threatened they can unleash a flash of lightning at a nearby target. Capturing a jarful of Sparklights (Agility resisted by Defence) gives a Treasure 1.
Spear Cactus
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
12
0
0
0
4
0
12
0
0
2
0
0
3
54
Needle Shower
:
A15
D12
damD6
Ranged 2. Area 4.
Spear Cacti grow as dense thickets of grey-green branches without leaves, which cling to rocky slopes and elevated areas. The Cactus is covered in thick bundles of spear-like thorns, many as long as a Keldian's forearm. These thorns are so sharp that anything attempting to eat, cut, or push through the Cactus suffers D6 damage a round automatically. When threatened the Cacti can launch these thorns in a deadly shower that covers an area around and below the plant with a storm of needles. A single bush can only release a limited number of showers (2D4) before they run out, and will require a few days to recover, but a thicket has essentially unlimited attacks. Fire can clear a patch of Spear Cactus, but they will all launch their needles at once when lit, creating a storm of burning needles that can spread the fire and will hit anyone in the area for d8 damage (Agility vs. 15 for half).
Striv
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
12
11
2
2
0
4
3
0
2
2
0
4
0
41
Bite
:
A9
Init15
dam2
Striv, or waterbugs, are pests of the Drylands. Large, armoured, and multi-segmented insects about a foot long; Striv are reddish brown in color, and gather wherever open water or copious moisture is to be found. Once they have found such a source the Striv swarm over it, absorbing every drop and swelling up as they do so. Eventually each Striv holds as much as a water flask. When water levels fall the Striv dig holes in the ground and hirbenate until the next rain. If water is plentiful the Striv quickly multiply, and can drink a whole well dry. The only way to get at the water then is to dig the Striv out, catch them, and crack them open — a laborious, time consuming, exhausting and painful (Striv bites are certainly painful) process. Stats above are for individual Striv. To catch a Striv roll contested Agility + Move.

Although fit and healthy Keldians are not in much danger from the bugs themselves, many a desperte traveller has crawled to a water source only to find it dry and Striv ridden. Such unfortunates likely end up as Striv food themselves. Striv make good encounters for a failed survival roll. Have each person make Attack + Move rolls, each success nets 1 Arin of water.
Tivik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
10
0
5
3
3
6
0
0
0
0
4
3
47
Bite
:
dam2
Blood drain. Anaesthetic.
Tivik are loathesome parasitic creatures that latch into animals and drink their blood. Normally a parasite of Crdlu they are equally happy to feed on Braga, Frian or Keldian blood. A Tivik is about the size of a Keldian palm (including spread fingers), flat, many legged, and armoured. They do not see well but have a keen sense of smell and can also sense heat. When food is not available they hibernate in dark places, coming back to life when they sense prey. A Tivik will generally attack when its target is sleeping (Stealth 18), carefully seeking out exposed flesh, but they will also attack anything that comes close enough in the darkness. The bite of the Tivik injects an anaesthetic, so its quite possible not to notice the attack. Roll Phys vs. 17 secretly to see if the character notices. Once latched on the Tivik hides in fur (Int + Search to notice) and causes weakening damage, 1 per hour until sated (6 weakening) at which point it drops off. While a single Tivik cannot kill a healthy Keldian they might finish off a sick one, and many Tivik together will feed until each one is sated.
Uzan
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
15
3
8
8
8
12
0
0
0
0
4
0
53
Bite
:
Init14
dam2
Headbutt
:
A14
D9
Init19
damD4-1
Uzan are a small, tough, herd animal, adapted for upland areas. They are four-footed, with short wiry fur, three-toed feet, and small horns which range from straight to tightly curled. An Uzan stands about waist high on a Keldian adult. Uzan populations can be found in the wild in both the Drylands and the Ice hills, but not anywhere in-between, and Uzan transplanted to the Twilight Jungles do not thrive. Icelands Uzan are almost universally white-furred, with black horns, while those in the Drylands are tawny or reddish-brown with brown or grey horns. Uzan are incredibly agile, able to scale steep rock faces, jump fences and balance on small rocks. They use this agility to escape from danger. They will only attack if cornered, and then only to escape. Uzan are often encountered in small packs of 3-8 individuals. Hunting Difficulty 16.
Zimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
14
10
1
18
5
14
26
0
0
5
0
1
0
84
Bite
:
A13
D14
Init10
damD6+3
Spray
:
D14
Init10
Area 8. Poison. Phys vs. 14 or nausea.
The Zimul is a massive Insect pest that inhabits the dusty soils and sands of the Drylands. Growing to as much as three paces long (an average Zimul is 2 paces in size), a Zimul is a heavily armoured and segmented creature. Roughly oval in shape a Zimul has small eyes at one end, along with whip-like feelers and cutting jaws. It has countless legs, each ending in a sharp point, and can dig with rapidity. Normally a Zimul will stay submerged underground, feeding on the roots of plants. A single Zimul can devastate patches of Maugey or Maize, ripping it's way through a field in a matter of hours.

When threatened a Zimul will unearth itself, and attempt to bite it's tormentors, relying on it's heavy shell to protect it. If wounded it will roll itself into a ball, presenting no weak points. In this form it has +5D and +3 Armour. Should the attacker relent it will slowly unroll and seek to run away. At the same time it will spray a noxious liquid from pores in it's flanks. Anyone close by must resist the poison or become sick (-6A/-6D) for 18-Phys rounds.

Zimul flesh is edible, but they are more commonly hunted for their poison and shell. The poison can be rendered into an ointment (Poisons Difficulty 15) which is good for treating burns (restores D4 Lethal), while the shell can be crafted into an effective shield (Shellworking Difficulty 14) with the same stats as a Wood and Hide Shield.