Bestiary

26 entries found.

Annukai
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Counsellor
21
20
15
15
15
15
15
22
12
8
3
0
4
2
126
6
Bite
:
A18
D18
Init19
damD6+3
Rod
:
A21
D20
Init20
damD12+3
Yellow Ray
:
A22
D20
Init21
damD8 Stun
Ranged 6. Ignores Armour. Spirit vs. 18 or agony (-8A/-8D).
Judge
21
20
15
15
15
15
15
22
18
8
3
0
4
2
107
7
Annukai are creatures of Spirit, resembling Keldians with eagle wings and heads. They dress in ornate kilts and pectoral disks, and often carry copper rods, with which they can make attacks if they so choose. Annukai are generally peaceful, however, and will not attack a Keldian unless they are provoked, or feel that the laws they enforce have been contravened. Unfortunately no one is clear what laws the Annukai enforce. Sometimes they appear to follow the Law Code of Nastrim, other times they prosecute crimes that make sense only to them.

Generally Annukai are seen, but not encountered. They sometimes observe the activities of Keldians, but fly away, apparently vanishing into cloud or sunlight. (They can use this same ability to leave combat, making them almost impossible to kill). Sometimes, however, one or more Annukai will descend from the sky to charge someone with a crime. They will arrange a trial, with an Annukai judge, and accept witnesses, lawyers, pleading, and all the other tricks of law, provided that all the intricacies of their law are followed. An Annukai counsel will have Law 6, a Judge Law 8, and 3 Social Armour. All Annukai have the Assured Quality.

To conduct an Annukai trial; first determine the Law code used (Nastrim, Ningaur, Talite, Tribal, Other). Any Keldian may stand as a counsel, but will have a -3 penalty to their Law skill if the code is unfamiliar (they may make an Intelligence + Law roll vs. a 14 to understand what odd laws the court is using, and get rid of the penalty, otherwise they risk falling afoul of these laws themselves). Once pleading begins a counsel for the defence (the Annukai are always the prosecution) must defeat the Prosecutor in a Social Combat using Law and Oratory to win a reprieve for the accused. Points of law can be referred to the Judge. Defeating the Judge in a Int + Law contest will allow the objection to stand. The side that loses this contest is docked 2 Status. Once the pleading is complete the Judge will pronounce sentence, which tend to be as arbitrary as the crimes they prosecute. One day they may accuse someone of murder and punish them to run a foot race, another time they may accuse someone of being too happy near a grave and punish them with death.

An Annukai Judge, in addition to the abilities shared by all Annuaki, can use the following Spells at will, as if they were an 8th Level Mage : Suppressing the Flow, Matrix Strike, Flow Disruption, End Enchantment
Ashwight
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
24
15
15
0
14
11
18
0
0
0
6
0
4
106
Touch
:
A17
D24
damD10+5 Fatigue
Ignores Armour
Ashwights are spirits drawn to places where people have died by fire. The Ashwight resembles a formless cloud of black smoke, which can wrap around a victim and drain their warmth and life force away. They are hard to damage, having MD6 and immunity to non-sacred weapons. Sufficiently dispersing the smoke (with wind for example) will drive them off.
Bog Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
16
12
8
12
12
14
18
0
0
3
0
3
4
90
Bite
:
A19
D16
Init15
damD8+2
Poison. Phys vs. 16 or D10 Lethal.
The Imiur, or Bog Hound, is a spirit creature formed from animated marsh debris (mud, reeds, weed and the like). The Bog Hound drips water, its breath coming out as steam, its eyes glowing with a greenish glow. The Imiur is at home in both land and water, blending in with a swamp so well (Stealth 18) that it is almost impossible to detect before it attacks. The Bog Hound will generally attack from concealment in this way.

Although the Imiur is a Spirit creature it appears to feed on small animals, fish, insects and the like. Close examination of an Imiur's body shows that fragments of shell, fish bones, dragonfly wings and similar are strewn through the structure of its body. An Imiur's poison bite also seems to come from devouring venomous creatures, and its potency often varies. An Imiur will attack larger prey, including Keldians, but apparently not to eat them.

When an Imiur is destroyed the spirit animating it breaks free, the greenish glow escaping like a gas and vanishing back into the swamp. Doing so causes the Imiur 4 Spirit Damage, and it cannot regenerate Spirit until it forms a new body (thereafter it regenerates 2 Spirit a day). Only if it is destroyed when below 5 Spirit is it apparently killed for good. When this happens the green glow stays in the corpse, hardening into an irregular gemstone that is a Treasure 5. Occasionally Imiur hunt in packs.
Calling the Deceiver
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
128
Claws
:
A23
D20
Init20
damD12+3
A foul creature summoned by White Order magic. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. In addition those it attacks suffer a Fear 14 attack.
Fetchsoul
level11
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
30
14
18
8
18
18
50
0
0
5
5
2
3
188
Touch
:
A20
D30
Init16
damD6
Spirit vs. Spirit or die. Ignores Armour. 1 corruption.
Aura
:
damD4
Area 10. Fear 18. Ignores Armour.
The Fetchsoul is a horrid abomination, but thankfully probably a unique one. Stories claim that the Fetchsoul is the shade of the last King of Nammu, murdered in his mother's womb before he was born. Trapped by the curse of Ur, the spirit grew twisted and vengeful, accumulating strength over the centuries by leaching the life force of others. Some Sages suggest that other murdered souls have also become Fetchsouls at other times.

Those unfortunate enough to have seen the Fetchsoul tell of a spirit creature resembling a shrivelled pup or fetus, its eyes still shut as it blindly gropes for its foes. An aura of corruption surrounds it, capable of un-manning the bravest of warriors. Its paws are twisted into claws with which it grasps at the air, and at the life energy of its foes. As it appears and vanishes from the gloom that always accompanies it, the Fetchsoul whispers constantly of its revenge and pain.

Despite its appearance, the Fetchsoul is capable of moving with some rapidity, moving instantly between any area of shadow or darkness up to 20 legats apart. Bright light is uncomfortable to the creature (-4A/-4D) but not enough to repel it, and the aura that surrounds it will extinguish any normal light source in one round of exposure. Magical light sources are extinguished if a D12 roll is greater than the Rank of the spell that created them (roll each round for any source in range). This aura extends 10 legats from the Fetchsoul, and the creature cannot be seen (or targeted) from outside of it. Any Keldian venturing into this shadow suffers a Fear 18 attack as they begin to hear the terrible whispers of the creature, even if they have encountered and survived the fear before. Rolling a critical on this Fear test makes you immune to the aura of this Fetchsoul. The area inside the aura is almost complete darkness, though the Fetchsoul itself can always be perceived as if alone was illuminated.

When the Fetchsoul touches someone it drains their life-force. This may slay a target outright. If it does not the Fetchsoul still takes a portion of the creature's soul into itself. This empowers the abomination (add damage inflicted to Health), and also creates a link that the creature can exploit. An adult gains 1 corruption, and has -4A/-4Spirit when facing that Fetchsoul (don't apply this to the chance of death). A child, however, comes under the Fetchsoul's control, and the Fetchsoul preys first on innocent children, slipping unseen into their chambers as they sleep. When it touches these children it will sometimes slay them by accident, but if it does not it will turn them against their families, whispering constantly into their dreams. Children so influenced have set fire to their homes, or stabbed their siblings – killing whole families without the Fetchsoul ever being seen.

The Fetchsoul is always faced in areas of darkness and shadow, where its movement abilities mean it can never be pinned or surrounded. It will attack primarily with its aura of fear, and its touch, but can also use the following powers at will, once per round, as if it were a Black Order Mage of the 10th level : Shadowy Wall, Children of Shadow, Crossing the Broder, Shadow Sending, Power of Command, Darkseeing, Icestorm.
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.
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.
Halfmen
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Halfman
16
23
13
14
14
12
11
30
0
8
4
0
1
4
115
5
Claw
:
A19
D20
Init14
damD6+5
Bleed 1 Lethal a round.
Halfmaster
20
24
14
17
15
14
12
40
6
8
5
0
1
5
144
7
Claw
:
A20
D21
Init15
damD6+7
Bleed 1 Lethal a round.
Halfmen are foul and evil demonic creatures who slip into Sun Keld through flaws and cracks in reality. The Halfmen seem to have a particular love of Sun Keld, for they appear throughout the land, seemingly immune to heat and cold, preying on the Keldians. They creep into this world in search of vulnerable victims to prey upon, sometimes appearing in groups of up to 4 at a time. Those that they catch are mercilessly harried until the Halfman kills them and ritually tears their organs from them, a sight that is so hideous that any seeing it must suffer Fear 16, while the creatures themselves inflict Fear 14.

The Halfmen themselves appear like mockeries of the Keldian form, covered in a scaly skin, but there is only half of them, the cut side being smooth and featureless as if some plane had severed it. Indeed it has been hypothesized by Sages that half of the creatures remains in another dimension, the one where it came from, and it is this that confers upon it a kind of partial insubstantiality that gives it is immunity to non enchanted weapons. Another side effect of its nature that it appears to be able to slip through the barest of gaps just by turning itself sideways, and this it frequently does to surprise its victims, slipping, for instance, through the gap between a door and its frame. It can get through any gap, be it ever so narrow, that it no less than 1/2 of its height. As with all half creatures when it dies a Halfman's corpse vanishes into the other dimension.

In combat the Halfman generally uses its claws, with which it can inflict stunning blows, or bleeding wounds that cause no other damage except 1 damage in each subsequent combat turn until bound. On Sun Keld they also are often accompanied by a pack of foul Halfhounds (see above) with which they hunt down their prey.

Finally, as if all this was not enough, the Halfmen also have magical ability (see Blue Order Magic). Even on Sun Keld their magic works, for they draw on sources of power beyond the world. Thankfully for those that have to face them they seem to be able to use their dimension shifting magic only at certain times and in certain places, so the adventurer need not face a creature who can constantly vanish and reappear. Halfmen cast their magic at level 3, and have 13 Magic Points.

Half Masters are leaders of the other Halfmen, often adorned with huge knotted beards. Half Masters cast their magic at level 6, and have 35 Magic Points.
Ice Wight
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
12
10
12
12
12
20
0
7
1
2
2
3
73
Fist
:
A19
D12
Init14
damD6+3
Inflicts 1 Fatigue.
This creature is of uncertain origin, sometimes they simply appear from the icy shadows of the dark lands. The Ice Wight resembles an angular Keldian figure, apparently made from ice and frozen roots, and surrounded by a chill aura which inflicts 1 Fatigue to anything the Wight touches. Although it is a Spirit creature it can be harmed by any weapon made of metal (or obsidian). Ice Wights are capable of complex tactics, implying intelligence, but they do not speak (or indeed make any noise at all other than the creak of roots). It has been suggested that these Ice Wights are the ghosts of the Ancients. When an Ice Wight is slain it's body collapses into loose dirt, in which 1d6-3 magical roots can be found. These frozen roots can be used by a Healer to heal 5 Health each, and the roots from one Wight are a Treasure 3.
Invisible Stalker
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
31
31
15
12
0
0
13
30
0
0
0
4
3
0
149
Consume
:
A31
D18
Init18
damD10+3
Ignores Armour.
The Invisible Stalker is a truly horrific creature, and those attacked by one suffer Fear 18. The Invisible Stalker has no visible form, even spells cannot reveal what they look like, they are just a force that falls upon living beings and sucks the blood from their bodies. The first warning of its attack is the sudden appearance of bloody rings upon the body of its victim. Blood spurts from these wounds, sucking out of the body into the Stalker where it rapidly vanishes. The agonized victim is commonly plucked up into the air, thrashing wildly. Weapons striking at the Stalker do little or nothing. Most physical attacks will miss, and even those which hit do nothing unless the weapon is made of living or once-living material (bone, wood, horn etc.) Fumbles, naturally, will hit the victim instead.

The Red Order Mages insist that the Invisible Stalkers come from the sun, and seek spells to control them.
Mekorro
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
7
18
10
12
40
0
6
4
0
4
5
146
Grasp
:
A24
D22
Init16
damD6+4
Can attack up to 5 times a round
The Mekorro is a bizarre and disturbing spirit beast that sometimes emerges from the swamps of the one river. It resembles some sort of huge deformed Keldian, it's wrinkled and shrivelled bare skin covered in wiry hairs, from which numerous muscular arms emerge, each ending in a large grasping hand with rough clawed nails. A snub contorted face nestles between the arms, it's mouth filled with long sharp teeth. The Mekorro has no legs, and scrambles through the swamp on it's many hands. The sight of a Mekorro is terrifying, and inflicts a Fear 16 attack on anyone that sees it.

Sages have suggested that the Mekorro is a fusion of many different spirits, united by some common purpose. They may arise when a group of Keldians die all at once from drowning or some other disaster. They do not seem capable of speech, but sometimes they howl and moan and growl deep in their throats.

In combat a Mekorro reaches out with many of it's hands, grasping, tearing and crushing with a wild fury. A Mekorro can attack as many as five times in a round while still having enough hands remaining to move around. The Mekorro seems to be full of boundless rage and incoherent anger and if it cannot find a person to vent it's anger on it will smash down trees, uproot plants and rip chunks out of the earth.
Night Wraith
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
15
12
14
14
16
50
0
0
4
4
0
4
146
Touch
:
A17
D15
Init15
damD8 Fatigue
Aura
:
damD6+8
Area 1
A Night Wraith is the soul of a former Mage that was bound into a star Iron weapon which was then destroyed. After years of imprisonment they hate living beings and use their formidable powers, that of a 4th level Mage, to hunt it. A Night Wraith resembles a ragged version of the original Mage, its skin ebony and swirling dimly with uneasy energy. They are insubstantial and move through solid objects at will, and they are always utterly silent and can see in the dark. The sight of one of these creatures inflicts a Fear 18 attack.

Wraiths never carry arms, mere close proximity to one inflicts D6+8 wounds that are resistant to healing, a Stonetalker can restore only his level in Health. In addition actual touch inflicts D8 Fatigue, and the subject must roll Health or be rooted to the spot for 2 rounds. Wraiths often wear spectral amour and may use magic objects, but do not otherwise carry treasure or items, they have no interest in such material wealth any more.
Passing Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
17
11
9
10
12
9
18
2
0
2
0
4
2
86
Bite
:
A20
D15
Init16
damD6+1
Ignores Armour.
Passing Hounds (or Uzur) are spirit creatures that resemble oversized Frians with milky-white fur, glowing eyes, and translucent bodies. Many believe that Passing Hounds are the ghosts of particularly faithful Frian hounds. Passing Hounds are generally friendly towards Keldians, especially those who care for Frians, although they have an intense hatred (Ferocity 6) of anyone who mistreats one. The only creature they hate more are Halfhounds. They appear only rarely, usually to lend aid to a Frian pack in trouble (or perhaps any Keldians with them), and almost never when the Passing is not visible in the sky. Despite being able to attack living beings, a Passing Hound is immaterial, and can pass through solid objects with ease.
Preta
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
13
10
3
10
14
12
20
0
0
2
3
3
4
85
Dry Touch
:
A16
D13
Init14
damD4 Weakening
Thirsty Breath
:
Init18
Cone 15. Roll Physical + Survival / Drylands vs. Health - (Range / 5) or take margin Weakening
The Preta is the ghost of someone who has died of thirst, and continues on into death to slake it. Shrunken and tattered they are accompanied by a hot biting wind that whistles about their blackened bodies. When a Preta comes close, water dries in its containers, throats become parched and rivers fail. The touch of a Preta drains all the moisture from a living creature, and it will run madly towards anything that it can consume with thirst in its mad eyes. A more dangerous attack, however, is the Preta's Thirsty Breath. The Preta opens its unhinged jaw and a desiccating tornado of wind rushes into its body, sucking moisture from whatever it touches. The Preta heals 1 Health for each 5 weakening it inflicts in this way.

Like most embodied undead the Preta is resistant to normal weapons, taking half damage from physical attacks and spells. Sacred weapons, ice and water based attacks, and attacks made using living weapons (natural weapons, barehanded attacks, living wood) do normal damage. Immersing a Preta in open water deals D10 damage a round.
Remnant
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
15
5
15
5
40
8
12
5
8
1
2
151
Touch
:
A19
D14
Init15
damD4+1
Ignores Armour. Drain 2 points from Phys or Spi.
Black Ray
:
A30
D14
Init15
damD12+1
Ignores Armour. Ranged 3.
As is the way of all creatures of Clay, all Keldians must eventually die. Even the most mighty magics of the Orders cannot prevent this, but there are always those so desperate to live that they will explore any means to do so. For some this means embracing the magic of the White Order, while others quest for the fabled Immortality Stone, or some artefact of the Ancients said to extend life forever. All such attempts fail, indeed many are themselves fatal, but sometimes they involve powers sufficient to rip the spirit from the body. Occasionally some part of the Keldian's spirit remains as a Remnant, a powerful Undead creature still obsessed with the quest for immortality.

Each Remnant has a different appearance, depending on what power or misadventure created them. Many are no more than shadows, inky figures with gaps or white lights for eyes. Others are twisted or animated corpses, or ghosts clad in shreds of their former body and clothing. Regardless of appearance they all have the standard immunities of Spirits.

Remnants are driven by the desire to escape their half-life and claim the immortality they feel they deserve. The touch of a Remnant drains the vital energy of living things, inflicting Physical and Spirit damage as well as (or if it wishes, instead of) Health. The Remnant then adds these points to its own Attributes, often growing some sort of body as it does so. Stolen points can be used to increase any Attribute, one for one. Reaching 10 Physical gives the Remnant a solid body which can pass for living if the Remnant's Spirit is also 10 or more. (The lower this Spirit, the more corpse-like the body looks.) If the Remnant currently has a solid body it can (and will) use weapons and armour. If the Remnant currently has a Spirit of 10 or more then it may use Red or Black Order magic as if it was a level 6 Mage (a given Remnant will use one or the other, not both). Stolen attribute points are not permenant. Each day a Remnant will lose 1 point from each attribute until it returns to its normal score.

Anyone who has lost Spirit to a Remnant may fall under its control if they fail a Spirit vs. Presence roll. The Remnant may spend Health or Spirit for 1 for 1 bonuses when making such rolls. Someone so charmed by a Remnant will follow its orders until such time as the drained Spirit heals. The Remnant will usually use this ability to send minions to steal secret knowledge, obtain artefacts, or prevent others from doing so, all to further its continuing quest.

Remnants may also dominate other Undead in the same manner, and are capable of using their touch even on immaterial creatures. When they do so they can redirect the usual urges of these creatures and co-opt them to their own. Remnant lairs are often guarded by other Undead, who may recover Spirit at a slower rate than living creatures. It is rare that a Remnant can drag itself away from its pursuits to fight intruders in person. When it does so it will generally attempt to drain and then dominate targets as quickly as possible. Only when this is not possible will the Remnant use its other combat abilities. Once per round, instead of making a touch, they can release a black ray that deals damage. Alternatively it can spend a round altering its attributes by moving points. Up to 6 points may be moved in one round.
Roaring Bull
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
15
10
4
25
15
11
50
0
7
4
0
2
4
137
Charge
:
A22
D13
Init12
damD10+5
Full move.
Roar
:
D15
Init10
damD12+4 Stun
Area 8.
Roaring Bulls are evil spirit creatures that sometimes appear on open plains. They are huge, black, and have flaming eyes and mouths, with wide cruel horns. They get their name because they can let out a terrible roar that inflicts D12+4 Stun damage on all creatures nearby (ignoring armour), and causes a Long Term Injury. When slain their bodies vanish away into thin air. Unlike most Spirits they can be injured by any sort of metal weapon.
Rock Wight
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
10
10
24
10
10
35
0
7
8
0
0
1
114
Fist
:
A14
D14
Init8
damD8+7
Rock Wights resemble tall and angular figures made from rock who live deep in mountain caves and crevasses. They do not dislike sunlight but are believed to feed on minerals, they have been seen only a few times when not summoned by a spell. They appear to be intelligent, but have never been known to speak so it must remain in doubt. They have been observed to wear various gemstones about them, perhaps Treasure 4 or 5, but not to carry tools or armour. They are not naturally aggressive, nor are they particularly skilled in combat, but can inflict massive blows with their fists. Sometimes they appear to hunt gemstones, appearing from solid rock walls (Stealth 20) and knocking people aside to get at them.
Salamander
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
18
16
12
12
18
32
5
8
2
3
3
1
140
Spear
:
A28
D21
Init16
damD6+5
Long. Sacred. D6 flame damage.
Aura
:
damD6
Area 1. Fire damage.
The Salamander is a fire spirit which lives in the volcanoes and hot springs of the Dragon Mountains. They are crimson scaled, lizard-like bipeds, shorter than a Keldian and will a long tail to balance their slightly stooped bodies. Salamanders are constantly surrounded by an aura made of flame, as are the molten weapons they wield (or anything else they touch). Salamanders have little contact with mortals for they have no interest in items or culture. However they sometimes aid Red Order Mages or attack Black ones. A Salamander can spend its Spirit on damage or regeneration 1 for 1. They are of course immune to any form of fire or heat, but can be harmed by normal weapons (though wooden ones catch fire and are destroyed after one round).

It has been suggested that hide armour made from Salamander skin might also be fire proof (Difficulty 22). Salamanders keep no treasure as Keldians recognise it (they may value molten metals however), and appear to have no crafting skills other than weapon making. Salamander spears retain their fiery aura while in the Brightlands. Away from the Salamander's home, however, the flame goes out and the weapons collapse into slag.

Salamanders are the Brightlands equivalant of the Strigga.
Spirit Naga
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
16
14
15
19
19
30
9
3
1
0
4
2
111
Whispering Charm
:
Init20
Presence vs. Spirit to link to a mind.
Domination
:
Init10
Presence vs. Spirit to control a linked mind.
Bite
:
A18
D18
Init20
damD10+5
Spirit World only, ignores armour.

Possibly the strangest of all Naga, the Spirit Naga is a creature trapped in an incorporeal form. This Naga exists almost entirely in the Spirit World, linked to the real world only by a single strand, a Naga statue. Where other Naga covet gems and places, the Spirit Naga gathers followers and worshippers instead.

In the physical world the Spirit Naga exists only as a statue. These statues range widely in size and material, from huge stone idols to small bronze images. Regardless of their exact form such statues are highly resistant to damage, having 10 armour that protects fully against magic as well as physical attacks. Any damage done to the statue that passes this armour is transferred to the Naga, unless it chooses to let the statue break.

The Spirit Naga can act on the real world through its statue. It can speak to anyone who encounters it, either out loud, or in subtle whispers that creep into a person's dreams. In either case, the Naga may attempt to establish a link with a person by beating it in a Presence vs. Spirit roll. If the Naga wins it may spend a point of Spirit to create a magical link with the person. From then on it may speak to them no mater how far they move from the statue. Similarly it can appear to them as an immaterial serpent creature, crowned with nine antlers and swirled about with clouds, which is invisible to those who are not linked to it. Physical combat statistics above apply only if the Naga is fought in the Spirit World.

Once a Naga has established a link it will seek to convert the person into a follower. It does this through persuasion, bribery, and trickery (Subterfuge 3 / Deception 7). The Naga can lend some of its power to a follower, granting them bonuses to Presence, Spirit and Defence by spending Spirit (on a one for one basis). The Naga can also gift its followers with any of the following spell-like abilities, by spending Spirit equal to energy level, as follows :

Each gift bestows one casting of a spell. The Naga may grant more than one spell, or more than one casting, on the same person, but it pays the Spirit cost each time.

Each time a person accepts a spell, or stat increase, from the Naga (i.e. each time the Naga spends Spirit) they become more under the Naga's control. Once a person has accepted at least one Gift the Naga may attempt to Dominate them by winning a Presence vs. Spirit contest. The subject has a Spirit penalty equal to the number of Gifts they have accepted. If the Naga wins, the subject must follow their orders for a number of minutes equal to the total Gifts they have taken. In addition the Naga may drain Spirit from them to heal itself. The Naga can only do this if the subject is controlled and has accepted 3 or more gifts, and it can only take up to gifts in Spirit at a time. Once a follower has reached this point the Naga can easily dominate or drain them at will. The number of gifts is reduced by 1 for each additional success scored on a roll to resist a domination.

Slaying a Spirit Naga is extremely hard. If a Naga's statue is destroyed the Naga must find a new one (any existing Naga statue will do) to bind. This process takes a cycle, requires 5 Spirit, and reduces the Naga's Spirit by 1 permanently. If the Naga does not have at least 6 Spirit when its statue is destroyed it cannot get a new one, and is effectively destroyed. It can also be confronted in the Spirit World and combated there, but it cannot be slain so long as the statue endures.

Strigga
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
12
16
18
12
18
32
5
8
4
3
0
1
138
Spear
:
A28
D21
Init13
damD6+5
Long. Sacred. D6 cold damage.
Aura
:
damD6
Area 1. Ice damage.
The Strigga is a spirit of the ice and darkness that lives amongst the deep glaciers of the Night Side. They are blue scaled, lizard-like bipeds, who bear a crest and mane of feathery ice. Strigga are constantly surrounded by an aura of freezing cold, as are the icy weapons they wield (or anything else that they touch). Strigga have little contact with mortals, appearing to value only the ruins of the ancients, which they constantly seek to enter. However they sometimes aid Black Order Mages or attack Red ones. A Strigga can spend its Spirit on damage regeneration 1 for 1. They are of course immune to any form of cold based attack, but otherwise can be harmed by normal weapons (though metal ones become brittle and gain the fragile quality when striking them).

It has been suggested that a cloak made from the icy fur of a Strigga might be proof against the cold of the deep dark, but working it would be very difficult (Difficulty 22) as the creatures rapidly collapse into frost and snow when slain. Occasionally Strigga will make agreements with Black Order Magi who offer them relics of the ancients, but the creatures appear to have few emotions and will not hesitate to break an agreement they have made.

Strigga are the Icelands equivalent of the Salamander.
Tegu
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
10
10
9
11
13
15
6
6
2
0
3
0
69
Hypnotic Tune
:
Init16
Roll Spi + Faith vs. Pre + Music (9) or be enchanted
The Tegu are a breed of Spirit Goblin sometimes to be found wandering the Light Side. A Tegu stands shorter than a Keldian. A Tegu's skin is dusty red, hairless and leathery. They have long, spindly, and dexterous fingers, and large white pupil-less eyes set into sharp faces. It is very rare to see a Tegu clearly, however, since they always go about dressed in clothing made of woven razor grass. Loose sun-cloaks cover their shoulders, wide woven hats hide their heads, and their faces are concealed behind masks so that only the eyes can be seen. Many Tegu decorate their grass clothing with geometric panels and designs made from cornmeal, ochre, and lapis. Tegu usually travel in small groups of 3 or 4 individuals.

Tegu value music above all other things. They craft flutes from Razor Grass stems, and spend much of their time playing. Tegu love to collect new music, and will sometimes trade valuables like lumps of glass and lapis for new tunes. Similarly they are sometimes said to kidnap musicians and force them to play till they die of exhaustion. Stories are told of lone travellers hearing the echo of their music in the open plains, but finding only scuffed sand, or a woven mat, when they seek the source.

Tegu are not generally hostile, though they can be capricious. If threatened with violence they will play their flutes, the sound of which will enchant anyone who fails to resist. An enchanted person has their actions controlled by the Tegu for as long as the music continues, although they are allowed another roll to resist if ordered to harm someone. A single Tegu may attempt to enchant multiple people at once, but has a -2 penalty for each target after the first. Multiple Tegu can play together to control multiple people. A Tegu can also use their flutes to cast the equivalent of the spells : Air Barrier Dustflash and Chant. Doing so is exhausting. An individual Tegu can only cast one spell a day in this manner.
Tomb Hulk
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
16
9
2
18
14
10
25
0
7
3
0
2
5
104
Claws
:
A17
D16
Init12
damD8+3
Can attack twice a turn
Sand Blast
:
A24
D16
Init15
dam2D4
Ignore half physical armour. Ranged 2. Ag vs. 15 or -2A
Ancient rock-cut tombs lie scattered across the rock-cliffs of the Deadlands, signs of a past civilisation long gone. Sometimes these places are guarded by Tomb Hulks, who will unrelentingly attack anyone who steals from such a tomb. Tomb Hulks resemble a mockery of the Keldian form, with short blunt snouts, sunken eyes, and large claws. They are of huge size, withered and shrivelled by the desert, and clad in a shell of piecemeal armour plates of corroded bronze. They commonly lie buried in the sands, ready to burst out and attack with their swinging claws. They can also whip the sand into a ranged blast, though they cannot attack with their claws in the same round.

Although Tomb Hulks are spirit creatures they can be hurt by mundane weapons. They take full damage from Sacred and Crushing weapons, but only half from any other form of damage (including magic).
Tornrait
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
1
10
12
4
4
14
10
10
0
0
0
6
1
0
45
Wail
:
Init13
Area 10. Fear 14. 1 Insanity.
The Tornrait is a sad creature, a Keldian ghost that has clung to the remains of its dead body. Tornrait's stay close to their remains, appearing as tattered figures made of dust sand and shadow, that ripple in the wind. A Tornrait is immaterial, able to interact with the world only through its voice, which inflicts a fear attack to all that hear it. Anyone who fails a fear check when hearing a Tornrait gains 1 Insanity point.

Unlike a Ghost a Tornrait can be harmed by Attack spells, although it has MD6. However like a Ghost it cannot be destroyed by attacks, if reduced to 0 Health it will vanish, but will reform in a day, and return to haunt again. It can only be laid to rest permanently by finding its remains and either destroying them or purifying them. Tornrait do not appear in the Twilight lands, where Ghosts can range freely.
Wasp Service
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
72
Sting
:
A15
D13
Init19
dam2D4
A swarm of Wasp Spirits summoned by the Wasp Service spell. These spirits appear as a cloud of darting luminous purple spots. Close examination of one shows it to be similar in form to a wasp with a glowing abdomen and eyes. Although the creatures are spirits, treat them as normal swarms for the purposes of attacks. Sacred weapons inflict full damage to the swarm.
Wind Dragon Summoning
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
117
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4
A summoned creature created by White Order magic. The Wind Dragon Summoning is an immaterial serpent of animated wind, it's body full of lashing detritus pulled up from the world around it. It's attacks vary depending on which part of the world it has been summoned in. The Wind Dragon is immune to normal weapons.
Windkiller
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
25
22
7
12
12
10
25
0
0
0
0
5
4
117
Life Drain
:
A20
D18
Init27
dam2D6
Ignores Armour.
Windkillers are evil elemental beasts that haunt the wide razor grass plains. They are no more than shifting columns of air with a sort of flickering presence within, and they tear at extraordinary speed across the plains seeking prey. Any target is valid for them, the Windkillers will spin in with a sound like high pitched laughter, passing through their victims and draining their life from them directly. Those that have survived speak of wildly slashing at the air as it shimmered about them. Nevertheless they can be harmed by normal weapons. For some reason White Order Mages (if they exists in your game) are immune to their attacks.