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RPG Creatures - Bestiary 1 (Extended Edition)

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0% found this document useful (0 votes)
1K views148 pages

RPG Creatures - Bestiary 1 (Extended Edition)

Uploaded by

koutsoupias4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Includes 54 full-page

color illustrations, system


independent stats, and
thorough creature
descriptions
RPG
C R E AT U R E S
Bestiary I
Special Thanks To: Pär Norén, Herman Carlsson, Daniel Emgaard, Johan Axbrink,
Stefan Brorsson, Hernrik Kvist, Anders Allgulin, Mattias Snygg, Tawron Dehwaro,
my dear Ina and Anna, other family, and all the followers and visitors of the RPG
Creatures online bestiary.

Also Thanks To: Adobe, Wacom, the C.O.W. participants and administrators at
ConceptArt.org, the Deviant Art community, Google Blogger, Google translate,
Thesaurus.com, 101 Production, Dômen Art School, Robert Rovinsky, Nils Gulliks-
son, Jeff Easley, Larry Elmore, Keith Parkinson, Clyde Caldwell, Miles Teves, Mi-
chael Whelan, Adrian Smith, Derek Riggs, Gary Gygax, JRR Tolkien, Robert Jordan,
Margaret Weis, Tracy Hickman, David Eddings, Ridley Scott, Peter Jackson, John
Milius, Basil Poledouris, Gustave Moreau, Gustav Klimt, Arnold Böcklin, George
Frederic Watts, Odilon Redon, John William Waterhouse, Herbert Draper, John
Bauer, Simone Martini, Iron Maiden, Primordial, In the Woods, 3rd and the Mor-
tal, Arcturus, My Dying Bride, Paradise Lost, Anathema, Blind Guardian, Candle-
mass, Cradle of Filth, Dimmu Borgir, Lake of Tears, Dark Tranquillity, Borknagar,
Bathory, FTL Games, Bethesda Softworks, New World Computing, Epic Mega-
Games, Digital Extremes, the Universe, Zazen, the Mystery of Life in general, and
everyone who like the ones above functioned as seeds to the inspiration, energy,
culture, and foundation which brought this bestiary about.

Creature Concepts, Writing, Graphic Design,


Cover Art, and Interior Illustration: Nicholas Cloister
RPG Creatures - Bestiary I is © Nicholas Cloister
ISBN 978-91-979811-2-5

First Extended PDF Edition - 2012


Table of Creatures
Dharkhanian . . . . . . . . . . 9 Calmorock . . . . . . . . . . 41

Mon’thoris . . . . . . . . . . . 10 Dhondoros . . . . . . . . . . . 45

Nordjarimm . . . . . . . . . 13 Nen’Guan . . . . . . . . . . . 46

Marajack . . . . . . . . . . . . 15 Ghondaar . . . . . . . . . . . . 49

Ra’Khuni . . . . . . . . . . . . 19 Nomancuan . . . . . . . . . . 53

Lammathen . . . . . . . . . . 20 Vornorion . . . . . . . . . . . 54

Jarma-Loh . . . . . . . . . . . 23 Negga-FireWyrm . . . . . 57

Mellion Trollfrog . . . . . 25 Thelossian . . . . . . . . . . . 59

Rhonx Aibia . . . . . . . . . 29 PanPanarih . . . . . . . . . . 63

Elor Than . . . . . . . . . . . 31 Holath-Uhr . . . . . . . . . . 64

Ferrenai . . . . . . . . . . . . . .33 Bhorda . . . . . . . . . . . . . . 67

Gohrgin . . . . . . . . . . . . . 37 Ni-Oth . . . . . . . . . . . . . . 69

Nemunn . . . . . . . . . . . . . 39 Mehrog . . . . . . . . . . . . . 73

Click the names to jump to descriptions. Click the thumbs to jump to illustrations.
Chaerim Witch . . . . . . . 74 Emphaerian Goat . . . . 109

Aegarim . . . . . . . . . . . . . 77 Ghord . . . . . . . . . . . . . 111

Elijinn . . . . . . . . . . . . . . 79 Sarranath . . . . . . . . . . . 115

Hon’Gaddha . . . . . . . . . 81 Darratha . . . . . . . . . . . . 116

Cilluhin . . . . . . . . . . . . . 85 Tharágim . . . . . . . . . . . 119

Mingossi . . . . . . . . . . . . 86 Ohrdjonn . . . . . . . . . . . 121

Crombhala . . . . . . . . . . . 89 Nor’Vuil . . . . . . . . . . . . 125

Jhorlar . . . . . . . . . . . . . . 91 Twai-Noh . . . . . . . . . . 126

Nothnock . . . . . . . . . . . . 95 Poppra . . . . . . . . . . . . . 129

Myraclion . . . . . . . . . . . 96 Darwandir . . . . . . . . . . 131

Con’Laih . . . . . . . . . . . . 99 Han’Marak . . . . . . . . . 135

Gendrohka . . . . . . . . . . 101 Norghim . . . . . . . . . . . 136

Enjirach . . . . . . . . . . . . 105 Volthyrion Mistlord . . . 139

Ardhamma . . . . . . . . . . 106 Ashkharan . . . . . . . . . . 141

Click ‘TOC’ on any page to return to the Table of Creatures

3
Introduction
As I returned to fantasy illustration after a decade of oozes, bears, crocodiles, dinosaurs, or living floors in
abstract expressionism, I picked up the digital tools of this collection of creatures. I decided to do my best with
modern day illustrators, and set off from scratch. While keeping the standard high, and make every life-form
the fundamentals of painting were still there, I had to interesting in its own right. If I succeeded or not is up
discover figurative art anew. Like in the old days I took to the reader of my work so far, but I have made sure not
an immediate liking to what had set me on the track to haste through any of these creatures.
of drawing in the first place – making and illustrating
imaginary creatures. The life-forms of this bestiary are not intended for any
specific game-world. They are not meant to represent a
The feedback I received from my artwork was good, but single world fauna, and have no ambition of belonging
quite a few people also commented about the descrip- to the same game reality, at all. These creatures were all
tions I added to my creatures. I have always enjoyed created as single entities, available for Game Masters to
writing, and since I was painting a lot of monsters pick from as they please, and to incorporate into the set-
anyway, I thought; why not make a bestiary? My best tings of their choice. Though they initially took form as
chance of finding jobs that paid enough was to focus on Fantasy creatures, I can see many of them working in a
creature-design anyway, and adding stats and descrip- Horror or Sci-Fi context as well.
tions came quite naturally, to a once ambitious Game
Master. That’s is the story of how RPG Creatures got Though the generic stats used, are more reminiscent
started – the short version, anyway. of some games than others, I had no titles in mind
when I wrote them. They look as they do because they
Having initiated carving myself a book of beasts, I made most sense to me that way, based on my own
decided to keep it free from the many aspects I person- experience of role-playing games. I wanted stats that
ally disliked about bestiaries. There were to be no black were easily understood, yet rather more interesting

4
than a 1-100% scale throughout. I encourage Game
Masters to look at the stats as an extension of the
descriptions. They are there to help visualize the crea-
tures. When the time comes to bring them into your
own game, and writing those system-specific stats, I
think you will do better without consulting the figures
here included. In case you are new to role-playing
games, or have a special interest in creature data, there
is a thorough guide to the stats on page 6.

RPG Creatures was started as on online bestiary blog


in December 2009. The blog is still there, and though
this book contains more creatures than its online coun-
terpart at the time of writing, that might currently not
be the case. Hopefully additional creatures have been
posted, and even if the blog is not as carefully designed,
and the illustrations not as large, it may be worth a visit.
Only when another 50-60 creatures have been born will
a second book be published.

When it comes to the art, I have aimed for clear and


well-defined renderings of the creatures. Details,
anatomy, and texture have been prioritized over pos-
tures, angles, and action. The backgrounds are mostly
simple, mainly to save time, but also to put focus on
the beasts. Still, these are creature illustrations and not
blue-prints for 3D modelling, and I’ve done my best to
add some mood to the images. I wanted the kind of rare
compendium in which all the interior illustrations were
given as much energy as the cover itself.

What I hope I have achieved is a collection of crea-


tures that will inspire creativity, and make their way
into many exciting campaigns. I can see them happen-
ing in dark and cozy rooms I’ll never have a chance
to visit – the sort of places where the air grows stale
without anyone noticing, due to the excitement of being never risk fulfilling. To me, there is something deeply
immersed in realms of endless adventure. Perhaps this mysterious and strongly attractive to fantasy art and fic-
book can kindle a spark of imagination, and ignite or tion. It contains a timeless dimension that contempo-
contribute to the birth of such journeys. In any case I rary stories rarely touches. While the element of escape
hope it will come to some use, and that a second besti- is clearly there, it is also a tuning in, into a depth that
ary will show up eventually. is stimulating and developing to embrace. A successful
bestiary can offer some of that. If this one can or not,
Of the many creatures herein, I’d say the Jhorlar is my only you can say, but I’ll keep hunting for that stone of
favorite. Something about that creature awakes me, and the philosophers, in this work, and in the next one, and
guides me back into the wonders of fantasy. I will let it in all other things I do.
symbolize what I attempt to attain when I paint these
kind of motifs, and try to connect to that mesmerizing So, here is my spell and best contribution to the now
magic, which is so very hard to access. A few fantasy enormous and breathtaking library of fantasy lore.
works reach that sense of genuinity, while the main If you like it, make sure you visit RPG Creatures online.
majority merely imitate. I don’t claim to grasp it very This is Bestiary I ...Enjoy!
often, but with the Jhorlar something clicked for me.
These may be fully individual emotions, but at least they
keep me active, curious, and provide a goal which I will - Nicholas Cloister

5
About the Stats
The creature data in this book has been shaped for
easy access. Everyone with some experience of role- CHARACTERISTICS
playing-games should be able to understand it quickly, All attributes in this bestiary are based on human stats
and have little trouble translating it into their system ranging from 3-18 (3d6) in all characteristics. The
of choice. Additional help has been added (in paren- strength of a Giant would be placed at 40-60 in this bes-
thesis) to directly guide readers unfamiliar with role- tiary. While a Great Dragon would score 100 in Strength,
playing games. For those still confused, the following powerful Gods or exceptionally huge creatures could be
explanatory information may be of assistance. placed beyond 100. The scale used here isn’t fully linear,
and makes a curve which turns steeper as the values
increase, especially beyond 50.
GENERAL
CATEGORY: places the creatures in one of several cat- STRENGTH: represents the physical strength of a crea-
egories, such as ‘Reptile’, ‘Plant’. ‘Undead’, ‘Demon’ etc, ture. This is the power of lifting and pressing. It doesn’t
and may give the reader some idea of where a creature include the mass of the beast, which could be put behind
belongs in the greater scheme of things. Unlike a scien- a charge for example, but states only the pure muscular
tific book of zoology, these categories are not to be taken power.
too literally. We are dealing with imaginary beasts here,
and some of them simply break the boundaries of real AGILITY: informs about the creature’s ability to maneu-
life biology. ver its body. How flexibly and swiftly does it move? How
gracefully and simply can it dodge swords, spin around,
TERRAIN: states in general terms, the types of climate, or balance on a rope? The illustration and descriptive
environment, or plane of existence that the creature text of the creature will hopefully give some idea of what
is likely to be encountered in. Normally this coin- kind of agility the creature possesses. Some creatures
cides with its natural habitat, but there are exceptions. may have fast and nimble digits to deal with tiny objects,
while still moving rather sluggishly about.
FOOD: describes what kind of a creature we are looking
at, when it comes to eating. Terms like ‘Carnivore’, ENDURANCE: can represent many things, but all have
‘Herbivore’ and ‘Scavenger’ are used, while the creature to do with the physical toughness of the creature. A high
‘Description’ typically gives a more detailed picture of endurance may mean the creature can run for a long
feeding habits and diet. while before becoming exhausted, or that it can stand
long hours of torture before yielding. The Endurance
AGGRESSION: gives some idea about the creature’s figure may inform about a creature’s resistance toward
temperament and level of aggression, ranging from poison or drugs, or how quickly its wounds heal. These
‘Low’ to ‘Extreme’. ‘Controlled’ means a healthy level of traits may exist all together, but reading the ‘Desciption’
aggression, let loose only when necessary, or in excep- section will likely give some idea about the Endurance
tionally stressful or emotional situations. types of the specific creature.

SIZE: is put in height or length, whichever is most INTELLIGENCE: states the creature’s level of brain-
informative. If nothing else is stated a height value power. How well can it solve riddles, how quickly does it
doesn’t include antlers, tentacles, or other thin protru- process information, and how strategically can it act on
sions. The height of creatures naturally crouching repre- a battle-field? Intelligence may represent how apt a crea-
sents the crouched state of the beast, while the length of ture is for dealing with advanced and powerful magic,
a curled up snake for example informs of the full length how many languages it can learn, or how easily it picks
of the creature. up the etiquette and social codes of a newly encountered
culture. A high level of intelligence doesn’t necessarily
NUMBERS: informs of the amount of creatures typically suggest that a creature can do all of these things, but it
encountered, under normal circumstances. An addi- will be better suited for those brain-demanding actions
tional parenthesized number states amounts possibly that are natural for its species, and more likely to learn
encountered in extraordinary or uncommon circum- new ones. Animals below human intelligence have been
stances. Consult the creature’s ‘Powers’ and ‘Descrip- given the figure 1 or 2. The number 2 can be interpreted
tion’ sections for further information. as the intelligence of a dog, while 1 represents more

6
instinctive behavior, like that of a beetle. 3 or 4 means a less sensitive to pain and stay on their legs longer than
considerable jump in intelligence and a radical change others, but when the hit points reach zero, the creatures
in behavior, since the most witless of human beings are die nevertheless.
placed at 3. Intelligence comes in many forms, but a
creature with an Intelligence higher than 2 considers its
actions and weigh options on a conscious level, unless PROTECTION
stupefied by hatred or similar emotions. AVERAGE: is a general figure that summarizes the
overall natural protection of the creature, which could
MENTAL RESILIENCE: indicates the stability of a crea- be made up of thick hide, shells, horns, scales etc. Some
ture’s psyche. A resilient mind is not as easily charmed game systems don’t use specific hit zones, and this figure
or hypnotized, and it can better withstand mentally is mainly intended for those.
straining situations, like the presence of demons, or
keep up the spirit while outnumbered. A high number ARMS, LEGS etc: informs of the protection value for
here means the creature is not as easily manipulated or the specific body part. A high number indicates strong
controlled, and will generally endure a greater level of natural armor. Human skin is 0, and a bull’s hide is 2.
mental discomfort.

CHARM: is a mixture of looks and charisma. The ATTACKS/DAMAGE


number reflects to what degree the mere presence of In this section the natural weapons of the creature
the creature will generate positive attitudes toward it, can be found, as well as their ability to cause injury
and opinions about it. A very high charm value means to other life-forms. The scale and form of the weapon
a creature can get away with things less charming beasts has been taken into account, with only minor values
couldn’t, and that it can more easily persuade others added for creature weight, speed, and strength. In some
to agree with its suggestions. If an ugly creature has a cases specific information is available for charging, or
charm value that doesn’t reflect its physical appearance, swooping (for example), but if a more realistic account
the creature is tricky by nature, and has powerful means of the physical force behind an attack is desired, these
of persuasion, or an unnaturally strong attractive pres- figures should probably be modified for some creatures.
ence, like vampires for example. Though the number and types of natural weapons are
stated here, the actual number of attacks possible in any
SPEED: is stated with a multiple, which gives a relation given round or situation is not.
between the speed of the creature and a human being.
‘Run x 2’ means the fastest of the creatures within the
species can reach speeds that are twice of those achiev- POWERS/EFFECT
able by the fastest human beings. Flying speeds are com- Here is described the special powers available to all
pared with an eagle, since humans don’t fly much. creatures within the species. These are typically innate
abilities, but they may also be spells or skills learned or
MAGIC POWER: is primarily a figure which represents acquired at an early age. Further information regard-
how much magic a creature can use before it becomes ing these powers is often given in the ‘Descripion’ of the
magically exhausted. A high value means the creature creature.
can throw many simple spells or a few high-power spells
before it runs out of Magic Power, for the time being.
The figure is also (normally) an indication of how pow- DESCRIPTION
erful a magic-user the creature is. A human low-level This is the main descriptive section, but can be confus-
wizard with an intelligence of 16 would have a Magic ing if read by itself. In some cases the creature’s back-
Power of 16 in this bestiary, but could gain a lot more ground may crash with the background of the specific
with experience. An ancient Dragon would have 100 in game-world or setting. In such cases, and all other cases
Magic Power, while Greater Demons and Deities could for that matter, the Game Master should feel free to re-
go beyond that. The systems of magic used in games invent a more suiting creature story for the campaign at
differ a lot, and these numbers are only general guide- hand. Like all other parts of this book the descriptions
lines to the magical abilities of the creatures in this book. should be read as a source of inspiration and possibili-
ties. If you miss any desired piece of information, you
HIT POINTS: indicates how much physical damage a know what to do. The fate of these creatures is now in
creature can suffer before it dies. Some creatures are your hands. Have fun with them!

7
Dharkhanian
Dharkhanian
GENERAL POWERS/EFFECT
CATEGORY: Two-legged mammal (Demonic origins?) BARBED HANDS: When it manages to hit and wound
TERRAIN: Any dark woodland, preferably damp there is a 50% chance that the Dharkhanian’s hand
FOOD: Carnivore sticks to the player. If so it will inflict another 2-4 points
AGGRESSION: Normal/Extreme (see ‘Description’) of damage every round it remains stuck. (If the game
SIZE: 6’ 5” (195 cm) has rules for grabbing/wrestling etc these could be used
NUMBERS: One or several groups of 1-10 male here.) The Dharkhanian will try to get both its barbed
hands attached to the victim to make sure its web
projectile hits in the chest or face point-blank. If the
CHARACTERISTICS Dharkhanian manages to get both hands attached to
STRENGTH: 11-24 the player the projectile will hit automatically with full
AGILITY: 12-15 damage. Victims should make a roll based on strength
ENDURANCE: 15-20 to break loose, or attack to hit the Dharkhanian’s arm. A
INTELLIGENCE: 3-11 successful hit will make the creature let go, temporarily
MENTAL RESILIENCE: 3-18 that is.
CHARM: 1-2
(If stats of humans range from 3 to 18) SWOOPING ATTACK: The Dharkhanian has the
ability to glide through the forest, if starting from a
SPEED: Run x 1,5, Climb x 3 height, such as a tree or a cliff. In combat this can be
(Multiple is times human speed) used to get close to prey, and as an element of surprise.
Add 1-4 points of damage to the claw attacks if they are
MAGIC POWER: 0 combined with a swooping attack.
(Ranges from 0-100)

HIT POINTS: 12-16 DESCRIPTION


(If a human commoner has about 11 hit points) Dharkhanians are dark creatures that live in damp and
murky forests, preferably up in and near large trees. Like
spiders they have the ability to produce vast amounts
PROTECTION of web at great speed. The web is shot out through a
AVERAGE: 3 hole in their chest, quick enough if needs be, to be used
HEAD: 4 as a projectile in combat. Normally the Dharkhanian
CHEST: 3 generates great tangles of these webs to make for a
BACK: 4 chaotic and sticky mesh between the trees of the forest.
UPPER ARMS: 2 The web itself is not a dead substance but alive. It can’t
LOWER ARMS: 4 move about, but is able to quiver and curl up to some
UPPER LEGS: 2 extent. It can also project sharp needles and does so
LOWER LEGS: 4 when touched. When able it injects a potent chemical
WING MEMBRANE: 1 substance into the prey, which quickly changes its cell
(If Full Plate Armor is 10) structure. The needles only do 1-2 points of damage, but
any life-form infected by them will have its body odor
changed for up to seven years. So even if able to break
ATTACKS/DAMAGE loose, the unfortunate one could be in some trouble. The
2 CLAWED HANDS: 2-5 (see ‘Powers’) special scent attracts the attention of the Dharkhanian
1 WEB PROJECTILE: 4-8 who will hunt down whatsoever has made contact with
(If a Long Sword causes 1-8 points of damage) their webs. From that moment it is considered food,
and will be killed on sight. The Dharkhanian is only a
The Dharkanian should hit rather easily with its arms, moderately hostile creature, but becomes extremely
and has a lesser chance of hitting with the deadly aggressive toward all creatures that have been infected
web projectile, unless the player is held (see below). by its webs. It can sense this scent from fifteen miles
Dharkhanians have two claws at the end of their away, and will track it whenever it is detected. The
powerful legs, but they never use these for fighting. special nasal tube on the Dharkhanian's head is sensitive

9
enough to determine distance as well as direction. The remains (which may include outfits and gear) in a large
creature hunts in groups of 3-10 males, and is known hole, made especially for the purpose, and usually
to spread out and to co-operate for tactical advantage. located in the vicinity of the nest.
Once killed or captured a Dharkhanian does what
spiders do and weaves a great jumble of webs around its This creature has a fearsome look and spreads a foul
prey, unless hungry, to save it for later. It doesn’t prepare stench. It is suggested that it might originate from
its food in any way, but eats all kinds of meat untreated, some darker plane of existence, but the biology is
alive as well as dead. basically mammal, with some bird-like features. It has
good eye-sight and perfect nocturnal vision. The many
The Dharkhanian female is somewhat smaller in size, ear-holes located right behind its eyes provide good
slightly less muscular, and doesn’t partake in any hearing. Usually it stays close to its home, but in times
killing, unless attacked, or defending the offspring. when food is scarce, it has been known to roam and
They reproduce at human speed but have twins and explore. The Dharkhanian has no known language but
triplets more frequently. How the young are tended is communicates through series of nasal grunts or moans,
unknown, but they likely stay well protected in the big, as well as through flapping with the split upper lip. If
but disorderly web structures which the Dharkhanian left alone it lives to be about 50 years old, and it keeps
builds for shelter high up in the trees. Dharkhanian up a good physique right up until the end. Dharkhanian
have occasionally been found hanging upside down nests can contain anything from a few families to
from the lower parts of these nests, but only does so hundreds of creatures. They have no culture to speak of,
when anticipating possible prey. Sleeping is done inside though simple items of use have been found. The webs
during daytime, while hunting and other activities take have several uses, but are primarily utilized for hunting
place at night, unless the webs are disturbed at other and marking the territory. They can spread out for miles
hours. The Dharkanian care nothing for treasures or from the main nest. The groups are typically controlled
material possessions, but usually dispose of skeletal by a large and dominant male.

M o n’ t h o r i s
GENERAL HIT POINTS: 42-52
CATEGORY: Mammal (If a human commoner has about 11 hit points)
TERRAIN: Any salty or brackish water
FOOD: Omnivore
AGGRESSION: Normal PROTECTION
SIZE: 26 feet (about 8 meters) long AVERAGE: 6
NUMBERS: 1 HEAD: 7
BELLY: 5
BACK: 6
CHARACTERISTICS FIN LIMBS: 3
STRENGTH: 35-45 CLAWS: 6
AGILITY: 15-24 TAIL FIN: 4
ENDURANCE: 15-24 (If Full Plate Armor is 10)
INTELLIGENCE: 7-8
MENTAL RESILIENCE: 18-24
CHARM: 2-5 ATTACKS/DAMAGE
(If stats of humans range from 3 to 18) 1 TAIL: 2-12
1 BITE: 2-6
SPEED: Swim x 10, Crawl x 1 2 FINS: 1-6
(Multiple is times human speed) 4 CLAWS: 1-6
(If a Long Sword causes 1-8 points of damage)
MAGIC POWER: 0
(Ranges from 0-100)

10
Mon’thoris
The Mon’thoris will try to keep enemies off by using if need be, but will drown if trapped under water. It can
its powerful tail. Only when necessary will it fight with crawl slowly across land, but will not leave the water
its fins, claws and teeth. The claws are normally used unless in great peril. Male and female look essentially
for cutting seaweed, opening great clams etc, and the the same, and act alike when encountered. Usually the
mouth for eating, rather than fighting. Mon’thoris will avoid contact with human beings, but at
times they could become curious of those who venture
into the depths. On rare occasions these creatures
POWERS/EFFECT have been known to join forces with other intelligent
TELEPATHIC RAY: The Mon’thoris has the ability to powers of the sea. They would do a great job as guardian
invoke fear into an enemy, by using its telepathic abilities. creatures, but are far too clever to be trained like dogs.
If there is a spell called fear in your game, it could be Rather, they should be treated kindly, or a fierce foe is to
used to determine this power. Otherwise it should lessen be reckoned with.
the player’s chance of succeeding with any attack or
action against the Mon’thoris by 10%-30%, depending The brain of the Mon’thoris is protected by hard bone,
on the outcome of the saving throw vs Mental resilience. but is highly valuable to those who know how to treat
The effect lasts for as long as the creature is within the it. Great potions of various effects can be produced
range of any sense perception. The telepathic power of from extracting the interiors of the Mon’thoris’s skull.
the Mon’thoris can also be used to bring a great joy or The creature has the power of reading the mind of any
delight to any intelligent being. This will increase by 20% intelligent being (no saving throw allowed), but it can
the chance of succeeding in all throws that are dependent only see long-term plans, dreams etc. It therefore has no
on confidence or morale. use for this ability when fighting. Also, this water beast
is sensitive to vibrations, warmth, and electrical fields
in the surrounding water, so there is really no way of
DESCRIPTION surprising it.
The Mon’thoris is a rare creature that spends most
of its life underwater, in the great seas of the world. When inactive the Mon’thoris might rest near the
It is intelligent and can communicate by telepathic surface hidden by seaweed, but the perfect place for
suggestions and images, thus getting across simple this mammal to make its “home” is in a cave filled to
messages like ‘come with me’, ‘stay where you are’, and the half with water – a great cave accessible only by the
‘leave this place’. Normally it lives a very solitary life and sea. When dying the Mon’thoris takes a deep breath and
mates only at a full solar eclipse. It can live for several heads willingly toward the dark depths. They use no
centuries, and feeds mainly on fish and various types of sounds for communication, but at this rare event they
seaweed. are said to sing, much like the whales of the old world.

Being a mammal the Mon’thoris breathes air and must


surface regularly. It can hold its breath for up to an hour

12
Nordjarimm
GENERAL POWERS/EFFECT
CATEGORY: Magical creature FROST: The Nordjarimm can create frost magic instantly
TERRAIN: Any with its talons at any time, without using Magic Power.
FOOD: Carnivore This is an innate ability that does 1-6 points of extra
AGGRESSION: Normal/Controlled damage whenever it strikes with the talons.
SIZE: 6’ 3” (190 cm) at the head
NUMBERS: 1 MAGICAL COLD: Instead of physically attacking, the
Nordjarimm can cause a magical cold to spread through
any firm surface (ground, stone, wood etc) over a circu-
CHARACTERISTICS lar area up to 50 feet (15 meters) from where it stands.
STRENGTH: 15-22 This restults in 1-4 points of damage every round to
AGILITY: 12-15 all in contact with the area of effect (unless immune to
ENDURANCE: 13-18 cold) for 1-10 rounds, which is the duration of the spell.
INTELLIGENCE: 17-24 This magic is also natural, can be repeated any number
MENTAL RESILIENCE: 15-24 of times (no double effect), without reduction of Magic
CHARM: 13-18 Points for the Nordjarimm.
(If stats of humans range from 3 to 18)
FROST MISSILE: If not attacking any other way, the
SPEED: Fly (eagle x 2), Run x 1,5 Nordjarimm can produce and throw two frost missiles
(Multiple is times human speed) with its tails. The missiles can travel up to 100 yards (90
meters) and do 2-4 points of damage each. A hit roll is
MAGIC POWER: 50-100 required. Like the others above, this power is unlimited
(Ranges from 0-100) in use. (The chance of hitting is not stated here, because
of the great variety in rpg systems.)
HIT POINTS: 24-28
(If a human commoner has about 11 hit points)
DESCRIPTION
The Nordjarimm is a magical creature. The origins of
PROTECTION the species is clouded, but according to the Nordja-
AVERAGE: 3 rimm themselves; they were created by a powerful
HEAD: 3 Mage a long time ago, in the mythic past of the world.
BODY: 3 How many of them still remain is uncertain, but only
WINGS: 2 one hundred were originally created (if these creatures
LEGS: 3 are to be believed). The Nordjarimm cannot die, unless
TAIL: 2 slain. They need not feed, but do so anyway to stay alert,
(If Full Plate Armor is 10) and to avoid the drowsiness that otherwise beset them.
The creatures have no genitalia and lack the power of
procreation. There are no young. All were created as
ATTACKS/DAMAGE adults, and all are untouched by aging. Very little differ
2 TALONS: 2-5 (+ 1-6 of frost damage) in appearance between one Nordjarimm and another.
2 TAILS: 1-6
1 BEAK: 1-4 These creatures are highly intelligent and natural magi-
(If a Long Sword causes 1-8 points of damage) cians. Every individual has a will and a personality of
its own, but there is one goal that unites them – the
When fighting, the Nordjarimm primarily use magic, quest for further magical power. Why the Nordjarimm
but when forced to physical combat they will try to stay searches ever for higher levels of magic is unclear, but
airborne (out of range) and lash about with the long some suggest they look for a means to reproduce. What-
double tail. When on the ground or when facing other ever the reason, the Nordjarimm act individually and
flying opponents they will also use their talons and will fight others of their species if necessary. The hunt
beaks, if currently unable to cast spells. See ‘Powers’ for for the arcane knowledge of magic is what drives them,
more info. (Swooping can increase damage by 1-4.) and they will use many different methods to reach it.

13
Nordjarimm
It is not uncommon to find the Nordjarimm in the Nordjarimm has mastered is up to the Game Master, but
company of wizards, and other powerful beings of the their long life-span and their magical nature should be
world. Whatever gives them access, or hope of access, taken into account.
to new magic is part of their agenda. They are not in
a hurry, and are masters of long-term scheming. This The Nordjarimm can dwell and live anywhere, but prefer
doesn’t necessarily make them false, or untrustworthy. a base in the mountain peaks, above snow level, where
Like master politicians they do not need to lie to get they might have a cultivated cave, a small castle, or even
what they desire. Most Nordjarimm avoid killing and a stronghold. The creatures care nothing for political
hurting the innocent. They do not however hesitate to power or dominion (as such) but are interested in pro-
remove wicked beings or other evil forces that come in tecting gathered scrolls, and magical items. Nor are they
their way. really interested in gold or treasure, but can hoard any
kind of valuables to be used as bribes, or to purchase
All remaining Nordjarimm have lived for a very long information/access. The Nordjarimm may gather fol-
time, and possess great knowledge of magic. The power lowers and guards, and at times they might serve others
to create frost and cold is theirs from the beginning, for personal gain. They speak any number of languages
but they may know any number of spells, including the and are well versed in the various cultures and societies
most powerful kinds. Exactly what spells any specific of the world.

Marajack
GENERAL PROTECTION
CATEGORY: Reptile AVERAGE: 6
TERRAIN: Any dark and damp BODY: 6
FOOD: Carnivore/Omnivore BELLY: 1
AGGRESSION: Normal/High (If Full Plate Armor is 10)
SIZE: 1-2 feet (30-60 cm) tall
NUMBERS: Up to thousands
ATTACKS/DAMAGE
1 BITE: 1-4
CHARACTERISTICS 4 CLAWS: 1-4
STRENGTH: 4-5 (If a Long Sword causes 1-8 points of damage)
AGILITY: 11-15
ENDURANCE: 15-24 When standing, the Marajack will attack only with its
INTELLIGENCE: 1-3 front claws and mouth. In water, or when clinging to a
MENTAL RESILIENCE: 1-3 victim, the creature will attack with all limbs if possible.
CHARM: 0
(If stats of humans range from 3 to 18)
POWERS/EFFECT
SPEED: Run x 1,2, Swim x 1 OILY JET: The Marajack has the ability to spurt out an
(Multiple is times human speed) oily substance through its hollow tongue. The consist-
ency of the black substance can be controlled by the
MAGIC POWER: 0 creature, and is used for many purposes. It can be shot
(Ranges from 0-100) out to temporarily blind a creature, or gushed out to
make the ground slippery when the Marajack is chased.
HIT POINTS: 4-7 It is also used to spray down birds to hinder them from
(If a human commoner has about 11 hit points) flying, and to make the Marajack slimy to reduce its

15
Marajack
chance of being caught. The double jet can reach up to 20 sewers and catacombs are full of rats, and gulls are still
feet (6 meters) from the creature’s mouth, and a single there to compete for the fish, they will barely be noticed.
creature can create quick puddles covering up to 10 x 10 But when the fishermen start guarding their haul more
feet (9 sq meters). It can use this ability two times a day, closely, and when the rats and sea-birds are gone, the
or four times a day when applied sparingly. If a victim is Marajacks take to the streets for food. At night they will
hit (in the face) by a jet, he or she will be blinded for 1-4 move up in great numbers and some bolder individuals
rounds. If moving quickly through an area covered with even in the day. At such a point pets and young children
the oily substance, a successful saving throw vs Dexter- should be carefully looked after. A Marajack female
ity should be made to avoid falling. produces between 10 to 100 eggs in a year, depending
on the abundance of space and food in the area. When
times are good the young will be many and reach adult-
DESCRIPTION hood in a couple of months. A plentiful year followed
The Marajack is a quick reptile that moves about with by a bad one is bound to bring a lot of Marajacks to the
little support from its front legs. Descendants of a crea- surface.
ture living only in the watery darkness of deep grottos,
this reptile has transformed to survive basically any- A starving Marajack will eat almost anything and is
where. Like its ancestors though, it is drawn to water and highly aggressive. With tough bodies covered in hard
prefers the dampness of the underground. Completely slippery scales, these creatures are notoriously hard to
blind, the Marajack has developed an incredible sense catch and kill. Their main weakness is that they lack the
of smell. The forked tongue, which moves constantly in soft and silent movement of the rat, and will produce
and out of its mouth, can even sense vibrations in the an audible clatter when moving on cobbled streets, for
surrounding air. This ability is so finely tuned that the example. Though small, they can jump really well and
Marajack navigates in complete darkness just as well will usually find a way to upper floors and roofs if need
as any seeing creature would in the day. Typically these be. Should a Marajack loose its tongue it will become
reptiles live in riverbank hollows and dark humid caves. totally disoriented and a very easy target, but otherwise
Their favorite food is fish, a trait that has drawn them it takes a lot of skill or cunning to defeat them. They do
also into human settlements. In the long winters, when have some fear of fire and intense heat, but it will not
the inland waterways freeze, some move down along the stop these reptiles for more than a couple of minutes.
rivers to discover the wealth of the human city. Espe- Then the hissing noise of the creatures will recommence
cially coastal towns are prone to these creatures, and with even more fervor and the fire jumped through if
when they arrive it is no less than a curse. As long as the need be.

17
Ra’Khuni
R a’ K h u n i
GENERAL POWERS/EFFECT
CATEGORY: Mammal SUMMON SAND VORTEX: The Ra’khuni has
TERRAIN: Sandy deserts discovered the secret of the sands, and possess the ability
FOOD: Omnivore to magically awaken it. Through rhythmically beating
AGGRESSION: Normal/Extreme its fists and tail into the sand, it can cause it to rise and
SIZE: 6’ 5” (195 cm) upright form a violent vortex. The vortex is about 10 feet high
NUMBERS: 3-20 and 4 feet wide (3 x 1, 2 m), travels at twice the speed
of a man, and lasts for 1-10 rounds. It is controlled by
the will of its creator. The sands blind those in it, and do
CHARACTERISTICS 1-2 points of damage per round to any unprotected skin.
STRENGTH: 17-24 The victim should also make a Dexterity roll each round
AGILITY: 12-18 to keep standing. Bows become virtually useless, and all
ENDURANCE: 14-20 other attacks are made at -2. At times several Ra’khuni
INTELLIGENCE: 1-3 join together to create a single and greater vortex. These
MENTAL RESILIENCE: 2-6 whirling storms blind all things within them, can (Game
CHARM: 1-4 Master’s choice) cause permanent eye-damage, peel
(If stats of humans range from 3 to 18) off skin and clog up the ears to reduce hearing. The
size of the storm increases by an additional 10 x 4 feet
SPEED: Run x 1, Swim x 0,5, Climb x 2 for every extra creature partaking in the summoning.
(Multiple is times human speed) Damage increases by 1 point per every five Ra’khuni and
the Dexterity check should become harder with vortex
MAGIC POWER: 5 (to 20) growth. This elemental earth magic can be used once a
(Ranges from 0-100) day.

HIT POINTS: 16-23


(If a human commoner has about 11 hit points) DESCRIPTION
The Ra’khuni is an ape creature dwelling in the sandy
deserts of the world. Here they travel around like nomads
PROTECTION to find what food and water there is, but can settle for
AVERAGE: 3 some months in the same location. They live in groups of
HEAD: 4 five to twenty adults, with about a third as many young.
CHEST: 2 To protect themselves from the cold of the night and
BACK: 4 from the burning sunlight of the midday, they dig out
UPPER ARMS: 2 holes and tunnels in the dunes. These are very simple but
LOWER ARMS: 4 usually have separate rooms for sleeping, storing food,
LEGS: 2 and defecating.
TAIL: 3
(If Full Plate Armor is 10) On the back, tail, lower arms, and head of the Ra’khuni
there are tough, pointy, leathery outgrowths that can
store fat and water. The colors of these lumps vary from
ATTACKS/DAMAGE ochre to deep red. Saturated colors mean a higher place
2 FISTS: 2-6 in the group hierarchy, and are also an indication of the
1 TAIL: 2-8 level of venom in the outer skin. The pointy shape and
1 BITE: 1-3 poison of the outgrowths prevent the Ra’khuni from
(If a Long Sword causes 1-8 points of damage) being eaten by larger desert predators, and can also be
used as a trap. These apes have been discovered semi-
The powerful arms and fists of the Ra’khuni are its buried in the sand with only the very tip of their backs
weapons of choice. When truly threatened it will also protruding from the surface. This technique can be used
swing about with its long tail and bite at its opponents. to protect the entrance of their temporary lairs, or when
The tail does more damage than a single fist, but is more hunting in narrow passes. The venom is deadly, but the
easily dodged. The Ra’khuni avoids risking injury to it. Ra’khuni themselves are immune.

19
The creatures can walk for weeks without food and water sand vortex. Legend has it that a few of these apes could
if properly prepared. They seek nothing in life, but can be turn into sand at will, and move about unobstructed
temporarily enchanted by shiny objects, and might drag through the desert dunes. A sandglass made from a
on a necklace or carry random treasure. In extremely Ra’khuni trapped in that form is said to hold the strangest
hot summers they have been seen in the outskirts of and most remarkable powers. No one knows very much
human civilization, looking for food, but the main cause about these creatures, but it is true that they lived and
of conflict with these creatures is when trespassing walked the sandy realms ages before the dawn of man.
through Ra’khuni territory. The territorial instincts
of the Ra’khuni are strong, and the level of aggression The Ra’khuni can live to be 50 years old. They use gorilla-
displayed toward intruders knows no boundaries – a like grunts and their long tails for communication,
potentially dangerous trait, since the territory changes as enabling them to communicate silently and when partly
the desert apes move along, and thus change the borders hidden. They prefer meat but eat everything edible,
of their claimed domain. including cadaver. The females are slightly smaller,
not as bright in colors, and not quite as poisonous. As
It is said that in the past the shamans of nomad people young they can be held as pets, but a mature Ra’khuni
learned from the Ra’khuni the secrets of the sand. Some will inevitable feel the call of the desert wild, and rebel
of these secrets supposedly went beyond summoning the fiercely against any master.

Lammathen
GENERAL PROTECTION
CATEGORY: Undead / Magical AVERAGE: 3
TERRAIN: Deep woods HEAD: 6
FOOD: None CHEST: 4
AGGRESSION: Varies BACK: 6
SIZE: 8’ 8” (264 cm) at the head FRONT LEGS: 6
NUMBERS: 1 BACK LEGS: 6
(If Full Plate Armor is 10)

CHARACTERISTICS The Lammathen can only be wounded by silver or


STRENGTH: 20-25 magical weapons. With silver its legs can be broken, and
AGILITY: 5-10 the head can be crushed or severed, but only the spirit
ENDURANCE: 20-25 core of its chest is prone to actual wounding, and termi-
INTELLIGENCE: 15-18 nation.
MENTAL RESILIENCE: 3-25 (varies)
CHARM: 1-3
(If stats of humans range from 3 to 18) ATTACKS/DAMAGE
2 CLAWS: 1-4
SPEED: Run x 1,5 2 HOOVES: 2-7
(Multiple is times human speed) 1 BITE: 2-6
(If a Long Sword causes 1-8 points of damage)
MAGIC POWER: 50-60
(Ranges from 0-100) The Lammathen tends to avoid physical combat, and
uses primarily spells and special abilities to fight its
HIT POINTS: 40-50 opponents.
(If a human commoner has about 11 hit points)

20
Lammathen
POWERS/EFFECT of the Lammathen are trapped in their dark fate. They
CONTROL WOODLAND CREATURES: Though live on but with no real purpose. Befuddled and sad-
undead the Lammathen retain their ability to control dened they keep mostly to themselves. Schizophrenic
the nearby woods at will. This power includes summon- and frightened they are fickle and erratic. Some days
ing and mastering all non-intelligent creatures in the they remember their nature, and do what they can to
vicinity, including everything from flesh-eating plants, keep the forest alive, and free from dark powers. While
to insects and greater beasts like bears and reptiles. The other days they charge all that come in their way and
Lammathen do this instantly and without effort. Every unleash mighty spells of darkness, learned from their
living thing with the ability to move, within four square time among the dead. Vengeful without an enemy to
miles (10,5 square kilometers), is affected and follows absorb their aggression, the Lammathen are thrown at
the will of the Lammathen with no consideration for times into a state of agony, pain and great fury.
self preservation. This doesn’t include the pets of player
characters, or creatures temporarily visiting the area. Exactly what kind of spells the Lammathen knows, and
Druids, rangers and other classes related to religion and remembers, on any certain day is up to the Game Master.
nature can be given a chance of turning hostile crea- It is suggested that they are a combination of druid-like
tures. healing and elemental spells, and death-related spells of
destruction and summoning. Whatever the choice they
CREATE DARKNESS: This spell-like ability is also should preferably reflect the two-sided temperament
managed at will and generates a dense, black, and eerie and tale of the Lammathen.
mist that also covers four square miles. All rules applica-
ble to blindness should be used here. The mist goes from The Lammathen are drawn to, and intimately connected
light to fully blinding in one minute and stays as long as to the very center of the forest where it lives. A forest with
the Lammathen desires or lives. Spells creating winds a Lammathen at its spiritual heart is basically reflecting
and similar effects may be used to lessen the impact of the creature’s mood. As centuries pass, the woods turn
the darkness. ever more into the likeness of its Lammathen guest, and
such forests turn hazardous and chaotic, especially near
the Lammathen lair. This is usually close to a dark pond
DESCRIPTION where the creature can mirror itself to be reminded of
Initially blessed and wondrous creatures of the deep the truth of its story.
woods, much like the Unicorns, the Lammathen are
now a twisted version of their former selves. It is said The creatures don’t eat. They seek nothing but peace
that once, a long time ago, a great power managed to of mind, and true death. They find no likeness in other
win their trust and lured them out of the woods to aid undead, and avoid mingling in the affairs of others. They
in what seemed a noble cause. Betrayed and vulnerable might interfere with interests entering their woods, but
outside their natural habitat all the Lammathen were what cause of action they’d take is very uncertain. The
horribly slain. only way to destroy a Lammathen is to stick a powerful
weapon of silver or magic into its glowing chest. As long
Being magical in nature the creatures never really died. as that spark of unnatural life still remains, the Lamma-
One year after their doomsday all the Lammathen arose then will find no rest. Even if destroyed, it is uncertain
from the dead, and made their way back into the core if the Lammathen stays among the dead for very long.
of the woods in great confusion. To this day the minds

22
Jarma-Loh
GENERAL street brawl. In non-lethal situations they avoid goring
CATEGORY: Two-legged mammal and biting their opponents. The Jarma-Loh are civilized
TERRAIN: Any creatures that normally try to blend in with the civiliza-
FOOD: Omnivore tion at hand.
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm) tall
NUMBERS: 1-20 POWERS/EFFECT
SCENT OUT MINERALS: The ability to actually smell
out minerals from a distance is unique to the Jarma-
CHARACTERISTICS Loh. It can determine the location, type, quality, and
STRENGTH: 3-13 amount from about 200 yards. The creatures are often
AGILITY: 6-24 hired by mining-companies and many Jarma-Lohs start
ENDURANCE: 3-20 mining operations themselves.
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18 UNDERSTAND LANGUAGES: Though normal learn-
CHARM: 3-18 ers when it comes to language, the Jarma-Loh have an
(If stats of humans range from 3 to 18) eerie power of understanding what’s being said, even
though they do not speak the language in question. If
SPEED: Run x 1, Swim x 0,5 a test roll of intelligence is successful 10-50% of what’s
(Multiple is times human speed) being said will be understood by the creature. If the roll
is really good, the full meaning of what’s said will be
MAGIC POWER: 5-10 comprehended. This ability may only be used once a
(Ranges from 0-100) day per conversation or speaker.

HIT POINTS: 3-13 LEARN MINOR MAGIC: Jarma-Loh can learn simple
(If a human commoner has about 11 hit points) magic, no matter what their choice of profession. This is
an innate understanding of “survival magic”, like start-
ing fires, opening locks, ventriloquism, eavesdropping,
PROTECTION and producing minor illusions. Exactly what kind of
AVERAGE: 2 spells should be regarded as minor is up to the Game
HEAD: 3 Master, but shooting fireballs, and summoning elemen-
BODY: 2 tals are definitely out of the intended range.
(If Full Plate Armor is 10)

The Jarma-Loh have a thick fur and hard skin for natural DESCRIPTION
protection. In addition to which they can wear armor of The Jarma-Loh have no culture or civilazation of their
any kind, but usually stay away from the heavier sorts. own. If there was once such a thing as Jarma-Loh socie-
They typically prefer swiftness and agility to a cumber- ties they are now gone, and the race is scattered. Most
some defense. live by themselves, while others group together in fami-
lies or small clans.

ATTACKS/DAMAGE The creatures have a human level intelligence and a cor-


1 ANTLER GORE: 1-4 responding emotional life. What differentiates them
2 FISTS: 1-3 from human beings is primarily that they are quite
2 KICKS: 1-4 happy by themselves, and don’t mind being scattered as
1 BITE: 1-4 a race. Nor do they react nearly as strongly to mockery,
(If a Long Sword causes 1-8 points of damage) harassment or even persecution, which they are quite
used to. The Jarma-Loh are hardy survivors that never
The Jarma-Loh have several natural weapons but will misses an opportunity, and most of them do well in
use these only when no actual weapons are available, or life. Secondarily they differ from humans in their strong
when an armed attack is uncalled for, like in a common desire for treasure and riches. Few Jarma-Loh prioritize

23
Jarma-Loh
any other goal in life than wealth. Gems especially draw ing of music is weak, and eating the meat raw instead
their attention, and with their ability to sniff out every of cooked is no big difference to them. This doesn’t stop
kind of mineral, they usually find them. This obsession them from distinguishing a good musical performance
with treasure draws many Jarma-Loh into thievery, from a bad one, and they are not ignorant when pre-
and excellent thieves they do make. Their short stature sented with a fine meal. It is just that the Jarma-Loh
and agile bodies are perfect when sneaking through prefer fine clothing, jewellery, luxurious tapestries,
the darkness of night. Most Jarma-Loh also have a and over-adorned furniture. They would rather eat raw
natural nose for business and are quick at picking up potatoes with silver cutlery than having a fine steak on
social codes and etiquette. There have been more than a a pewter plate. They love and would gladly join in on
couple Jarma-Loh serving as royal advisors and agents. any kind of adventure, just as long as there is a promise
of wealth at the end of it. They simply cannot get rich
Perhaps it is the lack of a culture of their own that make enough.
the Jarma-Loh so keen on achievement and wealth.
Whatever the cause, few beings are so well equipped These creatures are mostly found in cities and larger
for personal gain as the Jarma-Loh. The strange look of townships, where opportunities are many, and wealth
these creatures is and have been a burden for them – more common. If successful the Jarma-Loh might with-
another cause for the way of the rouge – but unless they draw to a countryside castle when older, since their
are banished as a race from a country, they tend to stay, social life is mainly a means to their personal wealth.
survive, and accomplish what they aim for. However, just like human beings, all Jarma-Loh are
different, and some differ more than others from the
The Jarma-Loh live to be about 50 years old. They don’t norm. If a player chooses to play a Jarma-Loh character,
respond very well to liquor (tend to turn aggressive), it may of course stray from typical race behavior, if that
and heavier drugs are not common among them. The is desirable. A normal Jarma-Loh will be rather fearless
females carry their young for three months only, but few of most situations, except when its valuables are at risk.
Jarma-Loh prioritize large families. Their understand-

Mellion Trollfrog
GENERAL MAGIC POWER: 0
CATEGORY: Amphibian (+Plant) (Ranges from 0-100)
TERRAIN: Deciduous forests, jungles, marshes, and
stale waters HIT POINTS: 3-10
FOOD: Carnivore (If a human commoner has about 11 hit points)
AGGRESSION: Normal to high
SIZE: 4 feet (120 cm) tall, without the weed
NUMBERS: 1-40 PROTECTION
AVERAGE: 2
HEAD: 3
CHARACTERISTICS CHEST: 2
STRENGTH: 2-9 BACK: 3
AGILITY: 12-24 FRONT LEGS: 2
ENDURANCE: 4-24 BACK LEGS: 2
INTELLIGENCE: 2 (If Full Plate Armor is 10)
MENTAL RESILIENCE: 1-3
CHARM: 0 The Trollfrog has a slippery, elastic skin that gives it
(If stats of humans range from 3 to 18) some protection. The areas covered (usually back and
head) by the weed are tougher. The weed parasite can’t
SPEED: Run x 1, Swim x 3 be killed in itself, since it is part of the genetic code of
(Multiple is times human speed) the host creature. If carved off it will grow back again.

25
Mellion Trollfrog
the Trollfrog remain. Once a year the Trollfrogs shed parts
ATTACKS/DAMAGE of the parasites in a suitable watery area, so that the para-
1 BITE: 1-6 site can spread. The weed favors sponging upon land-living
2 SLAPS: 1-3 creatures, which enables it to multiply over wider areas. It
(If a Long Sword causes 1-8 points of damage) does attack humans, but unless dazed, drowning, or oth-
erwise weakened, fully grown humans have little prob-
The only potent natural weapon of the Trollfrog is its lems disentangling themselves before the weed manages to
jaws. The Trollfrog tends to rely heavily on electrical smother them. Luckily, human beings rarely swim in the
powers when attacked by larger and armed creatures. murky waters preferred by the seaweed.

The Mellion Trollfrog can be found mainly in leafy forested


POWERS/EFFECT areas and big marshlands, but may roam over greater areas
ELECTRIC CHARGE: The Trollfrog can send out elec- to find new waters for their leathery masters. They become
trical charges at will. These do 4-12 points of damage ecstatic and join in great numbers in storms of lightning and
to all within three feet (90 cm) of the creature. When thunder. Their intelligence is like that of a smart dog, and
injured a Trollfrog lets go of such a charge automatically they move about semi-erect on land, leaping now and then
as a means of defense. A fully charged frog can manage to avoid obstacles, and when attacking prey. They eat mainly
9 such charges before it needs refilling in the form of smaller creatures, like hares, squirrels, badgers, snakes, etc.
lightning, or other strong electrical sources. But when in greater numbers the can attack elks, bears and
other larger creatures. In some cases Trollfrogs have been
LIGHTNING BOLT: When desirable the Trollfrog can known to catch victims alive, only to sink them down into
discharge electricity in the form of a bolt. The bolt the waters where the dark seaweed grows. They give off a
travels up to 20 yards (18 meters) and does 8-24 points deep bellowing sound when agitated, and they have a con-
of damage. One bolt drains the same amount of power stantly crazed look upon their faces, as if in great pain or in
as three normal charges. a violent madness.

In the winter the Mellion Trollfrogs rest upon the bottom


DESCRIPTION of lakes and deep marshes. They enter a hibernating state,
In some of the still and murky waters of the world, a and remain in it until springtime. They lay eggs in the
weed grows that is like no other. Dark and leathery it early summer, but unlike normal sized frogs, the eggs of
can live for eons, lying in wait for a suitable life-form on a Trollfrog are only five-fifteen in number. The tadpoles,
which to sponge upon. When that happens it ensnares which are about four inches (10 cm) at birth, can already
it, and smothers it. In a very short time it probes and unleash discouraging electrical charges, and are thereby safe
finds an entryway into the body. Once inside it starts to from most predators. Unluckily, some dark guilds of man
change the host in a remarkable fashion. Through bio- have discovered that eating only small pieces of the flesh of
chemical substances it takes control, and the host crea- such a tadpole (before they reach full frog state) makes the
ture is resurrected. Every cell goes through transforma- consumer vulnerable to the weed infection. Thus infected
tion, and within a few hours a new life-form is born. the consumer normally dies, but in some cases the cells are
This genetic combination works much like the ensnared transformed correctly, and the weed starts to grow out of
creature, but is now governed and kept alive by the sea- the victim’s flesh. A being transformed in such a manner
weed. Strengthened by a host the weeds attract the light- looses all will and is “zombified” by the weed parasite. In
ning of thunder. They can store electrical power, deliver this case the full transformation takes about three weeks. If
electrical charges, and shoot minor bolts of lightning. there are cures or not is up to the Game Master.
Through electricity the host is kept animated and
strong, even when the brain and organs are weakened The slimy skin and electrical properties of the Trollfrogs
by the parasite. The weed doesn’t kill its host, but makes make them extremely hard to catch, and attacking them
sure it eats for two, so that the weed can grow and that with weapons of steel can send strong electrical charges up
the creature can mate. the arm of the attacker. A Trollfrog can live for 200 years.
They reach adulthood in 10 years, and male and female
This parasitic transformation affects DNA, and the off- differ little from each other. The colors of their skin tend to
spring of the victim is born with a weed parasite inside of darken in the autumn, and reach their most vivid at mid-
it. The weed attacks a number of different creatures, but has summer. Trollfrogs are constantly hungry, and very active
been most successful with what was once the Mellion Frog, as long as the temperature stays above freezing. The crea-
now called Trollfrog. The original species is extinct and only tures can hold their breath for up to twenty minutes.

27
Rhonx Aibia
Rhonx Aibia
GENERAL Magical fires cause half of the usual damage to the
CATEGORY: Demon (Ice) demon.
TERRAIN: Frozen Abyss
FOOD: Carnivore
AGGRESSION: Extreme ATTACKS/DAMAGE
SIZE: 12 feet (365 cm) tall, when hulking 1 BITE: 2-6 (+ 10-20 of ice damage)
NUMBERS: 1 (to numerous) 2 CLAWS: 2-12 (+ 5-10 of ice damage)
2 POURING VENT SHOWERS: 20-30 of ice damage
2 CLAWED KICKS: 4-14
CHARACTERISTICS (If a Long Sword causes 1-8 points of damage)
STRENGTH: 50-60
AGILITY: 20-30 The Rhonx Aibia is a killing machine. The liquid cold of
ENDURANCE: 20-30 its interior is death to ordinary life-forms. Before attack-
INTELLIGENCE: 6-10 ing it “dips” its scissor-like claws in liquid ice from the
MENTAL RESILIENCE: 6-10 vents, and wielding these it destroys most in its way.
CHARM: 0 When necessary it emits liquid ice in arc-like showers
(If stats of humans range from 3 to 18) from the vents, effectively freezing, and killing most that
it makes contact with. It can bite with some liquid burst-
SPEED: Run x 4, Swim x 3 ing through its mouth, and the hind legs of this demon
(Multiple is times human speed) make a horse’s kick look frail. The showers spread out
10-30 feet (3-9 m) in a 180 degree arc before the demon.
MAGIC POWER: 0 A tough Agility-roll must be passed in order to avoid it.
(Ranges from 0-100)

HIT POINTS: 40-60 POWERS/EFFECT


(If a human commoner has about 11 hit points) MARK OF ICE: When threatened the Aibia makes use
of a trap to protect itself and its territory. By letting go
of a part of its inner cold (its life energy) it can leave a
PROTECTION mark of never melting liquid ice. This matter (usually
AVERAGE: 8 applied as a round pool) will make the air and the sur-
HEAD: 10 rounding ground cold and freezing. Stepping in such a
CHEST: 8 mark will shatter the leg of the unlucky one, as well as
BACK: 12 causing 20-30 points of damage. Passing swiftly above
CLAWS: 9 it (up to three meters above) will cause 1-10 points of
FRONT ARMS: 9 damage. Magical protections against cold can decrease
BACK “VENTING” ARMS: 4 the damage. The demon does its best to hide the mark,
UPPER LEGS: 9 and place it where its enemies must pass. The place of a
LOWER LEGS: 4 mark will remain in effect forever. Only the most pow-
(If Full Plate Armor is 10) erful of magical fires can undo them. The surrounding
area up to 1 mile (1,6 kilometers) away will turn notice-
The unnatural and fierce inner cold of the Aibia demon ably colder for as long as the mark remains. The demon
spreads out through its hard body. Any non-magical can produce 5 marks in a day. When making a mark it
weapon touching this immense cold face a 50% chance of will loose its power to vent liquid cold as showers for an
instantly shattering. All others (including most magical hour.
weapons) will inflict 3-6 points of cold damage to the
wielder. Gauntlets (not metal ones) and thick gloves can KISS OF THE FROZEN ABYSS: When desirable, ene-
reduce the damage. The material of the weapon handle mies not instantly dying when trapped in the claws of
can also influence this. Note that wounding the Rhonx the Aibia, may be temporarily spared and turned into
Aibia with cutting or piercing weapons may result in a allies. One of the vents is then applied to cover the vic-
burst of liquid ice (its blood). Such a burst may hit home tim’s face and inject a great amount of liquid ice into
and is to be treated like a vent shower (see ‘Attacks’). brain and body. This quick “freeze-down” will make

29
the chosen body subject to the warped ice and turned is now little difference between the living cold and the
instantly into a thrall of its frozen rule. The demon and demons themselves. The life-forms in these parts of the
the victim are made into one, and the fury of the Abyss Abyss were changed forever, and their realms made
will reign in them both alike. This transformation will colder than any other part of the universe.
last only for ten to twenty minutes. The victim then
dies. For this to succeed the subject must be held for When a demon from this underworld is summoned
two rounds. Use your game’s rules for holding/grap- or escapes, it brings the warped Abyss inside of it. No
pling etc. longer the mere absence of warmth and energy, but a
power in its own right, it cannot be destroyed by natural
AURA OF COLD: The Rhonx Aibia carries a constant heat or fire. Inside of it is a sun of liquid cold, strength-
aura of cold around it. All within 20 yards (18 meters) ened further by consumption of any life or edible matter.
suffers 2 points of cold damage every round, unless pro- The surplus cold thus generated, isn’t let out into the air,
tected properly by magic. Heat will not help against the but concentrated and vented through special outlets in
aura. This is not a normal cold but something beyond the body. The entire creature is colder than any other
it, rebellious and untied from the natural counterbal- thing alive, but it moves with the power and agility of
ance of fire and ice. The only way of extinguishing this a predator unleashed, leaving the mark of utter cold in
cold is to kill the demon. Preferably through crushing its path.
its bones, or through magical damage – bleeding it is far
too dangerous. The Rhonx Aibia is such a demon, and one of the lesser
powers from the Abyssian Ice. Still a formidable power
it will slay most other creatures without effort. The
DESCRIPTION authority of its cold is so vast it will move unhindered
It is said that the lesser deities looked with horror upon through armies, unless they’re strengthened by magical
the Abyss when it was first created. To end the horror power. It doesn’t think much, except for short-term
some of them ventured there, into the pits where chaos scheming on how to gain more energy. It moves and
was lord supreme. There the minor gods gathered their eats, that is about it. Like other beasts it will brand its
powers and laid a binding cold upon the deeper levels. territory with marks of ice, and usually sees no reason
Frozen into a state of petrification, the life-forms of the to limit it. It will roam, slaughter and consume all living
Abyss went into slumber, but chaos soon stirred again. things until blocked or killed by greater powers. When
The underworld of ice was shattered and the bondage venting liquid ice in the natural world, the demonic
destroyed. Still these parts of the Abyss remain in a cold fluid soon freezes, to be melted slowly away if the tem-
warped by evil. The cold did not lessen, but was turned perature is high. But inside the Aibia it remains con-
colder still, into an unnatural state where the ice liq- stantly liquid and glows with cold energy. The dark
uefied, not into water, but into actual floating ice. This creature can choose to let go of parts of it icy soul, and
perverted and evil cold – a creation of malevolence does so when its territory is threatened. (See ‘Powers’ –
untold – was a triumph of chaos. When the demons Mark of Ice).
awoke they had a new kind of energy.
The Rhonx Aibia are immortal unless slain. They obey
No longer did spending energy cause heat, but cold in no command if not severely wounded and helpless,
the form of liquid ice. When eating, cold was gener- or if bound by strong magic. In their home world of
ated inside the demons. Not a regular cold that would the icy Abyss they are numerous and pushed around
have their hearts stop, but a new and distorted cold that by Greater Demons, but in the world of men they are
brought vigor to demonic flesh. Everything was turned a fierce and terrible power. They move over land and
upside down. The abysmal cold was now part of the through water and fire unhindered. They cannot fly, but
demons, and in time it became their very essence. There leap over two story buildings with ease.

30
Elor Than
GENERAL animal is caught by the many smaller arms, the center
CATEGORY: Possibly unearthly fungus emits an acidic substance that breaks down and
TERRAIN: Misty plains and waterways softens the flesh of the prey. Small creatures are digested
FOOD: Carnivore directly by the red fungi, while others are delivered to
AGGRESSION: Controlled and sucked up through the creature’s elongated tongue.
SIZE: 15 feet (460 cm) tall Any remaining hard parts are swallowed whole. A sting
NUMBERS: 2 (or 30-100) by these flowers results in great pain, and continues to
do 1-4 points of acidic damage for an additional 4-8
rounds. If necessary the Elor Than can use all four tenta-
CHARACTERISTICS cles to bring down larger beasts and patiently work their
STRENGTH: 28-30 flesh into a digestible ooze.
AGILITY: 8-10
ENDURANCE: 20-25
INTELLIGENCE: 7-9 POWERS/EFFECT
MENTAL RESILIENCE: 20-25 (See description)
CHARM: 5-7
(If stats of humans range from 3 to 18)
DESCRIPTION
SPEED: Run x 3 Rare and strange, the Elor Than can be seen walking
(Multiple is times human speed) slowly across fields covered by morning mist. Their legs
move soundlessly while their tentacles scour through
MAGIC POWER: 0 the soggy grass. In such a way they gather the frogs, the
(Ranges from 0-100) fat worms, the slugs, and all other life-forms drawn out
by the damp. Sometimes seen striding through a course
HIT POINTS: 30-35 of water, they trap the fish with their deadly flowers, and
(If a human commoner has about 11 hit points) then stop to unhurriedly consume them. Many have
tried to pursue and track these creatures, but all return
with the same story; They were there before us, and
PROTECTION then they were suddenly gone. The Elor Than are said to
AVERAGE: 3 travel – to journey through planes unknown. It is said
HEAD: 4 that they leave for places where no man has ever been.
MEMBRANES: 1 Who knows? What is certain is that they usually appear
CHEST: 2 in pairs. But there are some reports of “forests” of great
BACK: 6 legs suddenly moving through the fog.
LEGS: 4
TENTACLES: 2 Standing more than twice the height of a man these
(If Full Plate Armor is 10) giants are gentle, and avoid contact with most intelligent
beings. They have been worshipped as deities by druidic
The Elor Than are only well protected on the back and orders, perhaps due to their breathtaking presence.
sides of the main body. Even a frail strike toward the When attacked the Elor Than usually run off and soon
membranes are said to anger them, and may turn them vanishes from all sense perception. However, should
hostile. they stay and fight, they make a deadly opponent.

These creatures are normally found far away from set-


ATTACKS/DAMAGE tlements and civilization. They are smart and commune
4 KICKS: 6-12 with eerie series of sounds – reminiscent of the hooting
4 TENTACLE BURNS: 4-10 (+ acidic damage) song of pigeons. Some scholars have spent their entire
(If a Long Sword causes 1-8 points of damage) lives hunting and studying them, most in the hope of
revealing and understanding their rumored plane-
The jellyfish-like ends, or “flowers” of the Elor Than ten- traveling abilities. The big membranes on the head, back
tacles are dexterous and lethal constructions. Once an and joints of the Elor Than are extremely sensitive to

31
Elor Than
sound, and pick up frequencies beyond the capacity of strange Elor Than. That is a quest still to be completed.
any normal ear. In fact they hear through several worlds No young or small Elor Than have ever been spotted.
at once, and can sometimes pick up the noises of the But ancient tomes speak of “the giants among giants” –
future, as well as the lingering waveforms of the past. huge creatures towering far above the others, and “great
No human has of yet managed to communicate with the hungry flowers” descending from the sky.

Ferrenai
GENERAL orders. The creatures prefer natural armor like leather
CATEGORY: Two-legged amphibian mammal and scales, but outside-clan individuals have been seen
TERRAIN: Jungles, damp forests, and swamps wearing metal
FOOD: Omnivore
AGGRESSION: Controlled (short-tempered)
SIZE: About 5’ 6” (167 cm) tall ATTACKS/DAMAGE
NUMBERS: 1-100 2 FISTS: 1-3
2 CLAWED KICKS: 1-6
(If a Long Sword causes 1-8 points of damage)
CHARACTERISTICS
STRENGTH: 5-15
AGILITY: 5-20 POWERS/EFFECT
ENDURANCE: 3-18 READ MEMORY OF WATER CREATURES: The Fer-
INTELLIGENCE: 3-15 renai can telepathically tune in, and to some extent,
MENTAL RESILIENCE: 3-18 listen to the memories of fish and other creatures living
CHARM: 2-8 in water. They have a 50 percent chance of gathering the
(If stats of humans range from 3 to 18) memory reflections of any water-living creature. The
ability is very unreliable and the information is rarely
SPEED: Run x 0,8, Swim x 1,3, Climb x 1 coherent. It is suggested that a dice roll is used to see
(Multiple is times human speed) how usable and extensive the memory information may
be. The same water creature can only be targeted once a
MAGIC POWER: 3-16 day for this sort of inquiry.
(Ranges from 0-100)

HIT POINTS: 3-16 DESCRIPTION


(If a human commoner has about 11 hit points) In the dampest places, where no other beings will settle,
the Ferrenai tribes live and thrive. They have specialized
in aquaculture, the farming of water plants and fish, and
PROTECTION are also expert hunters.
AVERAGE: 2
HEAD: 2 The Ferrenai are intelligent beings, but emotionally and
TORSO: 1 socially quite different from the typical human. They
ARMS: 2 never greet each other through words or gestures, but
LEGS: 2 seem to take other tribe members for granted. This
(If Full Plate Armor is 10) wordless acceptance of their fellow beings prevents
many conflicts in the Ferrenai tribal life. To them it is
The skin of the Ferrenai is hardier and more resilient natural that opinions differ and they never really bother
than human skin. It is not as easily charred by fire, with changing the minds of others, until matters of life
affected by cold, or other physical phenomena. Fer- an death emerge. The hierarchy of the Ferrenai tribal
renai are immune to skin diseases and other skin dis- system solves most disagreements very swiftly, and if

33
Ferrenai
not, a ritualized fight to the death is undertaken. This Unused to the many nuances of human interaction, the
trait makes the Ferrenai rather vulnerable when thrown Ferrenai have a hard time understanding what’s com-
into a human society. When regularly questioned (dis- municated beyond the words. This is compensated by an
honored) or blatantly disrespected, it is in Ferrenai intuitive judgement about the character of people and
nature (culture) to resort to lethal force. Though great beings they encounter. It is commonly considered that it
hunters, and skilled warriors, the Ferrenai are not a is the antennae, or the bulges at the back of the Ferrenai
violence-loving people, and therefore avoid other civi- head, that somehow make them able to know the heart
lizations and beings, unless driven by some uncom- of people. Even if they can’t follow a complex dialog
mon motif. Some individuals have made an effort, and very well, they have an instant, and far better notion
learned the hard way, to interact smoothly with non- than others, about who to put their trust in, and what to
Ferrenai societies, but the number of creatures outside be expected from any person. This gift can be used quite
the tribes are very small. well to tackle most beings, without having to resort to
the subtleties of social masquerade. Ferrenai normally
The Ferrenai culture is normally based around a sha- always say what they mean, and tend to stand up to their
manistic pantheism, and the ritualistic celebration of opinions. If not corrected by a higher member of their
water, fish, and amphibians in many forms. The position tribal order, they will defend their stand with their lives
of Tribe Leader and Head Shaman is always held by the if necessary. Ferrenai are able to lie if they need to, but
same individual, and it is the level of mastery in sha- only do so in extreme and rare situations.
manism that primarily is considered when new leaders
are chosen. Ferrenai do not read and write, and resort The Ferrenai are mammals with many amphibian attri-
purely to oral traditions for knowledge. This works well butes. They give birth to fully developed children, but
in simple tribal communities, but has obvious weak- these stay encased in a tight and soft, water-filled, and
nesses when a wider scale of knowledge is desired. Many semi-translucent “egg” for the first two days. In that
of the Ferrenai outside of the tribes are in fact seekers of period they shed most of the fish-like scales acquired
wisdom and clearly curious about the ways of others. in the womb, and then eat their way out of it. Ferre-
The Ferrenai language is hard to learn and the clicking nai breath through lungs but can stay under water for
and gurgling sounds are strenuous and tough to imitate twenty minutes without much effort. Their skin is not
for most other beings. It is said however, that there is affected or softened by it, and their vision is kept sharp
much to learn about the water, and of shaman secrets, while submerged, due to a thick lens that automatically
for those willing to integrate and manage to be accepted covers the eyes. They live for 60-70 years.
by Ferrenai societies.

35
Gohrgin
Gohrgin
GENERAL The Gohrgin is a very fast creature, and makes use of
CATEGORY: Reptile its great speed to attack prey. It normally overcomes
TERRAIN: Dungeons and caves victims from behind and tears them down much like a
FOOD: Carnivore great lion would. When facing unusual foes the Gohrgin
AGGRESSION: High may approach more carefully at first, and try to observe
SIZE: 9 feet (270 cm) long enemy behavior. Attacks coming at it from behind are
NUMBERS: 1-7 met by its great club of a tail. Though not long enough to
reach in front of it, the Gohrgin often displays and raises
its powerful tail in a threatening manner.
CHARACTERISTICS
STRENGTH: 25-32
AGILITY: 14-18 POWERS/EFFECT
ENDURANCE: 20-30 SEVER OWN HEAD: The hard shell-like shape on
INTELLIGENCE: 2-6 top of the Gohrgin’s head is tough for a reason. Inside
MENTAL RESILIENCE: 17-18 this armor is not only the creature’s brain, but also its
CHARM: 0 heart. This strange location has its explanation in the
(If stats of humans range from 3 to 18) creature’s ability to loosen its own head from the body.
When the main body is severly wounded, and loss of
SPEED: Run x 2, Swim x 1,5 blood threatens to kill the creature, the Gohrgin can
(Multiple is times human speed) willfully detach its head from the body. The hard, and
normally limp tentacles hanging from the sides of the
MAGIC POWER: 0 head is then brought to animation, and functions as
(Ranges from 0-100) legs for the now much smaller life-form. The vessels of
blood in the neck are automatically sealed tight and the
HIT POINTS: 26-30 remaining blood begins to support the brain and other
(If a human commoner has about 11 hit points) head functions. The creature then normally steals off
and tries to make its way into smaller tunnels, where
enemies cannot follow. There it continues to exist, and
PROTECTION more tentacles eventually grow out of the skull to make
AVERAGE: 6 for a new and spidery revelation. Rarely however, the
HEAD: 7 Gohrgin may continue attacking in this new form with
BACK: 7 bites and sharp tentacles. In any way it continues the
LEGS: 4 remainder of its days as something of a large insect,
CHEST: 3 rather than the powerful predator it once was.
TAIL: 5
(If Full Plate Armor is 10) SHRIEK OF THE UNDEAD: The Gohrgin has an eerie
connection to the undead and to ghosts especially. When
The Gohrgin has a very thick and hardy hide that is threatened it may invoke a shrill call to summon nearby
enforced in places by bony plates and ridges. The top spirits and undead to its aid. It cannot raise or wake the
of its head is especially hard, and the creature has been dead, but only command those that happen to be within
seen ramming victims, and pinning them to the walls 1 mile (1,6 kilometers) of it. Any undead hearing the
before biting or shredding them to pieces. shriek of a Gohrgin must answer. Any loyalty or binding
to other powers are immediatly abandoned, and undead
so summoned will do their utmost to defend the calling
ATTACKS/DAMAGE Gohrgin for as long as the threat remains. Vampires and
1 BITE: 2-6 other powerful undead are also subject to the shriek, but
2 DOUBLE CLAWS: 2-6 usually slay the Gohrgin once the effect is over, so as
1 TAIL: 2-8 to avoid future disturbances. The origins of this power
1 SKULL RAM: 1-6 (+ optional speed damage) are not clear, but could possibly be explained by the
(4-8 TENTACLES): 1-4, see ‘Powers’ rumored background of the creature (See ‘Description’).
(If a Long Sword causes 1-8 points of damage)

37
radiates an aura of dark intelligence, and the eyes have a
DESCRIPTION magnetic power that some find hard to tear themselves
In the tunnels of the earth live the Gohrgins. There they from (optional saving throw vs Mental Resilience).
hunt and feed upon all living things, brave or ignorant
enough to enter their labyrinthine world. They speed The Gohrgin live all of its life under ground. It draws
through the subterranean pathways in search for food, away from daylight, if exposed to it, and its otherwise
and few things escape their hunger. Often in small packs, perfect vision is temporarily disabled. However, crea-
but also on their own, the Gohrgins rarely stop hunting. tures in need of new hunting grounds move over land at
Their appearance and cruel strength is the stuff of goblin night, and searches about for fresh dungeons in which to
nightmares. With perfect night vision and relentless settle. The female – a creature twice the size of the more
perseverance they are a terror of the underworld. abundant males, never leaves a “conquered” cavern. She
will remain and multiply until there is no traces of food
The dark stare and strange powers of these beasts have left, and then die in her lair. Young Gohrgins grow up
given rise to numerous stories, but one of the most vivid rapidly, but only one out of twenty is a female.
speaks of an orc warlock creating these creatures. The
warlock is told to have been a two-headed freak, with This creature is rarely found near human settlements,
horrible and morbid powers. Through hideous rituals but are drawn at times to catacombs and other subter-
he is said to have successfully mixed his blood with a ranean burial grounds. It seems to have an attraction
great reptile that lived in the mountains – rituals that to the dead and the spirit world. Though the Gohrgin
included the surgical removal of one of his own heads, normally consumes all of its prey, it tends to leave found
to be magically attached to the body of the reptile. The carcasses untouched, even when plenty of flesh remain
warlock’s arcane knowledge of necromancy is by this on them.
story the cause of the Gohrgin’s unearthly shriek (see
‘Powers’) The Gohrgin live to be about 50 years old, and except
for the mysterious link with the undead it has no other
Those fortunate enough to have survived an encounter interest than food and reproduction.
with the Gohrgin, say the stare of the monster never
leaves them. Though beastial in all behavior, the creature

38
Nemunn
GENERAL ATTACKS/DAMAGE
CATEGORY: Unknown 2 CLAWS/FISTS: 2-6
TERRAIN: Forests and hollows (If a Long Sword causes 1-8 points of damage)
FOOD: Omnivore
AGGRESSION: None The Nemunn is a gentle creature, which rarely engages
SIZE: 6-7 feet (180-210 cm) tall in any kind of fighting. The predators of the forests leave
NUMBERS: 1-2 them alone due to the poisonous smell of their mollusca
flesh, and otherwise inedible body. When hostile forces
move into their areas the Nemunn usually moves away
CHARACTERISTICS or makes use of skillful camouflage.
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13 POWERS/EFFECT
INTELLIGENCE: 14-17 REGENERATE AND EXTEND ARMS: In part the
MENTAL RESILIENCE: 14-17 Nemunn is a plant, and the creature have inherited the
CHARM: 0 plant’s power to grow. When it wishes to it can extend
(If stats of humans range from 3 to 18) the length of its arms up to 10 yards (9 meters) in a
matter of minutes. This quick growth can’t be retracted
SPEED: Run (Crawl) x 0,5 or undone, so the creature lives with the extended limbs
(Multiple is times human speed) for the rest of its life. Therefore the Nemunn only makes
use of this ability in truly important situations. Some of
MAGIC POWER: 15-20 them willfully have very long arms cut off, since new
(Ranges from 0-100) hands will grow back on the stumps. This however takes
about a year, and is also preferably avoided. Growth can
HIT POINTS: 15-25 only be applied to the arms of the creature. Due to this
(If a human commoner has about 11 hit points) power the length of the arms of Nemmuns might vary
significantly.

PROTECTION CAMOUFLAGE: The Nemunn can shift the colors of


AVERAGE: 3 its hair (which is actually moss) and snail-like body
HEAD: 2 very swiftly, but the power is limited to the natural and
UPRIGHT BODY: 3 common colors of the woods. The face and arms cannot
SLUG BODY: 2 be re-colored, but the creature can remain absolutely
ARMS: 3 still in most positions for up to a week, without flinch-
(If Full Plate Armor is 10) ing.

The slug-like part of a Nemunn’s body is like thick


rubber with fur on top, but the inner tissue of it is DESCRIPTION
soft and sensitive. The upright portion of the creature Tales say that the Nemunns are born from the trees.
can be compared to truly hard leather, and in places It may in fact look like it, but the egg of the creature
to tough, solid wood. All inner organs (except for the (produced without mating) is placed within a hole of a
brain) are located in the slug-like part of the body, so tree. From there it goes into a larva state and eats away
the front portion is more or less like a living tree, with the interior of the tree host. Green hair-like moss then
only a single central vessel of blood running through it. sprouts out of the larva to penetrate the shell of the tree.
This part can be chopped and damaged, disabling the For some time then the larva is nourished directly by the
Nemunn, but apart from hits to the brain, and to the leaves and the roots of its tree nanny. This dependence
very core, injuries here do not cause loss of hit points or lasts for up to twenty years and during that time the cells
pain to the creature. of the Nemunn larva inherit tree-like qualities, before
transforming the larva into a fully grown Nemunn. The
mature creature then breaks out its tree shell and starts
its life in the forest.

39
Nemunn
The Nemunns prefer the outdoors, but take shelter the worries of the greater world. At times however their
and sleep in hollows and tunnels just beneath the root compassionate nature may lure them away from their
ceiling of the forest. There they usually have a collec- homes and security. Especially if trees, or creatures of
tion of various herbs, plants, roots, and flowers, and a the forest are in danger, the Nemunns may take action
space of some kind where they grind, mix, and create outside their zone of comfort.
wondrous ointments of healing and power. The crea-
tures are master botanists and have deep and unparal- The Nemunns make use of simple tools, but never
leled knowledge of plants. It uses its various mixtures blades or weapons. To gather the herbs and ingredi-
for rituals of spiritual communion with the forest, but ents they desire from the woods, they use their flexible
also for healing and helping creatures and other inhabit- claws. These can be turned around 180 degrees and the
ants of their leafy homelands. They may also know some Nemunns control them with great dexterity. Otherwise
wordless druidic spells. the creatures are slow and though they can haul them-
selves and crawl over challenging terrain, they prefer
The Nemunn doesn’t speak but understand the lan- to remain where the ground is fairly flat and where the
guages it has overheard or encountered during its long forest isn’t too dense.
life. It can also communicate with unconscious creatures
and beings by sticking strands of its moss hair into the These creatures live to be about 300 years old. They feed
creature’s flesh. This way it may get some idea of how to on worms, frogs, insects, and the eggs of birds. They
awaken the unconscious one from slumber, but it can also receive some energy from the sun through the moss
not receive actual words or advanced messages. on their backs and heads. When no energy is available
they can become absolutely still and survive for up ten
Preferably on their own, or occasionally in pairs, these months without eating or drinking.
genderless creatures live their lives peacefully and avoid

Calmorock
GENERAL HIT POINTS: 22-32
CATEGORY: Crustacean (If a human commoner has about 11 hit points)
TERRAIN: Salt water coasts
FOOD: Carnivore
AGGRESSION: Normal to high PROTECTION
SIZE: 7-8 feet, (210-240 cm) tall AVERAGE: 9
NUMBERS: 1-10 HEAD: 6
CHEST: 10
BACK: 12
CHARACTERISTICS ARMS: 7
STRENGTH: 24-32 LEGS: 7
AGILITY: 6-10 “TAIL”: 11
ENDURANCE: 17-20 (If Full Plate Armor is 10)
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 2-8 The main body of the Calmorock is held together by
CHARM: 0 a hard exoskeleton that makes it very hard to kill. The
(If stats of humans range from 3 to 18) many limbs are bony and very tough, but lack the outer
protection of the torso and back. The weakest point is
SPEED: Run x 1, Swim x 1, Climb x 1 the head, which the creature holds high to keep it away
(Multiple is times human speed) from danger.

MAGIC POWER: 0
(Ranges from 0-100)

41
Calmorock
ATTACKS/DAMAGE cupped front legs enable it to haul itself up most sur-
2 CLAWS: 2-6 faces. With great patience it slowly empties all nooks
2 SUCTION CUP SLAPS: 2-4 (+ sucking damage) and hollows from life, seemingly unmoved by changes
1 BITE: 1-4 (Normally not used in fighting) in climate or weather. Houses situated near the sea is
(If a Long Sword causes 1-8 points of damage) treated no differently than any coastline cave, and the
life-forms within will be caught and devoured if pos-
The Calmorock uses its front and hind legs to skillfully sible.
seek out food hidden in sand and crevices. In combat
it may position itself on the hind legs and use the front When in water the creature walks on the bottom, but can
ones for powerful slaps. When a suction cup hits unpro- swim, if a bit awkwardly. They use the water mainly as a
tected skin it will inflict an extra 2-4 points of damage, means of shelter and as a place for reproduction. If the
while ripping the skin and flesh off the bone. The cups short coastline of smaller islands turn out to hold little
will attach to plate armor like ticks to hide, and drag food the creature moves on by clever means to more
opponents off their feet (Agility saving throw). Unless promising shores. By attaching itself to larger beasts of
the creature willfully lets go there is no other way of the sea, or to the underside of great ships, it picks up a
seperating the cups from a smooth surface than cutting swift ride to new and richer “pastures”.
them off. When badly injured the Calmorock will seek
the sanctuary of the ocean. While the Calmorock tend to move about in families of
3-10 creatures, they have no trouble surviving on their
own. In frozen and lifeless regions they turn on each
DESCRIPTION other to survive, and typically the young are killed first.
The Calmorock is a wandering creature. It has no lair The creatures are often detected from a distance by their
or area of choice, but follows the coastline ever onward smell, which can be recognized from miles away, and is
in search for food. It prefers the rich and easy spoils of reminiscent of fish and seaweed left to decompose in the
the sea, like wounded seals or stranded whales, but will sun, but with a sour strength that no Calmorock-free
eat anything it can get hold of. All kinds of flesh, alive shore can offer. They live for about twenty years, have a
or dead, fresh or rotten, is consumed with great fervor. dark bluish blood, and those who know how to get rid
of the smell can use parts of their exoskeleton as rather
Though not very quick or agile the Calmorock can move light-weight and efficient armor.
over basically any terrain. Its strong fingers and suction

43
Dhondoros
Dhondoros
GENERAL POWERS/EFFECT
CATEGORY: Ethereal Power ETHEREAL COMMAND: The Dhondoros has the
TERRAIN: Any (The Ethereal Plane of Existence) power to speak words of command through the ethe-
FOOD: Ethereal (spirits and souls) real dimension. On the material plane this voice is
AGGRESSION: Controlled loud, deep, and bellowing. Here it contains no words,
SIZE: 8-9 feet (240-270 cm) tall but on the ethereal level it reaches into the souls/spirits
NUMBERS: 1-5 of all within the range of sound. It commands obedi-
ence. Unless a tough Mental resilience roll is passed,
all beings and beast must follow. These commands are
CHARACTERISTICS never complex, but stay in the line of ‘listen’, ‘halt’, ‘turn
STRENGTH: 23-25 back’, ‘go home’, ‘yield’ etc. This power may be used three
AGILITY: 14-18 times a day.
ENDURANCE: 18-25
INTELLIGENCE: 18-25 ETHEREAL WALL: Once a day the Dhondoros can
MENTAL RESILIENCE: 18-25 conjure forth an ethereal wall, stopping all ethereal
CHARM: 11-12 bodies (and thus the corresponding material one) The
(If stats of humans range from 3 to 18) wall is a slight shimmer of bluish white that might be
missed on a bright day, but to all spirits and souls it is
SPEED: Run x 2,5, Fly (eagle x 5) impenetrable. It lasts for 15-20 hours and cannot be
(Multiple is times human speed) undone. The wall can be 30 feet (10 meters) high, 18
miles (30 kilometers) wide, and a single foot in breadth.
MAGIC POWER: 30-100 It reaches through all matter and cannot be scaled on
(Ranges from 0-100) the physical plane.

HIT POINTS: 40-60 ETHEREAL HUNGER: To remain materialized the


(If a human commoner has about 11 hit points) Dhondoros must eat. It feeds on nothing but the souls
and spirits of beings and creatures. Once every ten
minutes a new human-sized soul, or an equal volume,
PROTECTION must be consumed. This is done by throwing out a swift
AVERAGE: 4 ethereal tube into the body of the prey. The ethereal
HEAD: 4 “tongue” can be seen on the material plane, but can only
BODY: 4 be damaged by magical weapons. It is extremely fast and
LEGS: 3 hard to see (especially in daylight). The whole process
ETHEREAL TONGUE: 0 of eating takes a single round. Agility and speed can be
(If Full Plate Armor is 10) used as defense, but armors are of no use. (Some spells
and magical armors may offer protection.) The tube,
The material body of the Dhondoros is covered with which issues from the beak of the Dhondoros, may
thick hide and feathers, giving it sufficient protection extend up to 165 feet (50 meters).
when in physical form.

DESCRIPTION
ATTACKS/DAMAGE Every now and then in the history of every world, minor
2 CLAWS: 2-8 gods interfere with the business of mortal beings and
1 BEAK: 2-6 beasts. Still subjects to desire, some higher powers
(If a Long Sword causes 1-8 points of damage) cannot help themselves from disturbing the ordinary
fate of things.
The Dhondoros never attacks with its bodily weapons,
but may occasionally defend itself with these physical The Dhondoros are said to be messengers of such
means. powers. They have been witnessed to appear suddenly
in the midst of great battles, and in the center of throne
rooms and courts. There they have wreaked their ter-

45
rible powers, shortly and efficiently, only to disappear portray them as a dark and mysterious powers, feeding
again once it is done. Occasionally they have material- on random spirits to please their hunger and purpose.
ized before single individuals, to turn their minds about, At times they descend upon the world from above,
or to deliver powerful information. These occasions are and at other occasions they simply appear; always with
rare and very little is known about the creatures. unearthly might and command.

The Dhondoros normally inhabit The Ethereal Plane of Except for the transparant and bluish aspect, the ethereal
Existence. What they do in this, their natural abode, is bodies of the Dhondoros are similar to, but more grace-
unknown to the scholars here. If they are captured and ful than, their material ones. They are rare also in the
brought into service, or willfully in aid of higher powers, ethereal realms, but may be spotted in greater numbers
is unclear. But always they seem to speak for someone once encountered. Sacred texts say they were once steeds
else. At will they can create a material body, but move to the Powers of Old, who rode them in the times before
on ethereal wings even in earthly form. They are tall, the making of Earth and Water. Now, though set free,
majestic, and their presence is foreboding. they still obey their former masters – those who made
them, and those who treated them well and honorably.
Apart from their ethereal powers the Dhondoros may The Dhondoros are immortal unless slain.
know and use any amount of spells and languages. Rare
stories speak of them as helpful and guiding, but most

N e n’ G u a n
GENERAL PROTECTION
CATEGORY: Reptile AVERAGE: 3
TERRAIN: Any water, and land close to water HEAD: 4
FOOD: Carnivore BODY: 3
AGGRESSION: Normal to high UPPER ARMS: 3
SIZE: 30 feet (10 m) long Manlike part: 7 feet LOWER ARMS: 4
(210 cm) tall LEGS: 3
NUMBERS: 1-4 TAIL(S): 3
(If Full Plate Armor is 10)

CHARACTERISTICS The skin of the Nen’guan is smooth and slippery, but


STRENGTH: 17-23 still rather thick. The arms and face are harder and scaly.
AGILITY: 13-16
ENDURANCE: 14-18
INTELLIGENCE: 2-5 ATTACKS/DAMAGE
MENTAL RESILIENCE: 5-8 1 TUSK BITE: 2-4
CHARM: 1-(?) 2 CLAWS: 1-6
(If stats of humans range from 3 to 18) 2 SABER CLAWS: 1-8
2 TAIL LASHES: 1-8
SPEED: Swim x 4, Crawl x 1,5, Run x 0,5 2 STINGING ANTENNAE: 1 (+nerve poison, see
(Multiple is times human speed) ‘Powers’)
(If a Long Sword causes 1-8 points of damage)
MAGIC POWER: 0
(Ranges from 0-100) The Nen’guan has a large variety of natural weapons,
but uses mainly its double pair of arms when fighting
HIT POINTS: 25-35 human-sized foes, and similar prey. If it can safely get
(If a human commoner has about 11 hit points) close with its head it also attacks with the mouth and

46
Nen’Guan
its poisonous stinging antennae (See ‘Powers’). The split The Nen’guans live alone or in small families. The female
tail of the creature is mainly used for swimming, hyp- and the young are not as powerful, but look similar to
notizing, and to ward off pursuers in the case of retreat. the male. While the young have greenish skin the adults
turn brown or black, except for the brighter and more
vivid head and upper limbs. The scales on Nen’guan
POWERS/EFFECT arms can shimmer like gold. Treasure hunters have been
HYPNOSIS: The Nen’guan can combine its intense known to vanish while walking along the shores of great
stare with wave-like movements of its many body parts lakes, attracted to the glimmering of discarded scales.
to hypnotize a victim. This takes one round. If a saving These can be used for jewelry and usually fetch a good
throw vs Mental Resilience fails the being thus hyp- price. Some warn that the creatures tear off these scales
notized suffers a 50% penalty to all throws while the willingly, to leave them dazzling on the shoreline as bait.
Nen’guan stays close.
In the winter of cold regions the Nen’guans turns pale.
POISONOUS STING: Upon the Nen’guan head are They take on a life-less look and their eyes become dark
two antennae with purple, leaf-like ends. These inflict a like the deep of night. Though they remain submerged
paralyzing sting that can be lethal. If a saving throw vs most of the snowy season, they occasionally push
poison (or Endurance) fails the victim is instantly and through the ice to feed. At such seasons the hypnotizing
fully paralyzed for 5-50 minutes. If the saving throw power is gone, but the dreadful zombie-like look of the
failure is complete (5% risk) the victim is paralyzed at beast can be equally unsettling. Single Nen’guans have
once, and death follows within two minutes. been spotted far away from any lake, moving ghoul-
ishly through the woods, or even in the streets of snowy
towns. These occasions, of seemingly lost and aimless
DESCRIPTION behavior, are a mystery even to the foremost of sages.
The Nen’guan is a long and powerful reptilian creature,
whose front-most part has humanoid protrusions. It can Some claim to have heard the Nen’guan speak, or
drag its long body while stumbling upon the man-like whisper, but there are no recollections of actual words.
legs, but usually moves like a legless sea serpent, lifting The post-traumatic nightmares of surviving hypno-
the humanoid part up into the air when necessary. In tized beings seem to be very disturbing. Many of them
water it swims swiftly, with little use of its limbs. describe the creature in terms suiting a much more
intelligent and charming beast. Though the majority of
While most of its day is spent idle upon the bottom, witnesses tell of a monstrous creature, these insist on
stunning and eating small prey close at hand, it sub- mysterious qualities. Poetic terms like ‘sensual’, ‘divine
merges at dusk to hunt for larger meals. The Nen’guan dancing’ and ‘starlight fury’ have been recorded more
is fiercely aggressive while on land, and seeks to kill than once.
and consume any kind of large beasts or beings. Stories
say that the creature was once an ordinary snake of the The Nen’guan lives to be about 60 years old, and have
water, that one day ate the egg of a demon queen. Thus, no known aims but feeding and reproduction. It breaths
according to folk-lore, the serpent eats the fish of the through gills in water, and on land through lunges situ-
lake, while the demonic progeny takes over by nightfall, ated between the lower set of arms. It smells like the
to slay and to still its unnatural hunger. sediments of muddy lakes, and is fairly silent but for low
hissing sounds when excited.

48
Ghondaar
GENERAL POWERS/EFFECT
CATEGORY: Demonic reptile DEMONIC PAIN: When the Ghondaar snakes bite
TERRAIN: Mountains (Any) down into flesh they infect it with demonic pain. The
FOOD: Carnivore memories of abysmal torment and suffering is infused
AGGRESSION: High as physical reality into the victim’s nervous system.
SIZE: 7 feet (210 cm) long, without snakes There it spreads through the body and causes 1-4 points
NUMBERS: 1 of damage for 1-4 rounds after the attack. A successful
roll vs Mental Resilience is necessary. If failed the pain
will cause a 30% pentalty to all rolls for the duration of
CHARACTERISTICS the effect.
STRENGTH: 18-22
AGILITY: 15-17 VENOMOUS TRAIL: The breath of the snakes is ven-
ENDURANCE: 15-22 omous and leaves a shimmering green trail of smoke
INTELLIGENCE: 1-3 behind the Ghondaar. In tight places, like tunnels
MENTAL RESILIENCE: 0-2 (snakes: 18) or very dense woods, the smoke lingers for up to 20
CHARM: 0 minutes. Breathing in such areas is highly dangerous. A
(If stats of humans range from 3 to 18) saving throw vs poison (or Endurance) must be cleared,
to avoid dizziness, running eyes, and 1-2 points of phys-
SPEED: Run x 2, Swim x 1 ical damage per round.
(Multiple is times human speed)
INNER DARKNESS: The demonic snakes can cause an
MAGIC POWER: 0 inner darkness to torment intelligent beings by simply
(Ranges from 0-100) gazing at them. If a Mental Resilience roll fails the
victim will suffer from an overbearing mental darkness,
HIT POINTS: 18-25 that brings a 20-80% penalty to all rolls. Horrid visions
(If a human commoner has about 11 hit points) might occur, and morale is generally weakened.

SPINAL POSSESSION: If any of the snakes manage to


PROTECTION bite down into the neck, or on any other place along the
AVERAGE: 5 spine, they have a fair chance of possessing the entire
HEAD: 5 vertebral column. The victim will feel as if a dark serpent
BACK: 7 has come alive in the place of the backbone, and will act
BELLY: 3 accordingly. This may result in a crazed dance, rolling
LIMBS: 4 around screaming on the ground, or plain out madness.
SNAKES: 3 To avoid such humiliating actions a hard Mental Resil-
(If Full Plate Armor is 10) ience roll must be passed. The possession lasts for 2-10
rounds. If the Ghondaar snakes survive, the victim may
Ghondaar skin is like that of a big reptile - durable, with suffer reoccurring episodes of possession randomly for
leathery surfaces enforced in places by hard bone. several years. An exorcism might be in order. If no spir-
itual treatment is undertaken within a year, there is a
chance of 1-4 actual snakes growing out from the loca-
ATTACKS/DAMAGE tion of the bite.
1 BITE: 2-4
2 CLAWS: 1-6
2 HIND CLAWS: 1-8 DESCRIPTION
2-6 SNAKE BITES: 1-2 (+ demonic pain, see ‘Powers’) The Ghondaar is a pitiful and terrible creature. Pos-
(If a Long Sword causes 1-8 points of damage) sessed from birth by a number of snake demons, that
grows out from the back end of its spine, the Ghondaar
The Ghondaar typically attacks with all force, but never is eternally tormented. Forced to kill for, and to feed
with its hind and front claws simultaneously. the demons, the creature roams through the world in
a constant search for fresh meat. The snakes bite and

49
Ghondaar
plague the Ghondaar into obedience – lashing it on in The Ghondaar still prefers mountainous areas, but will
its hellish hunt. go anywhere to please the hunger of its masters. Sleeping
hidden, in caverns or in dark places, the beast will regain
The fully grown Ghondaar has completely surren- its strength, but the demons never rest. All Ghondaars
dered, and thus become one with its masters. As the travel alone. The snakes do not stand the demons of
snakes fight each other for a piece of the next meal, the another Ghondaar. Mating takes place quickly, and
Ghondaar opens its mouth to let the strongest one in. sometimes results in the death of one of the Ghondaars.
There, inside its tainted belly, a process of serpentine
magic transforms the swallowed meat into dark energy, When a youthful Ghondaar is freed of its demonic
which keeps the demons alive and powerful. masters (through decapitation of the snakes, for
example) it immediately stops fighting and runs off
Over the ages the Ghondaar has developed a thorny in a random direction. At times such Ghondaars have
shield, and a double nasal spike to protect itself from the returned to their “saviors” after some time, to stay with
hungry serpents. This however, offers little protection in them, and to gratefully serve them for the remainder
the long run, but serves mainly to keep the Ghondaar of their days. The mature Ghondaar will simply go into
alive. The fangs of the snakes are short but their power hiding and die slowly from lack of will and starvation.
unholy, and the pain they cause is pure and persistent.
Unless killed by its demonic tails, the Ghondaar can
“I want a pet”, said the son of the Devil High Lord, and become 300 years old. With age the snakes grow longer,
the Dark Power bestowed upon him the Ghondaar of the and may end up three times as long as their host. They
mountains – a fierce and appropriate gift to please his keep aloft through dark magic, and move around in air
son. As the creature escaped and fled heedlessly through as if it was water. They also kill and hunt what they reach,
the corridors of Hell, the son of the High Lord sent out and can live on for weeks even if the main Ghondaar is
his other pets to retrieve it. As the Snake found it, it bit killed. However, to keep strong and retain their wicked
deep into its short tail and cursed it with eternal posses- powers, they rely on the meat; processed and altered in
sion. Wild and furious, the Ghondaar escaped again, and the perverted Ghondaar belly.
found its way out of the lower realms. Alas, a creature
transformed, it would carry Hell with it – for all times, From birth, two to six snakes infest the spine of the
and for every generation to come. creature

51
Nomancuan
Nomancuan
GENERAL creature is not quick enough to produce any serious
CATEGORY: Unknown damage. Its attacks are rather easily avoided.
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low POWERS/EFFECT
SIZE: 5 feet (150 cm) tall, without the fungi. SPORE SHOWER: The fungi-like tentacles, normally
NUMBERS: 1 clasped tight around the great egg, quickly rise up into
the air when the creature is threatened. Once positioned
they release a shower of almost invisible spores over
CHARACTERISTICS and around the Nomancuan. This ghastly spray has a
STRENGTH: 7-11 vile odor that in itself is enough to scare off most preda-
AGILITY: 3-6 tors. If intent on a close encounter, the curiosity of any
ENDURANCE: 4-8 breathing beast or being will soon end, as the spores
INTELLIGENCE: 1-3 enter their lungs and blood-systems. Once inside the
MENTAL RESILIENCE: 11-13 body they take chemical control of the brain and render
CHARM: 1-2 the victim silent, still, and devoid of will and memory
(If stats of humans range from 3 to 18) (no saving throw allowed). Holding one’s breath will
help, but if any naked body part makes contact with the
SPEED: Run x 0,2 spores, they will enter the blood through the skin. The
(Multiple is times human speed) effect of the Nomancuan spore lasts for fourteen days,
and unless a Mental Resilience saving throw is com-
MAGIC POWER: 0 pleted, the victim will a suffer partial, but substantial
(Ranges from 0-100) and permanent loss of memory.

HIT POINTS: 6-13


(If a human commoner has about 11 hit points) DESCRIPTION
The life of the Nomancuan can be described simply as;
finding grass, grabbing grass (with its dexterous min-
PROTECTION iature nasal trunks), cutting grass (with its front claw
AVERAGE: 3 cutters), moving grass to its mouth, chewing grass, and
HEAD: 2 swallowing grass. There is however a wider and more
BACK: 6 mysterious context to consider. During the 100 year
BELLY: 2 lifespan of the Nomencuan it produces a single, living,
LEGS: 3 magical power in the form of a great egg. This egg does
FUNGI: 0 not reproduce the species but is something in its own
EGG: 0 right. It detaches from the creature only at the Nomen-
(If Full Plate Armor is 10) cuan’s death. If removed earlier it never matures into
power, and disintegrates within a matter of weeks.
The Nomancuan’s only natural armor is a bony shield
covering its back. Being physically vulnerable, it relies To touch the Great Egg of the Nomancuan is a blessing
on other means of protection (See ‘Powers’). for life. Luck will follow such persons for all their days,
and diseases will no longer catch hold. The entire area in
which such an egg is laid will be fortunate and prosper-
ATTACKS/DAMAGE ous for as long as the egg remains. Poor soil will turn
1 BITE: 1-2 green, deserts will flower, and animals will be drawn to
2 CLAWS: 1-4 such places. One hundred miles (160 kilometers) in all
(If a Long Sword causes 1-8 points of damage) directions will be affected by the positive powers of the
egg.
The Nomancuan is a slow and peaceful creature. Since
it usually can’t outrun an enemy it will defend itself if Nomancuans are extremely rare. For as long as the
attacked. Though equipped with formidable claws the powers of the egg has been known, people have tried to

53
tame it, or to capture it alive. All attempts have failed. this is refuted by pointing to the greed and conflict they
The Noamcuan refuses to eat in captivity, and if it tend to bring about. For some reason they seek higher
encounters a fence it cannot round or cut through, it altitudes, to graze at the very edge of the grass line. They
will stop dead in its tracks and wait until starvation kills move slowly, like sloths, preserving most of their energy
it, or the fence is removed. It needs the grass and wind for growing the egg. When walking from one range of
of a variety of areas to keep the egg growing. mountains to another, they keep out of sight to the best
of their abilities. Despite their powerful spore protec-
Naturally, Nomancuans are often followed and guarded tion, some vanish in the mouths of fast and large preda-
from a distance. Rulers and other powers tend to have a tors, but most beasts stay well clear of them.
great interest in the destiny of the eggs. Wars have been
fought around these creatures, and a lot of blood have On clear nights, the fungi caps let go of the great egg
been spilled to pay for the luck brought by possessing and exposes it fully to the starlight. Its red glow can then
the laid egg. Such a treasure must be well guarded, and be spotted from afar. Touching the translucent shell of
few things are as desirable. An egg will last for 300 years, the egg while it still remains with the Nomancuan, has
and the glow of its blessing remains as long as it stays no effect. Surgical removal will kill the creature as well
unharmed. as the egg. Nothing is known about the biology of the
egg itself.
How the Nomancuans reproduce, or come into being, is
unknown. Some claim they are gifts from the gods, but

Vo r n o r i o n
GENERAL PROTECTION
CATEGORY: Two-legged mammal AVERAGE: 2
TERRAIN: Deserts and jungles HEAD: 2
FOOD: Carnivore BODY: 3
AGGRESSION: Normal (short-tempered) ARMS: 2
SIZE: 7 feet (210 cm) tall, without horns LEGS: 2
NUMBERS: Up to hundreds (If Full Plate Armor is 10)

The skin of the Vornorion is thick and leathery, and


CHARACTERISTICS covered partly in fur.
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22 ATTACKS/DAMAGE
INTELLIGENCE: 3-16 2 FISTS/CLAWS: 1-4
MENTAL RESILIENCE: 3-14 2 KICKS: 1-6
CHARM: 3-11 (If a Long Sword causes 1-8 points of damage)
(If stats of humans range from 3 to 18)
If unarmed the Vornorion will kick, claw and throw fists
SPEED: Run x 1,2 in combat.
(Multiple is times human speed)

MAGIC POWER: 0-25 POWERS/EFFECT


(Ranges from 0-100) SILENT COMMUNICATION: The Vornornion com-
municates through series of extremely rapid movements
HIT POINTS: 5-20 with their trunks. These move so fast that no human is
(If a human commoner has about 11 hit points) able to follow the blur of swift Vornorion conversation.

54
Vornorion
Furthermore, the trunks are perforated in places by after, and small bands of warriors are regularly dis-
numerous tiny holes, which make some moves produce patched, to venture into foreign lands in the search of
sound. The sounds are reminiscent of the howls of such life-forms. By studying these species, some say, the
wind, and add depth to the Vornorion language. These Vornorion can alter common insects and breed larger
also help the creatures communicate when they don’t ones in the pits of their great Mounds
see each other, and are used when calling and taming
insects (see ‘Description’). The Vornorion trade jewellery, food, clothing, and
various utilities, all manufactured by insect parts. They
bring back gold, perfumes, potions, slave children of
DESCRIPTION other races, and weapons of steel.
The Vornorion race makes its living in the warmest of
places. They like the desert as well as the jungle and can They make use of no written language, but symbols
go without water for ten days without problem. Some are used to convey ritual meaning. They can however
move around, but most Vornorion settle down in clans, learn how to read, and some individuals do to study the
ranging from a few families to a thousand strong. knowledge of other races. The creatures can use magic
and many of their Elders are competent magicians. Little
The favorite food of these creatures are insects, and is known about their beliefs and faiths, but the symbolic
insects play a great role in Vornorion culture. Through representations of the Sun are common.
strange sounds (and perhaps magical knowledge)
the race has managed to command certain species of Vornorion reproduce just like human beings and have
insects. Among those are the giant scarab beetles, which about as many children. They are organized and develop
are used as steeds as well as in the building of Vorno- rich cultures. The jungle clans tend to remove the trees
rion Mounds. These huge constructions of dung and from large areas to make room for markets, games
sand serve as houses, and when strengthened by rock, as and other social activities in the open. Instead of giant
strongholds. A Mound can be up to 150 feet (45 meter) scarabs, other, more colorful insects are used as steeds.
high and keep several large families. In some cases, flying ones. The jungle mounds include
leaves and clay. The creatures are not especially violent,
As a rite of initiation the young Vornorion are sent out but are known for their short temper, and angry hag-
into the world to slay and bring home the delicacy of gling.
a giant centipede. Giant insects in general are sought

56
N e g g a - F i r e Wy r m
GENERAL The Negga Wyrm can produce and maneuvre a whip
CATEGORY: Reptile of fire as an extension of its tongue, with the same ease
TERRAIN: Volcanic mountains as a human throws a fist. This natural weapon can be
FOOD: Carnivore wielded for as long as the Negga lives. The whip can be
AGGRESSION: High up to half the length of the creature’s body, and it may of
SIZE: 40-60 feet (12-18 meters) long course set flammable objects on fire.
NUMBERS: 1 (to 100)

POWERS/EFFECT
CHARACTERISTICS FIREBORN: The Negga Wyrm is basically one with the
STRENGTH: 24-48 element of fire. Though flesh on the inside it manages by
AGILITY: 8-12 some unknown supernatural means to stay submerged
ENDURANCE: 13-18 in lava and fire for any amount of time. It can produce
INTELLIGENCE: 2-7 and cast a wide variety of fire-related spells (Game Mas-
MENTAL RESILIENCE: 2-8 ter’s choice), and is unaffected by all but the most potent
CHARM: 0 of magical fires.
(If stats of humans range from 3 to 18)
MELT ROCK: By touch the Negga can heat up 950
SPEED: Run(Crawl) x 1, Swim x 2 cubic feet (27 cubic meters) of rock per round. The
(Multiple is times human speed) rock swiftly turns to floating lava, and remains so until
it naturally returns to cold and hard stone. The feat
MAGIC POWER: 25-30 takes three rounds. At round two the heat is enough to
(Ranges from 0-100) cause heat damage and melt boots. This is not the most
common way of fighting for the Wyrm, which uses this
HIT POINTS: 30-60 ability only when it sees a need for it. The act of melting
(If a human commoner has about 11 hit points) rock drains energy from the creature, and can be done
no more than ten times per day. (This power can cause
great harm to large stone structures if applied to the
PROTECTION foundation of the construction.)
AVERAGE: 11
HEAD: 11
BODY: 12 DESCRIPTION
UNDERSIDE: 8 In those times and places where volcanoes and chasms
ARMS: 11 throw out fire and smoke unto the lands, one can some-
(If Full Plate Armor is 10) times find great rocky ellipsoids scattered upon the
slopes and fields. In the wake of eruptions, as the earth
The natural black armor of the Negga is among the quiets, these eggs of lava rock remain standing, as if
strongest and most resilient in the world. It looks like spewed out with the fire from the deep bowels of the
partially polished lava rock, and is tougher than steel but earth.
not as rigid. It is unaffected by all natural and (weaker)
magical fires, and as light as the exoskeleton of a crus- No one knows the depths where these eggs are pro-
tacean. Producing armor of this material is an art long duced, but they have been witnessed as they hatch, and
lost, but with the right kind of knowledge and skill, it when the great black Wyrms crawl out from inside of
can be done. them. Usually these return to the caves and hollows of
the mountainside, seeking the solace of the fiery pits,
but occasionally they start wreaking havoc right away.
ATTACKS/DAMAGE
2 CLAWS: 2-6 As the Negga move back into the earth they seek out
1 BITE: 2-8 lava streams or pools and submerge themselves in them.
1 FIRE-WHIP: 3-18 There they lie for centuries only to come out once in a
(If a Long Sword causes 1-8 points of damage) while for a meal of flesh. It is believed that they somehow

57
Negga - Fire Wyrm
maintain life by drawing energy from the heat of the The magic of the Negga is natural, and they have no need
lava, and that they only rarely need to complement this for words, scrolls, or other means to make use of their
diet with the proteins of meat. power. They do not seem to care about their brethren,
and have no interest in the affairs of others save as food.
It is further believed that the Wyrm is only a larva state Their intelligence is greater than appearance reveal,
of some more advanced life-form, that might never have which can be noticed in behavior, but they display little
been spotted. The theory is based upon the undeveloped or no signs of communication.
wings and the long worm-like body of this dragon-like
creature. Water will not hinder these creatures, but will of course
make futile the use of fire-related spells and the whip of
In their rare hunt for flesh the Negga are intent and the tongue
relentless. They will crawl out from the deepest of places
and venture any distance over land until their hunger is Nothing indicates that the Negga are bound to the lava
satiated. This happens once every decade or so. for survival, if there is plenty of substitute energy (prey)
around. They have never been spotted mating, and
It is unusual to encounter more than a single Wyrm at gender is impossible to make out. The teeth and fingers
once, but if one is there as the volcanic eggs hatch, up of these creatures make excellent arrow- and spear-
to one hundred beasts might be present at once. At the heads, but will not come loose easily. The beasts can live
sight of meat many of these newborn discover hunger forever it seems, and millennia are probably needed for
and postpone their search for heat and hiding. any eventual metamorphosis to set in.

Thelossian
GENERAL PROTECTION
CATEGORY: Mammal AVERAGE: 3
TERRAIN: Woods HEAD: 2
FOOD: Carnivore BODY: 3
AGGRESSION: Normal LEGS: 2
SIZE: 5 feet (150 cm) tall, at the head TAIL: 3
NUMBERS: 1 to 5 (If Full Plate Armor is 10)

The skin of the Thelossian is thick and mostly covered


CHARACTERISTICS by very thick fur, which makes for a good natural armor,
STRENGTH: 12-16 in case wits and camouflage fails to protect it.
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8 ATTACKS/DAMAGE
MENTAL RESILIENCE: 15-24 2 CLAWS: 1-2 (1-3 as fists)
CHARM: 2-8 1 BITE: 1-4
(If stats of humans range from 3 to 18) (If a Long Sword causes 1-8 points of damage)

SPEED: Run x 2, Swim x 1, Climb x 2 The small claws on the hand-like paws of the Thelos-
(Multiple is times human speed) sian do little damage. Instead it tends to draw its fingers
together in a fist-like manner in physical situations.
MAGIC POWER: 0
(Ranges from 0-100)
POWERS/EFFECT
HIT POINTS: 11-18 CAMOUFLAGE: The Thelossian is a natural when it
(If a human commoner has about 11 hit points) comes to hiding and camouflage. Due to its powerful

59
Thelossian
sense of sight it knows how to conceal itself from most well as communicate with signs, sounds, and patterns of
gazes. It can change the colors of its fur at will, and with color. They have no spoken language but may figure out
great speed. It can also enter into a state of cryptobio- ways of making themselves understood when encoun-
sis, within a couple of rounds. In this case that means tering friendly creatures or beings.
instantly stopping its own heart and lowering the tem-
perature of its blood to that of its surroundings. The Elves, and other benign woodland folks, have been
creature will be as dead, but with the capacity to revive known to befriend the Thelossians for the sake of
itself to life when it wants to. This also takes but a few mutual interest. They make perfect guards of course,
rounds. In the state of cryptobiosis the creature retains but will not enter into such service without good reason.
a weak trace of awareness, just enough to sense and to They are also eminent trackers and have been seen in
judge if the potential danger has passed. the company of elven scouts, druids, and experienced
woodland rangers.
MASTER OF SIGHT: The five pairs of eyes of the
Thelossian all have a unique way of registering the As creatures of many eyes the Thelossians have devel-
world. Besides seeing normally (like humans) it picks oped great wisdom and are attracted to natural harmony.
up heat radiation, electrical vibrations, spiritual auras, They care about the surrounding forests and the diver-
and magical fields. Heat vision allows it to move about sity of life within them. The creatures may attack small
in total darkness and make out all lifeforms from afar. bands of orcs and other disregardful forms of life, if they
Electrical vision enables it discover creatures hidden display ignorant or destructive behavior toward their
under leaves, buried in earth, or moving behind thin home environment.
walls. Spiritual vision displays the spiritual aura of all
living things to the Thelossian, which gives it a good The Thelossians are very agile creatures. They swim
idea about the nature and disposition of any creature. well, and even if they tend to make their living at ground
Finally, magical vision makes it capable of noticing and level, they enjoy climbing trees, and often do so when
reading all magical fields emanating from spells and hunting. They also like to relax and enjoy life while
magic items. Thus it may know the kind and power of lazily playing about with their more energetic young.
magic it faces. Normally they sound as deep-voiced monkeys, but are
not loud, and do not growl like big cats. Being intelligent
they can imitate many animal sounds and do so when it
DESCRIPTION suits their purposes.
Usually Thelossians run about in the world rather fear-
lessly. Only when they are starving, or willfully makes Most Thelossians die before the age of 50. They keep to
a move toward danger, do they run the risk of being the same partner throughout their lives and reproduce
killed. Their unusual gift of sight allows them to avoid only once. Their young tend to stay with the adults until
most enemies long before they are spotted, but like all fully mature. When meat is scarce the creatures can eat
creatures, their level of attention may of course vary. and survive for months on nutritious roots, nuts, berries,
and fruit. If there is no food at all Thelossians may go
The Thelossians live alone or in small families, hunting into cryptobiosis and remain in such a state until food
and eating creatures, like beetles, frogs, worms, birds comes along. At the brink of starvation the creatures
etc. They are very intelligent and can hunt in groups as will attack and eat larger life-forms if necessary.

61
PanPanarih
PanPanarih
GENERAL emerging from their centers. Insects and very small crea-
CATEGORY: Plant tures are trapped directly by one of the tongues, which
TERRAIN: Damp places are fast and very sticky. Larger life-forms are stabbed
FOOD: Carnivore repeatedly until they are still. The PanPanarih continues
AGGRESSION: - to attack until the flesh is loose enough for the tongue
SIZE: 8 feet (240 cm) tall, without limbs to tear it off. The burning saliva also helps disintegrating
NUMBERS: 1 to 20 muscles and other tissue. Losing consciousness near a
PanPanarih is to be avoided.

CHARACTERISTICS
STRENGTH: 15-20 POWERS/EFFECT
AGILITY: 3-8 ENCHANTING FRAGRANCE: The PanPanarih is usu-
ENDURANCE: 20-28 ally without scent, but may release a strong fragrance
INTELLIGENCE: (1) to attract nearby prey. The scent can only be produced
MENTAL RESILIENCE: - when the plant bears fruit, and that is usually when extra
CHARM: - food is needed. The aroma of these plants is like a heav-
(If stats of humans range from 3 to 18) enly perfume and very hard to resist. Unless a saving
throw vs Mental Resilience is successful the victim is
SPEED: Run x 0,01 enchanted and will seek out the source of the scent and
(Multiple is times human speed) hug the PanPanarih to fill his mind with the wonder of
its fragrance. At touch the plant will attack. On a wind-
MAGIC POWER: 0 less day the fragrance can spread up to 500 yards (457
(Ranges from 0-100) meters) from the fruit.

HIT POINTS: 40-55 TELEPATHIC VISION: The seeds of the PanPanarih


(If a human commoner has about 11 hit points) are a kind of eyes. Around every seed is a mother-of-
pearl like lid that can open to reveal the organ of vision.
They are fully self-sufficient, like clams, but cannot eat,
PROTECTION and live only for six months. Whenever they open they
AVERAGE: 1 send visual information back to the PanPanarih, which
FRUIT: 0 may act upon this knowledge, but the ability is also for
TRUNK/BRANCHES: 1 finding a good spot to sprout upon. Birds, and other
TONGUES: 0 creatures, attracted to the glimmering surface, takes
ROOTS: 1 off with the seeds and so the plants spread. If dropped
(If Full Plate Armor is 10) nearby water the seed will settle, but otherwise it stays
closed most of the time, and awaits better opportunities.
Chopping at a PanPanarih is like chopping away at any A dead seed can still become a new plant, but it loses its
tree in the forest. It is commonly clad with a layer of ability to open up and see.
moss that gives no or little protection, but since it feels
no pain it will move about until it is cut to pieces, or BURNING SALIVA: The sticky tongues of the Pan-
burned down. Panarihs produce a burning saliva which inflicts 1-2
points of injury for 1-4 rounds when it makes contact
with naked skin. It is not acidic but consists of a nerve
ATTACKS/DAMAGE poison that causes pain and cellular damage.
5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue
damage, see ‘Powers’)
(If a Long Sword causes 1-8 points of damage) DESCRIPTION
The PanPanaris pose as common trees when they don’t
The PanPanarih thrusts with the spear-like ends of its engage in hunting or feeding. They stretch their limbs
branches to kill prey. Smaller creatures are then drawn and branches upward and hide their surveying eyes
into the core, through the hollow limbs, by the tongue well. They may live in any place where water is available

63
but prefer a damp climate. Even dungeons will do if a the plant gets half of its nutrition from the numerous
subterranean stream can be reached and an occasional insects landing unknowingly on the fruit, or upon the
beam of sunlight manages to squeeze in. Their roots cluster of small white flowers that blooms in the center
grow fast and can stretch out hundreds of yards from before the fruit appears.
the main root, which is always located in, or very close
to water. Within this area the PanPanarihs are mobile, The fruit of the PanPanarih is large and delicious. Once
and move around slowly, on shorter tentacle roots, to served at many courts as the treat of summer festivals,
their position of choice. the plants are now eradicated from populated areas.
Attempts have been made to grow them, but they are
No brain is to be found in these plants, but the instinctive far from energy efficient, and the danger of managing
innate behavior of the PanPanarihs is creepily complex. them discourages most such enterprises. Once a seed
For example, they tend to hunt in groups, letting some has reached water, it takes at least two years for the plant
creatures pass by while posing for harmless, only to to reach a full-grown state.
block the opening of the cave where the creatures spent
the night sleeping. They sometimes let go of some of The human-like shape of the creature has given rise to
their seed eyes to monitor a trail nearby, and they let many scary stories about the PanPanarih, whose sil-
groups of birds hack away at their big red fruits, until houette against a moonlit sky has been used more than
enough of them gather to feed all of their hollow limbs once in illustrated myths to symbolize dark times ahead.
at once. Though the PanPanarih transports itself slowly, Folklore claims that when the plant consumes human
its upper structure is very flexible and its limbs can flail beings, it absorbs their essence, and slowly begins the
about at some speed. The tongues are extremely fast, and transformation into a complete replica of a humanoid.

Holath-Uhr
GENERAL MAGIC POWER: 0
CATEGORY: Demon (Orc) (Ranges from 0-100)
TERRAIN: The Abyss
FOOD: Carnivore HIT POINTS: 16-26
AGGRESSION: Extreme (If a human commoner has about 11 hit points)
SIZE: 6-7 feet (180-210 cm) tall, when upright
NUMBERS: Up to hundreds

PROTECTION
CHARACTERISTICS AVERAGE: 3
STRENGTH: 16-24 HEAD: 2
AGILITY: 3-13 BODY: 3
ENDURANCE: 14-20 LOWER ARMS: 5
INTELLIGENCE: 3-10 UPPER ARMS: 2
MENTAL RESILIENCE: 4-16 WINGS: 3
CHARM: 1-5 LEGS: 2
(If stats of humans range from 3 to 18) (If Full Plate Armor is 10)

SPEED: Run x 1, Fly (eagle x 0,5) The Holath-Uhr is partly scaled and horned, but othe-
(Multiple is times human speed) wise covered in sinewy and tough skin. These creatures’
reaction to pain and injury is not one of screaming.

64
Holath-Uhr
They seem to accept it as an inevitable part of their every chief among all orcs. On the other hand they are “those
day reality – a minor nuisance, and a slight distraction without being”, “the passionless ones”, and “the pathless
at most. spears”. In one chronicle the following passage takes us
to the point: “The Holaths had no sense of fear, law, or
limit. In winter they pierced far and deep into the realms
ATTACKS/DAMAGE beneath the mountains. There they blended with the
1 BITE: 1-4 reptiles of myth and joined with them in unlawful and
2 CLAWED FISTS: 1-5 boundless manners. As they returned and faced again the
2 KICKS: 2-6 starlit lands, they were strangers to the orcs that beheld
(If a Long Sword causes 1-8 points of damage) them. Winged and furious they would hear no command
and hold to no oath. They had become the Uhr, and the
The Holaths primarily make use of sharp and heinous orcs abandoned them. We faced their hatred. We con-
blades forged in the chasms and pits they inhabit, but quered them. We cursed them, and bound them to the
shy no means of killing. spaceless depths of their unwholesome rebirth.”

Scholars now categorize the Holaths as Demons, and


POWERS/EFFECT place them with the other unearthly life-forms of the
UNHOLY WORDS: In combat the Holaths utter unholy Underworld. Their minds have gone beyond logic and
phrases and ancient words of power to dismantle the they act with the pure malevolence and senseless hunger
morale of the enemy. These words seem to flow out of the Abyss.
naturally from their throats in warfare and give power
and strength to their attacks. All within range of hearing At times desperate orc clans summon them to their
suffer a -2 penalty to all rolls unless a Mental Resilience service, but the power of the Holath-Uhr is almost
test is passed. This effect lasts for the remainder of the impossible to control. A break-through into the material
encounter. The Holaths, and all evil forces aligned to plane of existence, is bound to result in chaos unleashed,
them, gain a +2 benefit on all attacks. Clerics may neu- and the mountains teeming with the unfettered powers
tralize these dark chantings with loud prayer and bless- of the deep.
ings.
Winged, the Holaths can fly, but in a crude and clumsy
ANCIENT LUSTER: Something in the dark second manner. They cannot stay aloft for more than a minute
birth of the Holaths (see ‘Description’) brought about a or two, but long enough to crash down upon their
mysterious glow and a mesmerizing luster to their pres- enemies from above. They make no use of clothes,
ence. The evil and violent nature of these creatures is armor or decoration, but may carry items of power in
uncompromising and direct. Together these attributes the form of bracelets, girdles, rings etc. They normally
convey an otherworldly presence. Like fallen angels, still wield dark weapons but lacking arms will not stop them
empowered by the charisma of Heaven, the Holath-Uhr from attacking.
are formidable to all but the strongest of wills. Standing
in their way is a testimony to the character and morale In all, they are set on killing, eating, and to further
of any man or woman. In the presence of Holaths all their power, and will use whatever means they can to
beings must make a test of their morale or Mental Resil- achieve it. Patience, and negotiations are not included.
ience to stay opposed to them. A failure may result in In the world of the Holath-Uhr, there is no such thing as
passivity or conflict of mind, while a disastrous roll will the long way around. They serve no one, unless physi-
make the witness draw back in submission, or even fall cally restrained and forced about. There is no fear, and
face down in worship. nothing beneath the moon is holy or forbidden.

The Holaths naturally team up and wreak havoc in joined


DESCRIPTION forces. No leader seems to be needed, but a shared inter-
In very old orc records one can find entries about the est in destruction, and the dominion of their demonic
Holaths. They are described in a double-edged manner, species, take them ever onward. Outside of the Abyss,
portrayed mainly as strong, heroic and idealized as they can live for 100 years.

66
Bhorda
GENERAL by the attack, is then mauled unconscious and usually
CATEGORY: Mammal swallowed whole.
TERRAIN: Cold water (salt and brackish)
FOOD: Carnivore
AGGRESSION: Normal POWERS/EFFECT
SIZE: 23 - 30 feet (7-9 meters) long ICE BREAKING SONG: In areas where the ice is too
NUMBERS: 1 thick for the Bhorda to penetrate, the creature can apply
a deep and extended bellowing roar to create cracks in
the ice and break it open. The vibrations of this sound
CHARACTERISTICS are powerful but must work on the ice for some time
STRENGTH: 30-45 before it comes apart. Surface instability can be felt from
AGILITY: 10-12 above, and a deep eerie song is audible even through
ENDURANCE: 18-22 thick layers of ice.
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 3-5 JET OF WATER: As the Bhorda surfaces it can apply a
CHARM: 1 single jet of water to throw down prey fleeing from the
(If stats of humans range from 3 to 18) scene. Out of the water the creature is slow, and the jet
is often its only chance to bring down prey still stand-
SPEED: Run (Crawl) x 0,5, Swim x 8 ing after its initial strike. The creature can not keep the
(Multiple is times human speed) water inside while breathing, or eating. It must be shot
out as a jet or simply let out, before any serious maneu-
MAGIC POWER: 0 vres are undertaken on land. The jet can reach up to 45
(Ranges from 0-100) feet (15 meters) from the Bhorda. If the water is icy cold
the shock itself might bring the target to the ground. In
HIT POINTS: 40-50 either case a successful Agility roll is needed to stay on
(If a human commoner has about 11 hit points) foot. The jet is shot out through the inner, very pliable
mouth of the creature.

PROTECTION
AVERAGE: 5 DESCRIPTION
HEAD: 2 Though the head and flippers of this creature are very
BODY: 5 unlike those of rest of the family, the Bhorda is a great
FLIPPER ARMS: 5 seal. Huge and monstrous it can crush and consume a
(If Full Plate Armor is 10) walrus without much problem, and hunts basically all
life-forms on and underneath the ice. It spends most of
Underneath the hardy skin of the Bhorda is a thick its time in the cold polar waters but may venture any-
layer of blubber, keeping it warm and protecting its vital where in search for food. It will survive no more than a
parts. The creature is insensitive to cuts and damages week outside of water, and must breath air at least once
to this outer layer of fat. Daggers and short axes will do an hour.
little or no harm to it, unless directed specifically at the
head and eyes. Bhordas have occasionally treated ships as if they were
ice, and swam straight into them, breaking great holes
in the hull. The inner worm-like mouth can be extended
ATTACKS/DAMAGE 10 feet (3 meters) from the creatures, and have ripped
1 BITE: 2-8 out members of the crew before anyone really knew
2 FLIPPER MAULS: 2-12 what happened. As the Bhorda leaves, cold water starts
(If a Long Sword causes 1-8 points of damaage) flooding the vessel, which normally results in a lot more
food for the seal.
The Bhorda’s favorite way of hunting is to swim with full
speed from below to crash through the ice with its bony In all cases, the element of surprise is the Bhorda’s main
flipper ends first. The prey, surprised and often stunned tactics. The back flippers of this creature have merged

67
Bhorda
completely into a large fin and it can generate impres- The Bhorda live for over 500 years and mate only once a
sive speed under water. Once on land it is comparatively century. The long life span has granted it a special repu-
clumsy and will only leave the ocean to pursue wounded tation in folk medicine, which claims the rich fat holds
or, confused animals, out of reach from the shore or life-extending powers and preserves the youthful quali-
hole. ties in skin. It may seem absurd in the ugly face of this
beast, but some queens have ordered great hunts on the
The clawed tentacles on top of the creature’s head can Bhordas and had royal alchemists produce anti-wrinkle
be moved to some extent, and are used mainly to ward ointments of beauty from their blubber.
off birds from the head when the Bhorda basks a few
hours in the seasonal sunlight. Its skin ranges from red Apart from the rare events of reproduction the Bhordas
to black and is often speckled. Its scent is similar to that move about alone, and stay well away from other
of other mammals of the sea, and the grunts and roars members of their species. They are nevertheless feared
let out when on land have a complainant tone. greatly by the seamen of the North and tend to keep ice
skaters away from frivolous escapades on the open sea.

Ni-Oth
GENERAL The delicate physiology of the Ni-Oths is without any
CATEGORY: Faerie natural armor to speak of. They rely on magical illusions
TERRAIN: Forest for their protection.
FOOD: Sunlight and water
AGGRESSION: Controlled
SIZE: 10 inches (25 cm) tall ATTACKS/DAMAGE
NUMBERS: 1 1 TENTACLE BURN: 1-6 of acidic damage
(If a Long Sword causes 1-8 points of damaage)

CHARACTERISTICS The Ni-Oths are equipped with several burning tenta-


STRENGTH: 1 cles and pointy ends to protect them from being cap-
AGILITY: 12-15 tured. These are used for defense only, and they nor-
ENDURANCE: 11-13 mally reach only one enemy at a time.
INTELLIGENCE: 5-15
MENTAL RESILIENCE: 18-22
CHARM: 13-20 POWERS/EFFECT
(If stats of humans range from 3 to 18) VENTRILOQUISM: The Ni-Oths are master ventrilo-
quists. They can mimic any sounds they have ever heard,
SPEED: Fly (Eagle x 0,2) and make them appear as if coming from any spot
(Multiple is times human speed) within 100 yards from their location. This is a natural
magical ability of the creatures, who may produce such
MAGIC POWER: 5-30 tricks at will, but they cannot distort the natural volume
(Ranges from 0-100) of mimicked sounds into painful levels.

HIT POINTS: 1-2 ILLUSORY PROJECTION: The Ni-Oths can project an


(If a human commoner has about 11 hit points) illusory version of themselves, that may be up to 20 feet
(6 m) tall. This illusion lasts for up to five minutes, and
may be projected up to 30 feet (10 m) away from the real
PROTECTION Ni-Oth. The projected image moves and acts just like
AVERAGE: 0 the Ni-Oth itself, but has no real body or weight. This
BODY: 0 power can be used once a day.
(If Full Plate Armor is 10)

69
Ni-Oth
DESCRIPTION The look and color of any Ni-Oth may vary substan-
Every once in a while, when conditions are right, and tially, but they all have wing-like leaves and tentacles.
a considerable age has been reached, it comes to pass An eerie glow surrounds them when they act, and they
that specific parts of a forest awaken to consciousness. never fly above the tree-tops. All Ni-Oth can cast spells
This can happen to a grove, a glade, a pond, or any other of illusion, but apart from their natural power of ventril-
special location, that makes itself distinct from the rest oquism and projection, these vary. The might of these
of the wood-land. As this occurs the place emanates a spells depend on the power and size of their home loca-
sacredness that can be sensed by sensitive minds, and a tion.
Ni-Oth is born from the soil among the undergrowth.
Initially it grows, attached to the ground, like any other Once it is parted from the ground, the Ni-Oth drinks
plant. But as it matures, it lets go and takes it first flight water through its mouth. It requires sunlight to live, and
under the stars of night. can last no more than a week without it. The creature has
no need of food, and live for as long as the sacred loca-
The Ni-Oth is the voice of the sacred location. It speaks tion remains. Desecration, in the form of black magic
and acts on behalf of the conscious place that raised or blasphemous rites, may kill the Ni-Oth’s source of
it. It has no will on its own but is merely an animated power. If only the Ni-Oth itself is slain, the conscious-
tool, or extension, of its parent. Whatever power the ness of the forest location produces a new Voice. This
Ni-Oth wields is actually the power of the grove, glade, takes about six months.
pond, or place itself. If the location is burnt or otherwise
destroyed, so is the Ni-Oth. Scholars speculate that these creatures might the first
signs of a greater forest consciousness. If so, some ask,
These creatures can move about at day-time, but nor- would there be more powerful Ni-Oths, or other forms
mally fly during the night. They hover above the sacred of life, produced to speak for the forest as a whole? Some
ground and tend to it in secret and mysterious ways. Ni-Oths know only elven, or similar faerie languages.
Once in a while they leave their homes to fly slowly Others seem able to convey their message in the lan-
through the woods, and communicate silently with guage known best to the target of communication. Some
other faerie powers. They thus brings back tidings, and kind of mind-reading ability is therefore suggested.
are kept alert to the events of the larger forest.

71
Mehrog
Mehrog
GENERAL The Mehrog depends a lot on its sheer size and strength
CATEGORY: Mammal when hunting. It can move fast over short distances,
TERRAIN: Plains and grasslands and like to take down its prey by running straight into
FOOD: Carnivore it. Once the prey is stunned or lying, the creature starts
AGGRESSION: High stomping. It never kicks with its hind legs, rarely uses
SIZE: 7-20 feet (2-6 m) long its mouth for anything but eating, and the tail is only
NUMBERS: 1-20 applied to fend off rear attackers.

CHARACTERISTICS POWERS/EFFECT
STRENGTH: 20-40 BREATH OF FOG: Inside the huge lungs of the Mehrog
AGILITY: 6-9 an unusual process takes place. Some of the moist in
ENDURANCE: 8-13 the air is extracted and and collected in special cham-
INTELLIGENCE: 1-2 bers. Once a week this water can be mixed into the out-
MENTAL RESILIENCE: 1-2 breath of the creature to create a fog. When there is no
CHARM: 13-20 wind a cover slowly builds up, large and dense enough
(If stats of a humans range from 3 to 18) to greatly improve the creature’s chances of a surprise
attack. When there are many Mehrogs involved, large
SPEED: Run x 2,5 areas can be covered with fog.
(Multiple is times human speed)

MAGIC POWER: 0 DESCRIPTION


(Ranges from 0-100) Heavily armored, the Mehrog can still pick up some
speed. It is not clumsy, but far from agile, and it gets
HIT POINTS: 20-50 tired quickly. It prefers to lie silent, in the long grass, or
(If a human commoner has about 11 hit points) hidden in the mist. From there it charges and smashes
hard into its target. Once the prey is down, the creature
rears up on its hind legs and stomps the victim into a
PROTECTION mash, before it eats. The teeth of the Mehrog are long
AVERAGE: 9 (+2 for mud) and sharp, but its jaws are not very strong.
HEAD: 10
BACK: 12 The creature has a unique structure to its lower legs. A
BELLY: 5 series of jointed bones, that can be locked in and out of
FRONT LEGS: 8 position, make its hooves very flexible, and extremely
LEGS: 6 sensitive to vibrations in the ground. Completely blind
TAIL: 7 and deaf, the Mehrog rely exclusively on this sensitiv-
(If Full Plate Armor is 10) ity, and smell, to coordinate group attacks and to make
out the direction of possible prey. It can lie down, belly
The Mehrog is well protected by unusually tough hide. flat on the plain, and still keep its hooves firmly on the
On top of that is a shield of pointy hard bone. This is ground. This ability gives the Mehrog a quick start, and
sometimes strengthened further by thick layers of clay makes it alert to the surrounding events, even when
and mud, which build up and stick between the plates completely hidden. Toppled over, it is prone to danger,
when the creature rolls around in the soil. and loses its sense of aim.

The Mehrogs vary a lot in size. They are born at the


ATTACKS/DAMAGE height of a large dog, and continue to grow during their
2 KICKS: 1-6 (+2 when stomping) entire lives. At the age of 40 they can as big as an ele-
1 BITE: 2-6 phant, and become a true terror to the life forms of the
1 CHARGE: 2-8 plains. Some animals have come to shun fog like death
(If a Long Sword causes 1-8 points of damaage) itself, and run away at the mere sight of it. Others have
not gained that wisdom. When large animals are hard to

73
find, the Mehrogs kick down into the earth to pick out venture into the water themselves. They like rolling in
the rodents and frogs, easily made out by their sensitive the mud, but only do so when they are certain of safety.
hooves. Being deaf they use no vocal sounds, but an occasional
burp and hiss can sometimes expose them. The crea-
Moving around in families of up to 20 creatures, the tures make lousy steeds, but have occasionally been
Mehrogs keep to large but limited hunting areas. They used as guard beasts.
tend to stay close to lakes and water holes, but never

C h a e r i m Wi t c h
GENERAL of her tentacles without injuring her vital organs, and
CATEGORY: Dark Faerie can only be slain through attacks directed toward her
TERRAIN: Marshes and swamps main body.
FOOD: Omnivore
AGGRESSION: High
SIZE: 6 feet (180 cm) tall ATTACKS/DAMAGE
NUMBERS: 1 10 - 20 TENTACLE LASHES: 2 - 8
(If a Long Sword causes 1-8 points of damaage)

CHARACTERISTICS The many tentacles of the Chaerim can also be used for
STRENGTH: 16-18 grappling and squeezing. If caught (normal successful
AGILITY: 12-14 Chaerim attack roll) a victim will suffer 2-8 points of
ENDURANCE: 11-13 constriction damage every following round (unyield-
INTELLIGENCE: 16-18 ing armor like metal offer protection), which can break
MENTAL RESILIENCE: 13-18 ribs and damage internal organs. The victim may free
CHARM: 2-8 himself through a normal attack to the tentacle (unless
(If stats of humans range from 3 to 18) weapon arms are trapped), or a saving throw based
on Strength. If several tentacles are holding the same
SPEED: Run x 1, Swim/Crawl x 3, Climb x 3 victim the Witch may chose to tear her enemy apart,
(Multiple is times human speed) and produce 3-12 points of damage per round that way.
If hit by 4 or more points of damage in a single round,
MAGIC POWER: 15 - 35 a tentacle will let go. (If desired, they can be handled as
(Ranges from 0-100) separate entities, all with 6-8 hit points each.)

HIT POINTS: 18 - 24
(If a human commoner has about 11 hit points) POWERS/EFFECT
REPULSIVE STENCH: The Chaerim smell awfully, but
they also have the power to willfully strengthen this
PROTECTION stench, and bring it into abominable levels. The perfume
AVERAGE: 2 of all once crawling, now rotting forms of life, of the
BODY: 2 mires and bogs of the world, are summoned forth like a
TENTACLES: 2 sickening musk, through the Witch’s filthy glands. The
(If Full Plate Armor is 10) stench spreads quickly and fills an area of 40 x 40 yards
(36 x 36 m) within two rounds. This contamination last
The Chaerim Witch is naked and not very well pro- for twenty rounds and may be summoned once per day.
tected. She relies on her many tentacles and foul magic All within the zone of repulsive stench must succeed
to keep her body free from harm. The Witch can lose all with continuous saving throws vs Mental Resilience or

74
Chaerim Witch
instantly run away. If hindered from escaping into fresh the long snake-like limbs move out before them. Power-
air the victim will faint. Three successful rolls in a row ful, sinister magic follow the Chaerim about, and they
will make the victim immune, for a while. Holding one’s are masters with curses, elixirs and poisons. Toads and
breath will help. frogs live in their mouths and bellies, and they move
unhindered through muddy waters, slithering with
FORCE LYCANTHROPE: The Chaerim Witch likes to amphibian grace. Where giant mangrove trees grow, the
keep lycanthropes as company. At the encounter of a witches climb effortlessly from root to high branch, with
lycanthrope, which the Witch recognizes by smell, she the aid of their many tentacles. Roaming the marshlands
will try to force it into service. Through a number of with decisive aim, they feed often on their way, swal-
spells and specially designed items of silver, she com- lowing with no great fuss, what most creatures would
monly manages to win them over. If not, she will try any discard.
devious means available to her. At any time the Chaerim
can force a lycanthrope transformation. The ‘were’ state There are no male Chaerim. The witches mate with the
lasts until the following morning and can be induced great black eels of the marshes. Their young look a lot
by the Witch any number of days in a row, fully inde- like brown octopus before arms and legs grow out prop-
pendent of the lunar cycle. The lycanthrope need not be erly. They reach maturity and full witch-hood in their
aligned to the Witch for this to happen. Within sight of early teens. The Chaerim can become truly old, and they
the Chaerim all lycanthropes transform, whenever she gather new spells and new levels of witch-craft with age.
so desires. But they only serve her, if she has won them Some are said to be over 500 years old. The witches can’t
over. stand each other, and no more than one ever lives in
the same swamp. They fight until death to defend their
territory.
DESCRIPTION
In the deep and stale swamps, where no sun-loving The connection to lycanthropes is a mystery, but some
creature would go freely, the Chaerim witches build say that the first witch was an elven maid, transformed
their lairs. From rotten weed, murky branches, webs and violated by a powerful eel. This dark fate is said to
of great spiders, and moldy moss, they fashion their have changed her, and that during the darkest phase of
dark abodes. In seclusion, they work on cryptic secrets, the moon, she would go out naked into the night and
mixing brews of power, seeking new spells, and schem- perform pagan rituals of shape-shifting. The Chaerim
ing new devilry. Only rarely, when they feel ready to send their lycanthrope servants out into the world to
fulfill some heinous desire, or try out some new mis- fetch them rare ingredients and to bring back informa-
chief, do they come forth into the world to set their dark tion. Blood, and flesh of many different life-forms are
plans in motion. common in the unholy recipes of these dark Wiccans.
All Chaerim are powerful magic-users, and specialize
Robed in massive tangles of tentacles, the witches them- in spells connected with decay, pestilence, nightmares,
selves are barely visible. Long strong arms reach out to and death.
maneuvre things in need of nimble fingers, but always,

76
Aegarim
GENERAL gold, and can cause serious damage to living tissue, as
CATEGORY: Mammal well as armor.
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal POWERS/EFFECT
SIZE: 5-6 feet (150 - 180 cm) tall MELT GOLD: The Aegarim have the psionic ability to
NUMBERS: 1- 20 heat up, and even melt, gold from afar. They can use this
power once per day. When undisturbed for two rounds
they can psionically produce a field of molecular insta-
CHARACTERISTICS bility, with a diameter of 60 feet (20 m), in which the
STRENGTH: 14-18 temperature of all gold increases dramatically. Rings,
AGILITY: 1-14 bracelets and other gold in direct contact with the body
ENDURANCE: 11-16 will cause 1-4 points of burn injury per round, and melt
INTELLIGENCE: 7-10 completely in another 2-4 rounds, if the Aegarim is left
MENTAL RESILIENCE: 6-12 undisturbed and allowed to focus. (The power of magic
CHARM: 2-4 items deformed by this ability may be lost or lessened.)
(If stats of humans range from 3 to 18) The field begins 10 inches (25 cm) away from the crea-
ture, and doesn’t affect its own layers of gold.
SPEED: Run x 1
(Multiple is times human speed)
DESCRIPTION
MAGIC POWER: 0 The Aegarim are highly intelligent creatures, but make
(Ranges from 0-100) no use of spoken languages or tools. They normally
move about alone or in small groups, but occasionally
HIT POINTS: 13 - 20 gather in larger numbers. Their main activity, apart
(If a human commoner has about 11 hit points) from feeding, is to seek out and swallow gold. They are
drawn to mines, ores, underground rivers, and great
treasures. Once consumed the gold enters the creatures
PROTECTION and is transported to their skin where it is deposited in
AVERAGE: 2 (+ 1-8 of gold cover) thin layers that grows into plates of natural armor.
HEAD: 2 (+ 1-8)
BODY: 2 (+ 1-8) Initially these deposits protect the creatures from outer
LEGS: 2 (+ 1-8) harm, but as they thicken they burden the Aegarim
TAIL: 1 (+ 1-8) and hinder their movability substantially. It is there-
(If Full Plate Armor is 10) fore believed that this process is a cultural expression
rather than a purely biological one. The Aegarim, some
The Aegarim has a dark skin that slightly shifts in color say, believe that by leaving a permanent golden shell of
to blend with the rocks and minerals in the caves they themselves they attain immortality. Thus they continue
inhabit. It gives little protection in itself, but is often to eat gold until they become fully immobile and perish
strengthened by layers of gold (see ‘Description’) from starvation. In later states, when all but the joints
are covered in gold, the creatures look a lot like statues,
and are known to pose as such, to avoid notice, or draw
ATTACKS/DAMAGE near to themselves wealthy merchants and successful
2 CLAWS: 1-6 adventurers.
1 BITE: 1-4 (+1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword causes 1-8 points of damaage) Strange carvings and hieroglyphs have been found in
caves where the Aegarim dwell. They are believed to
The front claws of the Aegarim are strong and hard have deep magical or symbolical meanings, rather than
enough to scrape out the gold from veins and ores in conveying a message. Attempts of translation speak of
the mountains. The bite is not very powerful in itself ‘The thousand years of sleep’, and ‘The great resurrec-
but the saliva of the creatures is corrosive to dissolve tion’, but the sages involved in this work stress the inad-

77
Aegarim
equacy of human concepts, and the high level of guess- sitive to daylight and when possible they keep hidden
work involved in the translations. during the day. It may take anything from 20 to 80 years
for an Aegarim to cover itself close to fully in gold. If
The Aegarim’s urge for gold is great, and they have been they fail in making themselves into a sculpture, they die
known to gather in greater numbers to take on dragons naturally at about 100-120 years of age. Nothing but the
and other formidable hoarders. When subterranean double row of nipples distinguishes the females from
findings are scarce they may venture out of the caves the males.
and seek out gold in other places. Their eyes are sen-

Elijinn
GENERAL that is adapted to existence in the water. The translu-
CATEGORY: Mammal cent membrane-like fins are easily damaged, but held
TERRAIN: Salt water together and run through with coppery threads or
FOOD: Carnivore veins, which are thought to generate the density altering
AGGRESSION: Normal ability of the creature (see 'Powers').
SIZE: 13-15 feet (4-4,5 m) long
NUMBERS: 1- 4
ATTACKS/DAMAGE
1 SPEAR TOOTH: 1-12
CHARACTERISTICS 1 BITE: 2-6
STRENGTH: 26-32 (If a Long Sword causes 1-8 points of damage)
AGILITY: 22-25
ENDURANCE: 22-25 The Elijinn hunts by piercing large prey with its spear-
INTELLIGENCE: 8-10 like protrusion, which is a tooth. Smaller fish are bitten
MENTAL RESILIENCE: 12-15 and swallowed whole.
CHARM: 5-8
(If stats of humans range from 3 to 18)
POWERS/EFFECT
SPEED: Swim x 8 ALTER DENSITY: Six times per day, and swiftly by
(Multiple is times human speed) will, the Elijinn can alter the density of any dead matter
within 100 yards (90 m) in all directions. They can affect
MAGIC POWER: 0 small and specific parts of this area or the entire radius
(Ranges from 0-100) at once. The power can make air dense enough to swim
in, and turn rock soft as clay. It can transform the ocean
HIT POINTS: 28-36 into holes of air, and make swords drip away while still
(If a human commoner has about 11 hit points) cold. There are some limitations. Solids cannot be made
as thin as air, nor liquids transmuted into solids. The
power lasts for up to two hours, and when it ends all
PROTECTION matter return to its normal density, sometimes more or
AVERAGE: 2 less deformed, of course.
HEAD: 4
BODY: 2
FRONT FINS: 3 DESCRIPTION
FINS/MEMBRANES: 0 The Elijinn are very powerful creatures with dolphin-
(If Full Plate Armor is 10) like mentalities and mysterious aims. Most of their lives
they swim around in the sea hunting shark, which is
The body of the Elijinn is covered by smooth thick skin, their favorite source of energy. But now and then they

79
Elijinn
enter periods, in which their behavior greatly alters. At mating. The pair involved ascend high into the air, typi-
those times they act individually and pursue interests cally in the light of a striking sunset or the vivid back-
that look highly personal, random, or even political. drop of aurora borealis. There they move in a dreamlike,
slow, and harmonious dance that lasts for well over an
It is believed that the lunar cycle is somehow involved hour – a performance portrayed in many poems and
in these rather sudden mental transformations, and that works of art through the ages.
periodically dormant parts of their brains turn active.
When it happens some of the Elijinn start interacting The incredible power these creatures hold over density,
with intelligent subsurface beings, and they become and use basically at will, leave them few natural enemies.
generally curious about the affairs of fishermen, other Surprise is the only weapon against the Ellijin, and even
species, and the strange cultures that can be found in the then they are not easily overcome. Their lives last for
deep seas, and even those above occasionally. One story about two centuries, and they pose little harm, unless
tells of an Elijinn which rose up out of the water, swam unfriendly action is taken toward them, or some of their
through an entire city, turned the walls of a castle into hidden agendas. The females are slightly smaller than
jelly, and passed right through them. Apparently it soon the males, and the young are thought to be brought up
came out with a mermaid that was held captive there, in the true depths, away from the eyes of others.
and returned with her to the sea. Most of these stories
imply a care for ocean life-forms, and many relate of The sounds of the Elijinn are complex combinations
strange interventions in events to which the Elijinn had of high tones, that range from lively to soft and gentle.
no clear connection. They don't jump like dolphins, and do not leave the
water unless they have specific reasons.
The most spoken of phenomena, and the one that the
Elijinn are mainly known for, is the fantastic dance of

H o n’ G a d d h a
MAGIC POWER: 0-100
GENERAL (equal to power possessed in life)
CATEGORY: Undead (Ranges from 0-100)
TERRAIN: Deep Seas of Hell
FOOD: None (Carnivore) HIT POINTS: 12-36
AGGRESSION: Extreme (If a human commoner has about 11 hit points)
SIZE: Corresponding humanoid size.
NUMBERS: 1
PROTECTION
AVERAGE: 1
CHARACTERISTICS BODY: 1
STRENGTH: 5-20 (If Full Plate Armor is 10)
AGILITY: 1-16
ENDURANCE: 6-36 The slimy, cold skin of the Hon’Gaddha gives little pro-
INTELLIGENCE: 3-18 tection, and is equally thick over its twisted body.)
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of humans range from 3 to 18) ATTACKS/DAMAGE
4 CLAWS: 1-6
SPEED: Fly (eagle x 0,5) 2 BITES: 1-4
(Multiple is times human speed) 1 TENTACLE: 2-8 points of electrical damage
(If a Long Sword causes 1-8 points of damage)

81
Hon’Gaddha
The tentacle of the Hon’Gaddha is slow, but long enough is no return. Eternally they claw and lash at one another,
to encircle assailants and strike from behind. furiously and violently, in the company of nothing but
the other horrible creatures of the watery pits.

POWERS/EFFECT Now and then, in the temporary thoughtless conflicts of


TOUCH OF HATRED: Strong hate permeates every living couples, the negative energy peaks and summons
inch of the Hon’Gaddha, and as it claws and touches its a Hon’Gaddha ghost into the material plane of exist-
victims this deep and cold emotional energy is trans- ence. Attracted to the living likeness and memory of its
mitted to them. A successful saving throw vs Mental former life, the ghost is thus drawn back to an undead
Resilience is required stay unaffected. 1-4 hate-points existence in the world. Here it will reach out hungrily
are acquired when the throw fails. At 10 points a general toward the love left in the living, and try desperately to
hatred toward all living things has grown bold, and the consume it. By attacking the souls and flesh of beings
victim will attack any and all forms of life indiscrimi- still alive, it hopes to extract the liberating love that
nately as long as the hatred lasts. As the Hon’Gaddha would free it from its dreadful destiny. It can do no such
dies or leaves, the blind hatred dissipates in 1-4 rounds thing, but eternal hatred keeps repeating these futile
and the victim is returned to its normal mood. If a acts of ignorance, and learns no lessons.
victim is left in the hatred of a Hon’Gaddha, and not
consumed or killed, he or she is permanently affected in The Hon’Gaddha ghost materializes only during the
24 hours, and made slave to the Hon’Gaddha’s twisted dark hours of night. In the day it remains present to
will in another 24 hours. When hunted, the ghost may behold the actions of the living, but cannot interact with
spare the lives of some victims to defend itself in this them. It is invisible and without power. As night falls
way, through their power. the body takes form and the ghost roams to find loving
creatures to destroy. At times it haunts and terrorizes its
DANCE OF SILENCE: The Hon’Gaddha may spin victims, to make them call out desperately to loved ones,
around, in a tornado-like dance, to summon an eerie or precious deities, before attacking. It is believed the
and physical field of silence around it. The field reaches ghost puts itself in the role of the savior to somehow try
50 yards (45 m) in all directions and takes two rounds savoring the love of the victims.
of undisturbed dancing to complete. It brings a very
uncomfortable cold, and adds the sensation of moving In the material undead form the Hon´Gaddha couple is
in water. All events in the field continue at a normal distracted enough from one another to achieve a tempo-
speed, but the sensation is convincing and may contrib- rary form of cooperation, but it regularly returns to its
ute to a change of action. Silence is total and spells based furious tornado of hatred, where every ounce of energy
on sound are useless as long as this power lasts, which is spent on achieving the impossible death of the other.
is 5-20 rounds. At these moments it wails, screams, and roars. The sym-
phony of these outbursts of aversion is nightmarish and
bone-shivering. It can be heard for miles and have a ten-
DESCRIPTION dency to contaminate long time listeners with its bitter-
Some couples, bound to each other by ceremonies ness and spiteful nature.
and oaths, fail to fulfill the covenant of love they have
sworn upon. Instead they nag and annoy each other. To willfully summon, and take control of a Hon’Gaddha
They become spiteful and drain the energies from ghost, one requires the mixed blood of a newly wed
one another. They mentally and physically abuse one couple, together with other more clandestine ingredi-
another, and in this downward spiral they provoke into ents. It is a dangerous and very delicate undertaking.
manifestation the very worst and most malicious quali- The Ghost is covered in a slippery layer of the waters of
ties of each other. Finally murder pulls them physically Hell. A 30 feet (10 m) long tentacle of electrical energy
apart. swims behind it, in constant rebellion with the laws of
gravity. Like most ghosts it is immune to all weapons
When both beings of such a couple are dead, they are but those of blessed silver, or powerful enchantments.
rejoined post mortem in a marriage of the flesh. In the Spells and other powers known to the cursed couple in
cold and utter silence of the deep seas of the Hell, they are life, may be invoked by the undead Hon’Gaddha, which
forever bound together, in a carousel of hatred. With the will cast only the dark and dreadful spells that reflect its
last glimpse of reconciliation driven out of them, there new character and identity.

83
Cilluhin
Cilluhin
GENERAL POWERS/EFFECT
CATEGORY: Reptile ALKALOID SCALES: The pointy ochre-orange scales
TERRAIN: Civilization around the Cilluhin’s head and front feet produce a
FOOD: Carnivore natural alkaloid, with potent and hallucinogenic powers.
AGGRESSION: Normal A sting from any of these points will result in an opium-
SIZE: 3 feet (90 cm) tall like high, with a short and intense rush of joy, followed
NUMBERS: 1-5 by three to four hours of deep and pleasant relaxation.
Normally very small amounts of this alkaloid is produced
and it takes ten to twenty minutes of “cuddling” with the
CHARACTERISTICS creature, to inject a normal and comfortable dose into
STRENGTH: 3-7 the blood. When the creature is upset, as when fighting,
AGILITY: 12-14 the size of the doses produced increases manifold. At
ENDURANCE: 10-13 such times a single sting may be lethal. Unless a saving
INTELLIGENCE: 2 throw vs ‘Endurance’ is completed random muscles will
MENTAL RESILIENCE: 2 temporarily (1-4 rounds) go limp. Critical failure (a bad
CHARM: 2-5 throw) results in failing lungs, and the the victim will
(If stats of humans range from 3 to 18) simply stop breathing. Some quick and extraordinary
means of healing is then necessary to return the bodily
SPEED: Run x 1, Swim x 1,3 functions to normal. Several large injections normally
(Multiple is times human speed) result in physiological breakdown and a quick death.
One out of five people report vivid hallucinations from
MAGIC POWER: 0 this drug, and some claim episodes of clear clairvoy-
(Ranges from 0-100) ance. The alkaloid produced in the Cillluhin scales is
very addictive, and very damaging to health in the long
HIT POINTS: 5-8 run.
(If a human commoner has about 11 hit points)

DESCRIPTION
PROTECTION Cilluhins can no longer be found in the wild. For cen-
AVERAGE: 2 turies they have exclusively been in the possession of
HEAD: 3 nobles, sometimes secretly kept in cellars and towers, at
BODY: 2 other times paraded openly in the streets. They are very
LEGS: 2 rare, seldom for sale, and extremely expensive.
TAIL: 1
(If Full Plate Armor is 10) Bred not for their looks, or strength, but for the power
of their biological drug, they have weakened physically
The Cilluhin is a feathery, leathery, hairy sort of reptile, with time. The Cilluhin is very much a pet, and behaves
with harder decorative scales on the head. The tail is like one. Most are trained to defend their owners, but
relatively unprotected, but consists mostly of feathers unless actual violence takes place, the Cilluhin will not
and fur. know what happened. They walk with a dream-like gaze,
seemingly uninterested in their surroundings. None of
the curiosity and lively mood of dogs can be found in
ATTACKS/DAMAGE these creatures. Only when threatened, do some of their
2 CLAWS: 1-3 former predatory ferocity return to them.
1 BITE: 1-4
2 HORNS: 1-2 (+ alkaloid effect, see ‘Powers’) Cilluhins live for 7-10 years, and their end usually
(If a Long Sword causes 1-8 points of damaage) results in more than the normal grief connected with
the demise of beloved pets. Desperation is likely to
The Cilluhin is not a hostile creature but will use all follow, and dark times may commence as an addicted
means available to defend itself and its master. influential Noble run out of “Cilla”. Webs of intrigue and
dark politics are commonly woven around these crea-

85
tures, and many have perished from the side-effects of by a fire, food, preferably in the form of living ducks
their presence. or similar water birds, and company. They survive for
a month without food, but produce bad or no alkaloid
Of great interest have been the powers of premonition if starving. The creatures can give birth to one to two
and clairvoyance, claimed to come with the alkaloid young per year, which reach the maturity of production
injection. Some report to have seen with great distinc- at the age of two. As the creatures age the quality of the
tion and clarity into future events of importance, and “Cilla” improves.
also to have witnessed ongoing affairs from afar. Not all
beings are so affected, but those who are, are said to be The alkaloid cannot be extracted without negative
so regularly, which may be considered a great threat, or effects. It degenerates swiftly and the quality is strongly
an opportunity, to those in power. reduced in a matter of hours, outside of the Cilluhin
body.
To keep a Cilluhin healthy and in top condition it must
be regularly exercised, have a hot place in the sun or

Mingossi
GENERAL TRUNK: 0
CATEGORY: Fungi BACK: 5-15 (fully or partially protected by rock)
TERRAIN: Any moist region BELLY 0
FOOD: Carnivore LEGS: 0
AGGRESSION: Low (until disturbed) TAIL: 0
SIZE: 5-7 feet (150-210 cm) tall (If Full Plate Armor is 10)
NUMBERS: 1-10
The “fake” body of the Mingossi (see ‘Description’) is
solid, but spongy. It is easily cut through, but the crea-
CHARACTERISTICS ture’s reaction to pain is low. Due to its special construc-
STRENGTH: 15-25 tion it can cope with more dire wounds than ordinary
AGILITY: 15-20 creatures. It doesn’t bleed as easily.
ENDURANCE: 3-6
INTELLIGENCE: 2
MENTAL RESILIENCE: 25 ATTACKS/DAMAGE
CHARM: 0 2 CLAWS: 1-3
(If stats of humans range from 3 to 18) 1 TENTACLE TRUNK: 1-4
6 INJECTION PROJECTILES: 1-3 (+ spore infection,
SPEED: Run x 2, Swim x 1 see ‘Powers’)
(Multiple is times human speed) (If a Long Sword causes 1-8 points of damage)

MAGIC POWER: 0 The Mingossi trunk is a highly sophisticated appara-


(Ranges from 0-100) tus that is primarily designed to capture and swallow
small animals. When angered, the creature wields it
HIT POINTS: 12-25 high toward any enemy, and grabs after heads, arms, or
(If a human commoner has about 11 hit points) legs. The inside of the trunk is littered with barbs and
sucking devices. Once the trunk gets hold, it is virtually
impossible to free oneself from the grasp. The creature
PROTECTION may chose to let go of its grip, but if it doesn’t, the many
AVERAGE: 0 barbs will continue to work on the armor and flesh of
HEAD: 0 the victim, and draw the captured part further inward

86
Mingossi
(A successful saving throw vs Strength/Endurance may by, soon grows too large for its initial nest. At that point
keep the tie even, but will not break the hold). Only a true metamorphosis begins. Just like the larva holds
severe damage to the creature will make it release the the genetic blueprint of a butterfly, the Mingossi initi-
grip involuntarily. The trunk, and the belly of the Min- ates an equally natural process of transformation. By
gossi, are both very expandable. Larger specimens have gathering the cells of blood, flesh, brains, and skeletal
little problem widening these enough to swallow a fully tissues of all its prey, it constructs a full body, somewhat
grown man. similar to that of a large predatory cat. It doesn’t really
grow, but slowly manufactures a new impressive vehicle
for its continued cycle of life.
POWERS/EFFECT
SPORE INJECTION: On both sides of the great trunk are Initially more of a big lump, than a clearly defined body,
three thin extendible tentacles, used for injecting spores the creature often becomes heavy enough to tear off
into cracks and crevices of rock. Each tentacle can be large chunks of the structure it hangs to. Its vital root
extended up to 5 feet (150 cm) from the body, and shoot is still embedded in the rock, and that part has to come
out up to 10 needle-shaped capsules of spore. These are along on the ride. If the rock doesn’t fall apart due to
released at great speed to enter deep into the rock and gravity, the fungi will eventually work at it, to loosen
to attach firmly inside of it. As a last resort the Mingossi enough of the structure to set itself free.
will use most, but not all, of these to defend itself. The
spore will not germinate inside a body, but are toxic to The final, and mobile state of the Mingossi fungi is
most kinds of living tissue, and may cause serious health propelled forward by an artificial heart and brain. The
problems. In the initial rounds after injection they will actual intelligence is located in the mycelium network,
cause 1-2 points damage, for 1-5 rounds. A failed saving but the new brain, placed in the head of the mammal-
throw vs Endurance may result in high fever, pain, and like mushroom, is responsible for motor skills, and
vomiting, lasting for 1-5 days. The needles can be shot sense perception.
up to 45 feet (15 m) with great precision, and tend to hit
their target. The Mingossi normally moves in a slow zombie-like
daze, methodically harvesting the bugs and little crea-
tures close to the ground. It can however muster short
DESCRIPTION boosts of energy, where the full grace and power of a
The Mingossi is a truly remarkable creature. The cycle of predatory cat is mimicked well. When the creature is
its life begins as a spore, wedged firmly into the cracks threatened, harmed, or hindered, this mechanism of
of a natural rock, or an architectural stone construc- defense may set in, lasting for about a minute.
tion. In all cases it is placed with great consideration,
in a spot with regular access to water and meat. Typical The creatures prefer a damp, rainy climate, and take
locations would be in the roof of a cave entrance into a shelter in moist caves and cellars on dry and sunny days.
sloping mountain side, or in an archway of a moss-clad They constantly run the risk dehydration, and will bury
ruin situated in a rainy area. Here the spore germinates, themselves in the soil if no shelter is found. The mature
and soon every crack and tiny hole in the rock is run Mingossi survive for three to five years, and use their
through with fungal threads – the mycelium. time to seek out a number of suiting regions and nooks.
These they inject with spores which are their only way
As the fungi flourishes from nutritions brought in of procreation. To truly slay a Mingossi one must crush
by the water, it begins to bear fruit. In other words a and burn the rock in which the fungal threads live. If
mushroom grows out of it. In this case the mushroom only the body is slain, a new fruit will grow, nurtured
is nothing like the delicious or toxic little things found from the decaying left-over of the first one.
in the forest, but a living, hungry entity, very similar
to a cephalopod mollusc – an octopus. This is only the The Mingossi have weak sight and hearing, and rely a lot
primal state of the fruit, which soon takes more uncom- on their sensitive trunks to maneuvre in the world. They
mon measures to generate a wide-spread fungi colony. tend to hunt in the early and late hours of the day.

The mushroom, stuck to the location of its birth, feeding


on insects, little birds, bats, and other life-forms passing

88
Crombhala
GENERAL DESCRIPTION
CATEGORY: Crustacean The Crombhalas are hunter-scavenger creatures that
TERRAIN: Salt water have specialized in attacking surface-swimming prey.
FOOD: Carnivore Their antennae are sensitive and pick up all surface dis-
AGGRESSION: High turbances, even in the unsettled waters of storm. They
SIZE: 7 feet (210 cm) tall generally keep to the shallows, where from the bottom
NUMBERS: 1-12 they can strike upward to penetrate the creatures and
small vessels above. The spikes on their heads are only
used for the initial surprise and puncturing. The hooks
CHARACTERISTICS and their hideous mouths are their primary tools of
STRENGTH: 17-23 killing.
AGILITY: 5-11
ENDURANCE: 15-21 Rarely do they venture on to the shore, but can breath
INTELLIGENCE: 2-3 air without problem. The heavy bodies of the creatures
MENTAL RESILIENCE: 5-7 slow them down on land, so they only briefly come out
CHARM: 0 of the water. Stranded whales and other feasts, may
(If stats of humans range from 3 to 18) tempt them to linger.

SPEED: Run x 0,5 (In water x 2) The beasts are ferocious and hungry by nature. They
(Multiple is times human speed) rarely miss a chance to feed, and do so with great fervor.
When there is no large prey or carcass about, they move
MAGIC POWER: 0 around very slowly to save energy, and lazily pick a
(Ranges from 0-100) snack or two in the form of clams and starfish from the
bottom. As winter comes, and sheets of ice claim the
HIT POINTS: 25-30 coastline seas, the Crombhalas seek out warmer areas,
(If a human commoner has about 11 hit points) or move temporarily into the unknown depths of the
ocean.

PROTECTION In stories and myths Crombhalas are mainly known


AVERAGE: 7 for their eyes. These are unique constructions whose
HEAD: 7 outer layer is hard as glass, and whose interior liquid is a
BACK 8 mystery. Sorcerers have found that by gazing into these
BELLY: 3 orbs, one may witness long and clear episodes from
LEGS: 7 the life of the Crombhala to which they belonged. The
(If Full Plate Armor is 10) creatures are thought to preserve memories inside their
organs of vision. Staring into the eye of a dead Cromb-
The exoskeleton of the Crombhala is tough, and gives hala is not an activity suited for the weak-minded and
good protection. The belly is softer and vulnerable to sensitive. The memories emerging are mainly the high-
spears and long swords. lights of killing and feeding, and some say the mood
and blood-lust of the Crombhala is somehow commu-
nicated through these biological “crystal balls”.
ATTACKS/DAMAGE
1 BITE: 1-6 According to some scriptures, there are complicated
2 HOOKS: 1-8 rituals, in the case that one manages to steal away with a
(If a Long Sword causes 1-8 points of damage) single eye of a living Crombhala, that enables the gazer
to gain access to the live sight and mind of the giant
Though equipped with four powerful legs, the Cromb- crustacean, and thus control the beast through telepa-
hala is too massive to use these for kicking, even under- thy.
water.
The creatures grow to be several centuries old. In some
cases their eyes have revealed the locations of wrecked

89
Crombhala
ships, taken down long ago by groups of hungry Cromb- clamber up the ship and gunwale to come down upon
halas. Though events like these are rare, and the crusta- the crew. As they attack they cough out water and let
ceans typically hunt alone, they are not unheard of. Once out series of course and loud hissing sounds. In the sea,
dozens of small holes are made in the hull, the creatures they kill silently.

Jhorlar
GENERAL ATTACKS/DAMAGE
CATEGORY: Two-legged mammal 2 FISTS: 1-2
TERRAIN: Forests (If a Long Sword causes 1-8 points of damage)
FOOD: Omnivore
AGGRESSION: Normal Though able to throw an awkward punch, the Jhorlars
SIZE: 5 feet (150 cm) tall without crest trust mainly to magic for protection. They are tough and
NUMBERS: 1-3 resilient creatures but have virtually no means of physi-
cal fighting.

CHARACTERISTICS
STRENGTH: 7-13 POWERS/EFFECT
AGILITY: 5-14 MACRAMÉ MAGIC: Though this skill is passed down
ENDURANCE: 7-18 from parent to child, it is so central to the life of the
INTELLIGENCE: 5-14 Jhorlars, that all adults master it. Through complex and
MENTAL RESILIENCE: 7-14 intricate series of knots, made of straw, leaves, and vines,
CHARM: 3-9 the Jhorlars access the force of magic, and control it with
(If stats of humans range from 3 to 18) their craftsmanship. By releasing single knots, making
new ones, or breaking the straws of these structures,
SPEED: Run x 0,3 they are able to wield strange powers. Typically these
(Multiple is times human speed) are spells of concealment and distraction, used for the
protection of their lives and homes, but these macramé
MAGIC POWER: 5-20 works of the forest undergrowth, may be used to invoke
(Ranges from 0-100) or conjure magic of true power. Some of the elder Jhor-
lars know the ways of this mystery well. Long structures,
HIT POINTS: 5-18 or webs of macramé work, may be hanged from the trees
(If a human commoner has about 11 hit points) or bushes, to make spells affect larger areas. Smaller
series of knots may be shaped into figures for voodoo-
like powers, or tied into strange symbols and used as
PROTECTION amulets. Bizarre masks or robes may be produced, to
AVERAGE: 2 affect the abilities or psyche of wearer. Though all Jhor-
HEAD: 3 lars are proficient with the knot-work, the strength and
BODY: 2 width of their magic skills vary. (The exact spells and
TAILS: 2 kinds of magic available to any Jhorlar is up to the Game
(If Full Plate Armor is 10) Master.)

The skin of the Jhorlars, which ranges from muddy ATTRACT INSECTS: In the tunnels beneath the huts
green to clay red, is thick and provides some protection of the Jhorlars, are chambers, where the creatures store
from the sticky branches, insects, and the general hard- up grass and leaves of various kinds. Here they slowly
ships of forest life. (The Jhorlar face and the very end decompose before they are mixed together with yeasts
of its tails are sensitive and may be counted as 1 and 0 and consumed. Inside the Jhorlar body these mixtures
respectively, if desired.) produce a luminous and radiant gas that gather in the
nose and tail ends of the creature. As the Jhorlar moves

91
Jhorlar
its tail along the ground, or rubs the underside of its peaceful and quiet creatures, but can be over-protective,
nose against the bark of trees, insects are lured to the and resort to needless force, when frightened. Few have
surface. These constitute the primary source of food been known to turn greedy, but in rare cases ambition
for the Jhorlars. Normally, with a careful caressing of have made individuals leave their homes to pursue
the ground, the tails glow weakly, and cause myriads interests of power in the wider world.
of insects to surface. When agitated, or in real danger,
the Jhorlars can enhance the power of the glow, by more Though the creatures move slowly, their fingers are fast
violent movements. The radiation then goes deeper, and and dexterous. They smell like dry old earth, and speak
the larger and more dangerous bugs of the earth may with series of grunts parted by fairly long pauses. The
be summoned to the surface. The Jhorlars can’t control creatures use no written language, and no other race
these, but will not be harmed by the insects, which take has ever learned their macramé magic. Their language
an instant liking to their glow. Any threats to the radiant is still a mystery to the sages, and the creatures are truly
creature, is likely to be treated as hostile. hard to find. They tend to live in places where the woods
are dark and secret, but longer excursions are frequently
made to gather plants in the larger forest.
DESCRIPTION
Like strange lizard-like gnomes, the Johrlars move There seems to be very little communication between
through the woods with their hands in constant contact Jhorlar families, and no tribes have ever been spotted.
with the ground. Their fingers work nimbly through Ancient stories mention large woods completely covered
the moss, grass, and leaves of the forest floor, to feel by labyrinthine weaves, even towers, of macramé struc-
out the kind and energy of the undergrowth. They seek tures, but no such phenomena have been witnessed for
out plants for the production of luminous gas, and the ages.
materials from which to create their mysterious knot-
work (see ‘Powers’). The large crests of the Jhorlars have no other known
function but to attract a partner. The creatures cannot
The size of their crests reveal their age, and if their tails swim. They lose this ability at the age of three, when their
or noses glow red, one can see that they are hunting. legs and arms grow longer, and their two tails fatten.
They live alone or in small families. Couples never keep The initial lizard-like appearance of their young, then
more than a single child at once, but the Johrlars live becomes a more up-right figure, whose dark eyes start
for 200 years, so as one child leaves home, birth can be glimmering with the intellect of larger brain mammals.
given to another. They live in huts of grass or moss, and
beneath these are extensive cellars. Most Jhorlars are

93
Nothnock
Nothnock
GENERAL POWERS/EFFECT
CATEGORY: Mammal MUSCULAR GROWTH VIRUS: All Nothnocks are
TERRAIN: Mountains and highlands born with a potent virus which disrupts the hormonal
FOOD: Omnivore balance and causes severe growth of muscle. This virus
AGGRESSION: High halves their natural life span, but has been part of their
SIZE: 5’ 4” (160 cm) tall biology for countless generations. Their bodies are hard
NUMBERS: 1-10 and resistant, which suits their violent life-style and
the tough terrain of the mountains. The Nothnock’s
teeth, tusks, and claws may cause infection and result
CHARACTERISTICS in uncontrolled muscle growth. The victim’s strength
STRENGTH: 25-30 is increased by 2-5 points, which are added gradually
AGILITY: 10-15 during a couple of weeks. With this change of physique
ENDURANCE: 18-22 follows a greater tendency for violence and weakened
INTELLIGENCE: 2 Mental Resilience (-2). All effects are permanent, and
MENTAL RESILIENCE: 2-6 to all knowledge incurable. The virus seems to have no
CHARM: 1-2 contagious power in other life forms.
(If stats of humans range from 3 to 18) Some barbarian mountain tribes have been known to
seek out and fight Nothnock beasts in rites of initiation.
SPEED: Run x 2, Climb x 5 The men of these tribes usually die young or return
(Multiple is times human speed) physically stronger.

MAGIC POWER: 0
(Ranges from 0-100) DESCRIPTION
In Nothnock groups and families fights are regular
HIT POINTS: 25-30 events. Both males and females resolve even the smallest
(If a human commoner has about 11 hit points) of conflicts through bloody battles. Often entire groups
engage in King of the Hill-like brawls. These are fierce
and may end in the death of several group members.
PROTECTION Though powerful creatures of the mountains, Nothnock
AVERAGE: 3 groups rarely grow beyond ten members.
HEAD: 2
BODY: 3 The creatures are omnivores but prefer freshly killed
(If Full Plate Armor is 10) meat to cadavers, mushrooms, roots, and berries. They
hunt in teams when possible and can plan and synchro-
The hide of the Nothnock is unusually thick and hardy, nize attacks well, despite their short-tempered violent
and the creature is extremely insensitive to pain. nature. During the sun of day they tend to rest in great
caves, and like to move about and seek out food from
dusk to the early hours of morning. Nothnocks are ter-
ATTACKS/DAMAGE ritorial creatures and rarely move further than 12 miles
2 CLAWS: 1-5 (19 km) from their main lair.
1 BITE or TUSK ATTACK: 2-6
(If a Long Sword causes 1-8 points of damage) Young Nothnocks grow up quickly, and reach full matu-
rity in less than two years. Attempts have been made
The Nothnocks prefer to come charging down the moun- to tame them, but few have succeeded. The foul smell
tainsides, or to jump down upon their prey from higher and loud growls of these creatures make their company
grounds. Though very strong from a firm position, they undesirable, even when they’re not attacking.
try to benefit from their great mass when charging. They
are good climbers but take advantage of their rock-like The Nothnocks recover quickly from injuries. This
bodies for camouflage, when hunting quick and agile might have something to do with the virus, but no
animals like mountain goats and monkeys. increase in the rate of healing have been spotted among
other infected life forms. Some Nothnock specimens

95
are said to have regenerated lost limbs – a rumor which from the rivers, and looting eggs from the nests of birds.
has made the species interesting to physicians and other They chase the agile foxes down the slopes, and they ter-
healers. Many of these creatures are more or less dressed rorize the goblins, when they emerge from their tunnels
in scars, and must have some powerful resistance to in the mountainsides.
infections. With all the battles among themselves, more
Nothnocks should be seen limping or disabled, but such Nothocks live to be 25 years old. They are gray to brown
creatures are only rarely reported. in color, and partly furred. Their hands and feet are
dexterous tools, and their bodies are pure strength.
The cold air of northern highlands suit the Nothnocks They move about in a gorilla-like fashion, but are more
perfectly. They stay out of forests and they can’t swim. closely related to boars.
Like bears, they can still be found catching fat salmon

Myraclion
GENERAL TENTACLES: 2
CATEGORY: Undead TAIL: 1
TERRAIN: Catacombs and crypts (If Full Plate Armor is 10)
FOOD: Spirits and souls
AGGRESSION: High When in material form, the Myraclion is covered in an
SIZE: 13 feet (390 cm) long, with tail amphibian-like skin, which is highly flexible and gives
NUMBERS: 1 only minor protection. Its back is softer still and very
vulnerable to injury. Enchanted weapons or arms forged
from silver are required to cause harm to the Myraclion.
CHARACTERISTICS The creature can turn from ethereal to material form in
STRENGTH: 12-18 a single round, but once a physical revelation it needs at
AGILITY: 12-18 least ten rounds to return to a fully spectral state.
ENDURANCE: - (see ‘Powers’)
INTELLIGENCE: 3-6
MENTAL RESILIENCE: 3-18 ATTACKS/DAMAGE
CHARM: 2-4 1 FLAMING TAIL: 1-6 (+ unholy flame, see ‘Powers’)
(If stats of humans range from 3 to 18) 8-12 TENTACLES: 1-3 (+ unholy flame, see ‘Powers’)
(If a Long Sword causes 1-8 points of damage)
SPEED: Fly (eagle x 0,1)
(Multiple is times human speed) The Myraclion favors its tail when attacking, and
uses the many short tentacles only when it deals with
MAGIC POWER: 3-18 unarmed prey, or defending itself against several oppo-
(Ranges from 0-100) nents at once.

HIT POINTS: 18-24


(If a human commoner has about 11 hit points) POWERS/EFFECT
UNHOLY FLAME: The searing fire of the Myraclion,
which burns red at the end of every tentacle, can cause
PROTECTION great physical harm, but also bites into the soul energy
AVERAGE: 2 of those touched by its evil. The unholy fire is twice
HEAD: 2 as hot as any normal flame, and causes 2-12 points of
CHEST: 2 fire damage at touch. In addition to this it drains the
BACK: 0 victim of energy. The drainage causes a temporary 1-4

96
Myraclion
point reduction in Strength, Endurance, and Mental flame which upholds its physical body and grants it the
Resilience, which lasts for 6-12 rounds. Half of these power of drainage. The flame of the Myraclion is the
points are immediately added to the Myraclion’s hit source of its existence. When the flame is extinguished,
points (but not beyond its maximum). The rest goes to the Myraclion is destroyed.
energize its fire. The victim must complete a success-
ful saving throw for each of these characteristics, or the The back of the creature is flat, like the slimy belly of
loss will last another 1-2 weeks. Each following touch a slug. It attaches itself to the roofs or misty floors of
causes additional harm and requires new saving throws. crypts and catacombs. There it can remain in spectral
A severe failure (5% chance) with these throws causes form for decades of stillness, to preserve energy. The
a permanent 1 point reduction in the respective char- flame is kept a tiny spark as the Myraclion hopes for
acteristic. Good clerics, rangers, druids, and similar new careless victims to move within range. With every
character classes are less prone to the Unholy Flame fresh kill, new unholy vigor is added to the flame and
and should be offered a bonus to these throws depend- power of the ghost.
ing on level/experience. Holy robes, magical armors,
and spells may offer various degrees of protection, but The only way to release a Myraclion from its spiritual
typical charms vs fire are insufficient. When fully satu- entrapment is to starve or kill it. Only silver or magic
rated, the Myraclion can stay in physical form for about will cause it harm. Weapons of steel enter the undead
forty-two hours, before the flame fades. As long as the flesh of the creature, but cannot touch the reddish fire
flame burns, it doesn’t get tired. – its blood. Severed tentacles swiftly grow out anew and
the physical body will re-materialize as long as the flame
POSSESSION: If any characteristic is drained completely remains.
by the burning touch of the Myraclion, the victim col-
lapses. When that happens the unholy force of the ghost A Myraclion keeps underground, but when food is
gains access to the soul of the victim and possesses it. scarce the ghost may embark on night-time hunts, to
As the afflicted person regains consciousness nothing find fresh souls to deplete of energy. On such raids it
special can be sensed or noticed, but henceforth when- seeks civilization and easy victims, but may be tempted
ever on the brink of death, such a possessed being will to attack big, when restored to power. Inns, brothels,
start glowing with a ghostly fire, and by touching other and other places of late hour activity have been known
life-forms he or she may use the power of drainage to to attract undesired attention. Though able to fly, Myr-
regain lost energy and hit points. By fueling the flame aclions always keep a low altitude, fearful of soaring
the possessed being may be fully restored. The flame into the immaterial heights. The unholy fire cannot be
will burn until the person calms down, and it will not quenched by rain or water, but the ghosts still avoid it.
return until the possessed one is once more acutely
weakened and faces the risk of dying. Every time this No one really knows why some souls end up in the odd
flame is revived the carrier risks losing control to it. and twisted form of the Myraclion. Other ghosts seem
A simple saving throw vs Mental Resilience should be to shy away from them. Theories say that extremely
performed each time the flame flares into power, with self-centered individuals, who thrive on a leach-like
a penalty of 1-2 points added for every time the fire is exploitation of others, are doomed to this form. When
awakened. At first failure the victim is completely lost to left to themselves at death, they are unable to handle the
the flame, and is no longer in control of the body. He or situation, and throw out spiritual tentacles to connect
she is now fully a slave to the unholy fire and – unless a to some sort of source which can keep them together,
serious high-level exorcism is performed – a permanent prolonging their self-celebration and manifestation.
tool and extension of the Myraclion ego.
The Myraclion have lost most of its intelligence and is
a highly automated form of hunger and dark rage. It
DESCRIPTION may still moan out its despair and glow with fierce self-
The Myraclion is a Ghost – the soul of a dead being proclamation, but the skill to interact intelligibly with
trapped in the material plane. In a warped body, reflect- the surrounding world is altogether forgotten. Aban-
ing its sorry state, it feeds on the life force of the living to doned in the morbid state of undead existence it cares
energize short periods of materialization. The Myraclion for naught but its own continuation.
transforms the soul energy of its victims into an unholy

98
C o n’ L a i h
GENERAL use powerful kicks to keep enemies at bay.
CATEGORY: Mammal
TERRAIN: Glaciers, polar ices, and deep snow regions
FOOD: Carnivore POWERS/EFFECT
AGGRESSION: Normal ICE CONTROL: Through their thin tentacles the
SIZE: 5 feet (150 cm) tall Con’laihs wield a strange energy. Though the creatures
NUMBERS: 5-100 can cut through the ice with their saw-like claws it is
mainly this energy they use to control and shape their
beautiful abodes. The energy manipulates the quality
CHARACTERISTICS and properties of the ice and makes possible the fantas-
STRENGTH: 9-12 tic architectural constructions inside the glaciers. As the
AGILITY: 13-16 creatures wiggle, their tentacle ends start glowing and a
ENDURANCE: 15-18 sound like a thousand tiny bells is produced. The energy
INTELLIGENCE: 3-7 enters the ice which transforms according to the will of
MENTAL RESILIENCE: 3-8 the Con’laihs, who may quickly melt and reform great
CHARM: 2-4 section of their lairs. If working in unison, the creatures
(If stats of humans range from 3 to 18) can easily confuse or trap any unwanted intruders. The
energy is also used to prevent undesired cellular damage
SPEED: Run (Leap) x 1,2 to any still breathing catching as it is frozen and stored
(Multiple is times human speed) in the ice (see ‘Description’).

MAGIC POWER: 0
(Ranges from 0-100) DESCRIPTION
In deep burrows, inside the great glaciers and polar ice
HIT POINTS: 10-15 sheets, live the Con’laihs. The natural cracks and shafts
(If a human commoner has about 11 hit points) produced by water are intersected by extensive mazes
of Con’laih crafted tunnels and caves. They hunt in the
areas surrounding these ices, and occasionally send out
PROTECTION groups to scout and find food in regions further away.
AVERAGE: 3 These smaller parties cave out temporary lairs in deep
HEAD: 2 snow or frozen lakes. Birds, seals, foxes and bears are
BACK: 5 common on their menu, but the Con’laihs take down
BELLY: 3 anything within their power. They are not especially
ARMS: 2 aggressive, but due to a strong instinct of gathering, they
LEGS: 2 tend to attack even when not hungry.
(If Full Plate Armor is 10)
What the Con’laihs don’t eat at once they store deep
Beneath the thick fur the back of the Con’laih is covered frozen in the ice. In great chambers, far beneath the
in a segmented bony shell which gives good protection ice surface, they create museums of meat, which some
of the inner organs and spine. The delicate tentacles speculate are not only for eating. When possible, prey
are fully unprotected but when severed these grow out is frozen alive and restored to life before eaten. Only
again in about six months. the mysterious Con’laih energy can revive a life-form
so frozen. All things stored are marked by complex pat-
terns of burns, and many captures are saved for millenia
ATTACKS/DAMAGE in the freezer. Truly ancient creatures and beings have
2 JAGGED CLAWS: 2-7 been found preserved in the Con’laih reserves. These
1 KICK: 1-8 facts have led to the theory that the creatures freeze prey
(If a Long Sword causes 1-8 points of damage) not only for preservation, but also to communicate in
some manner with future generations.
The formidable front claws of the Con’laihs are their
main weapon, but as a means of defense they may also Con’laihs are not great climbers, and tend to keep the

99
Con’Laih
floors of their lairs even. They are however natural contrasted by high-pitched squeals.
jumpers and effortlessly leap straight across the crevices
and cold rivers of the subterranean ice worlds. Jumping The last stage of the Con’laih fetus development takes
down upon their prey is also their favorite way of strik- place outside the womb, in translucent cocoons, which
ing. are normally attached to the roof of ice tunnels. These
glow gently with the mysterious energy of to the adult
Ranging from golden yellow, to brown and dark gray, tentacles, and are spread out across the vast burrows
the fur color of the Con’laihs vary greatly between to function as lamps in important sections. The young
specimens. The eyes are always dark green and glimmer reach full maturity in three years and begin to weaken
with an otherworldly kind of intelligence. They com- from old age about 60 years later.
municate through rasping sounds which are sometimes

Gendrohka
GENERAL ARMS: 2
CATEGORY: Magical LEGS: 3
TERRAIN: Deserts and dry areas (If Full Plate Armor is 10)
FOOD: Carnivore (barely eats)
AGGRESSION: Normal to high The main body of the Gendrohka is covered by a thick
SIZE: 5-6 feet (150-180 cm) tall iron-like shell, and the rest is reminiscent of a fish left
NUMBERS: 1-6 to dry in the sun – a ridgy sort of skin, glimmering in
some places, and pale dead in others. Its lower legs are
strengthened by further segmented shell growth.
CHARACTERISTICS
STRENGTH: 6-9
AGILITY: 3-7 ATTACKS/DAMAGE
ENDURANCE: 5-11 2 SHARP DIGITS: 1-3
INTELLIGENCE: 6-9 1 BITE: 1-6
MENTAL RESILIENCE: 9-15 1 KICK: 1-4
CHARM: 1-2 (If a Long Sword causes 1-8 points of damage)
(If stats of humans range from 3 to 18)
The Gendrohka can kick, bite and claw, but usually avoid
SPEED: Run x 0,5 physical combat. In close encounters they try scratch-
(Multiple is times human speed) ing and stabbing their enemies with their umbrella-like
“hands”, but may also use their teeth.
MAGIC POWER: 30-40
(Ranges from 0-100)
POWERS/EFFECT
HIT POINTS: 17-25 HALO MAGIC: Though weak of intelligence, the Gend-
(If a human commoner has about 11 hit points) rohka possess the innate power of halo magic, and
can produce a wide variety of spells which affects the
“wearer” of the weakly luminous sphere(s). The halos
PROTECTION are created in a field of energy between the pointy digits
AVERAGE: 5 of the Gendrohka and released immediately into the air.
HEAD: 2 Flying by themselves they seek to immerse the head of
BACK: 12 the intended target. They move swiftly but cannot keep
BELLY: 3 up with a running human being. However, once created,

101
Gendrohka
a halo will not dissipate unless dispelled, and it will con- ocean, sat foot upon the dry lands, and brought a new
tinue to chase its target for as long as it remains. A halo kind of magic with them.
is unable to pass through walls, but thinner obstacles
like armor and shields will not hinder it. It can sense The Endrokk, later known as the Gendrohka (Sea War-
the location of the designated being or creature wher- locks), produced for the people of the desert powerful
ever it is, and will move ceaselessly to attach itself to spheres of magic. Like halos these surrounded the heads
its head. Once the head is embraced, the halo stays in of the natives and made them immune to thirst and
place until it has run out of energy, or is dispelled. The hunger. Immersed in the translucent orbs, their minds
Gendrohka can produce halos that seek out the nearest were eventually thrown off balance, and the Endrokk
possible life-form, and they often create halos for their seized control over the lands. These new rulers from the
own personal use. The number of spells/halos possible sea were later overthrown, but some remain in hidden
per day varies with the power of the individual creature. communities, in the remote and dry areas of the world.
Common spells are mind-warping, draining, protective,
and strengthening halos, but all spells that affect a single The Gendrohka are immortal. Spawned from dark
being (the wearer) may be infused into a halo sphere divine magic they cannot die by age. They may be weak-
of magical energy. Powerful halos tend to have nega- ened by lack of food, but need no water, and will go on
tive effects upon the wearer’s vision. Up to three halos living until physically destroyed. The small groups that
may be operative at once. Further spheres will circle the remain cave out upside-down spiral towers in the sand
target until any worn halo is drained. or dry earth to protect themselves from undesired atten-
tion. What they want or seek is unknown, but once in a
GLOVES OF UNMAGIC: The strange anatomical con- while they leave their lairs to attack caravans or remote
structions of elongated bones and membrane that are villages. It is believed that they search for opportuni-
the Gendohka’s hands are flexible and used to parry and ties to enslave and lay beneath them greater areas of
disarm all forms of visible magic aimed at the creature. culture, but in the meantime they surface now and then
Like antennas these giant “gloves” attract and capture all to investigate the state of the world, and to unleash some
bolts, balls, missiles, beams, breaths, and darts of magic of their dark magic. Others claim that they are just the
aimed at the Gendrohka. All such low level spells are sorry left-overs from an ancient plot, unable to retire or
immediately dispelled. The effect of all mid-level spells perish, and with no remaining purpose or aim to guide
are reduced by 50%, and high level spells are weakened them.
by 30%. This applies to effect as well as range and dura-
tion. The creatures must be able to see the spell in order The vertical horn on top of the creatures’ shells is a
to parry it, but need to do little more than to raise a spike of power which can pierce and destroy undesired
glove in order to capture and weaken all spells directed halos directed toward the Gendrohka themselves, and
toward them. With appropriate spells the energy may be other halos which they no longer desire. On two feet the
collected and reshaped into a halo sphere and thrown creatures walk bent over like old men, often support-
back toward the caster. ing themselves on their long digits. They have a vacant
sort of look but are well aware of their surroundings.
Always silent, and without speech, they produce halos
DESCRIPTION of telepathy to communicate with other beings. Pitch
As the mystics and wizards of the old desert cultures black blood fills their veins, but hardly run at all, so the
invoked the powers of rain and water, something vile creatures barely bleed when wounded. A mysterious
and hideous stumbled out of the sea in answer to their sort of air surrounds these creatures, which radiate a
rituals. A strange species, made by the deities of the sense of antique magic and living death.

103
Enjirach
Enjirach
GENERAL surrounding their ancient bones.
CATEGORY: Undead
TERRAIN: Ruins and caves
FOOD: (Carnivore) POWERS/EFFECT
AGGRESSION: Very high FEATHERS OF LIFE: The main life-force of the Enjirach
SIZE: 8 feet (240 cm) tall was not located in the heart or the brain, but rather in
NUMBERS: 1 its legendary feathers. Touching a single feather of the
Enjirach reptile will restore several hit points and heal
minor wounds, with no scarring. A night in a full bed
CHARACTERISTICS of them can restore a two day dead person to life, with
STRENGTH: 21-27 no observable traces of death. If the corpse is older still,
AGILITY: 10-15 minor brain damage, or more severe zombie-like side
ENDURANCE: 22-25 effects are probable. Torn off the Enjirach, the feathers
INTELLIGENCE: 3-4 fade after 10-20 healing touches, or 2-3 times of full res-
MENTAL RESILIENCE: 7-11 urrection. They then lose color as well as their power to
CHARM: 0 heal. If untouched by injured beings the magical feath-
(If stats of humans range from 3 to 18) ers will last forever, and are easily preservable. Naturally,
they are extremely rare.
SPEED: Run x 1,5
(Multiple is times human speed) The undead reptiles can heal themselves (or others if
so inclined) by simply caressing themselves with their
MAGIC POWER: 0 remaining feathers. The skeletal structures of bones will
(Ranges from 0-100) become whole again as long as they are held together
and not completely crushed. 2-6 hit points are restored
HIT POINTS: 27-33 automatically each round as long as some feathers are
(If a human commoner has about 11 hit points) still attached to the Enjirach. When the hit points of
the creatures reach zero they are considered damaged
enough to go still. However, if not properly destroyed,
PROTECTION or stripped of feathers, the beasts may rise again the
AVERAGE: 0 (1) next day.
BODY: 0 (1-2)
(If Full Plate Armor is 10)
DESCRIPTION
The Enjirachs have no skin or natural armor left to speak Once great feathered reptiles walked the lands. Purple
of. The rare specimens with richer patches of feathers and proud, their plumes played in the wind – a spec-
left, may keep 1-2 points of protection on certain parts tacular impression of beauty on the green prairies where
of their bodies. The bones of the creatures are unusu- they hunted. It is said that the grazers were drawn to
ally hard, and can stand quite a substantial amount of these displays of color, like moths to light, and that the
damage before breaking apart. Enjirachs could feed with little exertion, as they took
down the enchanted prey with hooks and jaws of dread-
ful power.
ATTACKS/DAMAGE
1 BITE: 1-10 Men would have killed these creatures for the beauty
2 HOOK CLAWS: 1-12 of their feathers alone, but when they learned of their
2 CLAWED KICKS: 1-8 life-giving power, the fate of the Enjirachs was sealed. In
(If a Long Sword causes 1-8 points of damage) less than a century the last living Enjirach was slain and
stripped of its purple treasure. Despite the value of the
Though dead, the force of the Enjirachs’ natural weapons Enjirach feathers, some creatures were sloppily plucked.
have kept their former strength, and are used with great When the sacks were full, the hunters cared little for the
skill and ferocity. The magical life-force of the creatures last remaining feathers. Why spend the strength it took
moves their skeletons as if invisible muscles were still to rip these out of the bone, when they had all the gold

105
they would ever need anyway? Also, some creatures is still available, they welcome all chances to take down
managed to escape. When considered dead, the bird- the two-legged creatures that caused their living death.
like reptiles simply rose half stripped in the night and Patiently they harness their wrath, intelligent enough to
ate their sleepy captors. know with certainty, that in time, people will enter their
hide-outs, for shelter or curiosity, often in small groups,
The remaining Enjirachs cannot naturally die. What few easily slain and devoured. Yes, eaten, not for the sake
feathers they retain keep them alive, but are not enough of nutrition, but for a taste of the old days, and for the
to restore them to a life of breathing. A long time ago humiliation of those still watching.
their flesh fled their bones, and cold blood dripped out
of dissolving veins. Flies and worms took care of the A few terrible stories however, speak of Enjirachs still
sinews and left-overs while their hardy skeletons stayed surprisingly rich in plumes, which by stroking their
erect and mobile, enforced and animated by the magical kills with their remaining feathers, restores them to life
power of the feathers. only to slay them again. In such a way they keep them
imprisoned in a limbo of pain, re-enacting their retribu-
Thus they hide, ashamed to display themselves in the tion until there is nothing left of the body to revive.
open air. Lurking in places where a glimpse of sunlight

Ardhamma
GENERAL PROTECTION
CATEGORY: Mammal (bred) AVERAGE: 3
TERRAIN: Any (temperate to tropical) HEAD: 4
FOOD: Carnivore BACK: 4
AGGRESSION: Very high BELLY: 2
SIZE: 11 feet (330 cm) long, without tail FRONT LEGS: 3
NUMBERS: 1-3 BACK LEGS: 3
TAIL: 4
(If Full Plate Armor is 10)
CHARACTERISTICS
STRENGTH: 26-30 The bony, teeth-like spikes, and partially thick leathery
AGILITY: 25-28 armor of the Ardhamma body, protects it from scratches
ENDURANCE: 22-25 and minor attacks. The great horn upon its head is used
INTELLIGENCE: 2 to steer off spears and stabbing weapons, while the hard-
MENTAL RESILIENCE: 4-7 ened bony areas of its lower front legs keeps its claws
CHARM: 1 cutting and ripping even in the midst of daggers and
(If stats of humans range from 3 to 18) swords.

SPEED: Run x 3, Swim x 2


(Multiple is times human speed) ATTACKS/DAMAGE
1 HORN: 1-8
MAGIC POWER: 0 1 BITE: 1-8
(Ranges from 0-100) 2 CLAWS: 2-6
1 SCYTHE TAIL: 4-16
HIT POINTS: 27-30 (If a Long Sword causes 1-8 points of damage)
(If a human commoner has about 11 hit points)

106
Ardhamma
The Ardhamma knows how to use all of its weapons them guard their strongholds, but some were left to
with efficiency and deadly dexterity. Unlike many other roam the wild. As these multiplied and chopped them-
creatures, and despite its aggressive character, it takes selves a place among the more natural inhabitants of
the time to avoid and skillfully parry attacks thrown at nature, peace came, but now with a new cause to night-
it. It can rise up on its hind legs supported by its heavy mare established. Where most wild beasts shy away
tail, but usually keeps a low profile, close to the ground, from human settlements and beings, the Ardhamma
minimizing its vulnerable areas, and moving swiftly on were created to kill at the mere sight of them.
all fours. With great grace its jumps, rolls, spins, dodges
and charges, all the while with its scythe of a tail whis- Fortunately the Ardhamma have no tendency for coop-
tling high and low through the air. eration. They move with individual intent, and prefer
a solitary existence. Tamed specimens may suffer the
company of one or two more Ardhamma creatures, but
DESCRIPTION in larger groups rivalry will result in carnage.
When a culture falls, so does the walls of its prisons.
A civilization might crumble, but its legacy remains. There are no female Ardhamma, but the artificial nature
In the lower levels, in the pit fighting arenas of the old of the beasts ensures unaltered offspring to emerge from
world, the darker side of entertainment industry flour- the wombs of impregnated lions and great wolves. The
ished and gave birth. Tired of lions, starved canines, and creatures make their lairs in caves and dungeons, or in
bears, the audience demanded new horrors unleashed any other place similar to the dark cellars of their origins.
upon the combatants and slaves fuelling their thrills. They move comfortably through all terrains, at any hour
So races were crossed, new experiments of breeding of day, but avoid cold and snow. They live for 30 years,
commenced, and with the amount of gold pumped in, fear basically nothing, are great swimmers, and eat all
results came quickly. things that move. They may sneak upon their victims
with great skill, or jump down upon them from higher
Shaped and bred entirely for killing, the Ardhamma was ground. They are cunning in all situations of fighting,
the perfect combination of agility, speed, and strength. but show no other signs of intelligence. They may roar
Its powerful tail, lashing about in a blur of blood and loudly, though not as deeply as a lion, but remain utterly
separated limbs, was the finest, but not its only means of silent when the situation calls for it. In other words;
slaying – a commercial success, both feared and readily sometimes a frightened victim is an easier kill, while at
celebrated. In the chaos of the great wars that followed, other times, stealth is the more lethal approach.
brave and ruthless men tamed these beasts, and made

108
Emphaerian Goat
GENERAL heals all undesired mental afflictions. This includes lin-
CATEGORY: Higher power gering spells, curses, and the effects drugs and diseases.
TERRAIN: Higher planes of existence Physical wounds are not affected, but restrictions caused
FOOD: Herbivore from pain may be partly removed.
AGGRESSION: None
SIZE: 5’ 5” (160 cm) tall BLESS: All who behold this creature are temporarily
NUMBERS: 1 (Unique) blessed, and gain a +2 bonus on all rolls during 24 hours.

GRANT DREAMWALKING: See ‘Description’.


CHARACTERISTICS
STRENGTH: 8 EMPHAERIAN MIGHT: In the emerald matter of the
AGILITY: 15 creature’s horns is infused the strength of their creator.
ENDURANCE: 40 The actual force of butting isn’t increased, but the horns
INTELLIGENCE: 18 radiate waves of physical tremor that cause 2-12 points
MENTAL RESILIENCE: 40 of injury to those smitten by their power.
CHARM: 19
(If stats of humans range from 3 to 18)
DESCRIPTION
SPEED: Run x 2 So infatuated with the elven shepherdess was the Titan
(Multiple is times human speed) Emphaeron, that to please her he laid his hand on her
favorite goat and bestowed immortality upon it. He
MAGIC POWER: 0 crafted for it new horns from his emerald heart, and
(Ranges from 0-100) made two fine instruments of the old ones. One such
horn of calling he gave to the shepherdess, and the other
HIT POINTS: 30 he kept for himself. Whenever the horns were blown the
(If a human commoner has about 11 hit points) immortal goat would appear and calm the spirit of all
who beheld it, and by the power of the Titan’s heart,
it would let them see. Thus Emphaeron revealed his
PROTECTION unspoken love for the elf-maid.
AVERAGE: 0 (1)
HEAD: 2 (1-2) INSTRUCTION
BODY: 1 (1-2) At dusk, blow the horn, and the goat will come. In the
(If Full Plate Armor is 10) early hours it will come. While still sleeping you will find
yourself in its warm presence. There, make a journey of
The fur of this legendary goat is of normal thickness and your desire. The Goat will lead you dreaming through the
kind. It gives no special protection. The head is slightly real world. No man, creature, or woman will behold you,
better shielded due to the horns. but you will witness them, and all other things, as they
are at that moment. While dream-walking thus you are
safe in your place of sleeping. Still, you must take care. In
ATTACKS/DAMAGE this in-between existence those of ethereal nature, those
1 BITE: 1-10 magically born, and those with a piercing unnatural gaze
1 BUTT: 1-4 (+ Emphaerian might, see ‘Powers’) may perceive thee. Seeing, they may attack. Fight them
2 REAR KICKS: 2-7 then, or run. The goat will aid you. If the Goat is slain,
(If a Long Sword causes 1-8 points of damage) your journey is over, and if you die there you will never
wake up again.
The Emphaerian goat is not a fighting creature, but will
act to defend those in its company. Wander with the cloven hooves of Emphaeron. For some
hours you may walk with it. Gaze into the strongholds
of your enemies, and look into the nature of their hearts.
POWERS/EFFECT All is visible and strange in the realm of the Goat. All is
MENTAL HEALING: At sight the Goat of Emphaeron eerie and true. As you awake and return to your place

109
Emphaerian Goat
of rest, do not sound the horn again for seven days. The power. The real Goat however is beyond reach and
Goat is weary and will not heed your call. remain undisturbed in the wonder of Elysian pastures.
Should it ever be encountered in this, its actual form,
If the quest is dire, the immortal beast may summon the Game Master is recommended to add powers to its
to itself not only the wielder of the horn, but also his immortal presence.
companions. It has happened, though rarely, that even
uncalled the Goat has appeared. Take care at such occa- While much is to be seen and learned by summoning
sions. It could be that your path has crossed the high- the Goat, the truth can be very demanding. A few travels
ways of the Gods. You will not know then for certain, with this creature tend to be enough for the psyche of
who the Goat has come to serve. The Titan still keeps the mortals. Countless times the instrument of summoning
second horn, and he is the true shepherd of this power. has changed hands. Many times it has been bitterly dis-
carded. Through it, many have discovered the value of
The Emphaerian Goat, one of its kind, grazes the rich surprises, and learned the hard way to delicately balance
and heavenly grasslands, where demigods and giants between chaos and control.
move and flourish. When summoned it projects itself
into a twin existence where it holds some physical

Ghord
GENERAL PROTECTION
CATEGORY: Invertebrate AVERAGE: 5
TERRAIN: Tropical and subtropical oceans HEAD: 1
FOOD: Carnivore BODY: 10 (0 without shell)
AGGRESSION: Normal LIMBS: 0
SIZE: 10 feet (3 m) long / Shell is 7 feet (210 cm) tall (If Full Plate Armor is 10)
NUMBERS: 1
The body of the Ghord is soft and unprotected. The
head and mouths have developed hardenend areas,
CHARACTERISTICS which pose as horns and teeth. These are softer than
STRENGTH: 15-18 regular skeletal structures, and have to be renewed
AGILITY: 9-12 regularly, as they break comparatively easily. The shells
ENDURANCE: 13-16 of the giant clams used by the Ghords are strong and
INTELLIGENCE: 2-4 thick, though not as hard as metal.
MENTAL RESILIENCE: 5-7
CHARM: 1-2
(If stats of humans range from 3 to 18) ATTACKS/DAMAGE
1 BITE: 2-5
SPEED: Walk (on the bottom) x 1, Swim x 1 6 TENTACLE MOUTH BITES: 1-6 (+ possible stinging
(Multiple is times human speed) cells, see ‘Powers’)
(If a Long Sword causes 1-8 points of damage)
MAGIC POWER: 0
(Ranges from 0-100) The protective shell, stinging cells, and size of the
Ghord, make most predators leave it alone, The Ghord
HIT POINTS: 19-24 is not used to fighting, nor fleeing. It will do what it can
(If a human commoner has about 11 hit points) to ward off potential enemies, but will not pursue to kill.

111
Ghord
POWERS/EFFECT out the shells of giant clams. These are pierced for extra
STINGING CELLS: The red stinging cells growing on the holes and made into custom fit armors. All limbs may
Ghord’s limbs and body are poisonous and will paralyse be drawn back into the shell at great speed, and can re-
all beings (and most creatures) they come in contact appear with equal velocity. When moving around the
with. These serve as a means of defense for the Ghord, Ghords are not as swift. They can swim, even inside the
which, though fairly intelligent, doesn’t use them delib- shell, but do so in a rocking fashion, paddling them-
erately when attacking. However, any successful attack selves forward with two shovel-like limbs, while pushing
by a limb mouth may result in an involuntary (20% for altitude with their big sluggish “foot”.
chance) and painful contact with the stinging cells.
Areas protected by armor or clothes are not prone to the It may be the innate mode of survival, to look out for
cells. The sting inflicts great pain and paralyzation, but suiting shells of protection, that is behind the Ghords’
causes no cellular damage. A normal sized being stay habit of hoarding. The creatures are unusually interested
immobilized for 10-40 rounds. A succesful saving throw in all things uncommon to the natural forms of the
vs Endurance may half that period. Holding the breath sea. Hollow items, like canoes, coffins, and amphorae
during paralyzation is impossible. Breathing is slow and strongly attract their attention, and especially the gilded
frail. and decorated ones, reminiscent of the surface of clams
and mother of pearl. Coins and trinkets may be found
REFLECTIVE CLOUD: The Ghord can eject a cloud of discarded on the floors of the caves in which the Ghords
reflective ink. The substance looks a lot like water, but keep their collections, which suggests a specific interest
with a much greater reflective quality. Bursting out in a in the vessels themselves.
random shape, slightly larger than the Ghord itself, the
cloud is confusing to behold, and will hide the Ghord’s As the hoard grows the Ghord becomes increasingly
action for some time. Depending on the currents of the reluctant to leave its cave of treasures, and will try to
water, a cloud will last 2-5 rounds, but even drawn apart find what food it needs in the immediate surroundings
the drops and curtains of ink may confuse and blind of the entrance. In rich waters, the creatures may well
the beholder. Unlike the octopus, Ghords rarely use the be posted, like a sentry, just outside the cave, refusing to
clouds to escape predators, but rather to attack them. leave its valuable collection. Most Ghords will fiercely
Mouthed tentacles will come shooting through the ink, protect every piece of their findings, but some speci-
targeted by the creatures’ sensitive antennae, which mens are reported to have engaged in trade. It seems a
grant them the ability to sense movement even when few of these creatures are intelligent enough to evalu-
visually blinded. The Ghords may produce up to three ate the threat level, the offers, and the desires of visi-
clouds in a day. tors, to the extent that they present one item in return
for another. Persistence, repeated sign-language, and a
great sense of balance are said to have done the trick in
DESCRIPTION these reported cases.
The Ghords are large invertebrates, typically “walking”
around slowly on the ocean floor. There they filter large Ghords are solitary creatures, which live for 60-70 years.
amounts of water for plankton and other minute forms They mate early, while only 5-10 years of age. They then
of life, sucking it all in through six great inlets. These redraw from reproduction, and spend their time stand-
mouths, at the edge of wide retractable tentacles, may ing, or walking slowly, in search for food and other
also trap a careless fish or two, and will happily consume items of interest. They change shells 3-5 times during
any other moving thing in the water. Though impres- the span of their lives.
sive creatures, Ghords protect themselves by seeking

113
Sarranath
Sarranath
GENERAL Sarranath uses these to swiftly penetrate thick shrub-
CATEGORY: Mammal (magical) bery, and similar faerie hide-outs. The claws are used
TERRAIN: In or nearby great thickets and brushwood for more methodical cleansing, and the powerful hands
FOOD: Carnivore to dig into hidden burrows, or to crush and squeeze
AGGRESSION: High the secrets and life out of the Sarranath’s prey. With an
SIZE: 7 feet (210 cm) tall, without facial horns arsenal of natural weapons the creatures see no real use
NUMBERS: 1-2 for crafted arms and tools.

CHARACTERISTICS POWERS/EFFECT
STRENGTH: 24-30 (Shrinked: 2-3) DETECT INVISIBILITY: The Sarranath eyes have
AGILITY: 7-11 (Sh: 8-12) turned sharp and can perceive invisible things and crea-
ENDURANCE: 15-20 (Sh: 5-7) tures with the same clarity as the rest of the world.
INTELLIGENCE: 4-9
MENTAL RESILIENCE: 7-11 SHRINK: Once a day the Sarranath can cast a powerful
CHARM: 0 spell of shrinking, and turn swiftly into a rabbit-sized
(If stats of humans range from 3 to 18) version of itself. The spell lasts for two hours and may be
used without restrictions. The increased vulnerability of
SPEED: Run x 1 (Sh: Run x 0,4) this state, means the Sarranath uses this power rarely,
(Multiple is times human speed) and only when it can think of no other way of discov-
ering new faerie-rich hunting grounds. (See parenthe-
MAGIC POWER: 5-10 sized characteristics for small size values.)
(Ranges from 0-100)

HIT POINTS: 25-29 (Sh: 2-5) DESCRIPTION


(If a human commoner has about 11 hit points) In the greater thickets, where pixies, brownies, and
faeries make their kingdoms, there hunt the Sarranath.
Once a group of sly trolls discovered that by eating the
PROTECTION wee folk, they could extract their magic and reshape
AVERAGE: 3 (Sh: 0) it for their own warped purposes. From that day they
HEAD: 4 (Sh: 0) would feed solely on the faerie kind, and utilized their
BODY: 3 (Sh: 0) new enchantments to this very aim. With faerie magic
(If Full Plate Armor is 10) pulsing through their dark blood, the trolls transformed
into the Sarranath, and tore through the thorns and
The hide of the Sarranath is tough to withstand the brushwood with previously unparalleled efficiency. No
many thorns and nettles of the great thickets in which longer mere muscular brutes, the Sarranath trolls devel-
they hunt. The facial skin is especially hardened by years oped powers of faerie-like mischief and trickery, and
of rooting around in the undergrowth, and through new strategies in their hunt for fae flesh.
thorny magical kingdoms.
The magic power of the Sarranath is limited, but they
can cast minor spells of concealment and illusion, and
ATTACKS/DAMAGE produce a variety of magical traps. Still, they delight in
1 TUSKS ATTACK: 2-24 (Sh: 1-3) charging through the bushes and ripping the fabric of
1 BITE: 1-4 (Sh: 1) the faerie worlds to pieces. The acquisition of subtler
2 CLAWS: 1-8 (Sh: 1-2) and more sophisticated ways of hunting, have not
2 CLAWED HANDS: 1-6 (Sh: 1) reduced their trollish nature. Rather, they have turned
(If a Long Sword causes 1-8 points of damage) even greedier and more bestial in their hunger for
further faecraft.
The giant tusks, or facial blades of the Sarranath are for-
midable weapons. They move up or down with the jaws The Sarranath live and hunt solitary or in pairs. Com-
of the creature, but cannot be wielded separately. The petition tears any group apart. They move about on all

115
fours. Being forward heavy, they must use at least one make them too exposed to the faerie powers. They can
hand for support. The strange petal collars work as live for 200 years, and occupy themselves with little but
partial camouflage, and some Sarranath are all but fully hunting. Faeries are hard to catch and doing so requires
covered in this bodily foliage, which change colors peri- the single minded attention and the day long devotion
odically to emulate seasonal flowers and plants. of the Sarranath trolls – who unlike their distant rela-
tives can roam freely in full sunlight.
The creatures sleep in great dugouts close to their
hunting grounds. Sleeping inside the thickets would

Darratha
GENERAL protection like few others in the animal world. Under-
CATEGORY: Reptile (demonic) neath these shields is a soft and feathery structure to
TERRAIN: Mountains and caves (Any) protect the Darratha from its own razor sharp physique.
FOOD: Carnivore
AGGRESSION: High
SIZE: 3’ 5” - 3’ 7” (100-120 cm) tall ATTACKS/DAMAGE
NUMBERS: 1-4 1 BITE: 2-5
2 FRONT CLAWS: 2-4
(If a Long Sword causes 1-8 points of damage)
CHARACTERISTICS
STRENGTH: 13-16 The sharp teeth of the Darratha are short but with its
AGILITY: 8-10 bite comes an infection that few withstand (hard saving
ENDURANCE: 18-20 throw vs Endurance). The blood of the victim is injected
INTELLIGENCE: 2-4 by a demonic bacterium that reproduces and permeates
MENTAL RESILIENCE: 7-8 the blood system in two day’s time (see ‘Powers’). The
CHARM: 0 dagger-like claws of the front legs are used as pointy
(If stats of humans range from 3 to 18) hooks toward soft throats, or cutting devices, ripping up
into the guts from below.
SPEED: Run (Hop) x 1, Swim x 2
(Multiple is times human speed)
POWERS/EFFECT
MAGIC POWER: 0 CALLING THE BLOOD: The Darratha usually waits a
(Ranges from 0-100) while before attacking, to scan the state of creatures or
beings. The blood of an infected one may be called from
HIT POINTS: 14-17 afar. The Darratha can produce a third magical eye hov-
(If a human commoner has about 11 hit points) ering between the horns of its back. Within sixty yards
(54 m) this eye can gaze into the body of the infected
and control the blood in the victim’s vessels. To uphold
PROTECTION this abysmal magic the Darratha must remain focused.
AVERAGE: 5 Attacks causing more than 2 points of damage thwart
HEAD: 6 the call for the round to come, and keep the creature
BACK: 11 busy defending itself. When successful, the magic gen-
BELLY: 3 erates a great increase in the blood temperature, and
FRONT LEGS: 5 cause an instant fever in the infected targets, affecting
BACK LEGS: 3 all within range with a -4 penalty on all rolls. The Dar-
(If Full Plate Armor is 10) ratha may use a second undisturbed round to further
this power, and cause arteries to blow from within (2-8
The overlapping leathery shells, strengthened by bony points of damage). A third round will suffer the hearts
spikes, that cover the back of the Darratha, give a natural of all victims to explode and blood to burst out through

116
Darratha
all orifices. A successful roll vs Endurance may stall this With senses always alert to the smell of evil, seeking
graphical finale for another round, and reduce the effect eagerly for a trace of their cradle, some Darratha myste-
to another 3-9 points of internal damage. If the Darra- riously manage to find a master to guide them. Several
tha is disturbed the call fails and the blood is immedi- adept mages of demonology and necromancy have
ately returned to initial temperatures. It may also delib- found a Darratha waiting on their doorstep, anxious to
erately keep the effect low to force or control its targets. be led, submitting to the role of familiar, for guidance,
The Darratha can use this power at will, but unless the for company, or a hope perhaps of one day being chan-
bacteria have had two days to reproduce the call will neled back into the depths where they once dwelt.
cause nothing but a warm and uneasy sensation. The
infection only spreads further if the blood of a victim These creatures have been closely connected with death
is intermingled with another’s. An exchange of saliva, in several cultures, and the way they often stand still
or other intimate ways of relation are not enough, as the at a distance watching, with a blood-red gaze piercing
bacteria never reaches these bodily fluids, as it does in the darkness, has a fearful impact on most beings. They
the Darratha. have served many dark powers through time, and have
a deservedly bad reputation. Seeing a Darratha in the
streets typically means trouble. Wicked men have used
DESCRIPTION their saliva to contaminate drinks, and water-supplies,
When the Darratha are young they are limbless. Born and one infamous cleric went as far as breeding a small
in the waters of cold subterranean lakes, they swim army of them in great tubs of copper beneath his temple,
around like armored ray-fish for some years before in an attempt to control his unwilling disciples.
they crawl ashore. There they develop legs and haste
through the tunnels and mountains like curious dogs, The layered shields of the Darratha are highly flexible
but by hopping, like rabbits do. Restlessly they hunt and and shift as soon as the creature moves its head or bends
eat, killing indiscriminately, and eventually, leave to its double spine. The front legs grow a softer but similar
examine the greater world. structure as the creature matures, while the back legs
remain comparatively bare. Along the back of the crea-
Ages ago some Darratha young are said to have entered ture are needle tubes full with the red venom that is also
into this world from the dark waters of the Abyss, finding abundant in the saliva of the creature, when it attacks.
a passageway of sorts, leading eternally upwards, until it
connected with water-filled caves far beneath the weight Darrathas hiss and produce unsettling rattling sounds
of ancient mountains. Now, folklore proclaim, they are with their back-shields, but have no advanced means of
trapped like misfits in a landscape foreign to them – lost communication. They live for 30-40 years and return
in regions too bright and lush for their nature. into the mountains to breed and lay 4-6 eggs in lakes
hidden to most. No one has ever seen them asleep.

118
Tharágim
GENERAL POWERS/EFFECT
CATEGORY: Celestial CELESTIAL PRESENCE: The presence of a Tharágim is
TERRAIN: The Lofty Aeries such that it penetrates to the depth of ones being. Many
FOOD: - fail to remain active and fall to their knees in fear or awe
AGGRESSION: Controlled (failed saving thow vs Mental Resilience), while others
SIZE: 8 feet tall are so dazzled that their limbs weaken (barely successful
NUMBERS: 1-7 saving throw, -4 on all physical actions). Those strong
of heart tend to be strengthened by their presence,
(clearly successful saving throw, +3 on all actions) but
CHARACTERISTICS only if the Tharágim is kindly disposed towards them.
STRENGTH: 60-80 The creature can chose to lessen this power at will.
AGILITY: 18-25
ENDURANCE: 100 COMMAND: Through the expression of single words
INTELLIGENCE: 35-40 the Tharágim can command lesser beings and creatures.
MENTAL RESILIENCE: 25-30 A hard saving throw (50% penalty) vs Mental Resilience
CHARM: 25-45 is needed to disregard the command. If such a throw is
(If stats of humans range from 3 to 18) successful new commands can be equally disregarded
for 10 rounds, then a new saving throw is required
SPEED: Run x 5, Fly (eagle x 4), Swim x 5 to stay unaffected. Any single word may be used as
(Multiple is times human speed) command, for example, ‘Kneel’, ‘Flee’, ‘Rest’, ‘Disarm’,
‘Come’, ‘Kill’ etc. Commands are extremely powerful but
MAGIC POWER: 70-90 can’t cause biological effects like ‘Faint’ or ‘Die’. Com-
(Ranges from 0-100) manding words may send someone off into a battle of
hopeless odds, but cannot cause self-inflicted suicide.
HIT POINTS: 70-90 All Tharágim can Command at will, and they also know
(If a human commoner has about 11 hit points) the majority of all spells ever discovered.

PROTECTION DESCRIPTION
AVERAGE: 8 When the Oceans gave way to Land, and the Mountains
HEAD: 9 rose from the Waters in majesty, the Tharágim lit down
TORSO: 7 on the summits to behold the creation and evolution
UPPER LEGS: 7 of the lands. So stunned were they by the beauty of the
LOWER LEGS: 9 World, that they lingered to watch as Life emerged from
(If Full Plate Armor is 10) the Seas. The Creator saw this, and forbade the Tharagim
to remain among the creatures of the soil – but as they
In layers of the finest and hardiest feathers under the swore not to intervene, and keep to their lofty aeries,
sun, the Tharágim are very well protected. Many swords they were permitted to stay. As the first major wars
and axes simply slide off their reslilient feathering. came to happen, the Tharágim broke their oath, and
descended upon the lands, but the Highest One blocked
their path and bound them to the great heights. There
ATTACKS/DAMAGE they would abide, and only if invited by the creatures
2 CLAWS: 4-24 of the World, were they ever again to interfere with the
2 HOOVES: 6-36 ways of mortals.
1 ANTLETS: 6-36
(If a Long Sword causes 1-8 points of damage) From the top of all things the Tharágim watches, await-
ing a brave climber to come and call them. For a right-
The Tharágim possess a divine, supernatural strength. A eous cause they would answer. They would fly with the
power which makes their claws and antlers formidable climber, back down the precipices and the vast walls of
forces upon the battlefield, should they chose to attack the mountains. They would dive through hours of chilly
physically. air and through moist clouds to finally emerge in the

119
Tharágim
wondrous events of mortal life. can now be slain.

With the long ages some of the Tharágim have grown There are 70 Tharágim upon the roofs of the world.
impatient, and bitter. They so long to interact with the They are spread out, so only some would hear the call
events of the world below them, that they would answer of a visitor. The aeries they inhabit are strange for the
any climber’s call to freedom. Set free, they would serve eyes of men – otherworldly places, so far from the level
whatever aim they were called to support, and use their of the sea, that they are governed by other laws. Men
immense powers for that purpose. With intelligent cannot stay there for long. They were never meant to
beings watching the skies, the Great One would not so walk through such places. The Tharágim do not need
openly thwart them again. No, they would be free to act, to eat, they can breath the thinnest air, and remain eter-
at least for a while, before any higher plans could be set nally under water.
in motion. It would be worth it. Such are the thoughts of
some of the Tharágim. They know all languages ever made, and can communi-
cate mentally with willing creatures. They do not speak
Once true celestial creatures, the Tharágim were unless spoken to, except to Command with words of
reduced when first bound. Still powerful, and blessed power. Once freed they will stay only until their pres-
with heavenly air, they are a mighty presence to behold. ence is needed no longer. Then they will ascend again
Some still radiate compassion, while the aura of others and return to their muted watchtowers, far above in the
have darkened. Though free from aging, the Tharagim mysterious and inaccessible places of the world.

Ohrdjonn
GENERAL PROTECTION
CATEGORY: Invertebrate AVERAGE: 0
TERRAIN: Caves and tunnels BODY: 0
FOOD: Carnivore (If Full Plate Armor is 10)
AGGRESSION: None
SIZE: 8-9 feet (240-270 cm) long The Ohrdjonn has a thin and delicate skin which offer
NUMBERS: 1-5 no protection from physical harm.

CHARACTERISTICS ATTACKS/DAMAGE
STRENGTH: 8-14 4 TENTACLES: 1-2
AGILITY: 5-7 6-8 FLAT TENTACLES: 1-2
ENDURANCE: 7-12 1 HOOKED TENTACLE: 1-7
INTELLIGENCE: 3 1 BITE: 2-6
MENTAL RESILIENCE: 7-9 (If a Long Sword causes 1-8 points of damage)
CHARM: 1
(If stats of humans range from 3 to 18) The many tentacles of the Ohrdjonn are not primar-
ily used as weapons, but as devices for restraining still
SPEED: Run (Crawl) x 0,5, Swim x 3 moving parts of its victims. They are also effective with
(Multiple is times human speed) keeping bats and other parasites away from the creature.
The hook and the toothed mouth are applied for direct
MAGIC POWER: 0 attacks when necessary.
(Ranges from 0-100)

HIT POINTS: 9-13 POWERS/EFFECT


(If a human commoner has about 11 hit points) ANESTHETIC GUSH: The Ohrdjonn produces a highly

121
Ohrdjonn
anesthetic fluid which it can release in substantial quan- lism transforms the body fluids of the victim into new
tities through its tubular mouth. The fluid gushes out, liquid anesthetics. During this process the creature goes
and may be dispersed over a greater area, or focused, by into hiding.
maneuvering the tube. The anesthetic is powerful and
penetrates drenched skin in a single round. In another The Ohrdjonns are self-fertilizing hermaphrodites. The
round anesthesia sets in and all body-parts exposed are tiny young are secretly inserted into the throats of fully
affected. If completely soaked any human-sized limb sedated victims. There they attach and exude small
turns fully paralyzed. If moderately showered the victim doses of anesthetics to avoid discovery. When grown
suffers a 50% penalty on all rolls in which the body-part large enough to block food from reaching the stomach
is involved. Lesser exposure may cause effects of -3 to of the host, the Ohrdjonn young crawls into the trachea
-1 on specific skills and actions. A fully drenched head (wind-pipe) and rolls up into a ball. This causes the
will temporarily go lame. Vision and taste disappear victim to suffocate. When breathing stops the small but
and the neck may slack and fail to keep the head up. A now fully developed Ohrdjonn crawls out of the mouth.
fully anesthetized torso is unable to hold the spine erect From there is seeks out rocks, crevices, and tunnels. In
and breathing may falter. If the fluid is swallowed, the cities it may end up in large cellars or sewers, feeding
heart and the lungs will quickly collapse. Clothing do on rats, small prey, and the the occasional larger visitor.
nothing to shield from these gushes . Leather and thick
robes offer a certain degree of protection. Plates and It may take decades for the Orhdjonn to become full-
scale armor will keep some areas dry, but few outfits are grown. When the location allows it they draw together
completely water-proof. The anesthetic effect lasts for and hang in groups of 2-5 creatures. Thus they can
1-3 hours. direct their fluid over larger areas, to anesthetize groups
of prey, or concentrate their gushes to take down ogre-
BLOOD CONTROL: sized victims. If they are too large to swallow whole,
An Ohrdjonn in wait is amost transparent. When inac- the creatures bite off limbs or rip them apart with their
tive it withdraws 95 percent of all blood from its body, hooks. When the Ohrdjonns are grouped together and
and keeps it in a central bladder. Rolled up around itself, confident, smaller pieces of meat are sometimes baited
in a fully still and color-less figure, strategically placed, it on the hooks to attract carnivores to their location.
is incredibly hard to spot. When prey is close the blood
of the creature fills all veins, and quickly mobilizes the The creatures are mute and deaf. They rely on vibrations
Ohrdjonn’s muscles for attack. When the creature is dis- in the tunnel roof and vision, to make out approaching
covered it is usually through the droplets and haze of life-forms. They have no emotions or other mental con-
anesthetic fluid. cerns than staying alive, and procreation. Completely
fearless, they use instinct and simple logic to make deci-
sions. The anesthetic fluid is highly flammable, so fire
DESCRIPTION and heat is avoided at all times. A spark penetrating the
Attached to the roof of dungeons and other under- creatures’ fragile skin would cause a virtual explosion.
ground tunnels, the Ohrdjonn is a still and energy pre-
serving creature. Without a single bone in its body it is The Ohrdjonns can live for 200 years. They are void of
soft and vulnerable. By surprising and stunning passer- smell, and do not move unless they have to. When a
by creatures, the Ohrdjonn can drop down upon them, dungeon runs out of prey, the creatures prefer to change
expand its worm-like mouth-tube and swallow them location by swimming through underground rivers. If
whole. The creature can last a year on a single kill. As the forced outdoors, they stay hidden during daytime.
prey is slowly digested inside the Ohrdjonn, its metabo-

123
Nor’Vuil
N o r’ V u i l
GENERAL The ends of the Nor’Vuil front limbs are not really
CATEGORY: Two-legged mammal, shape shifter (bird) claws, but a disarray of sharp feather shafts and pointy
TERRAIN: Mountains and dark woods bone structure. The creature has limited control over
FOOD: Carnivore these “digits” which lack the dexterity of fingers, but can
AGGRESSION: High “claw” into enemies yet the same. In its crow form the
SIZE: 3 feet (90 cm) tall, when crouching creature’s hind leg claws turn into longer and sharper
NUMBERS: 1 (to hundreds) bird’s claws, while the front limbs transform into wings.
Generally, the Nor’Vuil prefers magic to raw force in
combat.
CHARACTERISTICS
STRENGTH: 3-3
AGILITY: 3-11 POWERS/EFFECT
ENDURANCE: 5-15 BLACK FEATHERED WIND: When twenty or more
INTELLIGENCE: 3-14 Nor’Vuil gather, they can move together into tight clus-
MENTAL RESILIENCE: 5-15 ters and summon the Black Wind. The strength and
CHARM: 1 magic of this spell lifts the Nor’Vuil into the air, trans-
(If stats of humans range from 3 to 18) forms them into giant hideous crows, and sets off as a
black feathered wind across the landscape. There is a
SPEED: Run x 1, Swim x 0,7, Climb x 1 density and power to this wind, which makes it hard
(Crow: Run x 0,4, Fly (eagle x 1,5)) to separate one Nor’Vuil from another. The revelation
(Multiple is times human speed) is more like a single dark storm of beaks, feathers, and
lightning, speeding with great destruction over the
MAGIC POWER: 7-25 land. The Game Master can treat this power as a single
(Ranges from 0-100) entity, or as separate Nor’Vuil crows. In the latter case
the creatures maintain the stats of their goblin form,
HIT POINTS: 3-13 but a +2 bonus should be added to all attack rolls and
(If a human commoner has about 11 hit points) spell effects. The storm causes darkness and inflicts fear.
Saving throws vs Mental Resilience should be completed
to stay unaffected by the furious impact, and penalties
PROTECTION are to be applied to actions dependant on vision. The
AVERAGE: 1 (Crow: 2) size and power of the storm as a single entity varies with
HEAD: 1 (Cr: 2) the number of Nor’Vuil involved.
BODY: 2
ARMS: 1 (Cr: 2) BLACK SHADOW: Apart from the shapeshifting that
LEGS: 1 (Cr: 2) the Nor’Vuil are capable of in groups, the creatures also
(WINGS: 1) possess the power of spiritual travel. As a black ethe-
(If Full Plate Armour is 10) real crow, all Nor’Vuil shamans can fly across the mate-
rial world to spy upon the lands. A black shadow, or
Partly goblin skin and partly dark feathers, the Nor’vuil hazy presence may be spotted in the sky, but this crow
body is rather tough. Rows and layers of metal ring is out of range for material weapons. Spells and strong
piercings are common, which add to the creature’s magical arms might injure it, but it moves with great
natural protection. In its crow shape the creature is all speed and is extremely hard to follow. In this shape the
feathers (see parenthesized values). Nor’Vuil can fly through any matter and flesh unless its
is guarded by magic or strong blessings. Flying through
living beings and creatures, it induces a chilly and eerie
ATTACKS/DAMAGE feeling which may cause great doubt, loss of morale,
2 “CLAWS”: 1-4 and depression. A roll vs Mental Resilience is in order
1 BITE: 1-3 to decide the outcome of such a shadowy visit. The flight
(2 CROW CLAWS: 1-6) of the spirit may last for up to twelve hour. Should the
(1 BEAK: 2-5) ethereal Nor’Vuil die, the physical one dies as well.
(If a Long Sword causes 1-8 points of damage)

125
DESCRIPTION into the bestial spirituality of the Nor’Vuil nature.
As the goblin shaman beheld his totem beast, he knew at
once that something was wrong. This was no ordinary The Nor’Vuil may know any number of shamanistic
crow that had come to him, but something born out of prayers, spells, and rituals, but they are masters of all
pure darkness. The shaman trembled once, then the bird elemental spells associated with wind and lightning. In
stepped right into him. As the goblin screamed a storm these areas they should have access to magic above their
rose, and in its eye he could see his destiny. A new race level, and cast it with comparative ease and great power.
was given birth that night. He was to father the Nor’Vuil. They naturally befriend common crows, jackdaws, and
ravens, and may use these as messenger birds, or have
Among the shamans of all goblin clans, the Nor’Vuil them posted in high trees to scout for approaching
are the most feared and powerful. They are marked dangers.
from birth as dark enchanters, and unless accepted by a
goblin tribe they pick the hermit way of life, and explore Since they have no real hands, the Nor’Vuil shy away
the spiritual black dimensions for their own individ- from tools and clothing. They use assistants or slaves
ual purposes. These are not the wise and benevolent to aid them with the preparation of rituals, materials,
shamans of other tribal societies, but minds cruder and brews, carvings, and similar matters. Their backs are not
more deceitful than the others. Though not officially the shaped for the up-right position of other goblins, but
leaders of the clans they join, the Nor’Vuil often manip- their skeletons are long, and in disputes they can tempo-
ulate and govern the goblin tribes in secret. Patiently rarily force themselves into an upright position to tower
they push them even further towards the darkness and above the others for a while.

Twai-Noh
GENERAL PROTECTION
CATEGORY: Mammal AVERAGE: 2
TERRAIN: Any HEAD: 1
FOOD: Omnivore TORSO: 3
AGGRESSION: High AMRS: 2
SIZE: 5 feet (150 cm) tall LEGS: 2
NUMBERS: 1-20 TAIL: 2
(If Full Plate Armour is 10)

CHARACTERISTICS The main body of the Twai-Noh is covered with a thick


STRENGTH: 14-22 feathery kind of fur, which offers some protection, The
AGILITY: 14-22 head, tail, arms, and legs are only partially and not as
ENDURANCE: 13-22 richly dressed in it. Underneath the fur is a hardy skin,
INTELLIGENCE: 3-5 which ranges from brown to orange in color. The major-
MENTAL RESILIENCE: 3-11 ity of Twai-Noh males wear metal armor on top of their
CHARM: 2-8 natural protection.
(If stats of humans range from 3 to 18)

SPEED: Run x 1, Swim x 0,5, Climb x 4 ATTACKS/ DAMAGE


(Multiple is times human speed) 2 FISTS: 2-4
1 BITE: 1-4
MAGIC POWER: 0 (If a Long Sword causes 1-8 points of damage)
(Ranges from 0-100)
The strong arms of the Twai-Noh can be used to throw
HIT POINTS: 5-18 some heavy punches, and its fangs bite painfully into
(If a human commoner has about 11 hit points) vulnerable flesh. The savage Twai-Noh wield weapons

126
Twai-Noh
of steel, but equally enjoy biting and bashing at their blacksmiths.
enemies with teeth and fists to get a taste for the adrena-
line of blood and muscle. While in the past, conflicts and rank were settled by
flaunting displays of vivid fur, cheek-flaps, tufts, and
crests, the Twai-Noh now resolve all disputes through
POWERS/EFFECT armed battle, The creatures consider helmets and armor
METAL GAZE: The secret to the Twai-Noh’s progress to be part of their physical selves, and typically keep
in the crafts of metal is their ability to gaze straight into them on as a sign of their stature. Hammers, maces,
it. The sometimes luminous eyes of the creatures can flails, and other bludgeoning weapons are preferred over
behold any kind and piece of metal and know its deeper axes and swords, but some wield long armor-piercing
structure. They can instantly make out weak areas in daggers. The creatures can live for forty years, though
metal armor, and the feeblest point of any sword. They most male Twai-Noh die as adolescents in combat.
can visually access the character, strength, and texture
of all metal items, from the surface to the core. When Females and the very young stay away from the violence
a Twai-Noh strikes at an enemy with metal armor, its and take care of hunting, gathering fruit, and prepar-
value of protection is reduced by 20%, and it will know ing meals, as well as tending to the huts, tents, or rooms
to attack the part of the body least protected from its supplied by their current master. The Twai-Noh are
weapon of choice. fairly intelligent and able to use rudimentary tools and
utilities. They can learn language to the point of under-
standing basic instructions, and they manage simple
DESCRIPTION interaction with humanoid beings. Though generally
It is said that the Twai-Noh were once simple and peace- looked upon as lesser creatures, or spectacular pets,
ful creatures, and that they lived in the wild, behav- the Twai-Noh are impressive and dangerous enough
ing much like other apes and monkeys. However, the be treated carefully and honorably by those who know
warlords of the south saw great potential in the Twai- them.
Noh, and had the court-gnomes tutor them in forging
and metalwork. This new knowledge utterly changed Normally the Twai-Noh communicate between them-
the creatures, who embraced the craft, as well as the selves by repeated short vowels and muted grunts, but
weapons and armor produced from it. They excelled as turn into loud shrieking and growling apes when fight-
blacksmiths, and armed the Twai-Noh accompanied ing begins. The gifted and most prominent among them
their new masters onto the battlefield. From that day no may end up as personal bodyguards to royal lords, or
wild Twai-Noh can be found in the jungles and forests of as companions to generals of war. A few stay with their
the south. They are known for their violent nature, their beloved metals in the smithy. Though great climbers the
skill with the hammer, and their unforgiving efficiency Twai-Noh prefer a life on the ground, and build huts of
in battle. Some have grouped together in outlawed, war- wood, mud, and straw, when no other accommodation
mongering bands, while most serve as mercenaries or is given them.

128
Poppra
GENERAL POWERS/EFFECT
CATEGORY: Mammal IMITATION: The Poppras are master imitators. Any
TERRAIN: Grasslands and sparse forests sound or odor ever registered by these creatures can be
FOOD: Carnivore perfectly imitated. Mimicked sounds issue from their
AGGRESSION: Normal throats, and odors are released from the fruit-like out-
SIZE: 2-3 feet (60-90 cm) tall growths on top of their heads. Both techniques are used
NUMBERS: 1-20 frequently when the Poppras hunt or are hunted, to
attract and confuse prey, or to discourage larger preda-
tors. The tufts, the red wing-like flaps, and tails of the
CHARACTERISTICS creatures are applied to direct and spread the scents.
STRENGTH: 4-7 If one of the outgrowths are chopped off or opened, a
AGILITY: 13-17 nauseating bomb of mixed odors emerge, and invis-
ENDURANCE: 11-13 ible spore-like particles enter the airways and lungs of
INTELLIGENCE: 3 all nearby creatures and beings. Such exposure causes a
MENTAL RESILIENCE: 5-9 drug-like effect on the brain and strong hallucinations
CHARM: 1 are likely to follow (check severity by a saving throw
(If stats of humans range from 3 to 18) vs Mental Resilience). Balance is greatly affected and
all actions dependent on physical maneuvering suffers
SPEED: Run x 2 (-50% on all rolls) for 1-2 hours. The Poppras can’t
(Multiple is times human speed) deliberately produce such overwhelming effects, but the
scents created may be stark and highly unpleasant.
MAGIC POWER: 0
(Ranges from 0-100)
DESCRIPTION
HIT POINTS: 5-8 There are many birdlike features to the Poppras, includ-
(If a human commoner has about 11 hit points) ing their nervous, agitated, and curious sort of behavior.
There are however no Poppra eggs on the grasslands and
light forests they inhabit, and the young are born well-
PROTECTION developed, albeit a bit clumsy during the initial hours
AVERAGE: 2 of life.
BODY: 2
(If Full Plate Armour is 10) The creatures are fast runners, that keep hidden until
it’s time to strike. They are not as powerful as wolves,
The hide and feathers of the Poppra give it some protec- or great cats, but they are a lot smarter, and their special
tion from scratching claws and minor bites. abilities keep them alive. When cooperating they do
so extremely well, and often circle the plains for a long
while, to methodically and invisibly direct prey into an
ATTACKS/DAMAGE advantageous ambush situation. The bright reds of their
2 CLAWS: 1-4 outgrowths and flaps shift to black when the creatures
1 BITE: 2-4 prowl, and return to alarming red when their pulse
2 CLAWED KICKS: 1-4 increases and the chase begins.
(If a Long Sword causes 1-8 points of damage)
The genuine smells and sounds of the Poppras are
The Poppras like to attack at great speed and throw their unknown. Even when they’re only socializing and
claws into the eyes and neck of their prey. The feet are moving about, they produce a variety of complex expres-
rarely used for killing, but when the creatures jump up to sions to distinguish their individual character from the
attach themselves onto the back of larger animals, these others in the flock. Sounds and smells seem to be of
are sometimes kicked into the underside of the beasts. great interest to them, even beyond the contexts of sur-
Though lacking fangs, their broad side-way jaws are vival. Smaller groups are regularly dispatched into the
strong and can get a vise-like hold of noses and necks, greater world, to find and collect new sense impressions
and free claws for more lethal, punctuating strikes. to enjoy and utilize. Though the creatures can imitate

129
Poppra
the pure tones of musical instruments, no full songs investigation with their sharp thumbs, to examine the
or long melodies have ever been heard from a Poppra. scents within.
When not mimicking for the sake of food or protection,
they tend to mix different kinds of sounds into an often Poppras live for 20-30 years. They sleep under trees, or
noisy and inharmonious sort of chattering. hidden in long grass. Unable to swim, the creatures are
careful around water, but in all other situations their
The Poppras are not aggressive unless hungry, and may curiosity wins, and often gets the better of them. Clashes
approach other creatures with only inquisitive inten- with human civilization are not uncommon. The
tions. Easily scared off, they quickly return to look Poppras are naturally attracted to the fascinating and
again, seemingly trying to learn something. Though easily felled livestock of farmland pastures. Some peas-
uncommon, it happens that the Poppras take an over- ants have learned to be careful. Bleating in the streets
investigative approach, and decide to open the object of doesn’t always mean sheep on the loose.

Darwandir
GENERAL The skin of the Darwandir is more resilient than human
CATEGORY: Mammal skin, and will turn harder still when the creatures throw
TERRAIN: Forests and mountains (any) themselves into action (see ‘Powers’).
FOOD: Omnivore
AGGRESSION: Normal (to high)
SIZE: 6’ 5”- 8’ 1” (195-245 cm) tall ATTACKS/DAMAGE
NUMBERS: Up to hundreds 2 FISTS: 1-4
2 KICKS: 1-6
(If a Long Sword causes 1-8 points of damage)
CHARACTERISTICS
STRENGTH: 7-21 The legs and arms of the Darwandir are long and power-
AGILITY: 5-19 ful. They can deal out bone-breaking punches and kicks,
ENDURANCE: 5-18 and will fight unarmed if required, even when facing
INTELLIGENCE: 3-16 armored enemies.
MENTAL RESILIENCE: 3-14
CHARM: 3-15
(If stats of humans range from 3 to 18) POWERS/EFFECT
HARDEN SKIN: When the Darwandir go into battle
SPEED: Run x 1,3, Swim x 1,2, Climb x 2 their skin hardens to protect them from harm. With
(Multiple is times human speed) adrenaline rushing their joints and muscles stay flexible,
while the outer layers turn tough and wood-like. This
MAGIC POWER: 0-50 cellular change is quick and swiftly subsides as the crea-
(Ranges from 0-100) tures calm down again. The color of their skin shifts a
bit when it hardens, towards gray, brown, or green, and
HIT POINTS: 5-20 may turn dappled, and textured, like the surface of bark.
(If a human commoner has about 11 hit points)
FINAL RAGE: In a situation where the Darwandir find
themselves outnumbered, betrayed, or otherwise near
PROTECTION death, they can decide to summon the full power of
AVERAGE: 1 (hard: 3) the inner rage. At such times their entire biology and
BODY: 1 (hard: 3) character transform into a vessel of elemental fury. They
(If Full Plate Armour is 10) quickly darken into the blackest wood, and their horn-
like outgrowth lengthen. In their eyes flash the chaos

131
Darwandir
and power of an untamed world, where lightning and and most prominent fighters too. These constitute
violent storms raise the seas and whip mountains into an elite in the Darwandir societies and are called the
sand and earth. The crude power of the past soars up Darwa’an. The largest tribes are about 500 strong, but
from their soul and into the living flesh of their current many Darwa’an meet up with the elite of other tribes to
being. This causes a +10 bonus to Strength (and +3 to learn from one another.
all damage rolls), + 5 to all attack rolls, and adds 15 to
their Magic Power. If the Darwandir still live when the A Darwandir must learn at a young age to tame the wil-
danger is over, they are unable to return to their pre- derness within. Even adults regularly fight to harness the
vious selves. They lose all bonuses, but their nature ancient rage, forever present in the depth of them. There
is morphed into a dark sort of beast, with little or no is no inherent evil to this inner power, but an uncul-
memories of its previous existence. Tired and confused tured directness, that will not succumb to reflection. It
they usually escape far into the deep woods. There they screams for absolute freedom and to tear through every
merge with the trees, or join up with orcs or other crea- obstacle without thought, and without conscience. There
tures more similar to their new nature. Needless to say, are within all Darwandir tribes those who would have it
the Darwandir do not use this power unless they expect otherwise, and who wishes to celebrate and unleash the
to perish. dark rage in all of them. The Darwa’an do their best to
keep such forces subdued and pacified. The elders teach
that the Wild One within serves them well with energy
DESCRIPTION and strength, but unfettered it would destroy them, and
Savages with a taste for elegance. That’s what many see turn them into something degraded and demonic.
when they look at the Darwandir. Tall and graceful, yet
with a core of primordial wilderness – a raw essence, Managing this yearning is a great part of Darwandir
that despite the ornaments of culture, howls in unison upbringing and education. When a Darwandir loses
with the beasts at night. temper it can be seen not only in the eyes but in their
entire appearance. They seem possessed and may mom-
The Darwandir adore the feast and the dance, but have entarily turn bestial in their choice of words and actions.
no desire for the comforts of the city. They are drawn to In Darwanidir societies this is part of daily life, and
the arts and the wisdom of the sages, but care little for dealt with, but in other cultures, these sudden displays
novelties, and require no empires. Like ancient gypsies, of primoridal rage are not always well handled. Most
rooted in the soil of the past, they intermingle with Darwandir quickly return to their normal selves, and
modern cultures. Though socially apt, they are restless make sure to resolve the situation, as well as they can.
when far from home. Among the highest of trees they
build their huts, but some carve halls in the deep moun- Music and food are great sources of pleasure for the
tains. Darwandir. Most play some instrument or sing. They
keep no pets, and use no steeds or beasts of burden. The
They are children of the earth, sprung from the roots of Darwandir loath bows, crossbows, and javelins, and
the first trees. Inside of them, the elemental forces have will not even throw their daggers. When the time comes
not yet settled. Their skins and muscles must always to fight they do so face to face with their enemies in a
move, or their bodies will stiffen and turn back into dance of dirt, sweat, and blood. They never wear shoes
wood. An hour of stillness is all they can endure, before or boots, and dress light even in the winter. Some wear
the earth calls them back, and draws them into a state of armor of leather, scales, or horn, but shields, helmets,
eternal petrification. Void of sleep and dreams they walk and suits of steel are extremely rare.
beneath the stars, singing songs of moons and magic.
The Darwandir worship the heavenly bodies and various
The Darwandir live in matriarchal tribes. The females spirits of the earth. Their magic is based around songs
are a full foot (30 cm) taller than the males. The men weaved in the forlorn past, and they have great knowl-
are wilder, but receive no training in the arts and sci- edge about all things that grow. They all have black hair,
ences. Most are hunters or warriors, while the women live for 200-300 years, and don’t care much for swim-
govern the social and political affairs. All Darwandir ming.
tribe leaders, druids, sages, and magicians are female,

133
Han’Marak
Han’Marak
GENERAL POWERS/EFFECT
CATEGORY: Reptile PARALYZING POISON: The needles on the neck and
TERRAIN: Forests and jungles arms of the Han’Marak are poisonous and may cause
FOOD: Carnivore termporary paralyzation (2-4 rounds) if a saving throw
AGGRESSION: Normal to high vs Endurance is failed. The creatures rarely use these as
SIZE: 4-5 feet (120-150 cm) tall a means of attack, but they are meant to stall grabbing or
NUMBERS: 1-4 biting predators, and allow some time to escape.

CHARACTERISTICS DESCRIPTION
STRENGTH: 8-14 The Han’Maraks are fast reptiles which have developed
AGILITY: 13-18 fur and an impressive extension of their skeletal struc-
ENDURANCE: 14-20 ture. Though powerful predators they use great cunning
INTELLIGENCE: 3 to bring down prey, and are, in a deadly kind of fashion,
MENTAL RESILIENCE: 5-9 rather playful.
CHARM: 1
(If stats of humans range from 3 to 18) Moving about by themselves, or in small groups, they
cover great areas of forest, to find new and suitable
SPEED: Run x 1,5 locations for an ambush. Though these may be fast and
(Multiple is times human speed) direct, the Han’Maraks often rely on patience when
attracting food. Covering themselves with fallen leaves,
MAGIC POWER: 0 moss, or hiding beneath other vegetation, they emulate
(Ranges from 0-100) and emit a strong smell of carcass. By displaying only
their backs, they manage to draw near to themselves,
HIT POINTS: 8-13 the great scavengers of the forest and the sky. Through
(If a human commoner has about 11 hit points) the element of surprise the beasts can take down prey
many times larger than themselves, and they are not
very picky. In such a way, they can wait for days if need
PROTECTION be, and may sleep while doing so. The sensitive, hairlike
AVERAGE: 5 protrusions upon the heads of the creatures, keep them
HEAD: 7 alert to nearby movement.
BACK: 9
BODY: 2 To escape danger, and occasionally to speed swiftly
(If Full Plate Armour is 10) down a slope, the Han’Maraks can curl into a ball and
roll away, pushing with their tails. They prefer to move
A flexible ridge of double bone plates shields the crea- about normally, but may land with a somersault when
ture. Moving in a crouched manner, this extended skel- missing a leap attack, for example. Being heavy, they
eton protects the Han’Marak very well. consume a lot of energy, and are constantly on the look-
out for food, but on very hot days they enjoy basking in
the sun, to gather warmth, and preserve their strength.
ATTACKS/DAMAGE The marks and colors on the wrists and hands of the
2 CLAWS: 1-4 creatures are only found on the jungle variation of the
1 BITE: 1-6 species. These mimic the patterns of the double headed
2 CLAWED KICKS: 2-5 Cheemaik parrot, which is a fat and delicious scavenger,
(If a Long Sword causes 1-8 points of damage) often found by discarded kills.

Apart from the tusks on the sides of the creature’s head, The Han’Maraks live for about 20 years. The females
which are mainly used to establish superiority between wait for the eggs to hatch, and then stay with their young
individuals of the species, the Han’Marak frequently use until they are grown, while the slightly larger males typ-
all of its natural weapons. ically roams about alone.

135
Norghim
GENERAL can thereby free several for fencing off hostiles. Though
CATEGORY: “Insect” they have strong jaws the Norghim don’t bite in battle,
TERRAIN: Grasslands but use those only for cutting and conuming grass.
FOOD: Herbivore
AGGRESSION: Normal
SIZE: 2 inches (5 cm) to 16 feet (5 m) tall DESCRIPTION
NUMBERS: Up to thousands Nobody knows what causes the first Norghim to hatch
and crawl up into the sunlight, but it is clear that the
reddish glands on its front lakes discharges drops of
CHARACTERISTICS some substance, which makes the rest of them stir in
STRENGTH: 0-40 the ground. As they escape their eggs and follow the
AGILITY: 8-12 growing horde, even more Norghim start hatching in
ENDURANCE: 5-30 their wake. When the creatures are born they stand
INTELLIGENCE: 1-3 about two inches, but feeding they grow at impressive
MENTAL RESILIENCE: 1-10 speed, and may reach a full 16 feet in two years.
CHARM: 1-5
(If stats of humans range from 3 to 18) The hoards move as one, including all size specimens,
ranging from tiny to huge. On their way they feed solely
SPEED: Up to Run x 3 on grass, natural as well as planted crops. All is con-
(Multiple is times human speed) sumed. Some say they will even eat your straw hat if you
wear one. The Norghim are meticulous and feed cease-
MAGIC POWER: 0 lessly. During the night one can hear their clasping jaws
(Ranges from 0-100) from afar, and witness a galaxy of fluorescent eyes, as
they lay bare the prairies and the farmlands. There is
HIT POINTS: 0-50 little stopping them.
(If a human commoner has about 11 hit points)
Some villages and towns have long since banned roofs
of straw, and learned to keep their horses and cattle
PROTECTION well away from the main settlements. Norghim hoards
AVERAGE: 0-5 are rare, but devastating enough not to be forgotten.
HEAD: 0-6 When finally there is no more grass to find, the oldest
BACK: 0-6 Norghim use their remaining energy to spread out.
BELLY: 0-3 Finding a suitable location, they inject an oily substance
LOWER LEGS: 0-6 into the earth, which will secure their continuation. The
UPPER LEGS: 0-3 black and sticky goo, consisting of tiny eggs, will slowly
(If Full Plate Armour is 10) absorb the nutrients of the soil, and come to grow into
a new potential hoard. It can wait for centuries for the
Most of the Norghim is covered by a metallic exoskel- enigmatic call, which will make it sprout up like living
eton, but the upper legs and the underside of body are weed from the earth.
softer.
The Norghim aren not especially aggressive, but will
attack who hinder them from feeding. The small are just
ATTACKS/ DAMAGE as eager as the tall ones.
4-16 KICKS: 0 to 2-10
(If a Long Sword causes 1-8 points of damage) All characteristics of the Norghim increase with with size
except for Charm which is reduced. It is not uncommon
The kicks of large Norghims are very powerful. Due to its for small Norghim to ride the larger ones for the sake of
unusual anatomy, the creature can keep supporting on speed, and for some reason the hoards seem to have a
a leg, while kicking with one “toe” of it. It may however limited amount of fully grown creatures. Norghims do
stay balanced with only three toes in the ground, and not die as long as there is grass to sustain them.

136
Norghim
Volthyrian Mistlord
Vo l t h y r i a n M i s t l o r d
GENERAL POWERS/EFFECT
CATEGORY: Ethereal Power PHYSICAL FORM: The Lords can take physical form
TERRAIN: Misty, moist areas, and water at will but require two rounds to complete the transfor-
FOOD: None/Omnivore mation either way. They can continue all other actions
AGGRESSION: Normal to high while doing so.
SIZE: 6-8 feet tall
NUMBERS: 1 CONTROL MIST: Wherever there are tiny droplets of
water the Volthyrians can control them. They can move,
spread, and draw them together, to hide, blind, soak
CHARACTERISTICS and dry targets of interest. They can even force a large
STRENGTH: 17-23 amount of body water through the pores in the skin
AGILITY: 13-18 of creatures and beings, leaving the victims weak and
ENDURANCE: 20-25 dehydrated, even dead if they are allowed to continue.
INTELLIGENCE: 17-22 This power requires concentration, and the only way to
MENTAL RESILIENCE: 17-22 avoid it is by disturbing the Mistlord. They control, by
CHARM: 4-12 will, an area up to 500 yards in all directions from their
(If stats of humans range from 3 to 18) location, and can turn a normal fog into jets and whirl-
winds of water, to knock enemies off balance or throw
SPEED: Crawl x 1,5, Swim x 2, Fly (the mist) x 0,5 them to the ground. However, they can’t make the drop-
(Multiple is times human speed) lets merge fully into larger bodies of water, and they
can’t control any mass of water larger than a droplet, nor
MAGIC POWER: 20 create or extract mist from lakes or rivers. Where there
(Ranges from 0-100) is mist, the Volthyrians can also ride it, even in physical
appearance. Somehow they manage to bind together the
HIT POINTS: 20-24 mist with their ethereal nature and powers.
(If a human commoner has about 11 hit points)
STAFF OF ETHEREAL LIGHT:
All Volthyrians are born with a body part, which is visu-
PROTECTION ally disconnected from the rest of their bodies. Ethere-
AVERAGE: 2 ally, there is no distance as such, and the “staffs” of the
BODY: 2 Mistlords pulsate with the same life, and are upheld by
STAFF: 2 the same ethereal energy. This weapon of power cannot
(If Full Plate Armour is 10) be sustained for more than a few hours on the physi-
cal plane. The Volthyrian needs to regularly go back and
In physical form these beings have a smooth, black skin, “breath” in order to keep its staff-like limb alive. Though
resembling that of sharks or dolphins. In ethereal form able to survive without it, it will not willingly sacrifice
it can only be wounded by magic weapons and spells. its most effective body part. These are the powers of the
staff:
Ethereal Light of Vision: By the light of the staff the
ATTACKS/DAMAGE Vyltherion can see through physical matter like walls
2 FISTS: 1-4 and rock. The light reaches 300 yards and has no restric-
6 TENTACLE LASHES: 2-5 tions, other than the will of the Mistlord wielding the
1 TAIL LASH: 2-5 staff.
1 STAFF: 1-7 (+ 1-3 points of punishment, see ‘Powers’) Ethereal Light of Knowledge: At contact with another
(If a Long Sword causes 1-8 points of damage) intelligent being the staff absorbs all knowledge and
memories about its target. The knowledge doesn’t
The Volthyrian Mistlords have to run out of other include skills or abilities that require practice, and may
options and be seriously angered to make use of natural be done without the victim’s awareness
weapons in combat, apart from their staff. The weapon Ethereal Light of Punishment: When it hits the staff
is actually part of, and ethereally connected, to their infuses into the target ethereal light, which disrupts
physique. the balance of body energies and causes pain (1-3 hit

139
points) as well as jolts of great mental suffering. A failed thought, while others prefer a more civilized conduct,
saving throw vs Mental Resilience causes a 50% penalty and enjoy seeing the demise of their enemies by sophis-
on all rolls for 10-20 rounds. ticated and delicate plotting. Due to their appearance
When a staff is stolen it quickly dies, and its powers they cannot act unnoticed in the open, and tend to spin
require ethereal communication. It will function like a their invisible strings of power from the shadows. As
regular staff or club for a few weeks, before it decays. ethereal ghosts they see and pass through walls unhin-
dered, and can appear suddenly in the sleeping quarters
of those who oppose or entertain them.
DESCRIPTION
These creatures, also known as Lords of the Mist, are Aware of their unearthly attributes they sometimes
exiles from the Volthyrian Realms, which are located descend from the mist to set terror into their chosen
in the Ethereal Plane of Existence. Judged as a threat victims. In such ways they bind the frightened ones to
to the native communities, they are banished forever, their service, and when the time comes to strike, it is not
and forced to seek out other worlds to accommodate uncommon that legions of terrified followers obey their
their undesirable character. The traits of a Mistlord vary command.
greatly between individuals, and just as human prison-
ers can have a change of heart while still locked away, Fortunately, the Mistlord is a rare phenomenon, which
some Mistlords improve with time. Typically though, few beings has ever seen or encountered knowingly.
they are the most powerful and dangerous of Volthyr- Even when observed they may hide their faces behind
ian outlaws, and breakers of The Sanctified Oaths of tentacles, to appear like a dark and swirling cephalop-
Wisdom. oda dream, visible for just a little while in the ephemeral
bowels of the mist.
Their powers allow them to gather information very
efficiently, and apart from their natural abilities, they The Volthyrians live for about three centuries, and are
typically know a great number of spells. While they unable to mate outside their native realms. They need
strive for different things, many have a tendency to seek only eat in physical form, and they need very little. They
power, and to find the means to avenge their former stand all climates, and can live under water as easily as
communities. If they dare not act out such desires, they on land. No oxygen is required to uphold their physical
will try to make up for it by building power, or bring form, which is replenished by their bond to the Ethereal
great misery upon some other civilization. Plane. They also heal at twice the human rate, and are
immune to disease, poison, and infections.
Like phantoms they move in with the mist at night to
spy on those who might be of service, or an obstacle All Mistlords avoid contact with other Volthyrian exiles,
to their agenda. Some steal and kill without second who like a mirror remind them of their banishment.

140
As h k h a r a n
GENERAL The Ashkharan will normally try to immobilize its
CATEGORY: Demonic mutant victims before it bites down into their flesh and starts
TERRAIN: Dark forests and dungeons feeding. The thin limbs, ending in a single claw, help
FOOD: Carnivore making holes of entry for the tongue, where no natural
AGGRESSION: Very high orifice will serve.
SIZE: 5 feet (150 cm) tall
NUMBERS: 1
POWERS/EFFECT
DISTRUPTIVE FIELD: The Ashkharan radiates a per-
CHARACTERISTICS manent disruptive field, which destabilizes the natural
STRENGTH: 12-16 laws and causes erratic lights, colors, sounds, and irreg-
AGILITY: 6-10 ularities in gravity and magnetism. Unforeseeable and
ENDURANCE: 14-20 beyond its control, this field can relocate and alter the
INTELLIGENCE: 2 effects of spells and natural phenomena, like fire, voices,
MENTAL RESILIENCE: 3-8 wind, and friction. The strength and effects of the field
CHARM: 0 varies randomly (and follows the the whims of Game
(If stats of humans range from 3 to 18) Masters and dice), but covers a distance of approxo-
mately 20 yards (18 m) from the creature in all direc-
SPEED: Run x 1 tions.
(Multiple is times human speed)

MAGIC POWER: 0 DESCRIPTION


(Ranges from 0-100) The Ashkharan spilled out from the depths of the
Abyss ages ago, when a fracture in the order of things
HIT POINTS: 12-18 tore through reality, and darkened it. They have since
(If a human commoner has about 11 hit points) mutated to somewhat appear like the natural beasts
of the world, but in a disorderly, unbalanced fashion,
which bear witness of their unholy origins.
PROTECTION
AVERAGE: 3 The chaotic blend of traits is unnerving to behold, and
HEAD: 3 watching its twisted movements, which variably resem-
BODY: 3 bles those of a fly and a frog, is a sallow experience.
FRONT LEGS: 2 Combined with the creature’s unnatural impact upon
FRONT LEGS (thin): 0 the laws of physics and magic, the Ashkharan is an
BACK LEGS: 4 unfortunate and nightmarish encounter.
TAIL: 3
(If Full Plate Armour is 10) Like mosquitoes, and many other insects, they do not
consume their prey, but suck their juices straight out
The front part of the Ashkharan body is covered by a of them. While holding on with claws and specialized
mane of thick hair, and hardened in some places by a teeth, their tongues help clean out the inside.
bony panzer. Their leathery skin is thickest by the tail,
and stengthened along the upper back legs with layers of Though leaping is part of the creatures repertoire, it
strange crystal needles. doesn’t do so very well. It often lands clumsily, but with
enough balance to apply their razor sharp tail-claws on
any biological tissue.
ATTACKS/DAMAGE
2 CLAWS: 2-4 The Ashkharan do not sleep regularly, but fall uncon-
2 CLAWS (thin): 1-3 scious to the ground wherever they run out of energy.
1 BITE: 1-3 When they awake again they quickly reassume a con-
2 KICKS: 2-5 stant search for food and the occasional mating partner.
1 TAIL SLASH: 2-4 The creatures seem to prefer dark areas, where they can

141
Ashkharan
move about undisturbed by other lights and sound, as from the screams of possessed children, to fighting cats,
if the constant fluctuations of their own making were and muted thunder.
enough to deal with.
Living for a maximum of twenty years these creatures
Always aggressive, the Ashkharan may still pause reluc- have for obvious reasons never been tamed. Their
tantly at bad odds. Though far from intelligent, they damaged minds are unsusceptible to charms, rewards,
have come to rely on their involuntary powers to scare and even threats. Their presence is simply too danger-
off most enemies, and since they are long since used ous to tamper with, and their company exceedingly
to the chaos, they often manage to play it out to their unwholesome.
advantage.
Ashkharan offspring are on their own from day one, and
The roars of the Ashkharan are like those of a great lion, the female will attack them, and any other Ashkharan
but filtered through the disruptive field, they come out on sight, as soon as the initial bond is broken, which is
like an abyssmal cacophony, sounding like anything about a day after birth.

143
The beasts which never made it

144
Index
Emphaerian Goat . . . . . . . . . . . . . . . . . . 109
Enjirach . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Ferrenai . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Gendrohka . . . . . . . . . . . . . . . . . . . . . . . . 101
Ghondaar . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Ghord . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Gohrgin . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Han’Marak . . . . . . . . . . . . . . . . . . . . . . . 135
Holath-Uhr . . . . . . . . . . . . . . . . . . . . . . . . 64
Hon´Ghadda . . . . . . . . . . . . . . . . . . . . . . . 81
Jarma-Loh . . . . . . . . . . . . . . . . . . . . . . . . . 23
Jhorlar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Lammathen . . . . . . . . . . . . . . . . . . . . . . . . 20
Marajack . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Mehrog . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Mellion Trollfrog . . . . . . . . . . . . . . . . . . . 26
Mingossi . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Mon’thoris . . . . . . . . . . . . . . . . . . . . . . . . . 10
Myraclion . . . . . . . . . . . . . . . . . . . . . . . . . 96
Negga - Fire Wyrm . . . . . . . . . . . . . . . . . . 57
Nemunn . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Nen´guan . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Ni-Oth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Nomancuan . . . . . . . . . . . . . . . . . . . . . . . . 53
Aegarim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Nordjarimm . . . . . . . . . . . . . . . . . . . . . . . . 13
Ardhamma . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Norghim . . . . . . . . . . . . . . . . . . . . . . . . . 136
Ashkharan . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Nor´Vuil . . . . . . . . . . . . . . . . . . . . . . . . . 125
Bhorda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Nothnock . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Calmorock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Ohrdjonn . . . . . . . . . . . . . . . . . . . . . . . . . 121
Chaerim Witch . . . . . . . . . . . . . . . . . . . . . . . . . 74 PanPanarih . . . . . . . . . . . . . . . . . . . . . . . . 63
Cilluhin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Poppra . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Con’Laih . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Ra’Khuni . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Crombhala . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Rhonx Aibia . . . . . . . . . . . . . . . . . . . . . . . 29
Darratha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Sarranath . . . . . . . . . . . . . . . . . . . . . . . . . 115
Darwandir . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Thelossian . . . . . . . . . . . . . . . . . . . . . . . . . 59
Dharkanian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Tharágim . . . . . . . . . . . . . . . . . . . . . . . . . 119
Dhondoros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Twai-Noh . . . . . . . . . . . . . . . . . . . . . . . . 126
Elijinn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Volthyrion Mistlord . . . . . . . . . . . . . . . . . 139
Elor Than . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Vornorion . . . . . . . . . . . . . . . . . . . . . . . . . 54

145
This book contains 54 original creatures, made primarily for fantasy role-playing
games. Unlike many other manuals of monsters, the artwork of this book has
been given a major role. Every creature is professionally illustrated and occupies
a full color page for visual presence. The statistics are system-independent, easily
understood, and the descriptions are imaginative and thorough.

‘RPG Creatures - Bestiary I’ is an improved publication of the first 45 creatures


initially in the blog ‘RPG Creatures’. It features nine additional beasts, exclusive to
the book, and a balanced, easier to read lay-out.

This resource was created to enrich the games, campaigns, and settings of those
who seek new and inspiring creatures, but non-gaming fans of fantasy monsters,
and imaginary life-forms, are also likely to find this book rewarding.

/Nicholas Cloister - author, designer and illustrator

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