Bestiary

3 entries found.

Mother of Stars
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
27
12
8
40
15
20
110
4
8
7
0
3
2
238
Smash
:
A28
D12
Init10
damD12+8
Can smash up to 6 targets a round.
Sting
:
Phys vs. 15 or D10 Stun
The Mother of Stars is an almost legendary relation of the Crown of Stars (or perhaps it is simply a Crown of Stars grown to enormous proportions), a vast, many-armed, starfish like creature of the One River. The Mother of Stars is over 30 paces from tip to tip, though it can withdraw its arms to fit into narrow channels. Its rubbery body is violet, blue and grey, translucent at the tips, and slightly luminescent. It is capable of causing the small bumps on its surface to emit hypnotic patterns of light, which lure aquatic creatures close enough to eat. Keldian boats are sometimes drawn to these underwater patterns and similarly destroyed. Mothers have no interest in treasure, but their hides are often studded with weapons and other objects that have been absorbed into their flesh.

In combat the Mother of Stars can strike up to 6 targets a round with some of its many arms (others are always involved in swimming and feeding). These blows cannot be parried or blocked, they are capable of smashing ships into matchwood, but they are slow, and usually easy to see coming. Attacks against the arms (use the Smash stats) do not harm the Mother's body, but each arm can only sustain 15 Damage before being severed or withdrawn.

Once a target has been knocked into the water it will be stung many times by the fine tendrils that hang under the main body, and then consumed. A stunned target will automatically be eaten in d4 rounds. Should the Mother be seriously harmed it will withdraw its arms and commence to rotate under the water, creating a whirlpool that automatically damages any ship that remains close. Each captain must make a Travel roll to get their ship to safety, resisted by a 16, or sink.

It is not clear how intelligent the Mother is. Sages record legends of how a Mother has blockaded the harbour of a city, or relentlessly attacked a shipping route, for weeks, before vanishing as quickly as they arrived.
Naga King
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
23
15
14
22
20
17
75
12
12
6
0
4
3
202
Bite
:
A24
D22
Init19
damD10+4
Poison. Spi vs. 18 or charmed for 3D4 minutes.
Breath Weapon
:
Init14
damD10 Fatigue
Range 8. Ignores Armour. Ag vs. 15 for half.
A Naga King is a huge and impressive example of Naga kind. Its upper body is shaped rather like a terrestrial cobra, complete with flaring hood, while the lower body has the many clawed legs typical of Naga kind. The Naga King's skin is covered with glittering metallic scales, that shimmer red silver and gold in the sunlight. A King is 12-15 paces in length, rearing higher than a standing Keldian. Their heads are crowned with six glassy eyes, with which they can see invisible and spirit creatures (Observation 6), and look in all directions at once. Above this ring of eyes sits a golden crown, though this is not solid, but rather a magical projection of the King's presence. When the King flares its hood it reveals a number of gems set into the scales which glow with their own radiance.

Naga Kings do not like to fight, and prefer to have others do their fighting for them. The bite of a Naga King can control another creature's mind, charming them to follow the King's suggestions. A normal bite in combat charms for 3D4 minutes, but a King may inject more venom into a controlled or unresisting victim that extends this charm to 3D4 days. The King then uses such minions to enact its wishes, or to deal with their own comrades. A charmed Keldian can make a Spirit roll versus the King's Presence to try and break free of the control if forced to do something that harms their friends or companions (add bonuses for close relationships), or violates a closely held belief. If they fail they take the action anyway. The King can only communicate orders in person, giving a charmed subject more room to interpret instructions when away on a mission.

If confronted by a large number of foes the King will spread its hood. The hypnotic glow of the gems set into its flesh force any who see them to make a Spirit roll resisted by the King's Presence. If they fail then they are struck motionless, and will remain in a dreamlike state for 2d4 rounds, unless attacked. The King will generally bite one or more people in this state and have them deal with the rest. It can do this three times a day.

Finally the King can breathe out a cone of flickering multi-coloured light 2 times a day. This cone automatically hits anyone in the area of affect, inflicting fatigue damage (may make an agility roll to halve). Anyone falling unconscious from this attack is, of course, likely to be bitten.

As with all Naga, the Naga King seems to exist somewhere on the edge between Clay and Spirit. If slain, the Naga King can reform itself again in 7 days provided that at least one minion remains under its control. The King takes refuge in the mind of the minion. Normally the minion is unaware of this, but the King can attempt to direct their actions by winning a Presence vs. Spirit contest each time it needs to direct an action. When the minion is possessed in this way those with the ability to see magical things may notice a pale image of the King's crown above the head of the controlled minion.

Other Naga seem to acknowledge the Kings as superior, and will defend them in combat. Kings generally lair somewhere with other Naga close by, such as ancient ruins or treasure hordes (there is surely one in the ruins of Nammu for example), and may take these hoards from Naga of Eight Eyes and claim them for themselves. Naga Kings always wish to increase their hoards, and will use charmed servants and other Naga to do so. A King's lair contains a hoard suitable for its Wealth. In addition the gems set into the Naga's hood are enough for four Treasure 5s, while the metallic hide is a Treasure 7.
Remnant
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
15
5
15
5
40
8
12
5
8
1
2
151
Touch
:
A19
D14
Init15
damD4+1
Ignores Armour. Drain 2 points from Phys or Spi.
Black Ray
:
A30
D14
Init15
damD12+1
Ignores Armour. Ranged 3.
As is the way of all creatures of Clay, all Keldians must eventually die. Even the most mighty magics of the Orders cannot prevent this, but there are always those so desperate to live that they will explore any means to do so. For some this means embracing the magic of the White Order, while others quest for the fabled Immortality Stone, or some artefact of the Ancients said to extend life forever. All such attempts fail, indeed many are themselves fatal, but sometimes they involve powers sufficient to rip the spirit from the body. Occasionally some part of the Keldian's spirit remains as a Remnant, a powerful Undead creature still obsessed with the quest for immortality.

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

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

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

Remnants may also dominate other Undead in the same manner, and are capable of using their touch even on immaterial creatures. When they do so they can redirect the usual urges of these creatures and co-opt them to their own. Remnant lairs are often guarded by other Undead, who may recover Spirit at a slower rate than living creatures. It is rare that a Remnant can drag itself away from its pursuits to fight intruders in person. When it does so it will generally attempt to drain and then dominate targets as quickly as possible. Only when this is not possible will the Remnant use its other combat abilities. Once per round, instead of making a touch, they can release a black ray that deals damage. Alternatively it can spend a round altering its attributes by moving points. Up to 6 points may be moved in one round.