Bestiary

27 entries found.

Amorokka
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
30
21
14
4
17
13
13
40
0
8
5
0
5
6
159
Bite
:
A30
D21
Init19
damD10+3
Screech
:
A35
D21
Init15
damD8
Ranged 2. Area 4. Ignores armour. Phys vs. 15 or D6 Stun.
The Amorokka is a dangerous flying predator found all across the face of Sun Keld. Resembling a huge black eel, and growing as much as 10 paces long, the Amorokka weaves sinuously through the air with no apparent means of support, although it has many rapidly beating fins along its length which shimmer as they move. The creature's blunt head is broken only by a large and toothy maw, it appears to have no eyes, ears, or nostrils. Nevertheless it is a keen hunter, homing in on prey with some sort of sonic sense (small animals fleeing from these sounds are often the first sign of a hunting Amorokka).

In combat the Amorokka attacks mostly with its bite, ripping chunks from its prey, but it can also employ its sonic sense as a weapon. This releases a pulse of sound strong enough to burst eardrums, topple obstacles, and stun animals. The Amorokka is also capable of swimming through solid sand and earth (though not rock) much as if it were air. When threatened the creature dives into the ground, emerging suddenly to make surprise attacks (or if that is expected, does the same from the air). Surprise attacks from the ground have Stealth 18, from the air 14 (but +2A). Luckily for those that must face it the Amorokka still needs to breathe, and cannot stay underground indefinitely. They are believed to make subterranean lairs with no entrances.

The Amorokka has one other form of defence. Its smooth and glossy hide has a consistency like glue, trapping things that hit it. When an edged or bladed weapon penetrates its hide (does damage in excess of its armour) or fumbles, it may be stuck. Roll Agility + Weapon Skill vs. Agility. If the Amorokka wins, the weapon is stuck fast, and will be pulled from its wielder's hands if they fail a resisted Physical roll. Old Amorokka are covered in the scars, hilts, and broken blades of such weapons, which constitute 5 Treasure 4s if removed after it's death.
Anzud
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
15
10
12
25
15
12
45
8
8
8
6
1
3
156
Maul
:
A23
D15
Init6
damD10+9
Unbalanced. Long. Sacred. Mighty 3.
Anzud are enigmatic giant smiths that can be found, rarely, almost anywhere on Sun Keld. An Anzud stands twice as tall as a Keldian, and is heavily muscled and enormously built. Their flesh is rock hard and varies in colour from ochre to grey-black. All Anzud have huge shaggy manes of hair which spread across their shoulders and upper chests. Most also have beards, which they wear stiffly braided so that they jut out beneath their faces. It is not clear if there are male and female Anzud, or if all of the creatures are the same. Anzud children are equally unknown.

Anzud are legendary smiths, with a supernatural skill with metal and stoneworking. All Anzud have Mining 5, with 3 in each skill, as well as Warfare / Armoury 6. They are believed to guard and mine their own sources of metal, though active mines have never been found, and will sometimes come to Keldian mine workings in search of ore. They will occasionally trade for metal or stone, but are as likely to use their great strength and weapons to take what they wish instead. Most Anzud carry giant sized Mauls or Axes, as well as wearing metal armour (un-armoured they have Armour 4).

In tales told by Sages, Anzud usually only appear when some hero must seek one out to have a great weapon forged or repaired, or where some rare gem or cache of star iron is guarded by an Anzud smith. A few tales tell of Anzud who have sought out great smiths, usually to teach them their secret skills. Generally the smith in the tale must first impress the Anzud with some great deed of craftmanship, or a test of their stonecunning.

Magical constructs of great complexity such as the Copper Hunter are sometimes said to be the work of the Anzud.
Boobrie
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
8
3
12
10
10
12
0
0
0
0
4
2
59
Bite
:
A13
D13
Init12
damD8+2
Boobries are giant Cormorant like birds who live on mountain lochans and lakes in the Ice Hills. On land they are slow and cumbersome but in water or air they are much more agile (Defence 18). Although they live chiefly on fish and sometimes on other birds the Boobries will attack anything that looks like a good meal. If serious damage is done to them, however, they will flee the battle.
Dusk Raven
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
2
4
10
8
20
0
0
1
0
4
3
79
Bites and Claws
:
A20
D18
Init20
damD6
Armour counts 1/2.
The creature known to the Keldians as the Dusk Raven is a feathered hunting bird about twice the size of an Akram. They have night black feathers, a wingspan of about a Legat, bright eyes, sharp beaks, and flexible ruffed necks. Most Dusk Ravens spend their time in small colonies in the Twilight Jungles, eating fruits or plucking fish out of the river.

Sometimes, however, they have been known to form huge flocks and attack people without warning, biting and clawing at them, often till they are blind or dead. It is sometimes suggested that they are commanded to behave like this by the Night Ravens. Certainly the rest of the time they are generally harmless. The attack stat above represents an attack by a flock.
Esur
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
20
17
4
10
11
9
30
2
0
1
0
6
3
108
Bite
:
Init23
damD6+1
3 times a round.
Esur, or Triple Hounds, are in some way related to common Frian, though an individual Esur is larger, with a distinctive red colouration, fur tufts on its ears, and a white underbelly. Individual Esur, however, are never seen, Esur always appear in groups of three. A pack of Esur fights as a single organism, co-ordinating its attacks, focussing on a single target, and displaying supernatural agility and awareness. Wounds inflicted on one Esur appear on each of the others at the same time (they have a shared Health score). Esur live together and die together. If one Esur were to be captured the other two will stop at nothing to rescue it.

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

Esur do not appear to be trainable, but they can still be calmed by a Beastmaster. Occasional stories tell of a triple of Esur accompanying a Passing Hound
Gana
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
14
12
8
16
14
12
40
3
3
4
0
2
5
124
Smash
:
A24
D14
Init14
damD6+3
May use twice a round.
Axe
:
A22
D15
Init14
damD8+4
May use one axe swing and one smash in a round.
By the best guesses of Riverland Sages a Gana is some sort of mutated offshoot of the Night Goblins. Three times the size of their brethren (larger than a Keldian) and bulging with muscles, each Gana is unique in some way. One might have an extra arm, another a twisted spine, while a third has a huge claw for an arm and a single eye. Gana are universally ferocious, and will plow into combat with little regard for their own safety, smashing about them with their huge hands. Other Goblins appear to regard them with a mixture of contempt and awe, keeping them chained and controlled, but also showering them with trinkets and food. A small percentage of Gana are smart enough to use weapons and armour of Goblin manufacture (+1 Armour).

Not every tribe has a Gana, and very few have more than one at a time, so they are deployed only as shock troops. It is very rare to see a Gana without an accompanying Goblin pack and leader, but warriors of Derzak sometimes hunt these creatures for the arena, where their savage nature and great strength are a clear crowd pleaser. A captured Gana is a Treasure 6 to the right buyer.
Ice Gargoyle
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
15
13
6
15
10
11
16
0
5
5
0
0
4
85
Claw
:
A18
D15
Init13
damD6+5
Ice gargoyles are spirit creatures inhabiting roughly carved stone bodies — Keldian in appearance but with avian heads. They will wait immobile for a living creature to stray close to them, at which point they will suddenly come to life and attack with surprise (Stealth 18), eagerly eating their prey as they attack them, and casting their belongings into piles nearby.

They can be found on the edges of the Ice Hills, often around ancient ruins. When slain, their bodies collapse into chunks of ice and stone.
Ice Lion
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Female
18
20
16
9
14
14
11
35
0
4
2
0
3
4
124
5
Bite
:
A18
D20
Init21
damD8+3
Claw
:
A16
D20
Init19
damD8+2
May claw in the same round as biting.
Male
20
18
13
9
15
15
12
45
0
4
2
0
3
5
135
5
Claw
:
A18
D18
Init16
damD8+4
Ice Blast
:
A25
D18
Init15
damD12+2 Fatigue
Area 6. Base Range 2.
Like Fire Lions, Ice Lions live in packs dominated by one female, a leader with the power to summon up a freezing supernatural wind in defence of the pack. Ice Lions live in the gloom of the Dark Side, although they sometimes venture to the shores of the One River. Unlike their Fire cousins, they appear to attack for the fun of it. Ice Lion fur has marvellous properties against cold, though it is difficult to work (Difficulty +4). Ice Lion Fur clothing provides +4 to Survival (Icelands), and provides 2 armour against cold based attacks.

They are intelligent and can speak Sanash with some difficulty, but seem to understand no concepts beyond hunting, mating, and killing. They will always hunt down anyone dressed in Ice Lion fur.
Ice Serpent
level10
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
40
2
6
9
50
15
15
250
6
9
17
0
0
2
411
Crush
:
A40
D2
Init6
damD20+10
Bite
:
A22
D2
Init6
damD8+10
Ice serpents are extremely Rare creatures, that live deep in the ice and snow of the Darklands. An Ice snake is a huge creature, perhaps 25 strides stretched out, made of solid ice as hard as steel, and nearly invisible in ice and snow. They seldom move, for they do not need to eat, but instead lie in wait for the approach of adventurers with treasure. The ice snake will form a coil in a depression or cave, with its treasure clearly visible in the middle, while the snake is hidden against the wall (Stealth 15). If one or more creatures venture into the middle of the area to investigate the treasure then the serpent contracts and crushes them in its coils. The unfortunate victim suffers the Serpent's crush attack.

To save their companion any other party member must drive off the serpent. It is almost immune to physical damage, and to most spells, but fire based attacks ignore all but 2 of it's Armour. Taking 20+ damage in this way causes it to drop any victims, and 40+ will cause it to retreat if it can. If it is cornered however then it will attack, and characters are advised to flee.

Ice Serpents are regarded as sacred creatures by the Black Order Mages.
Ice Wight
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
12
10
12
12
12
20
0
7
1
2
2
3
73
Fist
:
A19
D12
Init14
damD6+3
Inflicts 1 Fatigue.
This creature is of uncertain origin, sometimes they simply appear from the icy shadows of the dark lands. The Ice Wight resembles an angular Keldian figure, apparently made from ice and frozen roots, and surrounded by a chill aura which inflicts 1 Fatigue to anything the Wight touches. Although it is a Spirit creature it can be harmed by any weapon made of metal (or obsidian). Ice Wights are capable of complex tactics, implying intelligence, but they do not speak (or indeed make any noise at all other than the creak of roots). It has been suggested that these Ice Wights are the ghosts of the Ancients. When an Ice Wight is slain it's body collapses into loose dirt, in which 1d6-3 magical roots can be found. These frozen roots can be used by a Healer to heal 5 Health each, and the roots from one Wight are a Treasure 3.
Ikkoku Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
16
16
15
11
14
13
15
8
5
4
0
0
0
78
Claws
:
A13
D16
Init17
damD12+2
Ikkoku Birds live in mountainous areas, especially the ice hills. An Ikkoku is brightly coloured and of large size, with a wingspan of more than 3 strides. While it has the body and claws of a bird it has the head of a Keldian, usually a female. Ikkokku are secretive, solitary, and very long lived — and are valuable sources of information if they can be found and tracked down. Occasionally an Ikkoku will consent to help Keldians, especially Mages of the Red Order. (Ikokku can cast Red Order spells as if they were Level 3, with a base save of 16). Ikkoku birds are generally good, and have been known to spontaneously aid great heroes in legend. More often, however, a hero must seek out an Ikkoku for some knowledge that only it knows.

Ikkoku Birds are not great combatants, and will usually prefer magic or talking to physical fighting. If they land a blow with their sharp claws they can inflict a lot of damage, but they are somewhat ungainly in flight and not a great threat to a trained warrior.

Ikkoku feathers can be used by a Pluma worker (Craft : Pluma) to make a circlet (Difficulty 13) or cloak (Difficulty 17) which gives a Red Order Mage +1 Magic Save, however unless such an item is known to have been made as the result of a gift of feathers then anyone wearing one gets short shrift from most of the Red Order.
Iron Raven
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
11
14
8
10
9
9
25
0
5
5
0
3
3
89
Peck
:
A18
D20
Init18
damD6+2
Iron Ravens are large metallic looking birds that live in the Ice of the Dark Side, commonly attacking Night Goblins and travellers. The birds ambush their targets beneath the dark sky, attacking with long swooping passes till the targets fall (attack stats given are for such aerial assaults, they have A:14/D:11 on the ground). Their iron coloured feathers are very resistant to damage (Armoury difficulty 15 to work). The feathers from one bird are a Treasure 3.

If raised from a chick by a Beastmaster an Iron Raven can be tamed and kept as a pet, but this is very unusual. Tame Iron Ravens can learn a few words by repetition, though it is not clear how well they understand them.
Lammasu
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
18
12
14
15
15
10
45
5
8
3
0
4
2
152
Bite
:
A17
D18
Init16
damD10+3
Claw
:
A19
D18
Init16
damD8+3
Two attacks per round
Flame Breath
:
dam2D10
Cone 12. Ag vs. 14 for half. Ignores half armour.
Roar
:
Area 15. Spi vs. Pre or stunned.
Swoop
:
A19
D19
Init18
dam3D6+2
Mighty 3. Only when Flying.
The Lammasu are a race of hybrid creatures who are sometimes found guarding the tombs of the Ancients. In their true form they have the body of a Crdlu with a Lion's paws, surmounted by a Keldian face and a lion-like mane of hair, as well as a pair of wings like those of a Sun Eagle. Although a Lammasu's paws are not dexterous enough to grasp a weapon they can still use them to accomplish surprisingly delicate actions, and often choose to record their thoughts in writing by scratching runes into clay or rock. Lammasu can also take Keldian form, but tell tale signs of their true nature are always readily apparent, such as lion's paws instead of hands, a mane of hair, or a Crdlu's serrated tail. If a Lammasu must emulate a Keldian they take care to hide as much as possible. Switching forms requires an action.

Unlike many guardian creatures, Lammasu are highly intelligent and sometimes bore of their tasks, abandoning their Ancient tombs and seeking out new places to lair. Lammasu value art and beautiful objects and are not above stealing these from others, but they are often indolent, and will prefer trickery if that leads them to a life of comfort. If possible they surround themselves with fine food, music, gold, silver and gems. Lammasu are capable of altering the conditions of weather and water in the places that they call home. Once a day they can cast Crop Blessing, Blessing of Water or Sun's Shield. Casting one of these blessings takes the Lammasu 1 hour and costs 5 Health.

If forced to fight, the Lammasu can make use of both its bite and its claw attacks in a single round. Alternatively it can breathe fire instead of biting at the cost of 5 Health. When possible it will take to the air, and attack with its fire breath, or by swooping down and striking with all 4 paws at a single target. Finally the Lammasu may roar. Everyone hit by the roar must resist the Lammasu's Presence with Spirit or be paralysed for rounds equal to failures. Each roar costs the Lammasu 5 Health.
Mind Taker
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
14
12
12
12
10
8
25
0
0
2
0
4
3
93
Drain
:
A16
D14
Init20
damD6 Int
Ignores Armour.
The Mind Taker is a hideous creature of the shadows. It can be found anywhere from the Poison Forest to the Dead Hills, seemingly immune to heat or thirst. This is not so surprising, given that the Mind Taker feeds on the drained Intellect of its victims. The Mind Talker resembles a purple sphere or octopus with four large paddle limbs. With these it can latch onto a victim, draining D6 Int with a successful touch. The victim will be stunned and confused and must make a fatigue check each time they are hit. Should the Mind Taker be allowed to drain all of a target’s Int then the target will die. However in normal cases the Taker flees after accumulating around 10 points of Int, and a victim will then recover 1 Int per hour until well again.

When slain a Mind Taker quickly deflates, and then begins to sublimate into an unpleasant purple smoke. Catching this smoke within a sealed container is tricky (Agility vs. 16), but results in a Treasure 4 of value to alchemists. Corrupted Stonetalkers are reputed to be able to use this smoke as part of a poison that causes D6 Int damage on exposure.

As if their powers were not already enough the Takers can also teleport in combat up to 5 strides in any direction, allowing them to always attack first in any round. They will usually use a teleport to initiate combat, taking a victim by surprise, usually while resting or sleeping, since they are not skilled attackers.
Night Bat
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
10
16
4
8
8
8
14
0
0
1
0
3
1
61
Claws
:
A17
D18
Init19
damD6+1
Night Bats are large black predatory creatures that live in the Cold hills of the Dark Side near where the warm air still reaches. They are relatives of Daybats. A full grown Night Bat is about half the size of a Keldian, with jet black fur. A Night Bat has four short clawed feet and a pair of leathery wings (all of a Night Bat's exposed skin is actually covered in very fine scales). Night Bats have sensitive noses, large dark eyes, and the ability to echo-locate, giving them excellent senses (Observation 18).

When hungry they fly down into the Twilight lands to seek prey, usually in small hunting groups. They swoop down silently (Stealth 18) from above and attack the heads and arms of their targets with their claws (If forced to land they have A:12/D:10). They are hard to scare off, though burning weapons cause them to take a test of Fear 14 whenever one is damaged or flee. Night Bats are sometimes hunted, since they are fair eating, but their roosts are generally underground, or high above the surface, so that can be very hard. Hunting Difficulty 18.
Night Goblin
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Normal
10
10
13
9
12
8
9
14
1
4
1
0
1
4
57
2
Curved Sword
:
A13
D12
Init15
damD6+3
Acolyte
12
12
13
9
12
9
9
20
2
5
2
0
1
4
74
3
Serrated Sword
:
A15
D14
Init15
damD6+3
Poisoned, Phys vs. 14 or D4.
Master
15
15
13
10
13
10
10
25
4
6
3
0
1
4
92
4
Sword and Dagger
:
A18
D18
Init14
damD6+3
Poisoned, Phys vs. 14 or D4.
Champion
18
18
14
10
15
11
11
25
5
7
5
0
2
4
110
5
Sword and Dagger
:
A21
D21
Init17
damD6+4
Poisoned, Phys vs. 15 or D4.
Night Goblins are strange semi-intelligent creatures that live on the Dark side hills and in the edges of the Night forests. They are half the size of Keldians, with dark green skin and black and purple clothing made from hard hide. They carry cruel curved swords made from obsidian that they mine themselves, and short spears. They have no Mages at all, but their champions are highly skilled warriors and wield poisoned weapons. Night Goblin tribes are brutal, ruled by the strongest regardless of age or gender. Mostly they stay far from the City States, but every so often they invade the Twilight lands in massed groups to steel cattle and kill Keldians. They are even more of a menace for those trying to pass into the Dark Side.

Occasionally Keldian communities and Night Goblins go to war with each other, especially Iceland villages, which can sometimes be wiped out in these conflicts. Although these conflicts leave a lot of Keldian equipment in Goblin hands (and vice-versa) neither side likes to use the weapons of the other. This means that Goblin lairs often have Keldian weapons littered nearby, while Goblin weapons are melted down by Keldians.

A standard Night Goblin patrol is a Level 2 monster and has 10 individuals in it (CS 510). Larger patrols have 15-20 Goblins and an Acolyte (Level 3) (CS 1088). Small tribes have 30-40 Goblins, D3 Acolytes and a Master (Level 4). Larger tribes, or war parties, will have 50-100 Goblins, D6 Acolytes, 2 Masters and a Champion (Level 6).
Night Raven
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
10
14
10
10
30
0
4
3
0
4
2
107
Peck
:
A14
D14
Init18
dam1D8+2
Gust
:
A20
D16
Init18
Phys vs. 16 or knocked back.
Night Ravens are larger cousins of the Iron Ravens, with 4 Legat wingspans or more, with feathers as black as the night that surrounds them. Night ravens are usually solitary, but small groups are sometimes seen deep into the Darklands. Little is known about their life cycle, since they live so far from Keldian lands, and it is not clear if they have any sort of society or language. Night Ravens are rarely aggressive, preferring to fly away from combat. If cornered they will flap their wings to push attackers back before taking to the air (Combat stats above are for a Night Raven on the ground). They are regarded as unlucky because they are said to hold the souls of the ancient ones whose ruined cities can be found buried in the sands of the Light Side.
Night Wort
level1
The Night Wort is a small plant with leaves so dark and glossy that they are almost black. It grows in deep shadows in the Poison Forest, and along the edges of the Ice Hills. During the Passing it produces white flowers of an almost ghostly hue that contrast strongly with its leaves. The Night Wort’s distinguishing feature is the extreme toxicity of its leaves, almost anything that tries to graze on it will die, and this allows large patches of Night Wort to thrive. A Keldian who must cross one of these patches is in danger, and must make an Agility roll vs. 14 or touch the plants, taking D6 Lethal damage. Carefully removed and rendered into a liquid its leaves are a poison capable of killing. Roll Agility + Healing / Poisons vs. 15 to gather the leaves carefully (on a failure take 2D4 Lethal), and then Int + Poisons vs. 17 to craft the poison.
Obsidian Guardian
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
10
7
20
15
10
25
0
0
6
6
2
4
120
Greatsword
:
A20
D18
Init11
damD8+7
Parry 1, Long, Sacred, Mighty 2, Can attack twice a turn
Huge Obsidian centaurs, the Obsidian Guardians are the sentinels of Ancient ruins deep in the Nightlands. Obsidian Guardians are resistant to both physical attack and magic, but their mighty bodies are brittle — they take double damage from a critical hit. They wield enormous two-handed swords (D8+3), which require a minimum Physical of 15 to use. Artificial and tireless constructs, they have enough intelligence to perform their duties, but are otherwise single-minded and unshakeable. They do not suffer from fear and cannot be mind-controlled.
Ort Tree
level0
Beyond the Ice Hills, where a variety of thick-trunked coniferous trees are to be found, the Nightlands becomes a howling wilderness of snow, jagged rock faces, glittering obsidian, and endless ice. Almost nothing lives or grows here other than Iron Raven, Night Raven, Starflower and Otik. One exception is the Ort Tree, a strange jagged candelabra of hard black rock and glassy needles that somehow appears to be alive. Within its sheath of stone the Ort Tree has dense fibrous wood, and they have, over time, been observed to grow.

Ort Trees grow in clumps of 10-20 individuals, the sharp branches and needles intertwining like fractals. Mature trees rise over 30 legats into the sky, and are frequently surrounded by a corona of witch-fire, or flickers of aurora. Ort Tree twigs (Treasure 4) can be used to make foci for Black Order Magi, but the trees are almost impossible to climb (Difficulty 20) and can unexpectedly strike people touching them with fizzing snaps of energy (D8 damage).
Otik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
14
5
4
4
6
5
0
0
0
0
4
0
47
Bite
:
A18
D12
Init18
dam1
Otik are small fur covered creatures that live in amongst the snow and ice forests of the Nightlands. They burrow under the snow in search of Starflower shoots, or Ort Tree. Their pelts are pure white and as fine as the finest Zunian fur. A stack of Otik pelts is a Treasure 3, and much in demand in the Twilight Cities. Otik trappers are amongst the small number of hardy individuals who will brave the darkness of the Nightlands. Hunting Difficulty 18.
Shadow Snake
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
17
16
7
15
10
8
45
0
5
3
0
3
2
131
Bite
:
A30
D15
Init20
damD6+6
Sting. Physical vs. 15 or Paralysed
Shadow Snakes are large black serpents with milky white eyes that live in the trees of the Twilight Forest and the Iceland hills. They are very rarely seen, and even when they do attack someone for food they are almost always snatched away without anyone else seeing anything. The snake attacks from ambush (Stealth 17) and snatches away its prey unless it fails a resisted Phys roll. The target has one chance to cry out, by rolling Spirit, otherwise he is own his own unless anyone else notices (as well as up in a tree). Shadow Snake venom retains its paralysing potency even after the creature is dead (Hunting vs. 11 to safely extract the glands).
Starflower
level0
The Starflower is a plant that appears to grow by starlight alone, because it is to be found, now and again, in the depths of the Nightlands. Small clumps of delicate silvery fronds, capped with shimmering pearl blossoms, poke unexpectedly from the snow where rock provides shelter from the gale force winds.
Strigga
level6
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
28
18
12
16
18
12
18
32
5
8
4
3
0
1
138
Spear
:
A28
D21
Init13
damD6+5
Long. Sacred. D6 cold damage.
Aura
:
damD6
Area 1. Ice damage.
The Strigga is a spirit of the ice and darkness that lives amongst the deep glaciers of the Night Side. They are blue scaled, lizard-like bipeds, who bear a crest and mane of feathery ice. Strigga are constantly surrounded by an aura of freezing cold, as are the icy weapons they wield (or anything else that they touch). Strigga have little contact with mortals, appearing to value only the ruins of the ancients, which they constantly seek to enter. However they sometimes aid Black Order Mages or attack Red ones. A Strigga can spend its Spirit on damage regeneration 1 for 1. They are of course immune to any form of cold based attack, but otherwise can be harmed by normal weapons (though metal ones become brittle and gain the fragile quality when striking them).

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

Strigga are the Icelands equivalent of the Salamander.
Tornrait
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
1
10
12
4
4
14
10
10
0
0
0
6
1
0
45
Wail
:
Init13
Area 10. Fear 14. 1 Insanity.
The Tornrait is a sad creature, a Keldian ghost that has clung to the remains of its dead body. Tornrait's stay close to their remains, appearing as tattered figures made of dust sand and shadow, that ripple in the wind. A Tornrait is immaterial, able to interact with the world only through its voice, which inflicts a fear attack to all that hear it. Anyone who fails a fear check when hearing a Tornrait gains 1 Insanity point.

Unlike a Ghost a Tornrait can be harmed by Attack spells, although it has MD6. However like a Ghost it cannot be destroyed by attacks, if reduced to 0 Health it will vanish, but will reform in a day, and return to haunt again. It can only be laid to rest permanently by finding its remains and either destroying them or purifying them. Tornrait do not appear in the Twilight lands, where Ghosts can range freely.
Uzan
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
9
15
3
8
8
8
12
0
0
0
0
4
0
53
Bite
:
Init14
dam2
Headbutt
:
A14
D9
Init19
damD4-1
Uzan are a small, tough, herd animal, adapted for upland areas. They are four-footed, with short wiry fur, three-toed feet, and small horns which range from straight to tightly curled. An Uzan stands about waist high on a Keldian adult. Uzan populations can be found in the wild in both the Drylands and the Ice hills, but not anywhere in-between, and Uzan transplanted to the Twilight Jungles do not thrive. Icelands Uzan are almost universally white-furred, with black horns, while those in the Drylands are tawny or reddish-brown with brown or grey horns. Uzan are incredibly agile, able to scale steep rock faces, jump fences and balance on small rocks. They use this agility to escape from danger. They will only attack if cornered, and then only to escape. Uzan are often encountered in small packs of 3-8 individuals. Hunting Difficulty 16.
Zunian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
9
3
18
12
14
30
2
0
2
0
2
1
87
Gore
:
A17
D13
Init13
damD8+3
The Zunian is a creature of the Icelands, one of the few grazers capable of rooting shoots and tubers out of the snow-covered soil. A Zunian is about 2/3 the size of an adult Crdlu, with long shaggy fur and four forward curving horns. Their tough stumpy teeth are constantly grinding on tough roots.

Zunian are sometimes kept as herd animals in the Icelands, mostly for their milk, horn, droppings (which are used as fuel) and as beasts of burden. Zunian are generally docile, but they are stubborn and determined, able to withstand a howling ice-storm with impunity. Herding them is always something of a challenge, since they will go their own way. Although the outer fur of a Zunian is constantly dirty, knotted, and matted, they have a layer of pure white underfur of the finest texture. This fur can be woven into highly prized robes and cloaks, but it can only be gathered from a dead Zunian, so it is very expensive.

Zunians cannot be ridden, but they can be trained to pull carts and carry baggage, albeit at a rate slower than Krakath and Crdlu.