Bestiary

24 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.
Alleorn
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tree
0
0
0
3
0
12
10
30
3
4
6
0
0
0
58
2
Thorns
:
A10
damD6
Sting. Phys vs. 13 or D10 Lethal
Ants
16
17
12
2
10
10
8
12
0
0
1
0
3
4
84
5
Bite
:
A16
D15
Init15
damD4+2
Sting. Phys vs. 13 or D6 Lethal.
Alleorn trees are a unique danger of the Twilight Jungles. Tall, thick trunked, and dark leaved, Alleorns are covered in foot-long thorns that exude a deadly venom. Though sharp, these thorns are mostly only dangerous to anyone coming very close to the tree (or attacking it), the real danger comes from the nest of symbiotic ants that invariably guards each tree. Growing to enormous size (nearly a Legat in length) these ants ingest the Alleorn poison, and can inject into anything they bite.

When the tree is threatened, warrior ants boil out of holes in the trunk and roots, biting attackers and then latching onto them. Each ant that latches on gives -2A/-2D. When enough ants have bitten one target (when Attack falls to zero) they will drag them back to their nest, letting their decomposing remains feed the tree. At other times, ant foragers will range out into the surrounding jungle, cutting down rival plants and killing small animals for food. As an Alleorn grows, the area infested with ants may expand to as much as a Kleg in diameter.

Alleorn poison can be extracted from the tree (but not the ants) and distilled (Poisons Difficulty 20) into a potent blade venom.
Bloodsnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
9
0
14
5
5
40
0
0
3
0
2
6
99
Suckers
:
A16
D12
Init17
damD4+2
Can attack 3 times a round. Phys vs. Phys or attached.
The Bloodsnake is a bizarre plant creature, formed when a Bloodvine root is close to death. When the plant can no longer continue to grow in its current location the root detaches its many tentacles, pulls itself from the ground, and becomes a Bloodvine. This mass of sucker tipped tentacles moves slowly about on a long root mass, crossing surprising distances until it finds a new location to plant itself (somewhere with moisture and earth), at which point it becomes a dormant root for a few days before putting out new tendrils.

Like the parent plant the Bloodsnake feeds on the blood of animals. It is keenly attracted towards the heat and noise of living creatures, especially bleeding ones, and will seek them out. When it reaches them it will strike at them with many suckers, latching on to exposed flesh.

If it inflicts at least 1 point of damage with an attack then it will attempt to latch on. The target must make a successful resisted Physical roll to avoid this. Once latched on each tentacle will start to drain D4 Lethal a round in blood. Each attached tentacle gives the victim -3A/-3D. A target can attempt to break free of multiple tentacles at once (one for each success on the resisted roll) but has -2 Phys for each tentacle they attempt to break after the first.
Bloodvine
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
5
1
12
0
5
30
0
4
3
0
2
3
82
Lash
:
A15
D14
Init14
damD4+2
Phys or Agi vs. 12 or -2A/-2D
Bloodvine is a foul plant that can thrive where other plants cannot, because it can catch and devour animals and other plants for nutrition. A Bloodvine plant resembles a dense web of crimson vines covered in heavy conical thorns that shade to black at the tips. A thriving patch will put down countless root bundles, each of which can grow without the rest, making it very hard to kill a whole patch (the stats above are for a patch).

When the Bloodvine senses the proximity of a living creature it lashes out with its tendrils, wrapping them around its target and sinking its thorns into them. The blows from these writhing limbs are dangerous enough, but the real threat comes when the plant can immobilise its target, at which point it will drain the blood and sap from them till they are dry. Each time a tendril hits the target must make a Physical or Agility roll or be entangled, suffering -2A/-2D. This penalty is cumulative, as more tendrils latch on. If a target is reduced to 0 Defence in this manner then they are entirely held, and can no longer act. The plant will then start to drain them, doing automatic damage each round.

Killing the plant itself requires the many root bundles to be hacked out of the soil, something pretty much impossible when the plant is still defending itself. Individual tendrils have D14, 1 Armour and 4 Health, and severing a tendril allows it to be wrenched off anything it has entangled. An individual plant has 7-12 tendrils. When a Bloodvine cannot get enough sustenance, and begins to die back, it may transform into a Bloodsnake.
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.
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.
Hirin
level0
Hirin, or root cactus, is a crop plant that can be cultivated in the Drylands (unlike Maugey it does not thrive on the Twilight slopes). The above ground part of the Hirin just resembles twisted and thorny stems of a dusty grey, without leaves. The plant is grown for the large ridged tubers in which the Hirin stores water. As well as the milky sweet liquid in their cores the roots can be pounded and ground into a starchy meal which can be used as a substitute to Maize flour.
Hunut
level0
The Hunut is a Drylands tree with a high tolerance for drought. Like the Zerom Tree isolated Hunut can be found growing in the Razor Grass plains. A Hunut stands 2 to 4 times the height of an adult Keldian, the narrow trunk topped by a flourish of short branches each of which end in a cluster of spiky leaves. Although the Hunut provides no fruit, the flower buds and seeds can both be eaten, and the bark can be stripped and used for weaving. The wood of the Hunut is dry and fibrous, no use for building and providing no relief for a thirsty traveller.
Kail Tree
level0
Kail Trees are large black and purple trees, their long curling branches forming thickets that hide their faintly glowing lilac fruits. The meat of these fruits is one of the main sources of food in the wilderness of the Twilight lands, outside the fields of the City States, and crews of slaves are often sent out to gather them despite the danger of wild creatures in the woods.
Lumin
level0
There are, in all probability, a hundred varieties of Lumin plant, few Sages have ever studied them. It is these plants, in their variety, that make the Twilight Jungle luminous, shedding light from flowers, buds and fruits. There are many shades, usually pastel, emitting a glow somewhat dimmer than that of a candle. These luminous parts, collected, will continue to grow for a few days, and can provide light indoors as well anywhere close to the forest.
Marama Thorns
level2
Thick hedges of Marama Thorns are planted around many Dryland villages, to keep out packs of Razor Lizards and wandering Crdlu. These plants grow dense thickets up to three or four legats high and at least two legats deep. Climbing over a Marama hedge requires an Agility + Climb roll resisted by a 12 to avoid D4 damage. Pushing through the thickness of the hedge causes D6+1 damage (ignoring everything but full-body armour).
Maugey
level0
Maugey Cactus is a hardy plant native to the Drylands. The cactus has a thick barrel shaped core, surrounded by layers of fleshy pointed leaves, armed with long sharp spines. Maugey can be found scattered amongst the Razor grass wherever the rocky ground gives some space. Every year they throw up tall spikes covered in small bright flowers, and then produce sweet red fruit with a hard waxy rind.

Maugey Cacti are cultivated in many Drylands settlements, and almost every part of the plant has a use. The pulp can be squeezed and drained to collect a milky sweet sap that is used to flavour food, or to turn into a white alcoholic drink called Pulque. Distilled, the same sap produces Mezcal. After draining, the pulp can be pounded flat and teased out into fibres to weave into cloth, while the thorns can be used as needles. The heart of the plant can be hollowed out to allow the sap to collect in the space, or many hearts can be uprooted and processed to make the drug Menik (although this requires the destruction of numerous full-grown plants). Maugey fruit is also edible, once the rind is peeled off.
Night Flowers
level0

This is a generic term for the large and phosphorescent flowers of the Twilight lands. While many of these plants are poisonous someone with the appropriate survival skills can recognize those that have sweet sap (Heal D6 lost through hunger) and which can be cut to give fresh water. There are as many local varieties (and names) for these flowers as there are Twilight villages, and many can be cultivated as food crops. Gardens of nodding blooms are a common site around little village huts.

Some common varieties include:

  • Anzuluma - Wine can be made from the cut vines
  • Burru - Produces sour blue berries
  • Girin - White and Pink edible flowers
  • Hashur - Fist-sized sweet orange fruits
  • Munzur - All parts very bitter, yellow flowers can be eaten
  • Nisag - Flowers can be pressed into wine
  • Nug - Bitter fruits, roots can be boiled (raw are poison)
  • Nuruma - Poison berries, edible shoots
  • Sahharu - Small flowers, peppery garden spices
  • Shennur - Heavy seed pods produce nectar, or be made into paste
  • Silum - Edible, sharp, red flowers
  • Sur - Green shoots and flowers, new stems are edible
  • Té - Yellow flowers dry to orange pods that can be used as spice
  • Tudsum - Mildy poisoned, seed heads swell to bulbs usable as a spice
  • Umah - Grows in the mud, flower pods edible
  • Zulum - Plant stings when touched, green flowers can be eaten

See also Kail Tree

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.
Nishag Tree
level0
The Nishag is a strange tree of the Drylands, a distinctive sight with it's twisted trunk and gnarled branches ending in sharp points. The Nishag appears to all intents dead, it's bulbous lower trunk often riddled with insect bores and no leaves visible on it's surface. A Keldian without at least Survival / Drylands 2 who encounters one will likely assume that it is dead, but the Nishag can slumber for many years until rain comes.

When rain falls the Nishag explodes into life. Green shoots unfurl from the thorny branches, catching the rain and channelling it down into the soil around the tree. Here thick woody tubers store the moisture well away from the sun's heat, giving the tree the means to sustain itself through long periods without water. The Nishag will retain its leaves as long as it continues to receive enough moisture, but when drought sets in the leaves are drawn back into the tree again.
Ort Tree
level0
Beyond the Ice Hills, where a variety of thick-trunked coniferous trees are to be found, the Nightlands becomes a howling wilderness of snow, jagged rock faces, glittering obsidian, and endless ice. Almost nothing lives or grows here other than Iron Raven, Night Raven, Starflower and Otik. One exception is the Ort Tree, a strange jagged candelabra of hard black rock and glassy needles that somehow appears to be alive. Within its sheath of stone the Ort Tree has dense fibrous wood, and they have, over time, been observed to grow.

Ort Trees grow in clumps of 10-20 individuals, the sharp branches and needles intertwining like fractals. Mature trees rise over 30 legats into the sky, and are frequently surrounded by a corona of witch-fire, or flickers of aurora. Ort Tree twigs (Treasure 4) can be used to make foci for Black Order Magi, but the trees are almost impossible to climb (Difficulty 20) and can unexpectedly strike people touching them with fizzing snaps of energy (D8 damage).
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.
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).
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).
Starflower
level0
The Starflower is a plant that appears to grow by starlight alone, because it is to be found, now and again, in the depths of the Nightlands. Small clumps of delicate silvery fronds, capped with shimmering pearl blossoms, poke unexpectedly from the snow where rock provides shelter from the gale force winds.
Strangler vines
level2
Strangler vines are carnivorous plants that crawl over their victims at night and attempt to kill them, allowing their carcasses to decay and nourish the plant, which grows as a thick mat of hard roots and green vines just under the surface. Though they cannot move fast enough to be of threat to waking characters they can sneak past sentries as if they had Stealth 16. Once in place the prey must roll a Physical resisted by 12 or take D4 Stun, doubling on each successive round until the vine, which has 5 Health, is cut off, or the victim perishes.

Severed lengths of Strangler vines make useful ropes for a few days after they are cut (or longer if kept in water), since they will curl themselves around anything they touch by instinct. This provides +3 climbing.
Thorn Devil
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
8
8
12
10
10
20
0
6
2
0
0
2
78
Limb
:
A16
D12
Init11
damD6+4
-1A/-1D per hit
Needle Shower
:
A15
D11
Init10
damD6+2
Ranged, Base Range 1. -1A/-1D per hit.
Thorn Devils are desert plants, roughly Keldian in shape and covered in long needle sharp thorns, which they use to keep away predators. Despite being plants they are capable of movement, and congregate around sources of water, rooting themselves and then sucking the water dry. If undisturbed they are content to stand still and absorb the sunlight and water, but they will react to attack by uprooting and coming after the attackers.

In combat they attack with their thorns, either slamming their limbs into the target or shaking showers of thorns at them. Each successful hit leaves dozens of needles stuck in the target, reducing Attack and Defence by 1 per hit until you take an action to shake and scrape them off.
Tristelle Tree
level3
Tristelle Trees are uncommon, but feared, creatures of the Poison Forest. A Tristelle Tree is small and scrubby, easy to miss in the mass of plants (Observation or Survival resisted by 15), but can be deadly for any passing close. The tree lives by draining blood from those nearby through it's straggly thorn covered branches. Any creature that comes within 5 paces of it and brushes these tendrils (use an attack roll only if the player noticed the tree) is struck by a paralyzing energy. They must roll Spirit or be frozen in their tracks. The tendrils will then inflict D10 Fatigue per round. Multiple targets can be paralyzed, but only one can be drained at a time. The tree will react violently to attack by naked flame, drawing in it's tendrils rapidly.

Tristelle Trees sprout large gourd-like fruit with sweet scented pulp. These attract prey to the tree, making it easier for the Tristelle to feed. Some small jungle lizards are immune to the tree's energy, and feed on these fruit with impunity.
Zerom Tree
level0
The sight of a stand of Zerom trees on the horizon is a blessing to any Drylands traveler, as it means both shade and water. With huge bole shaped trunks and a dense canopy of spreading branches the Zerom is a master at drawing scarce moisture from the desert and concentrating it. The soil around a stand of Zerom is usually bare, with not enough water left for any other plant. Roll Int + Survival / Drylands to extract water from the tree.