Bestiary

76 entries found.

Addlar
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
9
12
5
5
5
10
27
0
0
0
0
2
2
70
Bite
:
A13
D11
damd6+1
Poison Tongue
:
A16
D11
damn/a
Roll Physical vs. 11 or D8+1 Stun. Long
The Addlar is a giant frog, striped black and red, which makes its home in think forests where it is not exposed, and usually near to water, to which it will generally flee if damaged for more than 1/2 Health. The Addlar waits motionless in the trees (Stealth 17), and then lashes out with its tongue to stun its victim before jumping on them and attempting to eat them. Addlar are not good to eat, but a poison can be extracted from their flesh and skins (Difficulty 14). The raw poison is a Treasure 2. Hunting Difficulty 19.
Akram
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
4
8
7
2
4
4
5
4
0
0
0
0
1
0
24
Peck
:
A4
D8
Init8
dam1
Stun damage.
Claw
:
A10
D8
Init5
dam1d4
Cock Akrams only.
Akram are small lizard-birds kept primarily for their feathers, eggs and meat. While their skin is covered in fine scales they have bright iridescent feathers on their wings, tail and crest. On prize males the tail and crest feathers grow especially long, and are gathered as they shed for use in Pluma crafting. Akram roost on tree branches for a few hours at a time, then flutter down to peck across the ground for food. They are not good flyers, and rarely stray far from the rest of their flocks, although it is not unknown for a village to wake to the squawk of a brand new male. Although native to the Twilight Forests they can be kept in the cooler parts of the Drylands with care.

Hunting Difficulty 12.
Alleorn
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Tree
0
0
0
3
0
12
10
30
3
4
6
0
0
0
58
2
Thorns
:
A10
damD6
Sting. Phys vs. 13 or D10 Lethal
Ants
16
17
12
2
10
10
8
12
0
0
1
0
3
4
84
5
Bite
:
A16
D15
Init15
damD4+2
Sting. Phys vs. 13 or D6 Lethal.
Alleorn trees are a unique danger of the Twilight Jungles. Tall, thick trunked, and dark leaved, Alleorns are covered in foot-long thorns that exude a deadly venom. Though sharp, these thorns are mostly only dangerous to anyone coming very close to the tree (or attacking it), the real danger comes from the nest of symbiotic ants that invariably guards each tree. Growing to enormous size (nearly a Legat in length) these ants ingest the Alleorn poison, and can inject into anything they bite.

When the tree is threatened, warrior ants boil out of holes in the trunk and roots, biting attackers and then latching onto them. Each ant that latches on gives -2A/-2D. When enough ants have bitten one target (when Attack falls to zero) they will drag them back to their nest, letting their decomposing remains feed the tree. At other times, ant foragers will range out into the surrounding jungle, cutting down rival plants and killing small animals for food. As an Alleorn grows, the area infested with ants may expand to as much as a Kleg in diameter.

Alleorn poison can be extracted from the tree (but not the ants) and distilled (Poisons Difficulty 20) into a potent blade venom.
Allutu
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
9
10
2
18
8
10
45
0
0
10
2
2
4
140
Claw
:
A18
D9
Init10
damD12+10 Mighty 2
Can attack 2 times / round
The Allutu is an enormous cousing of the Cambarid (red). The Allutu resembles a vast armoured shield, low, flat, with many spiny legs and a pair of enormous claws. Although the Allutu spends most of its time in the water, it is capable of clambering out onto land, where it proves surprisingly nimble (though its land move is reduced to 2). It can raise its eyes on stalks, allowing it to spy out targets while remaining under water.

An Allutu's armoured body turns away most blows with enormous ease, but its pale underbelly is more vulnerable, having only Armour 5. The armoured shell is not completely proof against weapons. A blow against a hit location of -6 with a piercing weapon can strike at a vulnerable joint or gap, and treat the Armour as 2.

The shells of these creatures can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
Alzimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
10
15
10
2
16
8
8
20
0
0
2
0
1
0
67
Bite
:
A12
D15
Init10
damD6
Sting
:
A16
D15
Init16
damD8
Sting. Physical vs. 19 or D10 Weakening
Alzimul (literally Digging-Zimul) are large insectoid creatures related to the Zimul. Like a Zimul an Alzimul has many legs, a carapaced body, and a talent for digging. Unlike their pestilential cousins, the Alzimul can be trained, and do not have the same voracious appetite for root crops, instead being happy to devour almost any foodstuff (usually carrion) that comes their way.

Young Alzimul are around the size of a Keldian pup, and are to be found rooting around amongst the razor grass, eating new shoots, or smaller insects. They have 6-10 pairs of legs, the second pair of which are enlarged and used for digging. The first pair are much smaller, and carried folded near the head. These short claws are capable of delivering a nasty sting. (For juveniles the sting is D4, Phys vs. 19 or D4 weakening).

A minority of Alzimul grow to full sized adults. All female, they lay clusters of gem-like eggs which hatch into broods of newborn Alzimul's. There are (as far as Keldian Sages know) no males. Adult Alzimul are large enough to plow significant furrows in the soil, and can be domesticated for this use. Commonly a single village will only have 3-4 adult Alzimul on hand, lending them out to individual farmers as needed to tend their lands. When not at work the Alzimul are kept penned and fed on food scraps and waste material.
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.
Blacksnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
11
16
2
3
14
13
10
0
0
0
0
2
2
60
Bite
:
A20
D11
Init18
damD6+1
Sting. Poison, Phys vs. 14 or D12+10 Weakening Damage.
The Black Snakes are one of the most poisonous creatures on Sun Keld. Luckily their venom is unstable outside their bodies. The snakes tend to drop onto their victims from trees and bite them. When not attacking from surprise they have Attack 18.
Bloodsnake
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
12
9
0
14
5
5
40
0
0
3
0
2
6
99
Suckers
:
A16
D12
Init17
damD4+2
Can attack 3 times a round. Phys vs. Phys or attached.
The Bloodsnake is a bizarre plant creature, formed when a Bloodvine root is close to death. When the plant can no longer continue to grow in its current location the root detaches its many tentacles, pulls itself from the ground, and becomes a Bloodvine. This mass of sucker tipped tentacles moves slowly about on a long root mass, crossing surprising distances until it finds a new location to plant itself (somewhere with moisture and earth), at which point it becomes a dormant root for a few days before putting out new tendrils.

Like the parent plant the Bloodsnake feeds on the blood of animals. It is keenly attracted towards the heat and noise of living creatures, especially bleeding ones, and will seek them out. When it reaches them it will strike at them with many suckers, latching on to exposed flesh.

If it inflicts at least 1 point of damage with an attack then it will attempt to latch on. The target must make a successful resisted Physical roll to avoid this. Once latched on each tentacle will start to drain D4 Lethal a round in blood. Each attached tentacle gives the victim -3A/-3D. A target can attempt to break free of multiple tentacles at once (one for each success on the resisted roll) but has -2 Phys for each tentacle they attempt to break after the first.
Bloodvine
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
11
5
1
12
0
5
30
0
4
3
0
2
3
82
Lash
:
A15
D14
Init14
damD4+2
Phys or Agi vs. 12 or -2A/-2D
Bloodvine is a foul plant that can thrive where other plants cannot, because it can catch and devour animals and other plants for nutrition. A Bloodvine plant resembles a dense web of crimson vines covered in heavy conical thorns that shade to black at the tips. A thriving patch will put down countless root bundles, each of which can grow without the rest, making it very hard to kill a whole patch (the stats above are for a patch).

When the Bloodvine senses the proximity of a living creature it lashes out with its tendrils, wrapping them around its target and sinking its thorns into them. The blows from these writhing limbs are dangerous enough, but the real threat comes when the plant can immobilise its target, at which point it will drain the blood and sap from them till they are dry. Each time a tendril hits the target must make a Physical or Agility roll or be entangled, suffering -2A/-2D. This penalty is cumulative, as more tendrils latch on. If a target is reduced to 0 Defence in this manner then they are entirely held, and can no longer act. The plant will then start to drain them, doing automatic damage each round.

Killing the plant itself requires the many root bundles to be hacked out of the soil, something pretty much impossible when the plant is still defending itself. Individual tendrils have D14, 1 Armour and 4 Health, and severing a tendril allows it to be wrenched off anything it has entangled. An individual plant has 7-12 tendrils. When a Bloodvine cannot get enough sustenance, and begins to die back, it may transform into a Bloodsnake.
Bog Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
16
12
8
12
12
14
18
0
0
3
0
3
4
90
Bite
:
A19
D16
Init15
damD8+2
Poison. Phys vs. 16 or D10 Lethal.
The Imiur, or Bog Hound, is a spirit creature formed from animated marsh debris (mud, reeds, weed and the like). The Bog Hound drips water, its breath coming out as steam, its eyes glowing with a greenish glow. The Imiur is at home in both land and water, blending in with a swamp so well (Stealth 18) that it is almost impossible to detect before it attacks. The Bog Hound will generally attack from concealment in this way.

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

When an Imiur is destroyed the spirit animating it breaks free, the greenish glow escaping like a gas and vanishing back into the swamp. Doing so causes the Imiur 4 Spirit Damage, and it cannot regenerate Spirit until it forms a new body (thereafter it regenerates 2 Spirit a day). Only if it is destroyed when below 5 Spirit is it apparently killed for good. When this happens the green glow stays in the corpse, hardening into an irregular gemstone that is a Treasure 5. Occasionally Imiur hunt in packs.
Bombardier
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
8
6
1
16
8
8
18
0
0
4
0
0
0
68
Blast
:
A18
D8
Init6
damD10+3
Base Range : 1 legat
The Bombardier is a large and glossy red beetle — growing as big as a Frian — commonly found in the Twilight forests. It feeds on smaller insects, and rodents, normally ignoring larger creatures or relying on its thick natural carapace. However when threatened it can send out a cloud of noxious chemicals from its rear end that effect all creatures in a cone 1/5 the width of the distance to its target. Targets can roll Ag vs. 13 to escape the blast and take 1/2 damage. The blast ignores armour, magical or otherwise. Bombardier shell can be crafted into bowls and shields by a shellworker.
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.
Braga
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
8
10
5
8
6
6
9
0
0
0
0
0
0
31
Bite
:
A5
D8
Init10
damD4
Braga are placid forest creatures of a similar size to a Frian. They have four legs ending in two-toed paws, and long prehensile noses that reach to the ground, which they use to root through the leaf litter of the Jungle in search of food. They have large bushy tails which are held erect as they feed, and Males are largely indistinguishable from females. Forest communities keep Braga as domestic animals, slaughtering them for meat and the bristles from their tails. Braga can also be milked, though their milk is inferior to that of the Crdlu. Most villages have a handful of Braga grazing about them at all times, while more are kept in the Jungle nearby. Hunting Difficulty 16.
Cambarid (Red)
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
10
2
16
5
10
35
0
5
9
0
0
4
114
Claw
:
A17
D9
Init10
damD12+10
Can attack 2 times / round.
Larger cousins of the more common Yellow Cambarid, Red Cambarids live only in the deep channels, and will happily attack other aquatic predators. Their deep red shells make them hard to see in the dark One River waters, and they can attack suddenly and from surprise. They are about 5 strides long, with huge claws easily capable of cutting a Keldian in half, and their defence combined with the armoured head make them very hard to fight from the front. From the sides and rear however they are much more vulnerable (Armour 4, Defence 7). Giant Lobsters generally feed on muck and on their smaller cousins, but will attack anything that looks like food. The shells of these lobsters can be made into shields (Shellworking difficulty 12) and helmets (difficulty 16).
Cambarid (Yellow)
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
9
12
4
14
10
11
20
0
4
4
0
1
0
71
Claw
:
A17
D9
Init13
damD6+1
May make 2 Claw attacks a round
These crustaceans predators live in the smaller side channels and tributaries of the One River, preying on fish, frogs, eels, and any creature of suitable size that come close enough to the water to grab in their two large claws. The shells of these creatures are a pale colour, yellow-white to white, and are stand out somewhat in the Twilight gloom. A full grown yellow Cambarid can reach 2 strides in length, and can feed a Keldian family for many days (30 meals). Yellow Cambarid shell is too fragile to make armour, but can be turned into dishes, or speartips. Hunting Difficulty 18.
Corpse Ghost
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Animal
14
12
15
10
5
14
12
12
0
0
3
2
3
5
79
4
Bite
:
A14
D12
Init18
damD4+1
Inflicts 2 Fatigue.
Large Animal
17
15
12
10
10
16
12
20
0
0
4
2
2
5
103
5
Bite
:
A16
D15
Init14
damD8+2
Inflicts 2 Fatigue.
Huge Animal
20
16
14
10
15
18
12
30
0
0
5
2
1
5
120
5
Bite / Smash
:
A20
D16
Init15
damD10+3
Inflicts 2 Fatigue.
A Corpse Ghost is a dead Keldian spirit that has the power to drag a corpse or skeleton from the earth and animate it to attack others. Such a Ghost can animate any sort of dead creature of Clay and control it like a puppet. The dead remains jerk to life, surrounded by a pale blue radiance. Fleshless jaws open and close, dead eyes roll, and rotted flesh clings together. The sight of such a creature coming to attack inflicts a Fear 16.

A Corpse Ghost may animate all sorts of dead creatures (Keldians included), but it uses some of its energy to do so. A fully rested Corpse Ghost has six energy, each of which can be used to animate one creature (or two for a huge animal). If the Ghost is inhabiting a body which is destroyed it loses 1 energy immediately, so they will usually flee first, but can simply raise another corpse and continue attacking. The Ghost will regain 1 energy each day, or 2 if it is near the site of its original haunting. Unlike a normal Ghost a Corpse Ghost can venture a little way outside the Twilight lands, provided that it is currently animating a corpse. However, if driven from the remains it is possessing while exposed to the light of the sun, it is immediately destroyed.

A Corpse Ghost attacks without fear, since it cares nothing for any damage inflicted on its animated form. Although it can be hit by normal weapons they have reduced damage from most sources : small weapons only do 1 damage, light cutting weapons do 2, heavy cutting weapons do their +, arrows do no damage, fire magic does half damage. Only crushing weapons do normal damage. The touch of a Corpse Ghost inflicts 2 Fatigue from its radiance, even if armour prevents the damage it might inflict.
Crocodylle
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
15
13
5
18
13
14
40
0
3
6
0
1
4
136
Bite
:
A22
D15
Init14
damD10+5
Grapple
:
D8
Init13
damD12+6
Drag a target into the water for a death roll
Crocodylles are fearsome beasts that live in the One River. They are huge and heavily armoured, with rows of cruel teeth, anyone attacked by one suffers Fear 12. They lurk in water, looking very much like logs (Stealth 14). They will grab anything near the shore or in the water and lock onto it with their jaws dragging it into the water and rolling over and over. Any target hit by a bite from ambush must win a Phys contest, otherwise the Crocdylle has locked on and will start the death roll, inflicting D12+6 automatic damage each combat turn that ignores armour. Crocodylle hide can be made into a heavy leather armour of great potency by a skilled armourer (Leatherworking difficulty 15) worth 5 points of protection.
Crown of Stars
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
10
8
0
13
12
10
40
0
0
3
0
0
0
103
Tentacle
:
A14
D10
Init8
dam2D6+1
May make 5 attacks / round
A Crown of Stars is a vast aquatic creature similar to a cross between a jellyfish and a starfish. A pinwheel 4 to 6 strides across its translucent heart is surrounded by large limbs, the largest five of which can be used to attack creatures as large as a Crdlu if one ventures near. The Crown of Stars is not highly aggressive, however, rather it drifts through the One River, faintly glowing blue and pink, and preying on the small fish of the river. The spines at the heart of the creature, however, are much valued as arrow or spear tips.
Daybat
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
16
16
3
3
5
5
5
0
0
0
0
5
0
51
Bite
:
A14
D16
Init21
dam1
Daybats are the most common small flying predator in much of the Drylands, and the brighter parts of the Twilight zone, feeding primarily on small insects and invertebrates. Daybats are small winged creatures around the size of a clenched Keldian fist, with tawny fur over most of their bodies. A Daybat has four short clawed feet and a pair of leathery wings (all of a Daybat's exposed skin is actually covered in very fine scales). Daybats have sensitive noses and large dark eyes, giving them excellent senses (Observation 16). They are extremely quick and agile flyers, able to snatch insects out of the air. On the ground they are a little less graceful (-2A/-4D), but can still scramble effectively, and do so to chase or eat larger prey. When not hunting Daybats prefer to roost in groups in rocky cracks or under overhanging stones. Daybats bear live young, the pups being carried clinging to the adult's fur for some cycles after birth until old enough to fly by themselves.

Although the majority of Daybats have tawny or ochre fur in some areas they have reddish or purple fur, often with black or white markings. Daybats are thought by Sages to be relatives of Night Bats.
Devil Bird
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
18
14
3
11
12
8
20
0
1
2
0
4
5
99
Bite
:
A23
D18
Init18
damD6+5
Critical hits do 1 extra damage.
Devil Birds are flightless predatory birds found both on the Drylands plains and in parts of the Twilight Jungle. Devil Birds have evolved beaks full of powerful teeth, which are capable of inflicting very dangerous bites, since they are needle sharp and capable of biting through armour. If a Devil Bird scores a critical hit, or rolls maximum damage on a hit, they will latch on and violently shake their prey, inflicting D8 damage a round without rolling to hit (make a resisted Physical roll to break free). Devil Birds hunt in small packs of 3-7 members, but do not employ complex hunting tactics, and frequently get distracted gorging on any prey that falls.

Devil Bird teeth are used in the construction of the weapon known as a Stenon, a wooden blade set with a row of Devil Bird teeth on each edge. For this reason the removed teeth of a Devil Bird are a Treasure 1.
Dorga
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
10
8
3
40
14
14
40
2
0
4
0
2
3
104
Gore
:
A19
D10
Init10
damD8+8
Can toss after 2+ successes.
The Dorga is a huge draught animal, a six-legged monster of a lizard capable of hauling as much as a whole team of Crdlu. Each of their six legs is almost as large as a Keldian, and the thick muscular tail a similar length. They have a short pair of tusks that protrude to either side of their lower jaws, and often a similar pair of horns above. Most Dorga are red and brown, their hide knobbled and scaled, though some specimens run to grey and green.

Once domesticated, Dorga are usually trained for heavy work, their temperament does not make them suitable for combat, though they are occasionally fitted with wooden platforms and loaded up with archers. If roused to anger they may attempt to charge and gore someone with their horns. If this attack scores 2 or more successes then the target is also tossed a Legat for every success.
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.
Eorthal
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
13
14
1
5
14
8
8
0
0
0
0
3
3
57
Bite
:
A9
D13
Init20
damD4+2
Sting. Poison. Phys vs. 13 or D8 Lethal (D4 if made)
Spray
:
A17
D12
Init17
damD6
Poison. Phys vs. 13 or D6 Lethal
Intimidate
:
Presence vs. Spirit
The Eorthal is a small venomous snake native to the Twilight Jungles near Chald. Full grown an Eorthal is shorter than a Keldian's forearm, and they are easy to overlook (Stealth 18). An Eorthal's scales are dull black with faint loop-like markings along the sides. An Eorthal can make these patterns glow, and does so, as well as hissing loudly and raising it's head, to try and scare off other creatures. If predators do not retreat the Eorthal will spit venom at them, aiming for the eyes (although the poison will inflict harm just by touching skin and fur). It can only spray a few times a day, and prefers to use it's bite to hunt.

Eorthal venom can be extracted from the snake, either by cutting out the venom sacks (Agility + Husbandry) or by milking the snake (Agility + Poisons vs. 14). The venom thickens into a gel within minutes, and makes an excellent blade venom. A Treasure 2 dose can be extracted by either technique (a farmed snake can be milked for venom about once a Cycle).
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
Fetchsoul
level11
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
30
14
18
8
18
18
50
0
0
5
5
2
3
188
Touch
:
A20
D30
Init16
damD6
Spirit vs. Spirit or die. Ignores Armour. 1 corruption.
Aura
:
damD4
Area 10. Fear 18. Ignores Armour.
The Fetchsoul is a horrid abomination, but thankfully probably a unique one. Stories claim that the Fetchsoul is the shade of the last King of Nammu, murdered in his mother's womb before he was born. Trapped by the curse of Ur, the spirit grew twisted and vengeful, accumulating strength over the centuries by leaching the life force of others. Some Sages suggest that other murdered souls have also become Fetchsouls at other times.

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

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

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

The Fetchsoul is always faced in areas of darkness and shadow, where its movement abilities mean it can never be pinned or surrounded. It will attack primarily with its aura of fear, and its touch, but can also use the following powers at will, once per round, as if it were a Black Order Mage of the 10th level : Shadowy Wall, Children of Shadow, Crossing the Broder, Shadow Sending, Power of Command, Darkseeing, Icestorm.
Flowers of Sleep
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
0
0
0
0
0
0
0
5
0
0
0
0
0
0
18
Scent
:
damD8 Fatigue
Area 9. Phys vs. 12 or sleep till at no fatigue.
The Flower of Sleep is an innocuous looking and low lying plant that grows in woodlands. Its power is that it releases a soporific scent capable of knocking out a full-grown Keldian. Smaller animals often die, their rotting flesh enhancing the soil around the flower.
Frian
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
14
7
13
10
7
12
0
0
0
0
3
3
63
Bite
:
A15
D12
Init17
damD6
Frians are four footed hunting animals about half the size of a Keldian, with a long narrow head, swept back hears and a short heavy tail. Their feet are small paws, adapted for running, and they are equally at home in the Drylands and the Jungle. Frians live and hunt together in packs of seven to fifteen, led by dominant females. A pack of Frians can easily outrun and bring down a Keldian on foot, and have a good chance of killing an adult Krakath or Crdlu calf. Trained packs of Frians are often kept by hunters and herders, to bring down prey or corral animals. Frian often go feral, especially if mistreated, and wild packs of Frians will happily attack herd animals or lone Keldians.
Ghost
level5
Sun Keldian Ghosts are rare and tragic things, barely sentient remnants of personality and spirit that cling to the world.

The touch of the sun wipes away creatures of pure spirit. If a Keldian dies in the Deadlands or Drylands, their spirit is usually erased instantly. To survive they must cling to their bones or preserved corpses. Some ghosts animate their own corpses in the form of a Mussagana or Preta; others linger in shadows close to their bones as a Tornrait or Haunt. Some, like the Night Wraith or Remnant use magical vessels as substitutes for bodies.

In the Dark lands, the spirits of the dead are transformed into Ice Wights with no memory of the Keldians they once were.

In the Twilight lands a true Ghost can appear, a spirit that can exist even once its physical remains have been long destroyed. These creatures resemble ethereal and luminous versions of the form they bore in life, although it is common for their feet to be missing, their bodies instead trailing away into mist or smoke. Ghosts have no combat statistics, since they are Spirits entirely immune to physical attack. Some Ghosts learn to animate physical matter, becoming a Corpse Ghost.

The sight of a Keldian ghost can inflict Fear 16, and occasionally they are capable of casting about objects, especially ones which had a link to them in life. Ghosts are hard to get rid of, usually their curse must be found out and the wrong that causes them to walk the earth found out and righted. It is more likely, however, that a village threatened by a ghost will flee entirely, since most ghosts are tied to a specific location.
Giant Eel
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
13
13
1
12
8
8
14
0
2
1
0
3
1
64
Bite
:
A16
D13
Init16
damD8+2
Giant Eels are predatory creatures that inhabit the one River. They lurk amongst the rocks and weeds (Stealth 14) and then strike their prey at speed from Ambush. Adventurers straying in their domain are just as likely to be attacked. If reduced to 1/2 Health they will normally flee.
Gissir
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
18
13
4
4
13
10
9
0
2
0
0
4
1
68
Peck
:
A14
D16
Init15
damD4
Gaze
:
Init20
Range 30. Roll Spirit vs. 13 or be blinded for 1 + failures rounds.
The Gissir is a large bird with a long beak and brilliant glossy green feathers. The eyes of the Gissir are large, round and yellow, emitting a faint glow at all times. Gissir are capable of extraordinary feats of perception, with an effective Observation of 18. Gissir can see in dark and light with equal facility, perceive invisible or spirit creatures, and penetrate up to 100 legats of Jungle undergrowth with their gaze. If a Gissir makes eye contact with a living creature it can use its gaze attack, after which it will generally fly away to safety. It is possible to avoid a Gissir's gaze by taking -4A/-4D.

Because of these abilities it is almost impossible to surprise a Gissir (they sleep with one eye open) and hunting them is nearly impossible. Nevertheless they are occasionally taken as chicks and trained as guard animals. They will let out a piercing bell-like cry when they detect danger. Gissir feathers are sought after for Pluma working and a dead Gissir is a Treasure 3.
Insect Swarm
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick Lvl
Small Swarm
18
18
16
0
1
12
7
7
0
4
0
0
4
1
60
1
Stings
:
A18
D18
Init20
damD4
Large Swarm
18
18
16
1
1
13
9
15
0
4
0
0
4
3
76
2
Stings
:
A18
D18
Init20
damD6+1
Swarms of stinging insects (such as Desert Bees, Jungle Wasps or Sassu) when enraged can be deadly, since they ignore all armour other than thick hide. Normally, however, they are of little threat, since they tend not to pursue those who flee from them. A swarm can attack up to Current Health / 3 targets at once.
Kail Tree
level0
Kail Trees are large black and purple trees, their long curling branches forming thickets that hide their faintly glowing lilac fruits. The meat of these fruits is one of the main sources of food in the wilderness of the Twilight lands, outside the fields of the City States, and crews of slaves are often sent out to gather them despite the danger of wild creatures in the woods.
Krakath
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
11
9
14
4
15
10
9
25
0
0
2
0
5
3
78
Bite
:
A14
D9
Init19
damD6+3
Tail Swipe
:
A15
D10
Init19
damD4
Roll Phys vs. Phys or fall down.
The Krakath is a fast lizard-like riding creature, generally used by the Keldians to ride, or to haul carriages in teams. They are comfortable in both the Twilight and Drylands but cannot survive the heat of the Deadlands and are sluggish in the Dark Lands. Most light leather armour is made from easy to work (Leatherworking difficulty 10) Krakath hide. Krakaths are easy to train (Int + Animals / Husbandry vs. 11), but can be highly strung and sometimes panic (Resistance 14 to calm). A Keldian riding a Krakath covers open ground at twice the rate of one on foot.
Lakhan
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
16
13
3
6
12
10
10
0
0
0
0
4
3
65
Cry
:
Init17
damD8 Stun
Area 10. Fear 15.
The Lakhan is a deep purple predatory bird of the Poison Forests. A Lakhan has a wingspan of around a Legat, a long tail of metallic purple feathers, and a black head. It has a sharp hooked beak and long claws, but is a coward, it will feed only on helpless prey. When hunting, it unleashes a terrifying cry that inflicts Fear 15 on any who hear it clearly. Any who succumb to the fear are paralysed until they can make a Physical Roll resisted by a 12. Within 10 Legats, the Lakhan's cry also inflicts D8 Stun damage. Once a target has been paralysed the Lakhan will swoop at the head of its victim, striking with claws, beak, and cry (but not landing), until it can feed safely.

Lakhan's will not usually attack a Keldian, preferring smaller targets such as Gumptions or Akkram, but might try their cry on a wounded target. Lakhan feathers are a treasure 3, and can be crafted into Pluma.
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.
Lermon
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
5
5
5
1
2
8
5
5
0
0
0
0
0
0
28
Poison Touch
:
damD8
Lermons are a large, multi-legged, caterpillar that feeds on many of the poisonous trees of the Twilight Forest. When they hatch from their eggs Lermons are no more than a finger in length, and near black in colour, but they rapidly grow to arms length, developing a vivid white underbelly and luminous patches on their heads. Every part of a Lermon is poisonous, eating one will surely kill most Keldians and even a casual touch inflicts damage. For some reason, however, Lermon venom is beneficial to most plants, and a tree with Lermon upon it actually grows better than one which does not. For this reason Keldian farmers leave Lermon well enough alone, or sometimes attempt to transplant them from one tree to another, though this is not always successful.
Lightning Bug
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
9
12
15
2
8
8
6
10
0
0
1
0
0
0
52
Bite
:
A14
D12
Init13
damD4
Lightning Stroke
:
A18
D12
Init15
damD10+2
Range 6
Lightning Bugs are large bluish insects found in the hot forests. Normally they are peaceful, having few natural predators. This is because, when attacked, they can release a powerful electric bolt, like a stroke of lightning, that can strike targets up to 6 strides away. Lightning bugs avoid dead lightning bugs.
Lumin
level0
There are, in all probability, a hundred varieties of Lumin plant, few Sages have ever studied them. It is these plants, in their variety, that make the Twilight Jungle luminous, shedding light from flowers, buds and fruits. There are many shades, usually pastel, emitting a glow somewhat dimmer than that of a candle. These luminous parts, collected, will continue to grow for a few days, and can provide light indoors as well anywhere close to the forest.
Maka
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
16
15
3
7
7
7
6
0
0
0
0
4
0
45
Bite
:
A9
D14
Init19
damD2
A Maka is a large lizard with a rusty brown colouration and a distinctive blue tongue. Fully grown a Maka is as long as a Keldian's forearm. Unlike the smaller Meerkan a Maka is considered to be edible, and are sometimes hunted by subsistence hunters with no herds of their own. They are rarely domesticated and reared, even though they are very docile, because they are nimble and can easily escape from most enclosures. They are generally not considered intelligent enough to learn not to do so.
Meerkan
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
11
13
4
5
8
5
4
1
0
0
0
1
1
25
Bite
:
A6
D11
Init14
dam1
Meerkan are small brightly colored lizards from the Poison Forests, often kept as pets. An adult Meerkan is a little more than a full handspan in length, with bright eyes, pebbled skin, a long tail and four legs with small clawed feet. Meerkan feed on small insects and seeds, and love to sit on the shoulder of their owner. Meerkan emit a variety of soft trills and loud whistles, and some can be taught to reproduce snippets of tunes with careful training (Int + Animals / Husbadry vs. 14). There is not much eating on a Meerkan, but desperate hunters will still sometimes collect them for the pot. Hunting Difficulty 13.
Mekorro
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
7
18
10
12
40
0
6
4
0
4
5
146
Grasp
:
A24
D22
Init16
damD6+4
Can attack up to 5 times a round
The Mekorro is a bizarre and disturbing spirit beast that sometimes emerges from the swamps of the one river. It resembles some sort of huge deformed Keldian, it's wrinkled and shrivelled bare skin covered in wiry hairs, from which numerous muscular arms emerge, each ending in a large grasping hand with rough clawed nails. A snub contorted face nestles between the arms, it's mouth filled with long sharp teeth. The Mekorro has no legs, and scrambles through the swamp on it's many hands. The sight of a Mekorro is terrifying, and inflicts a Fear 16 attack on anyone that sees it.

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

In combat a Mekorro reaches out with many of it's hands, grasping, tearing and crushing with a wild fury. A Mekorro can attack as many as five times in a round while still having enough hands remaining to move around. The Mekorro seems to be full of boundless rage and incoherent anger and if it cannot find a person to vent it's anger on it will smash down trees, uproot plants and rip chunks out of the earth.
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.
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.
Naga of Eight Eyes
level7
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
24
33
15
9
14
16
15
55
5
10
4
0
2
3
180
Bite
:
A24
D33
Init19
damD8+3
Tail Swipe
:
A28
Init18
dam2D4
Roll Ag + Movement / Acrobatics or fall over.
Black Ray
:
A25
Init20
damD12+4
Ranged 4.
The Naga of Eight Eyes is a spirit creature found in ancient ruins and places of power. It resembles a large green and copper serpent (it is often mistaken for a verdigris stained statue) crowned with a dragon head. As with other Naga it has many short clawed legs. Atop its head are eight black eyes which allow it to see in every direction and dodge any blow, hence its high defence. Such Nagas commonly protect certain places, for what reason it is not known, and will attack anything that strays into their area.

The eyes of the Naga are its main weapon, each capable of projecting a black ray of force at a nearby target. This ray either does damage, or strikes against a spell or magic item carried by the target. A spell struck is dispelled if the ray's damage exceeds twice the Circle + EL of the spell. A magic item is disabled for a number of rounds equal to the damage roll -6 (negative numbers mean no effect). The Naga can instinctively sense active spells and magic items, and choose which to target. Each eye takes eight rounds to recharge before it can fire again, and the Naga can fire as many rays as it wishes each round. It may also strike with its bite, or tail smash, regardless of whether it used any rays. A blow doing at least 5 damage to an eye (Hit Location -10) will disable it.

Should a Naga of Eight Eyes be seriously wounded or slain, it will sink into the earth to recover. It assumes a solid stone form beneath the ground, in an isolated chamber. If this stone form is smashed it will be found to contain 8 Treasure 4 gemstones, otherwise the Naga will reform in 3 days undamaged. Digging a recuperating Naga out of solid stone is an adventure in itself.
Naga of Misty Winds
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
25
15
15
10
14
12
12
35
0
8
6
0
4
4
127
Strike
:
A25
D15
Init17
dam3D4
Armour counts half.
Like all Nagas, the Naga of Misty Winds is a long serpentine creature with a horned head and many short legs. The Naga of Misty Winds has a body made from hot damp air, and seldom touches the ground, though they do not appear to be able to fly far from the surface either. It attacks simply by flying at its target and scalding it with its body. A Naga of Misty Winds takes no damage from piercing attacks, and only half from any other weapon or spell. Wind-based attacks do double damage.

Such Nagas are found in all parts of the world, always close to a source of water, usually one far from habitation. The Naga makes this water source their home, and spends most of its time near to it. Many travellers like to repeat tales of having to bargain with a Wind Naga for access to their water.

Most of these tales are probably untrue, keldians encountering a Wind Naga at its pool are usually attacked without warning. At other times the Nage will range as much as half a day's travel from the pool and attack seemingly at random. A wise traveller knows that a sighting of a Wind Naga means that a source of water must be somewhere close by. A very wise one will most likely avoid it.

If seriously wounded or slain, the Naga assumes a crystalline shape, like a small version of itself, at the bottom of its pool. If this is removed from the water then it will become a gem worth Treasure 5, otherwise in three days it becomes the unwounded Naga once again.
Narasaist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
7
9
0
3
3
4
6
0
0
0
0
2
0
36
Bite
:
A14
D7
Init14
damn/a
Implant
The Narasaist is a horrible parasite found in the waters of the One-River. It resembles a segmented worm about a hands-breadth in length when full grown, with a circular mouth ringed by gripping claws. The adult Narasaist is drawn to living creatures in the water, which it then bites. If the bite is successful in doing at least one point of damage then it injects a numbing poison (so that the victim is unaware of the attack) and then implants a number of it's young into the wound. These young are less than a finger's width in size, and burrow quickly into the flesh of the victim.

Once infected the victim spends a few days unaware of the larvae, and then begins to develop a deep and painful rash, that spreads from the point of the bite across the body. Over the next week the larvae grow, feeding on the victim's flesh (causing d3 Weakening Damage each day), until they have reached full size, at which point they emerge from the victim's skin the next time they are in contact with water, causing d3 Lethal Damage (assuming that the victim has survived).

Treatment for a Narasaist infection is best done by a Stonetalker, who can prepare a bitter tasting brew (Int + Healing / Stonetalking resisted by a 12) that will cause the larval Narasaist to leave the body as soon as possible. Failing that a brave (or foolish) Keldian can attempt to cut them free with a sharp knife, doing full damage for the weapon in the process.
Night Flowers
level0

This is a generic term for the large and phosphorescent flowers of the Twilight lands. While many of these plants are poisonous someone with the appropriate survival skills can recognize those that have sweet sap (Heal D6 lost through hunger) and which can be cut to give fresh water. There are as many local varieties (and names) for these flowers as there are Twilight villages, and many can be cultivated as food crops. Gardens of nodding blooms are a common site around little village huts.

Some common varieties include:

  • Anzuluma - Wine can be made from the cut vines
  • Burru - Produces sour blue berries
  • Girin - White and Pink edible flowers
  • Hashur - Fist-sized sweet orange fruits
  • Munzur - All parts very bitter, yellow flowers can be eaten
  • Nisag - Flowers can be pressed into wine
  • Nug - Bitter fruits, roots can be boiled (raw are poison)
  • Nuruma - Poison berries, edible shoots
  • Sahharu - Small flowers, peppery garden spices
  • Shennur - Heavy seed pods produce nectar, or be made into paste
  • Silum - Edible, sharp, red flowers
  • Sur - Green shoots and flowers, new stems are edible
  • Té - Yellow flowers dry to orange pods that can be used as spice
  • Tudsum - Mildy poisoned, seed heads swell to bulbs usable as a spice
  • Umah - Grows in the mud, flower pods edible
  • Zulum - Plant stings when touched, green flowers can be eaten

See also Kail Tree

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.
Passing Hound
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
17
17
11
9
10
12
9
18
2
0
2
0
4
2
86
Bite
:
A20
D15
Init16
damD6+1
Ignores Armour.
Passing Hounds (or Uzur) are spirit creatures that resemble oversized Frians with milky-white fur, glowing eyes, and translucent bodies. Many believe that Passing Hounds are the ghosts of particularly faithful Frian hounds. Passing Hounds are generally friendly towards Keldians, especially those who care for Frians, although they have an intense hatred (Ferocity 6) of anyone who mistreats one. The only creature they hate more are Halfhounds. They appear only rarely, usually to lend aid to a Frian pack in trouble (or perhaps any Keldians with them), and almost never when the Passing is not visible in the sky. Despite being able to attack living beings, a Passing Hound is immaterial, and can pass through solid objects with ease.
Piranha
level2
Piranhas are small and deadly fish that inhabit the One River in shoals capable of tearing a large animal apart. Anyone falling into water inhabited by Piranhas has one chance to roll Ag / Swim to get out before they are hit. He will then take 4D4 damage automatically each combat turn until dead or rescued (count full armour on the first round, half thereafter). The character can still try to roll Swim resisted by 12 to get out each combat turn, after taking damage. The shoal cannot be affected by normal weapons, but spells, explosions and so forth that function under water will, and the shoal only has an effective Health of 10 before they flee. Any creature surviving a Piranha attack suffers Fear 16.
Poison Thorns
level1
Poison Thorns are a generic name for the many thorn covered vines and plants that choke the Twilight Forest. Their long trailing branches are covered with vicious thorns that are filled with a deadly poison. An unarmored person falling into such a bush must roll Agility or take D10 Lethal Damage. Any Keldian with a Survival / Twilight of 3 or more will easily spot such vines if moving cautiously, but can still fail to see them if running or panicked.
Quarist
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
12
14
1
6
7
7
10
0
2
2
0
0
3
56
Leap
:
A16
D12
Init16
dam2D4
Blood Drain
:
damD4
Automatic.
Quarists are large insectoid creatures that live in the Twilight forests. They are glossy black with electric blue patches underneath. Their seven legs bare curving spines which can inflict a lot of damage as they leap from concealment in the dark plants. Once locked on they inflict an automatic D4 damage each turn as they suck the Keldian’s blood until shaken off by rolling Phys resisted by the Quarist's Phys.
Quivering Ooze
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
8
5
0
15
5
12
40
0
3
5
0
0
2
82
Consume
:
A8
D8
Init5
damD6
Corrosion
A Quivering Ooze is a strange creature of the Riverlands. A transparent blob of clear jelly that can spread over a large area in the gloom of the river's edge. The Ooze moves very slowly, engulfing its prey by gradual stealth, and then dissolving it with its acidic flesh. Anything that the Ooze engulfs takes D6 Lethal damage per round, including weapons, armour, and stone. Armour protects for a number of rounds equal to its protection, and then has been eaten through.

Attacking the Ooze is very difficult. Any blow against it subjects the attacker (and the weapon) to the same damage. The Ooze will attempt to pursue a target (opposed Agility). If it can catch one it will try and suck them in (resisted Physical) and engulf them. Large Oozes can engulf multiple targets. Ooze flesh retains it's corrosive properties for only a few days after its death. If it can be collected and used in that time (glass and glazed pottery are both resistant) then it can give a +2 crafting bonus for etching metal and similar tasks.

In water the Ooze has +8 A and D.
Razor Lizard
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
18
4
4
7
7
8
0
2
0
0
5
2
61
Bite
:
A14
D17
Init23
damD4+1
Razor Lizards are small vicious lizard-like creatures. About 1/3 of a stride long, with 6 strides and scaly skin patterned with bright yellows, blues and reds they live in the flowers and tangled bushes of the Twilight forests. Moving at incredible speed a pack of these creatures will descend on a likely looking prey and swarm about them until they flee or fall. They also hunt smaller lizards and insects. Although Razor Lizards are quick to attack and give chase they will retreat if badly hurt. Razor Lizards are sometimes hunted by Twilight villagers. Their meat is tasty, though there is not much of it. It is a dangerous undertaking, however, an unwise hunter will quickly find themselves the hunted. Hunting Difficulty 16.
Sallasa Kirist
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
12
4
18
14
9
58
0
6
4
0
4
3
149
Bite
:
A25
D16
Init16
dam2D8+3
The Sallasa Kirist is a large reptilian monster of the Poison Forests. It likes to make it layer in old ruins, especially where the ground is damp. From this layer it ranges for food and to collect baubles that attract its fancy, which it hides amongst the bones at the bottom of its lair. The Kirist has ineffectual front legs, but its huge back legs enable it to bound at amazing speeds. It makes its attacks with its huge jaws, often killing its target with one huge snap. Should it land a critical attack the target is held in the Kirist's jaws, and will either be worried (automatic damage) or flung aside on the next round.

Despite its great natural protection Sallasa Kirist hide does not make for great armour, being no better than Crdlu hide. However the distinctive patterns increase the value of anything made from it.
Sedilist
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
12
14
10
8
6
9
10
10
0
4
2
0
3
0
69
Tongue
:
A20
D14
Init13
damD8 Fatigue
Long
The Sedilist is a strange and deadly creature resembling a large upright lizard, its scales glitter with pure green and purple stripes and its long tail flickers constantly. They are normally found in the Poison Forests, or the nearer Drylands. The Sedlist feed on the vital energy of other creatures which they can drain with a touch of their long purple tongues. Each such hit will drain D8 Fatigue. Each hit that does 2 Fatigue or more also adds one to its Attack, making it all the more deadly. The Sedilist will continue its attack till it is sated, at about Attack 30, or till wounded for more than 4 points, at which point it flees.
Shade Moth
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
8
10
14
3
3
15
8
12
0
0
1
0
3
2
58
Hypnosis
:
A17
Init17
Spirit vs. Presence or hypnotised.
Tongue
:
A10
D10
Init14
damD12 Stun
Sting. 1 Weakening Damage.
The Shade Moth is a huge predatory insect of the Twilight Jungles, with a wingspan almost 2 paces across. The Shade Moth is a deep blue-black in colour, with large faceted eyes and long curving antennae. The Shade Moth is generally peaceful, but it feeds on both plants and animals, bringing into frequent conflict with travellers and locals alike.

To hunt the Shade Moth spreads its wings and hovers, revealing hypnotic phosphorescent patterns that twist and change as they are looked at. Anyone viewing them must resist the Moth's Presence with Spirit or be hypnotised for d4 rounds. The Moth will then strike a target with it's long tongue. The touch of this tongue drains energy from it's target, apparently feeding the Moth while fatiguing the target.

Hunters will sometimes go after Shade Moths deliberately, because of the desire for Dreaming Dust, a drug made from the fine scales that drop from a Shade Moth's wings. Once collected and processed (Int + Healing / Poisons vs. 16) a single moth produces enough Dust for a Treasure 4. Hunting Difficulty 19.
Shadow Lion
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
19
15
9
15
13
12
35
0
5
2
0
3
3
116
Maul
:
A21
D17
Init20
damD8+4
Shadow Lions live in packs like Ice lions and Fire lions, but they have no pack leaders. Male and Female are equal in power and almost indistinguishable, being sleek and black with faintly glowing eyes (Stealth 17). All Shadow Lions have the equivalent of the Shadow Gift.

The Keldians believe that the Shadow Lions are the spirits of the forest, and it does not do to offend them. Though they attack any who cross them they are believed to help those in desperate need, though this may be folklore. Certainly they do not always attack, even when they encounter lone travellers.
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).
Shock Eel
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
7
13
14
2
4
5
9
14
0
0
0
0
4
1
61
Bite
:
A7
D13
Init18
damD4
Shock
:
A15
D15
Init18
damD10+3
Area 6. Ignores Armour.
The Electric Eel of the one River is a large aquatic predator that stuns its prey with a massive electric shock affecting anything within 6 strides and then devouring it at its leisure. The Eel can release 1-5 shocks and then take 1/2 hour to recharge. Electric Eel teeth are useful for making knife blades, and are a Treasure 2.
Slow Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
10
8
3
22
14
12
70
0
0
7
0
0
0
161
Bite
:
A18
D10
Init6
dam2D10+4
Slow Dragons are omnivorous lizard creatures of the deep Poison Forest. As with the other creatures known as Dragons they have multiple pairs of legs, and a long tail. An adult can grow to 10 Legats long and as much as 4 Legats tall. Unlike the Twilight Dragon the Slow Dragon keeps to the forest floor, shouldering aside obstacles that a Twilight Dragon might climb or balance on. They are massively built, with thick hides resistant to anything the forest can throw at them. Lacking predators they move about slowly in groups, sometimes uprooting or pushing over trees to feed on their leaves. Although midly curious of other creatures they have an air of impassive solidity that gives them their name.

Although Slow Dragon hide is extremely valued, and can be crafted into very hard armour (Leatherworking Difficulty 18), they are rarely hunted, because few weapons can harm them and their bites can kill a Keldian in a single snap. It is just about possible for a Beastmaster to train one of these creatures to pull massive loads, but other animals are thought more suitable.
Snake : Constrictor
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
8
12
2
20
12
12
30
0
0
1
0
0
2
79
Strike
:
A20
D8
Init15
damD4+5
Poison. Physical vs. 13 or 2 Weakening and 2 Stun.
There are many giant constricting snakes to be found in the Poison Forests, such as the Diamond Coil, or the Sussara. These creatures generally approach a sleeping or unaware victim (Stealth 15) and then strike with a single bite (most are mildly poisonous, with a few species having more deadly venoms). If the Bite connects they start to constrict, inflicting Phys bonus in Stun damage every round. The victim is immobilized unless they can win a Physical contest (taking damage each round they roll). If they take more than a third of their Health they will release the victim and back off.
Snake : Swarm
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
12
1
9
13
6
15
0
0
0
0
3
4
62
Bite
:
A17
D10
Init20
damD6
Sting. Poison, Phys vs. 14 or D8 Weakening.
Swarms of small poisonous snakes are a common hazard of the Twilight Jungles. This entry covers numerous similar serpents, such as the green and black Orat, the glowing red Mirit, the grey Aratz and the deep blue Irr. A nest of such snakes will bite aggressively and persistently if disturbed, attacking anything that stumbles into their lair. Shaking the wrong tree could easily drop such a swarm on an incautious adventurer's head.
Soror
level3
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
21
16
1
6
9
10
10
0
0
2
0
5
4
83
Sting
:
A16
D18
Init21
damD6+1
Sting. Roll Health vs. 12 or 2D6.
Soror are vicious and giant flying insects found in the poison jungles. Soror live solitary lives, laying their eggs in the still-living carcasses of their prey. A Soror is as large as a Keldian Kit, and is armed with a deadly sting. A Soror living near a Keldian village is a cause for concern.
Sparklights
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
19
15
0
4
11
4
10
0
0
0
0
1
0
55
Spark
:
A14
D19
Init16
damD4+1
Base Range 1.
Sparklights are tiny insects that dance and swirl over standing pools in the Poison Forest. Each insect flickers with a soft coloured light, usually shades of blue, pink, magenta and purple, though the occasional green or yellow light is seen. Sparklights are generally harmless, but they have an ability to generate a static charge by swarming together. When threatened they can unleash a flash of lightning at a nearby target. Capturing a jarful of Sparklights (Agility resisted by Defence) gives a Treasure 1.
Strangler vines
level2
Strangler vines are carnivorous plants that crawl over their victims at night and attempt to kill them, allowing their carcasses to decay and nourish the plant, which grows as a thick mat of hard roots and green vines just under the surface. Though they cannot move fast enough to be of threat to waking characters they can sneak past sentries as if they had Stealth 16. Once in place the prey must roll a Physical resisted by 12 or take D4 Stun, doubling on each successive round until the vine, which has 5 Health, is cut off, or the victim perishes.

Severed lengths of Strangler vines make useful ropes for a few days after they are cut (or longer if kept in water), since they will curl themselves around anything they touch by instinct. This provides +3 climbing.
Swamp Beithir
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
22
18
14
6
18
13
11
35
0
0
5
0
2
4
120
Bite
:
A24
D18
Init16
damD8+3
Very Long. Phys vs. Phys or be knocked down.
The Swamp Beithir is a large reptilian creature, related to the Sand Beithir, and perhaps also to the Crocodylle. It lives a semi-aquatic life in shallow waters and bogs around the One River. The Swamp Beithir has many strong clawed legs, a sinuous and heavily scaled body, and a long mobile neck. It can breathe air or water with equal ease, and will often strike from beneath the water's surface. It's normal diet includes Cambarids and Fish as well as land animals. Swamp Beithir lay clutches of leathery eggs that hatch into groups of miniature young. The parent Beithir will guard these for a season, until they are large enough to hunt on their own (treat these youngsters as Level 2).

In Combat the Swamp Beithir strikes mostly with it's bite, using it's mobility and long neck to snap at foes from above and then toss them aside. It can also attack with some of it's legs at the same time, though this is not it's preferred attack form. If severely threatened it rears up and spits out a cloud of acidic green gas, a cone some 8 Legats long and 3 Legats across at the far end. This gas burns exposed flesh and is highly flammable. In addition it has the innate magical powers of Night Walking (4H), Shade Dance (4H), and Closing of the Eye (5H), which it may cast at will by sacrificing Health.
Tarig Sawrm
level0
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
11
12
0
0
2
2
6
0
0
0
0
3
3
42
Bites & Stings
:
damD4-1
Full armour counts double
Tarig flies are a common pest of the settled lands. A single winged Tarig Queen will set up a nest anywhere she can find a crack and a source of wood or fibre. Worker Tarigs quickly build a dense pill shaped paper nest, which can grow to a foot and a half long before it buds off another hive. Unckecked an infestation can easily demolish a small house in a year. Tarig nests are fiercely defended by soldier flies, winged males, and countless workers, who will swarm over anyone who disturbs a nest inflicting hundreds of painful bites and stings. Only fleeing from the hive helps, though a character being swarmed can clear the flies from her body with a full round action and a successful Agility roll.

Certain Keldians learn the trick of catching a queen and daubng themselves with her scent, which will render them safe from the attacks of that hive. Some arena warriors, keen to create a spectacle, will carry a hive into battle as a weapon, hoping to cover their foes in angry flies.
Tivik
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
13
10
0
5
3
3
6
0
0
0
0
4
3
47
Bite
:
dam2
Blood drain. Anaesthetic.
Tivik are loathesome parasitic creatures that latch into animals and drink their blood. Normally a parasite of Crdlu they are equally happy to feed on Braga, Frian or Keldian blood. A Tivik is about the size of a Keldian palm (including spread fingers), flat, many legged, and armoured. They do not see well but have a keen sense of smell and can also sense heat. When food is not available they hibernate in dark places, coming back to life when they sense prey. A Tivik will generally attack when its target is sleeping (Stealth 18), carefully seeking out exposed flesh, but they will also attack anything that comes close enough in the darkness. The bite of the Tivik injects an anaesthetic, so its quite possible not to notice the attack. Roll Phys vs. 17 secretly to see if the character notices. Once latched on the Tivik hides in fur (Int + Search to notice) and causes weakening damage, 1 per hour until sated (6 weakening) at which point it drops off. While a single Tivik cannot kill a healthy Keldian they might finish off a sick one, and many Tivik together will feed until each one is sated.
Tristelle Tree
level3
Tristelle Trees are uncommon, but feared, creatures of the Poison Forest. A Tristelle Tree is small and scrubby, easy to miss in the mass of plants (Observation or Survival resisted by 15), but can be deadly for any passing close. The tree lives by draining blood from those nearby through it's straggly thorn covered branches. Any creature that comes within 5 paces of it and brushes these tendrils (use an attack roll only if the player noticed the tree) is struck by a paralyzing energy. They must roll Spirit or be frozen in their tracks. The tendrils will then inflict D10 Fatigue per round. Multiple targets can be paralyzed, but only one can be drained at a time. The tree will react violently to attack by naked flame, drawing in it's tendrils rapidly.

Tristelle Trees sprout large gourd-like fruit with sweet scented pulp. These attract prey to the tree, making it easier for the Tristelle to feed. Some small jungle lizards are immune to the tree's energy, and feed on these fruit with impunity.
Twilight Dragon
level5
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
23
17
6
17
12
11
60
0
0
5
0
0
0
147
Bite
:
A16
D23
Init17
damD10+3
Twilight Dragons are 8 to 12 stride long reptiles, with many pairs of legs. They are beautiful and mysterious, their black scales shimmering with soft colours. Their heads are triangular, with large jaws, though their pearly teeth are invisible when their mouths are closed. Their eyes are cobalt blue, and glimmer slightly in the shadows of their sunken eye sockets. They move with a slow, fluid, deliberateness, managing to support themselves in the branches of trees and bushes by spreading their weight across many plants. Their long tails curl back along their path, and they almost never come entirely into the open, except when it is the only way to get water. They are thought to eat a mixture of fruits and small lizards or insects, but they have never been seen to feed, certainly they do not attack Keldians to eat them, though they are sometimes accused of devouring Crdlus or Krakaths.

They pass without a sound through the poison jungles, usually avoiding Keldians, though they have been said to attack certain groups, usually without anyone being sure why. They have the ability to fade back into the vegetation, even if being watched, if all the people fighting it fail a resisted roll of Observation vs. Stealth 16. This seems to be partly due to their fluidity, and partly due to their jeweled skins. A cloak made from a Twilight Dragon skin adds +3 stealth to its wearer while in the Twilight lands, and they are thus much valued. Twilight Dragons are seldom deliberately hunted, however, since they are almost impossible to track.
Watersnake
level4
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
21
11
14
2
25
6
12
40
0
3
2
0
2
4
113
Bite
:
A21
D11
Init19
damD8+5
Poison. Phys vs. 12 or D10 Weakening.
Giant cousins of the constrictor snakes of the Twilight Jungles, these monstrous snakes can grow as long as a Keldian barge, with muscular bodies nearly a Legat in diameter. Unlike the constrictors, Watersnakes kill mostly with their bite, their enormous strength and sharp teeth capable of inflicting lethal damage. Their venom, in contrast, is weak, but can leave a victim listless and pale for many days. A Watersnake on the hunt will pick a single target and bite it again and again, then wrap it in a coil and carry it off. They have been known to attack Keldians in boats as well as parties travelling through the forests on land.
Whitesnake
level2
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
10
13
2
3
14
8
9
0
0
1
0
1
2
57
Bite
:
A14
D10
Init16
damD4
Sting. Poison, Health vs. 12 or D6+1 Lethal
Gaze
:
A16
D12
Init16
Roll Spirit vs. Snake's Presence or be Paralysed
The Whitesnake is a large and heavy serpent with pure white scales, found in a range between the Drylands and the Twilight Jungle. The bite of the Whitesnake is painful but rarely fatal. It's gaze is hypnotic. A Keldian who meets it's eyes (a successful gaze attack) must resist or be paralysed, and have no defence against it's bite.
Zimul
level1
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
13
14
10
1
18
5
14
26
0
0
5
0
1
0
84
Bite
:
A13
D14
Init10
damD6+3
Spray
:
D14
Init10
Area 8. Poison. Phys vs. 14 or nausea.
The Zimul is a massive Insect pest that inhabits the dusty soils and sands of the Drylands. Growing to as much as three paces long (an average Zimul is 2 paces in size), a Zimul is a heavily armoured and segmented creature. Roughly oval in shape a Zimul has small eyes at one end, along with whip-like feelers and cutting jaws. It has countless legs, each ending in a sharp point, and can dig with rapidity. Normally a Zimul will stay submerged underground, feeding on the roots of plants. A single Zimul can devastate patches of Maugey or Maize, ripping it's way through a field in a matter of hours.

When threatened a Zimul will unearth itself, and attempt to bite it's tormentors, relying on it's heavy shell to protect it. If wounded it will roll itself into a ball, presenting no weak points. In this form it has +5D and +3 Armour. Should the attacker relent it will slowly unroll and seek to run away. At the same time it will spray a noxious liquid from pores in it's flanks. Anyone close by must resist the poison or become sick (-6A/-6D) for 18-Phys rounds.

Zimul flesh is edible, but they are more commonly hunted for their poison and shell. The poison can be rendered into an ointment (Poisons Difficulty 15) which is good for treating burns (restores D4 Lethal), while the shell can be crafted into an effective shield (Shellworking Difficulty 14) with the same stats as a Wood and Hide Shield.