Bestiary

12 entries found.

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.
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.
Esur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
20
17
4
10
11
9
30
2
0
1
0
6
3
108
Bite
:
Init23
damD6+1
3 times a round.
Esur, or Triple Hounds, are in some way related to common Frian, though an individual Esur is larger, with a distinctive red colouration, fur tufts on its ears, and a white underbelly. Individual Esur, however, are never seen, Esur always appear in groups of three. A pack of Esur fights as a single organism, co-ordinating its attacks, focussing on a single target, and displaying supernatural agility and awareness. Wounds inflicted on one Esur appear on each of the others at the same time (they have a shared Health score). Esur live together and die together. If one Esur were to be captured the other two will stop at nothing to rescue it.

When all three Esur of a pack are together they exhibit a form of teleportation, able to slip in and out of the Spirit world from one moment to the next. This ability will only take them short distances, although the whole pack can slip together and jump up to 30 Legats at once. They will use the later ability to flee from combat should they be seriously wounded. When a pack attacks they slip in and out of visibility, vanishing before a blade hits them only to reappear an instant later snapping at your heels. This ability is reflected in the stats given above. An Esur somehow separated from the rest of it's pack cannot enter the Spirit world and has -6A/-6D.

Esur do not appear to be trainable, but they can still be calmed by a Beastmaster. Occasional stories tell of a triple of Esur accompanying a Passing Hound
Flunky
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
10
10
12
9
12
11
15
6
6
0
0
0
0
51
Charm
:
A12
D12
damD4+2
Fragile
A standard political flunky, a minor (or slightly more major) aide to a more significant threat.

In a trained group they supply the following A+2, D+2, Dam+2, Init+1
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.
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 (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
Harathur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
17
13
6
14
12
6
15
0
0
1
0
4
6
79
Bite
:
A17
D16
Init17
damD6+2
Poison. Phys vs. 9 or D6 Weakening
Harathur are noisome and dirty relatives of the Hunting Sarks which frequently take over desert water sources and hunts anything nearby, leaving nothing but bones and polluted waters behind. An individual Harathur stands taller than a Sark, it's dark brown fur dappled with black patches, and with something a little like a Mane around the head and neck. Patches of white fur surround the Harathur's eyes, and it's jaws are mostly hairless, revealing dark flesh that is often stained with mud and blood. Harathur have a distinctive whooping bark, a little like laughter, which they will use to unnerve and herd prey.

A pack of Harathur usually numbers 15-20 individuals, led by a matriarch (H+4, Pre+3). A pack will roam the Drylands until it finds an oasis or spring and then settle on it's banks, frequently rolling and defecating into the waters. Animals attempting to drink are swarmed by the pack and then eaten by the water edge. Harathur males will mark the ground with a pungent and acid spray, as well as gnawing at the bark and wood of any plants to get at the water. An open water source inhabited by a Harathur pack quickly becomes muddy and tainted. Anyone drinking water from such a source must roll Phys vs. 14 or take D10 Weakening. Make a second roll to avoid contracting a disease that inflicts a further D3 Weakening a day until cured.

By the time a pack is finished with a particular oasis, little remains. Open water is poisoned, plants are gnawed and eaten, grass is scorched by spray and most animals will have been chased away or eaten. For this reason Tribesmen hate Harathur with a passion, and will attempt to drive out or kill any pack that settles in their range. Such an attempt requires a significant group to attempt.
Hunting Sarks
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
15
14
6
9
6
9
15
0
3
0
0
4
4
71
Bite
:
A17
D15
Init19
damD6+2
Hunting Sarks are low slung four-footed creatures that hunt in the tall grasses of the Dead Plains in the Southern half of the Dead lands. Sarks are related to Frians, but are significantly larger and lower to the ground. They travel in small packs picking off strays and lames from Crdlu herds and scavenging on the bodies of the dead. They will not hesitate, however, to attack a similar sized or smaller group of Keldians, though they are less likely to attack those mounted on Krakaths. They are quite cunning in their tactics, harrying their targets in quick strikes and then retreating. If badly wounded Sarks pull away at once however. Sark meat is stringy, and not especially palatable, but is edible in a pinch. They are not commonly hunted (Hunting Difficulty 16).
Judge
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Judge
9
10
10
13
9
12
12
14
13
8
3
0
0
3
62
3
Law
:
A24
D12
Init11
damD6+2
Presiding Judge
10
10
10
13
8
14
13
15
13
9
3
0
0
4
69
4
Law
:
A24
D12
Init11
damD6+2

At level 3 a typical Bonded Judge presiding over a lower court (one intended for Clerks). At level 4 a presiding Bonded Judge assisted by two lesser Judges for a court set to try a Bonded One. These Judges have Social Armour and Assurance (and are Bonded Clerks). A Noble Judge would have +1 Status and -1 Wealth.

Skills

  • Law 4 / Nastrim's Code 10, Politics 5
  • Oratory 3 / Command 4, Debate 4
  • Subterfuge 2 / Deception 4

Paths / Qualities

  • Bonded-One, Clerk
  • Assured, Distinction
  • Edge : Judgement
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.