RuneQuest: Glorantha Bestiary 9781568825021, 9781568825038

The RuneQuest: Glorantha Bestiary contains almost 200 creatures native to the world of Glorantha or in the spirit worlds

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RuneQuest: Glorantha Bestiary
 9781568825021, 9781568825038

Table of contents :
Front Cover
Credits
Table of Contents
Introduction
Creature Hit Locations
Distribution Maps
The  Elder  Races
Aldryami
Baboons
Beast Men
Dragonewts
Giants
Gorillas
Maidstone Archers
Men-and-a-half
Morokanth
Mostali
Newtlings
Triolini
Tusk Riders
Uz
Wind Children
Wolfbrothers
Chaos  Monsters
Broos
Bullsitches
Dancers in Darkness
Dragonsnails
Ghouls
Gorp
Harpies
Huan To
Jack O'Bears
Krarshtkids
Lesser Hydras
Ogres
Scorpion Men
Stoorworms
Vampires
Walktapi
Monsters
Brollachans
Cliff Toads
Demi-Birds
Dinosaurs
True Dragons
Gargoyles
Giant Eels
Giant Turtles
Griffins
Hippogriffs
Revenants
Rock Lizards
Skeletons
Sky Bulls
Unicorns
Water Lizards
Wyrms
Wyverns
Zombies
Giant  Arthropods
Giant Antlions
Giant Beetles
Giant Centipedes
Giant Crabs
Giant Dragonfly
Giant Honeybees
Giant Praying Mantises
Giant Solpugids
Giant Spiders
Giant Wasps
Giant Ice Worms
Animals
Bears
Bloodbirds
Cattle
Crocodiles
Deer
Dogs
Giant Cranes
Horses
Hyena
King Condors
Leaping Bear
Lions
Loper
Mammoth
Mastodons
Pig Dogs
Praxian Riding Animals
Pumas
Rubble Runners
Saber-toothed Cats
Shadowcats
Snakes
Titanotheres
Tuskers
Vrok Hawks
Wild Boars
Wolves
Yaks
Spirits
Animal Spirits
Demons
Disease Spirits
Healing Spirits
Nyctalopes
Plant Spirits
Genius Loci
Embodied Spirits
Terrors
The Crimson Bat
Cwim
Chaos Gaggle
Fiends of Cacodemon
Flora
Alphabetical Listing of Entries
Character Sheet
Back Cover

Citation preview

BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL O’BRIEN, STEVE PERRIN, AND GREG STAFFORD WITH DAVID DUNHAM, CHRIS KLUG, SVEN LUGAR, JAMIE REVELL, AND KEN ROLSTON COVER ARTIST: Andrey Fetisov CREATIVE DIRECTOR: Jeff Richard EDITOR: Jason Durall PROOFREADING: Richard Perry ART DIRECTION: Jeff Richard PROJECT ASSISTANCE: DESIGN & LAYOUT: Simeon Cogswell and Malcolm Wolter CARTOGRAPHY: Colin Driver ARTISTS: Cory Trego-Erdner SPECIAL THANKS GO to these people who contributed greatly or a little, but whose impact has affected the game: Nick Brooke, Rob Heinsoo, Martin Helsdon, Kris Alice Hohls, Oliver Jovanovic, Sebastian Körner, Robin Laws, Claudia Loroff, Daniel McCluskey, Christine Reich, Jamie Revell, Dana Schack, Harald Smith, David Scott, and Jonathan Tweet. Our apologies to any others who were unrecorded. As always, a special thank you and credit goes to Greg Stafford, without whom none of us would be reading this, or playing games in Glorantha.

May Hykim and Mikyh Consume and Devour those that would misuse this book.

“We do not know what the dragon means, just as we do not know the meaning of the universe, but there is something in the image of the dragon that is congenial to man’s imagination, and thus the dragon arises in many latitudes and ages.” —Jorge Luis Borges, The Book of Imaginary Beings

RUNEQUEST A Chaosium Game First Chaosium Edition 1978 Second Chaosium Edition 1979, 1980, 1981, 1982, 1983 Third Chaosium/Avalon Hill Edition 1984, 1993 Fourth Chaosium Edition 2018 Copyright ©1978, 1980, 1984, 1993, 2018 by Moon Design Publications, all rights reserved. RuneQuest, HeroQuest, and Glorantha are trademarks of Moon Design Publications. The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, optical, electronic, or other media or methods of storage and retrival, is prohibited. Art provided by A Sharp is copyright © 2018 A Sharp and is provided under license. Art provided by Petersen Entertainment is copyright © 2018 Petersen Entertainment and is provided under license. Chaosium Publication 4032 ISBN-9781568825021 Printed in China. First Printing. CHAOSIUM INC. www.chaosium.com 3450 Wooddale Ct, Ann Arbor, MI 48104 Copyright 2018

Contents Introduction.. ............................................................. 4 Distribution Maps..................................................... 12 T he  E lder  R aces......................................................... 16 Chaos  M onsters........................................................ 88 Monsters.................................................................108 Giant  A rthropods.. ................................................... 130 Animals . . ................................................................ 140 Spirits..................................................................... 164 Terrors.................................................................... 188 Flora....................................................................... 197

Introduction his book is a compendium of creatures—animals, spirits, and plants—found in the northern continent of Glorantha. Some of these creatures have terrestrial analogues, others exist only in fantasy. Some of these creatures are as intelligent as humans—some even more intelligent than our species. Others are completely nonintelligent and respond simply to basic stimuli. What unites them all is that they are the sort of creatures that adventurers are likely to interact with in a RuneQuest campaign. These creatures all have motivations and drives and occupy their own ecological niches.

Ga me Ba l a nce a nd RuneQuest Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune Masters. Several of the Terrors described within can best armies and are perhaps better thought of as pieces of vast and deadly geography. The best strategy adventurers may have in some encounters is to try to negotiate with the creature, or failing that, to just run away. In RuneQuest, few creatures are mere cannon fodder— mobs of weaker monsters that can be cut down safely in large numbers. Instead, every creature is an individual. Even a trollkin or a rubble runner might get a lucky critical hit against a far more skilled and better equipped foe. Every confrontation poses the risk of death or maiming to the adventurers. Players and the gamemaster alike should be aware that blindly engaging in combat with every encountered creature is a good way to get the adventurers killed. Even a party of Storm Bull berserks take care to prepare

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themselves for battle, even if all that means is spending a few rounds calling upon their god and casting Rune spells! This can pose a challenge for the gamemaster. Encounters will often not be fair or balanced for a given party of adventurers. A few suggestions include: Give the players some warning of the deadliness of ..

the encounter. They might not understand that a band of dark trolls backed up by a mob of trollkin and a great troll are more than a match for their adventurers, but their adventurers likely would! Let the adventurers run away. Most creatures are perfectly content to allow a foe to flee. The players can enjoy their lucky escape or decide to plan a rematch. Be willing to negotiate. Most intelligent creatures would rather negotiate than fight if possible. Remember, that most adventurers have a ransom price. A dream dragon that talks with the adventurers and makes demands on them is more memorable than one that just attacks. Let there be a way around the encounter. Maybe there is a way to sneak around the giant, or maybe the adventurers can hide until the giant leaves. Avoiding a fight with the monster can spur player creativity and ingenuity. Don’t fight to the death. As the gamemaster, be willing to have creatures surrender or run away. If the adventurers clearly have the upper hand, most intelligent creatures would prefer to surrender than fight to the death. Or run away if the combat looks like it is going poorly. Remember, many intelligent creatures have ransoms as well.

.. ..

.. ..

Introduction

Creature Classification In this book creatures are classified into seven categories: Elder Races, Chaos, Monsters, Animals, Spirits, Terrors, and Flora. Elder Races: The intelligent non-humans of Glorantha are known collectively as the Elder Races. The Elder Races have their own histories and cultures, some far more ancient than humanity. Chaos: Many species, including the Elder Races, were corrupted by Chaos during the Gods War. These species may be intelligent or non-intelligent, social or loners—what unites them all is their Chaos taint. Monsters: Glorantha has numerous gigantic or monstrous creatures. Some are intelligent, others non-intelligent. Not all monsters are malevolent, and some are known to serve (or at least work with) friendly humans. Dinosaurs and draconic monsters fall into this category. Some monsters could be classified as Elder Races (such as dragons, wyrms, magisaurs, and unicorns) but not all. Giant arthropods are a subcategory of monsters so numerous as to merit their own chapter. Animals: Glorantha has a wide variety of mammals, birds, and reptiles. Spirits: Creatures without corporeal bodies, petty gods, demons, etc. fall into this category. Terrors: Unique creatures which are far greater in power than any ordinary mortal. Flora: Glorantha has a tremendous variety of plant life. A small selection of unique or interesting flora is presented here.

Intelligent Creatures Glorantha is home to many intelligent species other than mankind. Different gods have created intelligence in their own likenesses, and the images have not always been humanoid. The non-human species are at various stages of civilization. Most human scholars agree that Uz (trolls) and Triolini (merfolk) are at a lower stage of civilization than humanity and place the dragonewts at the top (assuming humans can even evaluate their ancient, almost inexplicable civilization). The Mostali (dwarfs) rate only slightly lower than the dragonewts, and the dwarfs clearly have the most developed technology. However, applying human criteria to the cultures of other species can be a pointless exercise. For example, trolls naturally consider themselves to have reached a pinnacle of sophistication. In certain terms, such as the availability of complex smells and

Darksense sensations within their caves, they are right, and can be proud of their achievement. Due to constant contact between different species, xenophobia among the common races is virtually unknown on Glorantha. Specific combinations, such dwarfs and elves, dwarfs and trolls, and elves and trolls, are engaged in constant warfare, but the reasons are based on ancient treacheries and religious differences. Humankind is the most prevalent race on Glorantha. They are prolific and have spread throughout the world. The reincarnating dragonewts are slowly dying through evolution, the elves are too tied to their forests, and the Surface World holds no appeal for the dwarfs. The ancient curse resulting from the Gbaji Wars has turned the slow-breeding trolls into a fading race. Into this vacuum, humankind has stepped. Human philosophers theorize that only humanity has truly adapted to the onset of Time and made the full transition from the God Time before the Great Darkness. Yet, during the time of the Hero Wars, there are still many strange intelligent beings on Glorantha. Many can be used as player character adventurers, as described below.

Gamemastering Intelligent Creatures Intelligent creatures should be played appropriately by the gamemaster. Creatures should use their weapons, magic, and other abilities to good effect. A band of dark trolls are as intelligent as a band of humans. When confronted with a strange party of armed adventurers, they may try to negotiate, while using that time to cast spells and get their trollkin into position, in case the negotiations fail. Remember all the advice to the players on dealing with creatures applies to the gamemaster in dealing with the adventurers. Few intelligent creatures have much enthusiasm in fighting to the death when they don’t have to! Intelligent creatures such as the Elder Races have cults and communities of their own. The band of dark trolls are going to be predisposed to be friendly to the Argan Argan cultist in the party, and an elf patrol is going to be reluctant to kill an Ernalda priestess. The Elder Races have Rune Priests and Rune Lords of their own, with Rune magic and spirits at their disposal. Incorporating these interesting beings in a RuneQuest adventure should not be restricted to life-and-death struggles where they are simply another thing to kill. Some might always be met as enemies; some are unimportant and incidental, but potentially interesting and entertaining: and some are potential long-term friends for the adventurers.

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RuneQuest

Intelligent Creatures as adventurers Most intelligent creatures within this book can become adventurers. The best-suited are typically dark trolls, elves, morokanth, and ducks. However, the occasional baboon, centaur, or newtling makes a refreshing change, lending an enjoyable whimsical quality to gameplay. It is not recommended that players play any subgroups amongst the races with INT of less than 2D6+6. However, a player wishing to play a dumb character may do so, always remembering that this is a roleplaying game. Dumb monsters should be played appropriately. Species maximum amongst the various races portrayed is the maximum dice roll plus the number of dice, as with humans. If the characteristic concerned has an addition, such as 2D6+6, the remaining addition is considered as one die. Thus, a characteristic of 3D6+3 has a species maximum of 21+4, or 25. This also applies to additions of 12, 18, or 24. They all count as one additional die. All CHA ratings provided for individual creatures applies to their charm among others of the same species. When dealing with other species, a creature’s CHA score is reduced by 10. Many cults have no such restriction on other beings joining their ranks, or have them for only certain other beings, but this is established per cult. It is always possible to increase a creature’s suggested skill levels by assuming it is more experienced. This keeps creatures from becoming pushovers once the adventurers have gained more experience themselves. There is no specific rule for this, though a bonus of +20% to any combat skill usually represents a much more skilled individual. Creatures that survive initial encounters with adventurers may return later, their skills improved from their experiences. Monsters get experience rolls too! Eventually, adventurer Rune Lords and Rune Priests will run into monster Rune Lords and Rune Priests, major and significant foes to reckon with. Some monsters make very poor adventurers and it is recommended to avoid allowing them. Chaotic monsters such as broo, ogres, or scorpion men are categorically not intended as adventurers.

Creating Non-human Adventurers Additional information for creating adventurers has been included for several species in this book. To create a nonhuman adventurer, create a character of that species, choose

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an occupation and cult (and add appropriate skill bonuses), and then add personal interest skill bonuses, just as with a human adventurer. No family backgrounds are included in this book, though non-human family backgrounds and personal histories will be featured in future RuneQuest supplements.

W ild Be asts When using wild beasts (natural animals or creatures of low intelligence) in encounters, the gamemaster should keep in mind that these creatures have many of the same instincts as do humans or other intelligent creatures. With rare exceptions, natural creatures are wary of humankind and other intelligent species, and generally prefer to be left alone to graze, hunt, procreate, or tend to their offspring. Only in the most extreme cases will natural creatures fight to the death—and will usually take the first chance they can to flee if wounded severely. Fire, loud noise, or displays of magic might be enough to drive a natural creature away, and if it persists in attacking, there should be a good reason for this, such as its offspring being threatened, or it has no recourse but to fight. Even the fiercest predators may be fundamentally lazy or cautious, backing away from any other predators who present too much of a challenge. While there are beasts that are alltoo-willing to consume humans and other intelligent races, they are unlikely to be foolish enough to attack a group of well-armed adventurers, or to persist in such an attack once they have been injured.

Glor a n t h a n Ecology Ecology is the study of the interaction of living things with their environment. Gloranthan ecology is quite different from Earth, because of the presence of magic. Magic affects climate, biology, and the very basis of life itself. For example, evolution is an individual process to dragonewts, rather than an eons-long system of species change. Elf forests behave like single living organisms, each part cooperating for the good of the whole. In Glorantha, Chaos is a powerful, palpable force. Chaos alters the ecology by damaging or perverting it. When Chaos appears, it eliminates the local ecosystem and substitutes no stable system of its own. Areas that have been Chaos Nests for extended periods eventually reach a semblance of stability, but this is illusory. The natural system is trying to reestablish itself, seeping into the Chaos Nest, while simultaneously being destroyed.

Introduction

Ecologica l Zones of Genert el a The focus of the book is on the northern continent of Genertela. The name means “Land of Genert”, the Earth King that once ruled the northern half of Glorantha. Genertela is about 5,000 km east to west and 1,700 km north to south. It is bordered on the north by Valind’s Glacier, a frozen land ruled by the god of winter. To the south, east, and west all lie oceans: the Homeward, Kahar, and Neliomi. Many seas and bays invade the coastline. Three great ranges of mountains, laid by the gods before Time, separate the regions of Genertela. Three great rivers drain lands in the center and west, plus many lesser ones that drain the other lands. The ecological zones of Genertela are: Dragon Pass: Fertile valleys nestled between hills and mountains. Temperate to subarctic (in the higher elevations) climates. Mixed pine/broadleaf woods and grasslands are prevalent, although conifers are dominant in the higher elevations. Fronela: Fronela has a moist, cool climate. Winters are long and cold, with plenty of precipitation. Summers are green and fertile. The land is dominated by pinewoods, with deciduous trees dominant in the south and west. The Janube river valley is mostly cultivated land. North of the Janube the climate is subarctic, dotted with herds of caribou and mammoth. Kethaela: The western part of this extremely fertile area has a humid subtropical climate, while the higher plateau in the east more resembles Dragon Pass. Deciduous woods and cultivated land dominate in the west, mixed-woods and grasslands in the east. Kralorela: The land is fertile, with extensive forest and light jungle, broken by many rivers. Most river valleys have been cleared by people for rice planting. The foothills are covered in light woods ranging from subtropical in the south to temperate and cold coniferous forests in the north. Many woods have thickets of bamboo, replaced by rhododendrons at higher elevations. Maniria: Mild weather and frequent rains make this one of the more pleasant places in Genertela to live. The southern coasts are warmed by sea currents and are subtropical. Inland rolling hills are covered by a vast deciduous forest of oak, beech, and other broadleafs ruled by Aldryami. Peloria: This land has cold, snowy winters, and hot, dry summers. The river valleys are cultivated and irrigated.

The countryside is most rolling hills, farms, grasslands, and smallish forests. Since the advent of the Lunar Empire and its specialized Icebreaker cult, the winters have been getting more temperate. Pent: An endless expanse of steppes, over which horse nomads wander endlessly. The winters are bitterly cold, the summers short, though deceptively warm. Ralios: Temperate Ralios is fairly dry in winter, with muggy, wet summers. The interior, around Lake Felster and the Sodal Marsh, is cultivated. Further northeast are hilly grasslands, the driest of which are near desert. Seshnela: The rich and fertile plains are heavily cultivated and are bracketed on the north and south with mixed pine/ broadleaf woods. The land is fertile and verdant, though beset by severe storms in winter. Teshnos: A small region of forested savannah blends into jungle towards the east. It is flat, and nearly at sea-level. Several large rivers irrigate the land. In the north, hills slowly give way to dry mountains. The Wastelands: An arid expanse of chaparral and rocky desert intermingled with stagnant marshes and dry riverbeds. Near the coast, the land drops off into brackish salt marshes. A vast whirlwind, the home of Storm Bull, rages at its center, sometimes moving north or south to devastate nearby lands. The plant life of the Wastelands is scrubby, tough, and sparse. There are thorn-bushes, cacti, and clumpy grasses. There are occasional trees and more succulent plants at the few scattered oases.

For mat The materials in this book are presented in a uniform fashion. For the Elder Races (including the broo), background information is presented in the following order: Mythos and History: This section contains a short summary of the mythology and history of the species, where appropriate. Subtypes: Significant subtypes of the species are listed. Some subtypes are given their own entry. Description: This section outlines the species’ appearance, ecology, habits, and behavior. Culture: This section briefly outlines the species’ culture, where appropriate. Government: This section briefly outlines the species’ government, where appropriate. Relationship with Other Races: How the species gets along with other major races, politically and culturally.

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RuneQuest Religion: This section briefly outlines the species’ religion, where appropriate. Included are short cult write-ups for Aldrya (the major elf deity), Cacodemon (the main ogre deity), Cult of the Bloody Tusk (the deity of the Tusk Riders), Kyger Litor (the major troll deity), Mallia (a goddess of disease worshiped by broo), and Zorak Zoran (a troll war god). Region of Origin: Where the species is primarily found, or where it originally came from. Characteristics: Every creature’s ranges are given in terms of D6 rolls and numeric modifiers. For gamemaster convenience, averages of characteristics are also presented. Any creature lacking one or more of the characteristics of STR, CON, SIZ, INT, POW, or DEX, is said to be an “incomplete creature.” Only fully sentient physical beings are defined as “complete.” Hit Points: The average number of hit points for this species. Move: The average movement for this species. Some creatures have multiple forms of movement. Magic Points: Magic points available for this species. Base SR: The base strike rank for this species. Armor: Either the basic armor a creature has, or the value of its skin as armor. Skills: Describes important or common skills for the species. The skills are presented at the level an average specimen encountered by adventurers might possess. A creature with no Dodge skill does not dodge in combat. Passions: Common Passions for the average representative of the species. Runes: Significant Runic affiliations for an average being of the species. Special Rune Spells: Special Rune spell an average being is likely to have access to. Magic: What spells the average being knows or magical abilities it possesses. Other Features: Any other specialties the creature might have, due to its unique upbringing and background. Hit Locations: The hit location table for this creature, each table is different depending on the creature’s anatomy. Weapons: Describes the types of weapons or the mode of attack commonly used. It includes the weapon skill percentage of an average creature likely to be encountered by adventurers. Some creatures are considerably more dangerous. Many creatures can attack more than once in a round: if so, unless specified otherwise, the creature uses both attacks at once, instead of working under the guidelines

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for two-weapon combat shown in the Combat chapter of the RuneQuest: Roleplaying in Glorantha rulebook. Also included is the strike rank and basic damage for each weapon, and any damage modifier the average creature has. Some may do far more, or less, damage. Adventurer Generation: Information has been given to permit the roleplaying of several species in addition to humans, including occupations and cults. These are intended to be atypical potential adventurers, not ordinary examples of the species. If a section is missing, it is not relevant to that species. For other creatures, a short description of the creature is provided, along with tactics, weapons, armor, and other pertinent information.

Fly ing Many creatures in this book can fly. Some are relatively poor fliers, while others are extremely skilled at it. All flying animals have a Fly skill. Whenever a flying animal wishes to take off, it must launch itself, and then make its Fly roll. It may do nothing else in the round in which it takes off. If it fails its Fly roll, it remains on the ground, and may try again next round. Once airborne, it need not roll again unless wounded in a wing, adverse air conditions are encountered, or the creature tries to perform a fancy flying maneuver. If a flying creature fails a Fly roll while airborne, it stalls and begins to fall. It may attempt to resume flying while it falls. It will fall its SIZ in meters each round if conscious. If unconscious or diving, it will fall faster—the amount to be determined by the gamemaster.

Cr e at ur e Si z e As with adventurers, creatures with physical bodies have SIZ, and thus height and weight. Due to the wide variety of body types, it is impossible to create an exact correlation between a creature’s SIZ and its actual dimensions, just as height is a different thing for bipeds as it is for creatures oriented horizontally or without easily-measured bodies. However, due to the preponderance of humanoid beings presented here, an expanded Humanoid Size table is provided for the gamemaster’s reference. Note that these are loose conversions and should not be considered as exact measurements.

Introduction Humanoid Size SIZ

Kg

Lbs

Cm

Ft/In

1

0.1–5

0.2–11

1–30

0.3”–1’

2

6–11

12–24

31–60

1’1”–2’

3

12–17

25–37

61–90

2’1”–3’

4

18–24

38–53

91–105

3’1”–3’6”

5

25–35

54–77

106–120

3’7”–3’11”

6

36–41

78–90

121–135

4’–4’5”

7

42–49

91–108

136–150

4’6”–4’11”

8

50–54

109–119

151–155

5’–5’1

9

55–58

120–128

156–160

5’2”–5’3”

10

59–64

129–141

161–165

5’4”–5’5”

11

65–70

142–154

166–170

5’6”–5’7”

12

71–75

155–165

171–174

5’8”

13

76–80

166–176

175–178

5’9”–5’10”

14

81–85

177–187

179–182

5’11”–6’

15

86–90

188–198

183–186

6’1”

16

91–95

199–209

187–190

6’2”

17

96–100

210–220

191–194

6’3”–6’4”

18

101–115

221–253

195–198

6’5”–6’6”

19

116–130

254–286

199–202

6’7”–6’8”

20

131–145

287–319

203–206

6’9”

21

146–160

320–352

207–210

6’10”–6’11”

22

161–177

353–390

211-215

7’–7’1”

23

178–196

391–432

216–222

7’2”–7’3”

24

197–216

443–476

223–230

7’4”–7’6”

25

217–237

477–523

231–237

7’7”–7’9”

26

238–258

524–569

238–244

7’10”–8’

27

259–282

570–622

245–251

8’1”–8’3”

28

283–307

623–677

252–258

8’4”–8’5”

29

308–335

678–739

259–266

8’6”–8’8”

30

336–366

740–806

267–274

8’9”–9’

31

367–399

807–879

275–282

9’1”–9’3”

32

400–435

880–959

283–290

9’4”–9’6”

33+

See below

See below

See below

See below

When to Use Fly and Swim Skills Many creatures are native to the skies and waters of Glorantha and fly or swim with as much—if not more— grace than humans walk or run. For creatures whose native form of movement is flight or swimming, Fly and Swim skills are provided. This does not mean that these creatures must attempt these skill rolls for mundane tasks, any more than humans would need to do so for walking across a room. These skills are primarily for the gamemaster’s reference, to measure the relative ability the creature possesses when flying or swimming, and for those rare occasions when, through magic or an adventurer-controlled entity such as an air or water elemental or a flying mount, that the adventurer may need to attempt an opposed skill roll with a creature. Generally, no mortal swimmer will be as adept in the water as one of the Ludoch merfolk, for example, but a duck adventurer invoking the Water Rune or Passion might have a chance against them. Similarly, an Orlanthi adventurer using the Flight Rune spell and successfully invoking a Passion or the Air Rune might just be able to outmaneuver one of the winged Wind Children, if the player rolls well enough.

Cr e at ur e Hit Poin ts Hit points represent how much damage a creature can take before unconsciousness or death. A creature’s hit points are equal to its CON, modified by POW and SIZ, as shown below: Hit Point Modifiers Characteristic

SIZ

POW

01–04

–2

–1

05–08

–1



09–12





13–16

+1



17–20

+2

+1

21–24

+3

+2

25–28

+4

+3

29–32

+5

+4

Each +4

+1

+1

Beyond this chart, weights and height begin to scale upward, and the gamemaster should derive any specific weights—if desired—based on the creature’s body type, mass, substance, etc.

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Cr e at ur e Hit locat ions These charts detail the points each hit location has if the creature has hit points of 13–15. For each additional 3 hit points, add 1 point to each hit location. Subtract 1 per 3 points below 13. Humanoids

Birds, Flying Location

Dragons/Manticores D20

HP

Location

D20

HP

01

3

Tail

01–02

4

Right Hind Leg

02–04

4

Right Hind Leg

03–04

5

Left Hind Leg

05–07

4

Left Hind Leg

05–06

5

Abdomen

08–09

5

Hindquarter

07–08

6

Chest

10–12

6

Forequarter

09–10

6

Right Wing

13–14

5

Right Wing

11–12

4

Left Wing

15–16

5

Left Wing

13–14

4

Head

17–20

5

Right Foreleg

15–16

5

Left Foreleg

17–18

5

Head

19–20

5

Tail

Location

D20

HP

Right Leg

01–04

5

Left Leg

05–08

5

Abdomen

09–11

5

12

6

Location

D20

HP

13–15

4

Right Leg

01–04

5

05–08

5

Location

D20

HP

Chest Right Arm

Birds, Running

Dragonsnails, One-Headed

Left Arm

16–18

4

Left Leg

Head

19–20

5

Abdomen

09–10

5

Shell

01–08

6

Chest

11–13

6

Forebody

09–14

5

Right Wing

14–15

4

Head

15–20

5

Left Wing

16–17

4

Head

18–20

5

Humanoids, Winged Location

D20

HP

Right Leg

01–03

5

Left Leg

04–06

5

Abdomen

07–09

5

Centaurs

10

6

Location

D20

HP

Right Wing

11–12

4

Right Hind Leg

01–02

Left Wing

13–14

4

Left Hind Leg

Right Arm

15–16

4

Left Arm

17–18

Head

19–20

Chest

Beetles

Dragonsnails, Two-Headed Location

D20

HP

Shell

01–07

6

Forebody

08–12

5

4

Right Head

13–16

5

03–04

4

Left Head

17–20

5

Hindquarter

05–06

6

4

Forequarter

07–08

6

5

Right Foreleg

09–10

4

Location

D20

HP

Left Foreleg

11–12

4

Right Hind Leg

01–02

5

Chest

13–14

6

Left Hind Leg

03–04

5

Four-legged Animals

D20

HP

Right Arm

15–16

4

Hindquarter

05–07

6

Right Hind Leg

01

4

Left Arm

17–18

4

Forequarter

08–10

6

Right Center Leg

02

4

Head

19–20

6

Right Foreleg

11–13

5

Left Hind Leg

03

4

Left Foreleg

14–16

5

Left Center Leg

04

4

Head

17–20

5

Abdomen

05–08

8

Thorax

09–12

8

Right Foreleg

13–14

4

Left Foreleg

15–16

4

Head

17–20

7

Location

10

Introduction Four-legged Animals, Winged

Serpents

Walktapus

Location

D20

HP

Location

D20

HP

5

Tail

01–06

5

Tentacle 2

12

4

04–06

5

Body

07–14

6

Tentacle 3

13

4

Hindquarter

07–09

6

Head

15–20

5

Tentacle 4

14

4

Forequarter

10

6

Tentacle 5

15

4

Right Wing

11–12

4

Tentacle 6

16

4

Left Wing

13–14

4

Location

D20

HP

Tentacle 7

17

4

Right Foreleg

15–16

5

Tail

01–04

5

Tentacle 8

18

4

Left Foreleg

17–18

5

Abdomen

05–08

5

Head

19–20

6

5

Chest

09–12

6

Right Wing

13–14

4

Left Wing

15–16

4

Location

Head

17–20

5

Tail

Location

D20

HP

Right Hind Leg

01–03

Left Hind Leg

Head

19–20

Gorp Location

D20

HP

Body

01–20

all

Serpents, Winged

Spiders, Giant Location

Harpies

Wyvern D20

HP

01

5

Right Leg

02–04

5

Left Leg

05–07

5

D20

HP

Abdomen

08–09

5

01

3

Chest

10–12

6

Location

D20

HP

Right Hind Leg

Right Leg

01–02

4

Left Hind Leg

02

3

Right Wing

13–14

4

Left Leg

03–04

4

03

3

Left Wing

15–16

4

Abdomen

05–07

5

Right Center Rear Leg

17–20

5

08–09

6

Left Center Rear Leg

Head

Chest

04

3

Right Wing

10–13

5

Abdomen

05–08

6

Left Wing

14–17

5

09–10

3

Head

18–20

6

Right Center Front Leg Left Center Front Leg

11–12

3

Right Foreleg

13–14

3

Left Foreleg

15–16

3

Head

17–20

6

Mammoths/Mastodons Location

D20

HP

Right Hind Leg

01–02

4

Left Hind Leg

03–04

4

Hindquarter

05–07

6

Walktapus

Forequarter

08–10

6

Location

D20

HP

Right Foreleg

11–13

4

Right Leg

01–02

5

Left Foreleg

14–16

4

Left Leg

03–04

5

Trunk

17

2

Abdomen

05

5

Head

18–20

6

Chest

06

6

Right Arm

07–08

4

Left Arm

09–10

4

Tentacle 1

11

4

11

Distribution Maps he following maps show the distribution of various creatures in southern and central Genertela. The shaded area shows where a given species can be most commonly found. Several maps include additional information, such as the dragonewt road network in Dragon Pass or the homeland of the self-aware Jolanti of Aggar. Over the course of millenia, humankind has spread throughout the whole of Genertela, and with humans have come many domesticated and semi-domesticated species, as well as a variety of animals and entities that coexist alongside humans. These distribution maps do not include the wide range of undead and other supernatural entities that oftentimes exist alongside humankind or other Elder Races, as their presence is almost entirely subject to the needs or activities of their creators or summoners. It is always possible to encounter a given species outside of the areas shown on the map, but such an encounter will stand out as unusual and exceptional.

12

Distribution Maps

13

RuneQuest

14

Distribution Maps

15

The Elder Races he Elder Races of Glorantha are identified as such because they pre-date the appearance of humans in the world. Elder Races include many small, strictly local, or otherwise insignificant creatures. Those powerful enough to dominate significant parts of the world are elves, dwarfs, trolls, merfolk, dragonewts, and broos. Unlike humans, who may have any Rune as their primary Runic association, all Elder Races have an indelible and innate connection to a certain Rune or Runes.

Aldryami (elves) The race known as the Aldryami consists of elves, dryads, pixies, and runners. They belong to the vegetable kingdom. Essentially mobile plants, Aldryami are significantly different from other humanoids and beasts. Aldryami commonly associate in forest communities. Since all claim descent from (and actively engage in worship of ) the goddess Aldrya, the members of these mixed forest communities are collectively named after her—Aldryami. Elves come in various races, identified as colors by humans, dependent upon the type of forest in which they are found. The green elves are native to coniferous trees, the brown to deciduous temperate forests, the yellow to tropical jungle, and the red to ferns and other primitive plants. The primary Rune of the Aldryami is the Plant Form Rune. Mythos and History: Flamal is the progenitor of all plants. He is parentless, save for the “warm sky lying upon the fertile waters, so there formed between them living Flamal.” Flamal’s spouse is called Grower. The Green Age was the time when the descendants of Flamal grew and covered the world.

16

First came the Slorifings, the ferns and mosses who have such odd love habits; then were the Vronkali, the conifers. Broadleaf plants appeared when Yelm the Flower Bringer came. This group, which soon became the most populous, was named the Embyli. As the woods spread, so grew the influence of the forest-goddess Aldrya. With the advent of the Lesser Darkness, ice storms and devouring troll and insect hordes assailed the surprised elves. Some woodlands held. Many vanished forever. Many Embyli forests changed when the Gods War began, and shed their leaves, and their inhabitants became the Mreli, or brown elves. Their elves and trees simply went to sleep, hibernating in hope that times would improve. Other disasters ensued. The mighty forests of Prax were burnt to stubble by desperate humans seeking light in the endless dark. When Chaos came, things worsened. Sometimes the woods defended themselves valiantly, but the Aldryami’s role in the Great Darkness was primarily defensive. With the Dawning, the whole world awakened, led by Aldrya. She danced her way across Glorantha, trailed by brightening greenery, flowers, and awakening elves. The elves that had slept through the Darkness now invigorated the survivors. The Elder Races cooperated as never before, forming the Theyalan Unity. When the Unity’s Council created Nysalor, the trolls and dragonewts broke away, heightening the discord between the species. The Council was moved to Dorastor, where elves gradually took control, after eliminating dwarf rivals. During this period, vile racial wars broke out between elf types. The green elves had been leaders since the end of the Gods War. Now, in lowland Genertela, the brown elves began to contest with them. These wars went on for the early part of the First Age—known afterwards among elves

Elder Races as “Aldrya’s Woe.” In the last part of the age, the Gbaji Wars crippled elf power in Genertela. In the early Second Age, trolls and dwarfs assailed the elves of Genertela, and more strife ensued, further weakening the elves. Currently, elves are sorely beset by humans. The Lunar Empire has already burned two healthy forests to the ground. Subtypes: The term “Aldryami” encompasses several humanoid races, all claiming kinship with plants. The many types of Aldryami differ as much from each other as humans do from trolls and newtlings. Common subtypes include dryads, brown elves, green elves, yellow elves, black elves, blue elves, red elves, pixies, and runners. Description: Elves are slight of build. Their most striking difference to humanity is their eyes, which have neither white nor pupil. Their eyes come in many colors, such as pale chartreuse or violet, silver, light pink, etc. Some elves even have leaves for hair. Not all elves look alike. Each has its own type of tree, and different elves vary with their tree. For instance, a birch elf is slender and pale-skinned with light green-yellow hair; while an oak elf is less thin, with dark green hair and darker skin. Both are tall, whereas an apple-tree elf is shorter, with bright green hair and a comparatively ruddy complexion. Elf senses include all the human ones. Their night vision is better than human (especially in the case of green elves), but they lack true Darksense and are blinded by total darkness. They possess an “Elfsense.” This sense permits the elf, by touch, to detect the health and emotional state of the target and whether it is stressed or in pain. It also gives the elf details about soil—such as its nutrients, moisture, and overall quality. Humans believe that elves reproduce by internal fertilization. The females give birth to a coconut-sized hard seed which is planted in a secret place. The seed, carefully tended by the parents, sprouts a stalk and leaves, etc. and eventually produces a large fleshy fruit. The fruit enlarges in size. When it is ripe, the parents open it and within is a small elf child. It takes about two years from fertilization to the opening of the ripe fruit. The “newborn” elf child in age and maturity is like that of a human child between four and six years of age. Yellow elves are all male. They mate with dryads for continuance. Green elves are either male or female. When a green elf male mates with a female dryad, no children result. Brown elves are either male or female and can successfully reproduce with dryads as well. By contrast, blue and black elves are quite different from other elf species. Blue elves have three species that do not

interbreed: one is hermaphroditic and the other two have four sexes apiece. Finally, black elves—who are not true Aldryami at all—are hermaphroditic and rarely reproduce. All types of elves mature in a similar way. After birth, an elf reaches full size within 20 years, but is not considered mature (or capable of reproduction) until he reaches 40 or 50 years of age. These young elves (between the ages of 20 and 40 or so) are not full members of elvish society, and often become adventurers for a time. Elves are long-lived but not immortal. Their lifespan is linked to their associated tree; the longer their type of tree lives, the longer they live. Green elves are the most enduring, with a typical specimen dying of old age at about 300 years (this corresponds to an age of about 80 for humans). However, some very rare green elves associated with the great redwoods live over 1,000 years. These ancient elves are rarely if ever encountered but their existence has created many legends of elf immortality. Such elves never become adventurers. Brown elves are less long-lived than green elves but are still enduring by human standards. They are not considered “old” until they are 200 years of age or more, and an average specimen may hope to achieve 250 years of age. As with green elves, certain very rare types of brown elves linked to unusual trees live far longer than most, up to 500 years or far older in certain cases. But normal death from old age usually occurs at around 250. Yellow elves are the least long-lived, typically living to 200 years before dying of old age. Few trees of the jungle environment last beyond this point. An elf reaching an advanced age becomes more and more treelike. Skin becomes gnarled and bark-like, and hair becomes leaf-like. Strength and dexterity are reduced. Eventually, the elf goes to sleep and does not reawaken. For more information, see the individual elf subtype. Culture: Elf distribution is dependent upon the natural distribution of vegetation, according to ecological divisions. Altering this overall effect are the activities of humans, who have often displaced elves but allowed trees to remain, and of trolls, who often eat the trees. Elves always live within forests based on their own type of trees. Thus, green elves stay in pine woods, brown elves in deciduous forests, etc. All elves are vegetarians. They eat a variety of plant parts, including leaves, flowers, fruit, stems, and even roots. They do not cook their food for aesthetic reasons, but it may be dried, crushed, bruised, pureed, aged, pickled, preserved, or marinated. Often, elves eat their food fresh off the plant. They never use salt but have many delicate spices and flavorings. Some elven food is inedible to humans, but

17

RuneQuest none is poisonous. Green elf food is redolent of resins and aromatic oils. Brown elf food is notoriously bland to humans. Yellow elves occasionally spice up their food with a scrap of raw meat, a fragment of fish, or a struggling insect, a practice viewed by other elves as loathsome. Blue elves eat raw algae, and black elves consume many different types of fungi, some of which are powerful hallucinogens to humans. Elves do not mind getting wet and are much more resistant to the elements than humans. They build no buildings and make no cities. Within their forests, they live in the open air, needing no shelter at all. Government: Each elf forest is governed by a Council of Elders, which is headed by the Great Tree. This council moves in response to the mood and cycles of the forest itself, and often performs deeds strange to humanity, though always dedicated to the protection of their forest. Relations with Other Races: Humans are enemies because they kill trees for tools and dwelling-places. Trolls are enemies because they eat trees and elves. Dwarfs are enemies because of old God Time wrongs. In general, elf opinions are based solely on the potential threat or benefit each race represents to the forest. Elves have long memories. They never forget a wrong, but also never forget a kindness. They are slow to form opinions, but once formed, these attitudes rarely change. Because humans have proved themselves to be foes, all elves distrust humans. Even so, an individual human can prove to be loyal and helpful, perhaps earning the favored status of elf-friend. However, any comrades of the elf-friend must prove themselves individually—the general elf opinion is not altered by an exceptional case. Religion: Worship of Aldrya is near-universal among dryads and green, brown, and yellow elves. Heterodoxy and apostasy are nearly unknown, though friendly deities such as Yelmalio, Babeester Gor, and Flamal are welcomed in secondary cultural roles. Other types of elves worship other deities, but they maintain the elfin habit of emphasizing a single goddess above all other deities. The blue elves worship Murthdrya, red elves worship Slor, and black elves worship Mee Vorala. Region of Origin: Aldryami are found anywhere there are forests. Red elves, however, are not encountered on the Genertelan continent and are not addressed here. Special Notes: Like their eternal enemies, the trolls, the Aldryami are vulnerable to iron, the “new metal” and cannot handle it. Any damage from an iron weapon penetrating their armor will do twice the normal damage.

18

Drya ds Lucas virae An entirely female race that breeds with elves for continuance. They form the core of the priestesshood for the Aldryami cult. They specialize in magic, with little inclination toward fighting. They are always tied to their tree of birth, and any affliction suffered by the tree is felt by them, and vice versa. They rarely become adventurers, preferring to remain in their forests. A dryad can control all trees and plant life in her grove.

C haracteristics

A verage

STR 2D6 7 CON 3D6 10–11 SIZ 2D6+3 10 INT 3D6+6 16–17 POW 2D6+16 23 DEX 4D6 14 CHA 2D6+12 19 Hit Points: 11 Move: 9 Magic Points: 23 Base SR: 4 Skills: Climb 90%, Dance 90%, Dodge 50%, First Aid 95%, Hide 85%, Move Quietly 85%, Plant Lore 90%, Sing 90%, Spirit Combat 125%, Spirit Dance 75%, Spirit Lore 80%, Spirit Travel 90%. Languages: Speak Aldryami 90%. Passions: Love (grove) 80%. Runes: Earth 80%, Fertility 70%, Plant 90%. Magic: All dryads worship Aldrya (Elder Sister) and have at least 3D6 Rune points. A dryad typically has her CHA limit worth of spirit magic, including Heal and Second Sight. For 1 magic point, the dryad can command any incomplete creature born in her grove. The creature cannot resist this charm, which lasts for an hour at a time. Dryad Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Elder Races

Elv es Dendro sapiens Elves are the Aldryami most often seen by outsiders. Slight of frame, quick, and intelligent, the elves of Glorantha are a species coupled to trees. Although most elves appear humanoid, they are plants not animals. All elves are vegetarians, and do not cook their food. Elves do not mind getting wet and are much more resistant to the elements than humans. They build no buildings and make no cities. Within their forests, they live in the open air, needing no shelter at all. They are quite shy outside of their protective forests. Among their trees, elves are supreme, living in complete harmony with their environment. Except in cases where their homes have been utterly devastated, elves do not migrate from their forests, although individuals seem free to come and go at will. The elves view themselves as caretakers of the forest, and their activities are directed to that end, ever ready to clear up an outbreak of giant aphids, an incursion of trollkin, or land-clearing farmers. Elf warriors carry the famed elf bows (see page 25), living plants that they wield with deadly accuracy.

Brown Elves

Dendro sapiens mrelum Brown elves, or mreli, are associated with deciduous trees. They sleep all winter, protected by green elves, but otherwise do not sleep. Brown elves are both male and female, and males can interbreed with dryads, who have an important place in their society. A brown elf typically weighs about 55 kilograms and stands a little over 160 centimeters tall. Special Notes: Like the trolls, their eternal enemies, brown elves are vulnerable to the “new metal” iron and cannot handle it. Any damage from an iron weapon penetrating their armor will do twice the normal damage.

C haracteristics

A verage

STR 2D6+2 CON 3D6 SIZ 2D4+4 INT 3D6+6 POW 2D6+6 DEX 3D6+3 CHA 3D6 Hit Points: 11 Magic Points: 13

9 10–11 9 16–17 13 13–14 10–11 Move: 9 Base SR: 4

Armor: Brown elves have no natural armor but often wear 2-point armor made of treated bark or other plant materials. They often wear cloaks made of leaves that add +20% to their Hide skill in an appropriate forest. They generally prefer to Dodge rather than parry. Skills: Climb 85%, Conceal 45%, Dodge 65%, Elfsense 55%, Elf Lore 50%, First Aid 50%, Hide 50%, Listen 50%, Move Quietly 50%, Plant Lore 75%, Sing 55%, Spirit Combat 55%, Track 55%, Worship (elf deity) 50%. Languages: Speak Aldryami 50%, Speak Tradetalk 20%. Passions: Hate (Mostali) 60%, Hate (Uz) 60%, Loyalty (forest) 60%. Runes: Earth or Fire/Sky 60%, Plant 75%. Special Rune Magic: Arrow Trance. Magic: All elves worship Aldrya. Other common gods include Babeester Gor, Chalana Arroy, Ernalda, Flamal, and Yelmalio. Common spirit magic is Heal and Speedart. Brown Elf Hit Locations Location

D20

Armor/Hp

Right Leg

01–04

2/4

Left Leg

05–08

2/4

Abdomen

09–11

2/4

12

2/5

Right Arm

13–15

2/3

Left Arm

16–18

2/3

Head

19–20

2/4

Chest

Weapon

%

Damage

SR

Pts

Elf Bow *

70

1D8+1

2

6

Short Spear

50

1D6+1

6

10

Small Shield

50

1D3

7

8

Shortsword

50

1D6+1

7

12

* Special elf bow, will wither in any but elf hands. An elf bow can store 2D6+2 magic points for its user. Its range is halved in the woods.

19

RuneQuest

Green Elves

Dendro sapien vronkalum The green elves, or vronkali, were the most important elf type in the Great Darkness but have lost ground since then. Green elves are of male or female gender, and do not breed with dryads. They do not sleep in winter but experience a daily period of rest. Green elves are associated with coniferous forests. They inhabit cool temperate lands. In snow, they can ski cross-country with carved magic wooden shoes. In warmer lands, they often share their forests with brown elves. A green elf typically weighs about 65 kilograms and stands a little over 170 centimeters tall. Special Notes: Like the trolls, their eternal enemies, green elves are vulnerable to the “new metal” iron and cannot handle it. Any damage from an iron weapon penetrating their armor will do twice the normal damage.

C haracteristics

A verage

STR 2D6+4 CON 3D6 SIZ 3D6 INT 3D6+6 POW 2D6+6 DEX 3D6+3 CHA 3D6 Hit Points: 11 Magic Points: 13

11 10–11 10–11 16–17 13 13–14 10–11 Move: 9 Base SR: 4

20

Armor: Green elves have no natural armor but often wear 2-point armor made of treated bark or other plant materials. They often wear cloaks made of leaves that add +20% to their Hide skill in an appropriate forest. They generally prefer to Dodge rather than parry. Skills: Climb 85%, Conceal 45%, Dodge 65%, Elfsense 55%, Elf Lore 50%, First Aid 50%, Hide 50%, Listen 50%, Move Quietly 50%, Plant Lore 75%, Sing 55%, Ski 60%, Spirit Combat 55%, Track 55%, Worship (elf deity) 50%. Languages: Speak Aldryami 50%, Speak Tradetalk 15%. Passions: Hate (Mostali) 60%, Hate (Uz) 60%, Loyalty (Forest) 60%. Runes: Earth or Fire/Sky 60%, Plant 75%. Special Rune Magic: Arrow Trance. Magic: All elves worship Aldrya. Other common gods include Babeester Gor, Chalana Arroy, Ernalda, Flamal, and Yelmalio. Common spirit magic is Heal and Speedart.

Elder Races

Yellow Elves

Green Elf Hit Locations Location

D20

Armor/HP

Right Leg

01–04

2/4

Left Leg

05–08

2/4

Abdomen

09–11

2/4

12

2/5

Right Arm

13–15

2/3

Left Arm

16–18

2/3

Head

19–20

2/4

Chest

Weapon

%

Damage

SR

Pts

Elf Bow *

70

1D8+1

2

6

2H Spear

50

1D10+1

6

10

Shortsword

50

1D6+1

7

12

Small Shield

50

1D3

7

8

* Special elf bow, will wither in any but elf hands. An elf bow can store 2D6+2 magic points for its user. Its range is halved in the woods.

Dendro sapiens embylum The yellow elves, or embyli, are kinfolk of broadleaf trees of all type, but especially the broad-leafed evergreens, including palm trees. Yellow elves are all male—they mate with dryads for continuance. Bands of male yellow elves are organized by the dryads into forest-wide queendoms or tribes. Yellow elves are distinctively different from other elf types. They are physically smaller, have dark olive-brown, almost khaki-colored “skin”, and lack all body and head hair, except for occasional patches of moss. A yellow elf typically weighs about 35 kilograms and stands a little over 120 centimeters tall. Special Notes: Like the trolls, their eternal enemies, yellow elves are vulnerable to the “new metal” iron and cannot handle it. Any damage from an iron weapon penetrating their armor will do twice the normal damage.

C haracteristics

A verage

STR 2D6+2 9 CON 3D6 10–11 SIZ 2D6 7 INT 3D6+6 16–17 POW 2D6+6 13 DEX 3D6+3 13–14 CHA 3D6 10–11 Hit Points: 10 Move: 9 Magic Points: 13 Base SR: 4 Armor: Yellow elves have no natural armor. They often wear cloaks made of leaves that add +20% to their Hide skill in an appropriate forest. They generally prefer to Dodge rather than parry. Skills: Climb 85%, Conceal 45%, Dodge 65%, Elfsense 65%, Elf Lore 50%, First Aid 50%, Hide 50%, Listen 50%, Move Quietly 50%, Plant Lore 75%, Sing 55%, Spirit Combat 55%, Track 55%, Worship (elf deity) 50%. Languages: Speak Aldryami 50%, Speak Tradetalk 15%. Passions: Hate (Mostali) 60%, Hate (Uz) 60%, Loyalty (forest) 60%. Runes: Earth or Fire/Sky 60%, Plant 75%. Special Rune Magic: Arrow Trance. Magic: All elves worship Aldrya. Other common gods include Flamal and Yelmalio. Common spirit magic is Heal and Speedart.

21

RuneQuest Yellow Elf Hit Locations

C haracteristics

Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Elf Blowgun *

70

1D3+1 + poison

2

6

Elf Bow **

70

1D8+1

2

6

Small Shield

50

1D3

8

7

Short Spear

50

1D6+1

7

6

* Special elf blowgun, will wither in any but elf hands. It can store 2D6+2 magic points for its user. Darts are typically poisoned with herbal poison. ** Special elf bow, will wither in any but elf hands. An elf bow can store 2D6+2 magic points for its user. Its range is halved in the woods.

Ot her Elv es Black elves and blue elves belong to entirely different genera from true elves. Nonetheless, they are popularly classified as Aldryami and included here.

Black Elves

Mycota troglodytes

The black elves, or voralans, are more kin to fungi rather than true plants. They are not really Aldryami, but popular conceptions place them in this category. The black elves claim no descent from Flamal, nor do any other elves claim them to be such. But since they are not animals, human scholars mistake them for plants. Black elves are classified as creatures of darkness, and often found living near trolls. Even so they have a cultural affinity with other elves and may hide refugee elves from their troll friends. Black elves are about 125 centimeters tall and 30 kilograms in weight. They are slim and delicate, with no body hair, and sometimes possess swollen craniums. Their skin is a smooth dusty grey and they have no fingernails or toenails. Black elves are hermaphrodites, but only rarely reproduce. Each birth results in many near-identical siblings, who receive a lifelong telepathic link with one another.

22

A verage

STR 2D6 7 CON 3D6 10–11 SIZ 2D4 5 INT 3D6+6 16–17 POW 2D6+6 13 DEX 3D6+6 16–17 CHA 3D6 10–11 Hit Points: 10 Move: 7 Magic Points: 13 Base SR: 4 Armor: Black elves have no natural armor. Skills: Alchemy 85%, Conceal 35%, Dodge 65%, Hide 85%, Move Quietly 95%, Spirit Combat 55%, Worship (Mee Vorala) 50%. Languages: Speak Aldryami 25%, Speak Tradetalk 25%, Speak Voralan 50%. Passions: Loyalty (colony) 80%. Runes: Darkness 60%. Magic: Black elves worship the fungus-goddess Mee Vorala. Typical spirit magic includes Darkwall, Disruption, and Heal. They have an innate telepathic link with their brood-siblings and can communicate with them across any distance. Black Elf Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Hesh*

50

Special

9

8*

Sling**

70

1D8 or special

1



* The hesh is a large moist pad, which seeps drugs, herbal poison, venomous parasites, or acid. In combat, a dark elf simply slaps the hesh onto its opponent’s flesh. A hesh contains enough fluid for at least a dozen hits. ** Black elf slings hurl either stones or small packs of vile potions, like those contained in the hesh.

Elder Races

Blue Elves

Blue Elf Hit Locations

Murthalgus sp.

Location

D20

Armor/HP

Blue elves, or murthoi, tend underwater seaweed forests. They are very different from other elves and are almost as aberrant as black elves. There are three main species of blue elves, one of which is found in fresh water. In appearance, blue elves are quite androgynous. One species is hermaphroditic, while the other two have four sexes each. Little is known of these secretive beings, though they sometimes trade with their land-bound brethren. Blue elves are not air-breathing and die quickly when taken out of the water. Blue elves have webbed fingers, magenta skin, long filamentous hair, and no legs. An extended tail, like a flagellum or the hindpart of an eel, propels them through the water. Blue elves live near the coast, where seawood grows thickest. Some colonies live in the open sea amid floating colonies of seaweed.

Whiptail

01–07

4/4

Abdomen

08–11

2/4

12

2/5

Right Arm

13–15

2/3

Left Arm

16–18

2/3

Head

19–20

3/4

C haracteristics

A verage

STR 2D4+1 6 CON 3D6 10–11 SIZ 2D6 7 INT 1D6+12 15–16 POW 2D6+6 13 DEX 3D6+3 13–14 CHA 3D6 10–11 Hit Points: 10 Move: 0/9 (Swim) Magic Points: 13 Base SR: 4 Armor: The fibers of the blue elf ’s whiptail are naturally tough, acting as 4-point armor. They usually wear fish hide worth 2 points over their torso and arms, and on the head a thick lizard-skin helm worth 3 points. Skills: Dodge 67%, Hide 60%, Move Quietly 70%, Riversense 55%, Spirit Combat 55%. Note: Swim is no more a skill with blue elves than Walk is a skill with humans. Riversense allows them to detect the general contours of a river and movement within it, and is used in place of Listen or Scan. Languages: Speak Aldryami 20%, Speak Murthoi 50%. Passions: Hate (sea trolls) 60%, Loyalty (seawood thicket) 60%. Runes: Plant 75%, Water 60%. Magic: Blue elves worship the sea plant goddess Murthdrya. Common spirit magic spells are Heal, Shimmer, and Speedart.

Chest

Weapon

%

Damage

SR

Pts

Sea Dart *

70

1D6

2

4

Lancet **

60

1D10

5

8

* Sea darts are extremely thin and sharp flechettes. The elves can flick these with a basic range of 10 meters underwater. Above water, their range is increased to 20 meters. Sea darts are thrown weapons and are capable of impaling. They weigh 1/4 ENC each, and usually eight are carried. ** Lancets are long and thin sharp spines made entirely of a single sea-tree splinter. They are used two-handed, have a SR modifier of 1 and a ENC of 1.

Pixies

Dendro silvestris Pixies are the spirits of flowers and sweet-smelling herbs that can take material form when they wish. They are Green Age creatures, filled with joy and innocent mischief. Pixies were fashioned by Shanassee for Aldyra out of some spare magic left over from the creation of the World. Shanassee gave them to Aldrya with a small turn of phrase and a jest to make her smile and tickled them awake in the Dance of Life from Death when the dryads were awakened. They appear as diminutive elves or dryads with translucent gossamer wings. Their skin color and hair often resemble flowers. Pixies are child-like and have high-pitched tinkling voices. They serve the local dryads or nymphs and aid the elves when requested. Pixies use magic and slings but avoid direct combat. They fight only in self-defense.

C haracteristics

A verage

STR 2D4 5 CON 3D6 10–11 SIZ 1D6 3–4 INT 2D6+6 13 POW 2D6+6 13 DEX 4D6 14 CHA 3D6 10–11 Hit Points: 9 Move: 3/10 (Fly) Magic Points: 13 Base SR: 5 Skills: Devise 50%, Dodge 60%, Fly 80%, Hide 100%, Move Quietly 100%, Sing 30%, Spirit Combat 70%.

23

RuneQuest Languages: Speak Aldryami 50%. Passions: Love (specific grove, meadow, woods, etc.) 80%. Runes: Fertility 70%, Illusion 70%, Plant 90%. Magic: All pixies worship Aldrya (Elder Sister). Typical spirit magic includes Befuddle or Disruption. For 1 magic point, a pixie can Discorporate. Its material body simply vanishes. It can reappear in the Mundane World for 1 magic point. Pixie Hit Locations Location

D20

Armor/HP

Right Leg

01–03

0/3

Left Leg

04–06

0/3

Abdomen

07–09

0/3

10

0/4

Right Wing

11–12

0/1

Left Wing

13–14

0/1

Right Arm

15–16

0/2

Left Arm

17–18

0/2

Head

19–20

0/3

Chest

Weapon

%

Damage

SR

Sling

50

1D8

2

Runners

Runner Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Whipstick *

50

1D6

7

6

Dart

50

1D6

2

4

* Wraps around and immobilizes location struck. Match victim’s STR vs. runner’s STR + the whipstick’s points to escape. Strangles target on a head hit.

Dendro pygmaeus Stunted and degenerate Aldryami, runners have their own culture in the trees of an Aldryami forest. They wield club-like weapons called “whipsticks,” that, in the hands of a runner, can be made to curl around and bind an enemy. They will not willingly leave the branches of the trees of their forest. Runners wear no armor or clothes, being covered by a very soft moss-like fur. If they do fight, it is with mass attacks of screaming runners pouring out of the trees. Runners are vulnerable to iron and cannot handle it. Any damage from an iron weapon will do twice the normal damage.

C haracteristics

A verage

STR 2D6 CON 2D6+6 SIZ 2D6 INT 2D6+6 POW 3D6 DEX 2D6+6 CHA 3D6

7 13 7 13 10–11 13 10–11

24

Hit Points: 12 Move: 5/9 (in trees) Magic Points: 11 Base SR: 4 Skills: Climb 95%, Dodge 50%, Hide 65%, Move Quietly 65%. Languages: Speak Aldryami 50%. Passions: Loyalty (home forest) 70%. Runes: Plant 75%. Magic: Runners worship Aldrya but rarely advance beyond the status of Children of the Forest. Common spirit magic is Heal.

Elder Races

Creating an Elf Adventurer Runes: Brown or green elf adventurers start with the Plant Rune at 75%, and the Man Rune at 25%, and may choose a Power Rune to start at 75%. All elves start with either the Earth Rune or the Fire/Sky Rune at 60%. Special Rune Spells: Arrow Trance. Base Skills: As human, except Climb (70), Conceal (20), Elf Bow (30), Elfsense (35), Elf Lore (25), First Aid (25), Hide (25), Listen (45), Move Quietly (25), Plant Lore (50), Short Spear (20), Shortsword (20), Sing (25), Small Shield (25), Spirit Combat (50), Swim (05), Track (25), Worship (elf deity) (30). Occupation: Pick one of the occupations listed below. Equipment: All elves begin with equipment appropriate to their occupation plus the following: elf bow and 100 arrows; leaf cloak (adds +20% bonus to Hide skill in appropriate type of forest); and leaf hat.

Crafter

Elves grow rather than make their craft goods. Craft specialties include clothing-makers, cooks, herbalists, redsmiths, and woodshapers. Skills: Bargain +10%, Conceal +10%, Craft (primary) +30%, Craft (secondary) +10%, Elf Bow +15%, Elfsense +10%, Lore (any) +10%, Plant Lore +30%, Speak Other Language (any) +10%. Equipment: Tools for the specific craft, either grown or magically-shaped; crafted goods worth 150 L.

Healer

Healers are found in every elf community. Skills: Alchemy +10%, Elfsense +10%, First Aid +30%, Lore (any other) +10%, Plant Lore +30%, Sing +20%, Treat Disease +30%, Treat Poison +10%. Equipment: Healing poultices that heal 1D6 damage after 1D6 hours on a wound; healing potions that heals 1D6 damage after 1D6+10 minutes; herbal poison antidote (POT 3D6); various other herbs that calm, soothe, and alleviate pain; and miscellaneous items worth 50 L.

Plant Tender

Most elves are plant tenders, responsible for maintaining the health of the forest. Plant tenders also grow exotic plants like the fabled copper-growing weapons plants. Skills: Animal Lore +10%, Area Lore (elf forest) +20%, Elf Bow +20%, Elfsense +30%, First Aid +10%, Hide +10%, Listen +10%, Plant Lore +30%, Scan +10%, Search +10%. Equipment: Wooden fork-hoe, digging stick, copper adze, copper sickle, bag of rare seeds and saplings worth 120 L.

Noble

Leaders of elf communities, these elves organize and lead efforts to defend the forest, whether it be from a troll raid, encroaching farmlands or herds, or a bad windstorm.

Skills: Dodge +10%, Elf Bow +30%, Elf Lore +20%, Elfsense +10%, Hide +20%, Orate +10%, Plant Lore +20%, Short Spear +20%, Shortsword +20%, Speak Other Language (any) +10%. Equipment: Copper scale hauberk (5 pts.); copper greaves and vambraces (6 pts.); copper closed helmet (5 pts.); bronze shortsword; short spear; 450 L worth of jewelry, vessels, and other luxury goods.

Priestess-Shamans

The priestesses of Aldrya are also shamans. They commune with the spirits of the forest for the benefit of the community. They can use the Plant Rune in place of Man for Rune spells. Skills: Cult Lore (Aldrya) +30%, Dance +10%, Elf Bow +10%, Meditate +10%, Plant Lore +20%, Sing +10%, Speak Spiritspeech +10%, Spirit Combat +20%, Spirit Dance +10%, Spirit Lore +10%, Spirit Travel +10%, Worship (Aldrya) +30%. Equipment: Artifacts and regalia of the forest spirits; healing poultices that heal 1D6 damage after 1D6 hours on a wound; jewelry, vessels, and other miscellaneous goods worth 450 L.

Warriors

Almost one-third of elves are part of the Marching Aldryami, or active military. They are generally familiar with every facet of the geography of the area, having spent centuries preparing most natural routes with various plants to assist in the defense. A small band of elf warriors can drive away a much larger band of trolls, dwarfs, or humans. Elf armies are noted for their effective arrow fire and their small—though fierce and dedicated—bodies of infantry. They do not normally muster mounted troops of any sort. Skills: Area Lore (elf forest) +20%, Dodge +20%, Elf Bow +30%, Elfsense +10%, Hide +20%, Move Quietly +20%, Short Spear +25%, Small Shield +20%. Equipment: Bark armor (2 pts., all locations), short spear, small shield.

Elf Bows An elf initiate receives a bow seed, planted on its initiation day. It takes a year of growth and a year of finishing to become a fabled elf bow. The initiate must dedicate one week a season over the next two years to tend and care for it, instructed by a Gardener. This bow is alive and is repaired with Heal, not Repair. It has a POW of 2D6+2, and its magic points are available to its user in spellcasting. It does not aid in overcoming target POW or resisting spells. It has no INT or CHA. An elf bow appears to be a green, living branch of a tree with a leafy string attached. Only the maker of the bow may use it. If a non-Aldryami takes it from its owner, it becomes brittle and dies. If acts as a mere self bow for other elves.

Category Bow

Type

STR

DEX

Base %

Damage

HP

ENC

Range

Rate

Elf Bow

9

9

05

1D8+1

6

2

80

S/MR

RuneQuest

A ldrya mi Cults Aldrya

Goddess of the Woods

Aldrya is goddess of the primal forest and of the Aldryami. If Aldrya were not worshiped, forests and woodlands would wither and die. She is the ancestral goddess of all Aldryami, and nearly all elves participate in her cult. The cult of Aldrya is divided into several subcults. A member can only belong to one subcult at a time and joining a new subcult means abandoning the previous subcult.

Children of the Forest (Lay Member Subcult) Requirements: All Aldryami are automatically members of this subcult at birth. Requirements for Non-elves: Must roll average of POW+CHA or less on 1D100 (remember that CHA is always –10 when dealing with another species). Cult Skills: Bow, Climbing, Elfsense, Hide, Move Quietly, Plant Lore. Special Notes: Children of the Forest may not sacrifice POW for Rune points and do not have access to divine intervention. Cult Spirit Magic: Food Song, Heal, Speedart.

Matrix Enchantment, Spirit Screen, Strengthening Enchantment, Summon (entity), Vigor. Common Rune Magic: Divination. Special Rune Magic: Accelerate Growth, Arrow Trance, Chameleon, Heal Body, Reflection, Shield, Silence Sphere.

Shamans of Aldrya Requirements: Any Aldrya initiate that becomes a shaman qualifies for this subcult. Special Notes: Shamans of Aldrya may only bind plant spirits to their fetch. They can only teach spirit magic available to High King Elf initiates. Common Rune Magic: Divination, Sanctify. Special Rune Magic: Absorption, Accelerate Growth, Animate War Tree, Chameleon, Create War Tree, Heal Body, Plant Spy, Silence Sphere, Tanglethicket.

Wood Lord (Rune Lord Subcult) Requirements: Must have been an initiate of High King Elf for at least five years. Must have 90%+ in Elf Bow and in two of the following skills: any melee weapon, Conceal, Hide, Move Quietly, or Search. Must know Extinguish, Heal 2, and Multimissile. Special Notes: A Wood Lord’s elf bow is awakened and becomes an allied spirit. A Wood Lord may use Rune points for any Rune spells available to the High King Elf subcult.

High King Elf (Initiate Subcult) Requirements: Upon reaching maturity and expending 1 point of POW to Aldrya, elves may join automatically. Nonelves must join as per ordinary cults—except that failure to pass the test means death. Cult Skills: Bow, Climb, Hide, Listen, Move Quietly, Plant Lore. Cult Skills: Initiates get the following skill bonuses: Cult Lore (Aldrya) +15%, Elf Bow +15% (see page 25), Meditate +10%, Plant Lore +20%, Sing +10%, Worship (Aldrya) +20%. Special Notes: A candidate for membership in High King Elf need not have previously belonged to the Children of the Forest. High King Elf members are true initiates and must fulfill all usual requirements and gain the normal benefits. High King Elf initiates can sacrifice for Rune points with Aldrya on the usual basis. High King Elf initiates also get the special elf bow (see page 25). Cult Spirit Magic: Befuddle, Binding Enchantment, Countermagic, Dispel Magic, Extinguish, Food Song, Heal, Light, Magic Point Enchantment, Mobility, Multimissile, Repair, Second Sight, Shimmer, Silence, Speedart, Spell

26

Elder Sister (Dryad Subcult) Requirements: Initiation into the Elder Sister subcult is restricted to dryads. A dryad can automatically join this subcult. Cult Spirit Magic: Detect Life, Extinguish, Light, Shimmer, Vigor. Common Rune Magic: All. Special Rune Magic: Absorption, Accelerate Growth, Animate War Tree, Chameleon, Create War Tree, Heal Body, Plant Spy, Reflection, Resurrection, Shield, Silence Sphere, Tanglethicket.

Gardener Subcult Requirements: Must have been a shaman of Aldrya or a Wood Lord for at least 20 years. Must roll POW+ number of years as a shaman or Wood Lord on 1D100 to be accepted. Special Notes: When checking for divine intervention, a Gardener rolls 1D10 instead of 1D100. Common Rune Magic: All. Special Rune Magic: Absorption, Accelerate Growth, Animate War Tree, Arrow Trance, Chameleon, Create War

Elder Races Tree, Heal Body, Plant Spy, Recover Spirit, Reflection, Shield, Silence Sphere, Tanglethicket.

Associated Cults Chalana Arroy: Provides Cure All Disease to Gardeners. Ernalda: Aldrya’s mother provides Dismiss Earth Elemental (small, medium) to the High King Elf, Wood Lord, Elder Sister, and Gardener subcults. Provides Summon Earth Elemental (small, medium) to Elder Sister subcult. Gata: Provides Gnome to Gargoyle to Elder Sister subcult. Flamal: Provides Bear Fruit to Gardeners. Yelm: Provides Sunripen to Shamans of Aldrya and Gardeners. Yelmalio: Provides Catseye to High King Elf and Gardeners.

Cult Special Rune Spells Animate War Tree 1 Point Ranged, Duration (6 hours), Nonstackable The War Tree is a special type of tree, created using the Create War Tree spell (pages 27–28). This spell causes one War Tree to awaken and become capable of motion and combat. This spell only affects a War Tree that has already been enchanted by the caster’s Create War Tree spell. The War Tree can attack with its thick branches with a skill equal to its DEX×5, doing damage equal to 1D6 + damage modifier (usually 3D6). It cannot parry or Dodge. It can only use one branch at a time but has 1D6+4 branches to use if any should break. The War Tree’s hit points are treated like those of weapons. Each branch has 3D6 hit points and the trunk has 5D6 hit points. The War Tree is flammable. The War Tree dies if its trunk is reduced to 0 hit points. Between activations the Tree roots itself in the ground. If the spell ends while the Tree is on an inappropriate surface (such as solid stone), the Tree begins to die.

C haracteristics

A verage

STR 4D6+12 SIZ 2D10 +30 INT 6 POW 3D6 DEX 3D6 Hit Points: Special Magic Points: 11

26 41 6 10–11 10–11 Move: 9 Base SR: 3

War Tree Hit Locations Location

D20

HP

Trunk

01–10

5D6

Branches*

11–20

3D6 each

* Divide the 11–20 among the War Tree’s 1D6+4 branches.

Weapon Branch

%

Damage

SR

DEX×5

1D6+3D6

6

Arrow Trance 1 Point Self, Temporal, Nonstackable This allows the user to merge their consciousness with their bow, doubling their bow skill rating. The user enters a trance in which the only things that exist are bow and targets. The user moves only to get a clear shot or find another target. The user can use no other weapon and cannot parry nor use the bow as a club. Even if engaged in melee, the user will fire an arrow at their opponent. While entranced, the user may cast only bow-related magic (Multimissile, Speedart, etc.) to the exclusion of all other magic, including healing (except that the user can heal their elf bow if it is damaged). If the battle ends before the spell expires, the user will stand at rest and wait for new targets. This is not a Berserker spell; the user knows who their friends and enemies are.

Chameleon 2 Points Self, Temporal, Nonstackable The user of this spell can blend into the background, permitting use of their normal Hide skill even when moving. If the user remains still, their Hide is automatically 100%, even in the open. If the user engages a foe in melee, the foe must succeed in a Scan roll each round to attack, parry, or Dodge the user.

Create War Tree 1 Point Ritual, One-use This ritual awakens a spirit within a special type of tree grown for the use of this spell. This tree can now be affected by an Animate War Tree spell cast by the creator (above).

27

RuneQuest

Plant Spy 1 Point Ranged (any), Temporal, Nonstackable A specially-chosen plant may be used as a spy by converting the leaves to transmit sound and touch, without altering their appearance. Additional spells can be sacrificed for additional plants. Cut or uprooted plants die and cease sending information. The spell user can only receive information from a single plant spy at a time, though they may own many such spies.

Silence Sphere 1 Point Ranged, Temporal, Nonstackable This creates a barrier to sound three meters in radius around the target, moving as the target moves. No sound can pass through this barrier. Characters inside the barrier can hear each other, but can hear nothing from outside, and vice versa. The spell’s normal usage is to allow the target to slip silently through the woods and elude the detection of enemy guards. If the spell is cast at an unwilling or unknowing enemy, the target’s POW must be overcome.

Tanglethicket 1 Point Ranged, Instant, Nonstackable Special plants provide seeds for this spell. The seeds are rare enough that usually only 1D6 seeds are available per year to any one shaman or Gardener. The seeds will keep indefinitely. If thrown onto arable ground and this spell cast upon it, each seed grows into a 3-meter cube of impenetrable thicket. The thicket takes 15 minutes to reach maturity. If the caster uses Accelerate Growth as well, the thicket matures in 7 melee rounds. Cutting the thicket affects the cutting weapon each round as if it parried an attack doing 9 points of damage. Burning each 3-meter cube produces a 6-meterradius sphere of poison gas of potency (POT) 9. To cut through the thicket, each 1-meter cube section of thicket has 10 hit points. The thicket dies in one day unless maintained with 1 magic point per seed per day.

28

Baboon s Papio sapiens Baboons are a race of intelligent quadrupeds inhabiting Prax and the Wastelands. Mythos and History: Baboons believe themselves to be the remnants of an elder age when men and animals had not yet separated from each other. They consider themselves superior to humans due to their maintained integration. They claim the Monkey Ruins, in Prax, was once their capital. Description: In Prax and the Wastelands dwell troops of large, intelligent baboons. Not only are these creatures much larger than their normal brethren, but they are also noted for their magical competency. Normally they travel in family groups of 15–20 individuals, including males, females, and children. Their weapon use is limited to slings and spears, but they are proficient with claws and teeth. They may wear armor but must buy or steal it from humans. Culture: Baboons have their own simple, primitive culture, based on an extended family called a troop. A baboon troop is led by a single powerful male, commonly called the alpha male. He monopolizes reproduction among the troop by isolating the females who are in estrus. The other males of the troop act as guards and hunters for the alpha male and the females. One of these other males will eventually challenge the alpha male’s supremacy and fight, no-holds-barred, to replace him. Religion: Baboons worship Daka Fal, who they call Grandfather Baboon. Region of Origin: Baboons are found primarily in Prax and the Wastelands.

C haracteristics

A verage

STR 3D6+6 16–17 CON 3D6 10–11 SIZ 3D6 10–11 INT 2D6+6 13 POW 2D6+6 13 DEX 3D6+6 13 CHA 3D6 10–11 Hit Points: 11 Move: 10 Magic Points: 13 Base SR: 4 Armor: 1-point fur. Skills: Animal Lore 30%, Climb 90%, Dodge 40%, Hide 35%, Listen 40%, Move Quietly 35%, Scan 40%, Spirit Combat 45%, Track 25%.

Elder Races

Beast Men Homo bestia

Creating a Baboon Adventurer Runes: All baboons start with the Beast Rune at 80%. They may take Elemental Runes as normal, although Earth is most common. Base Skills: As per humans, except Animal Lore (25), Bite (30), Claw (35), Climb (80), Move Quietly (25), Ride (00), Spirit Combat (40), Track (20), Worship (Grandfather Baboon) (30). Occupations: Either Troop Baboon (see below) or Assistant Shaman. The latter use the Beast Rune instead of Man. Equipment: Short spear, sling, fetishes.

Troop Baboon

This is the ordinary baboon soldier or wandering mercenary. Skills: Area Lore (local) +20%, Bite +25%, Hide +10%, Move Quietly +10%, Plant Lore +10%, Scan +20%, Short Spear +15%, Sling +15%, Track +10%.

Languages: Speak Beastspeech 50%, Speak Praxian 15%. Passions: Love (family) 60%. Runes: Beast 80%. Magic: Baboons worship Grandfather Baboon, an equivalent to Daka Fal. They use spirit magic and shamanism. Popular spells include Disruption, Ironhand, Protection, and Mobility. Baboon Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/3

Left Hind Leg

03–04

1/3

Abdomen

05–07

1/5

Chest

08–10

1/5

Right Foreleg

11–13

1/3

Left Foreleg

14–16

1/3

Head

17–20

1/4

Weapon

%

Damage

SR

Pts

Claw

50

1D6+1+1D4

8



Bite

50

1D8+1+1D4

8



Short Spear

40

1D6+1+1D4

6

10

Sling

40

1D8

2



Note: Common tactic is to stab with a spear and close to use Claw or Bite.

In Glorantha, the Beast Men live mostly in Beast Valley. They worship at the Wild Temple and their king is the centaur Hero, Ironhoof, son of the Mistress of Animals. There are many forms of these strange hybrids, but we will deal with the principle varieties of centaurs, ducks, fox women, manticores, and minotaurs. Mythos: The mythos of the Beast Men has not yet been recorded by scholars. Description: The Beast Men of Glorantha are a varied group of beings with a combination of human and animal characteristics. For example, centaurs, the most important Beast Men, are horses with the upper body of a human in place of the horse’s neck and head. Subtypes: The Beast Men include centaurs, manticores, minotaurs, satyrs, and many other rare forms. The category of Beast Men defies logical definition, including beings with normal intelligence and beings that are not sentient, and including one combination of human and animal, while excluding another, similar combination (satyrs are included, for example, but the similar broos are not). The only unifying factor seems to be that Beast Men are all beings related to natural forces. Beast Men know of and immediately recognize each other, so definitions are not of importance except to scholars. Culture, Life, Government: Beast Men live an utterly simple existence, disdaining most tools, shelter, or other human items. Daily life revolves around rituals of fertility and nature-worship. Beast Man culture is dominated by the centaurs, considered to be first in prestige among the various subtypes. Each subtype of Beast Man has its own subculture, based on the habits of the animal(s) associated. For example, centaurs act in many ways like horses, running in herds with a dominant stallion. The Beast Men have no known government, although custom is a powerful force in their society. Centaurs are almost always accepted as leaders of the many types of Beast Men in times of emergency. Thus, when warfare intrudes into Beast Valley in Dragon Pass, bands of satyrs, minotaurs, and even manticores follow Ironhoof and his captains. At other times the other Beast Men are commonly found at the periphery of the dominant centaur culture. Religion: All Beast Men worship Arachne Solara, creator of the universe.

29

RuneQuest Relationship with Other Races: Beast Men are known for their simplicity, sense of honor, and lack of greed. Thus, their relationship with most races is neutral or friendly. Other beings related to nature are especially close, such as Wind Children. Regions of Origin: Beast Men inhabit only a few regions in Glorantha. The biggest colony of Beast Men is in Seshnela. Beast Valley, in Dragon Pass, is perhaps the most famous region of origin. Beast Men sometimes are found in Aldryami forests.

Centaurs

Homo bestia centaurus Mythos and History: Centaurs are mentioned in several old myths but were extinct when History began. The Dragon Pass centaurs originated when the Empire of the Wyrms Friends performed grotesque medical experiments, grafting parts of creatures together to reform extinct species that were believed to be necessary to populate the mythic era sought by the Empire. The fact that this materialistic effort apparently generated a real mythical type is the subject of many fascinating philosophic speculations. Subtypes: Despite their divergent origins, centaurs of Glorantha are of a single type. Description: Centaurs are beings which seem to be part human and part horse. A human torso from the waist upward replaces the horse’s head. Centaurs are Beast Men and are dominant in Beast Men counsels and culture. See the Beast Men section, above. Culture: Centaur culture centers around ceremonies to preserve the natural environment and maintain shamanic nature worship. Material culture is impoverished by human standards, for they have no clothing, houses, pottery or wares, or art. Simple tools, including weapons, axes, and carrying bags, are sufficient for their needs. Government: Government among the centaurs is horse-like, with herds of varying sizes led by strong males jealous of their sexual prerogatives. In both regions of heavy population, the various herds also maintain formal and friendly relationships with each other, except for the mating season when all rules are suspended for the duration of estrus. The centaurs’ method of selecting kings is unknown to outsiders. Several different kings have been known in each region, some serving more than once. Relationship with Other Races: Centaurs are respected by all other nature folk, such as satyrs, nymphs, or Wind Children, who generally follow the leadership of the centaurs. They get along very well with elves and trolls as well, despite

30

Creating a Centaur Adventurer Runes: All centaurs start the Beast Rune at 75% and Fertility Rune at 75%. They make take Elemental Runes as normal, although Air and Fire/Sky are the most common. Base Skills: As per human, except Animal Lore (15), Broadsword (25), Centaur Lore (25), Climb (00), Composite Bow (30), First Aid (25), Hide (05), Hoof (25), Lance (25), Medium Shield (25), Move Quietly (05), Plant Lore (15), Play Instrument (stringed) (40), Ride (00), Sing (25), Spirit Combat (40), Swim (25). Occupations: Assistant Shaman, Bandit, Entertainer, Healer, Hunter, Noble, Warrior (Cavalry). Equipment: All centaurs begin with equipment appropriate to their occupation, plus the following: composite bow, lance, fire-making gear, and water-skin.

the hostility of these races to each other. They do not like dwarfs, considering them to be unnatural. All things of Chaos are hated, feared, and despised. Humans are treated with suspicion and distrust, and Ironhoof is reported to have said that they are “too new” to be natural. Warfare: Centaurs can organize their followers, including other nature beings, and especially other Beast Men, into warlike bands to defend their territory from invasion and pillage. Religion: Nature religion dominates, with worship of Arachne Solara as the Goddess of Nature practiced in winter, and during other seasons many minor shamanic ceremonies to spirits of places. Ancestor worship is mostly nonexistent. Ironhoof is a favored Hero to the Dragon Pass centaurs, and he has been known to manifest physically more than once to aid them. Regions of Origin: Two major centers of centaur population are known: in Dragon Pass and Seshnela. In Dragon Pass the region called Beast Valley is ruled by centaurs. In Seshnela the island of Guebelle, one of Kanthor’s Islands, is completely dominated by the centaurs. They are found in lesser numbers on the other islands of the archipelago, and on the peninsula of Old Seshnela.

C haracteristics

A verage

STR 3D6+6 CON 3D6 SIZ 4D6+12 INT 2D6+6 POW 3D6 DEX 3D6+3 CHA 3D6

16–17 10–11 26 13 10–11 13–14 10–11

Elder Races Hit Points: 15 Move: 12 Magic Points: 11 Base SR: 2 Armor: Equine body has 1-point hide. Human body typically wears leather cuirass and vambraces (2 pts.) and a composite helm (3 pts.). Skills: Dodge 40%, First Aid 50%, Play Instrument (Stringed) 80%, Sing 75%, Spirit Combat 40%. Languages: Speak Beastspeech 50%, Speak Tradetalk 35%. Passions: Love (Kin) 60%, Loyalty (Ironhoof ) 60%. Runes: Beast 75%, Fertility 75%. Magic: Spirit magic such as Heal, Mobility, and Slow. Centaur Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/6

Left Hind Leg

03–04

1/6

Hindquarter

05–06

1/9

Forequarter

07–08

1/9

Right Foreleg

09–10

1/6

Left Foreleg

11–12

1/6

Chest

13–14

2/9

Right Arm

15–16

2/6

Left Arm

17–18

2/6

Head

19–20

3/7

Weapon

%

Damage

SR

Pts

Composite Bow

60

1D8+1

2

7

Lance

50

1D10+1+2D6

2

10

Broadsword

50

1D8+1+2D6

4

12

Medium Shield

50

1D6+2D6

5

12

Hoof*

50

1D8+2D6

6

Leg

* Can kick with hoof at the same time as striking with a broadsword.

Ducks

Anatanthropos havardus Mythos and History: The origin of the ducks of Genertela is a mystery to outsiders. They claim to have once been the rulers of the world until their own sins and errors forced them into subservience to lesser races (elves, trolls, etc.) and, later, to humans. Others tell of them as an avian folk who forswore their allegiance to Yelm to follow Orlanth and were denied the sky as punishment. Most ducks worship Orlanth or his kin or associated gods, such as Humakt, Heler, and Ernalda.

It is unknown whether they were originally human and became feathered and web-footed, or originally ducks cursed with flightlessness and intelligence. Description: These small (around 1 meter tall and weighing some 35 kilograms), feathered humanoids have the heads, bills, and webbed feet of ducks. Their plumage comes in a variety of different colors. They reside mostly at Duck Point (in Sartar) and are accounted one of the tribes of Sartar. They are sometimes called durulz or were-ducks, but mostly commonly just ducks. Another peculiarity of duck physiognomy, said also to be a result of the curse, is the fact that they bear live young. Yelm is said to have denied them the sky and burdened them with their young. Instead of laying their eggs and being free to fly, ducks must bear their eggs within them until they hatch alive. Duck children are like human children, helpless when very young, and not able to fully take their place among their fellow ducks for years. Consequently, perhaps unintended by Yelm, ducks have a life expectancy equal to humans, rather than the short life of their avian ancestors. Culture: Duck culture approximates the Orlanthi culture that has surrounded them since Time began. Relationship with Other Races: Despite their small size and strength, ducks were long-respected for their keen intelligence and quickness and were honored citizens of Dragon Pass for centuries. They kept to themselves in their stilt homes along the Creek, and under Sartar and his descendants they prospered. Even after the Lunar conquest they were honored and treated as well as any other citizen of a conquered land, until the time of Starbrow’s rebellion. The result of that ill-conceived and disunited attempt to throw over the Lunars and install the ambitious Starbrow as Queen of Sartar was a shameful treaty that, in effect, made scapegoats of the duck population of Sartar. Ducks were outlawed throughout the Empire, and entire clans were slaughtered by Sartarite and Lunar alike. Those who could, fled to their kin in the Holy Country, or to desolate regions like Prax. Religion: Ducks tend to join certain Air or Death Rune cults (such as Orlanth and Humakt) as other cults tend to treat them with distrust. Region of Origin: Some ducks have been known to claim their origins from the mythical land of Ganderland, an empire which is long-extinct. They are now found primarily along the coasts of Maniria and along the length of the Creek-Stream River.

31

RuneQuest

Creating a Duck Adventurer Runes: Ducks must take the Air Rune as their primary Rune affinity. Duck adventurers typically start with a Death Rune of at least 75%. Base Skills: As per Sartarite human, except for Boat (25), Climb (15), Fast Talk (25), Ride (00), Sing (00), Swim (80). Occupation: Use the standard adventurer occupations for the Sartar Homeland. Ducks cannot Ride. Replace any use of Ride with Boat or Swim.

Ducks and Swimming: Ducks can swim faster than humans underwater, with a movement rate of 8 per melee round. Any duck can stay underwater without difficulty for six minutes and needs only make one CON×5 roll per full turn to be able to breathe for each full turn thereafter. After missing a roll, the duck will then begin to take 1D4 points damage to the abdomen each successive melee round. Ducks are instinctively supple and dextrous underwater. For underwater fights between ducks and natural surfacedwellers like humans, the gamemaster may want to increase the surface dwellers’ strike ranks and decrease their percentages to hit, while leaving the duck ratings the same above and below the surface of the water.

C haracteristics

A verage

STR 2D6+1 8 CON 2D6+6 13 SIZ 1D6+2 5–6 INT 2D6+6 13 POW 3D6 10–11 DEX 2D6+6 13 CHA 3D6 10–11 Hit Points: 12 Move: 5/8 (Swim) Magic Points: 11 Base SR: 5 Armor: Cuirboilli body (3 pts.), composite helm (3 pts.), and leather limbs (2 pts.). Skills: Boat 65%, Dodge 50%, Swim 80%. Languages: Speak Heortling 50%, Speak Tradetalk 25%. Passions: Loyalty (ducks) 60%. Most ducks have a special Passion of Cowardly 60%, which acts in a similar fashion to Honor but enforces craven behavior. Runes: Air 60%, Death 60%. Magic: Ducks worship the Orlanthi deities, while some favor Humakt. Special Rune magic is as per cult.

32

Duck Hit Locations Location

D20

Armor/HP

Right Leg

01–04

2/4

Left Leg

05–08

2/4

Abdomen

09–11

3/4

12

3/5

Right Arm

13–15

2/3

Left Arm

16–18

2/3

Head

19–20

3/4

Chest

Weapon

%

Damage

SR

Pts

Sling

50

1D8

2



Shortsword

45

1D6+1–1D4

8

12

Small Shield

45

1D3–1D4

8

8

Fox Women

Homo bestia vulpes Also called elurae, fox women are magical shape-changers. They spend most of their time in their animal forms, where they are omnivorous, mainly eating fruit and insects. Fox women occasionally change into their human forms. As humans, fox women are legendary for their beauty and lust, and they often seduce human males. Fox women often act as tricksters, with motives that vary from mischief to malevolence. No matter how they transform, they always retain their tails.

Fox Woman (animal form) C haracteristics A verage STR 2D6 CON 3D6 SIZ 1D2 INT 2D6+6 POW 3D6 DEX 4D6+6 CHA 1D6+12 Hit Points: 11

7 13 2 13 10–11 20 15–16 Move: 10

Elder Races Magic Points: 11 Base SR: 3 Armor: None. Skills: Dodge 65%, Hide 40%, Move Quietly 60%, Track 65%. Other: See below for language, Runes, and magic. Fox Woman (animal form) Hit Locations

Armor: Leather body (2 pts.), broad hat (1 pt.), and leather limbs (2 pts.). Skills: Charm 75%, Climb 50%, Dance 65%, Dodge 40%, Fast Talk 65%, Hide 40%, Move Quietly 40%, Sing 65%. Languages: Speak Beastspeech 50%, Speak Tradetalk 25%, Speak (local human language) 35%. Runes: Beast 60%, Fertility 60%, Illusion 60%. Magic: Fox women typically worship Illusion affiliated deities. Their CHA is not modified when dealing with human males.

Location

D20

Armor/HP

Right Hind Leg

01–02

0/4

Left Hind Leg

03–04

0/4

Hindquarter

05–07

0/5

Forequarter

08–10

0/5

Right Foreleg

11–13

0/4

Location

D20

Armor/HP

Left Foreleg

14–16

0/4

Right Leg

01–04

2/4

Head

17–20

0/4

Left Leg

05–08

2/4

Abdomen

09–11

2/4

12

2/5

Fox Woman (human form) Hit Locations

Weapon

%

Damage

SR

Pts

Chest

Bite

50

1D4–1D4

5



Right Arm

13–15

2/3

Left Arm

16–18

2/3

Head

19–20

1/4

Fox Woman (human form) C haracteristics A verage STR 3D6 CON 3D6 SIZ 2D6+3 INT 2D6+6 POW 3D6 DEX 2D6+6 CHA 1D6+12 Hit Points: 11 Magic Points: 11

10–11 10–11 10 13 10–11 13 15–16 Move: 9 Base SR: 4

Weapon

%

Damage

SR

Pts

Sling

50

1D8

2



Shortsword

50

1D6+1

7

12

Small Shield

50

1D3

7

8

33

RuneQuest

Manticores

Minotaurs

Homo bestia rapax

Homo bestia taurus

One of the races of Beast Men, manticores are lion-bodied with scorpion tails, topped off by human-like heads. They are a surly, independent lot, usually hiring out as bodyguards to humans and others, and having little to do with their fellow beasts. They rarely use magic, preferring strength. Manticores fight with their powerful front claws and poisonous stingers.

One of the Beast Men, minotaurs are descended from offspring of Storm Bull and Eiritha. They are carnivorous and sometimes eat people. They often go (non-magically) berserk in combat, striking at half-again normal attack ability, but ignoring parrying or dodging. They normally disdain magic, except for Healing or Fertility spells.

C haracteristics

C haracteristics

A verage

STR 4D6+12 26 CON 2D6+6 13 SIZ 4D6+12 26 INT 2D6 7 POW 3D6 10–11 DEX 2D6+3 10 CHA 2D6 7 Hit Points: 17 Move: 9 Magic Points: 11 Base SR: 3 Armor: 4-point skin and fur. Skills: Climb 80%, Dodge 20%, Scan 40%. Languages: Speak Beastspeech 30%. Runes: Beast 80%. Manticore Hit Locations Location

D20

Armor/HP

Tail

01–02

4/7

Right Hind Leg

03–04

4/7

Left Hind Leg

05–06

4/7

Hindquarter

07–09

4/9

Forequarter

10–12

4/7

Right Foreleg

13–14

4/7

Left Foreleg

15–16

4/7

Head

17–20

4/7

Minotaur Hit Locations Location

D20

Armor/HP

Right Leg

01–04

5/6

Left Leg

05–08

5/6

Abdomen

09–11

5/6

12

5/7

Right Arm

13–15

5/5

Left Arm

16–18

5/5

Head

19–20

3/6

Chest

Weapon

%

Damage

SR

HP

Claw*

50

1D6+2D6

7

Foreleg

Sting*

50

1D6+2D6

7

Tail

*A manticore will use both attacks at once, at one or two opponents. The sting has a systemic poison potency equal to its CON, usually 13.

34

A verage

STR 3D6+12 22–23 CON 2D6+6 13 SIZ 3D6+12 22–23 INT 2D6 7 POW 3D6 10–11 DEX 3D6 10–11 CHA 2D6 7 Hit Points: 16 Move: 10 Magic Points: 11 Base SR: 3 Armor: 3-point skin. Usually wears leather body and limb armor (2 pts.). Skills: Dodge 25%, Track 45%. Languages: Speak Beastspeech 30%. Runes: Air 60%, Beast 80%. Magic: Minotaurs normally disdain magic, except for Heal.

Weapon

%

Damage

SR

Pts

Great Axe

55

2D6+2+2D6

5

10

Head Butt

70

1D6+2D6

7

Head

Elder Races

Satyrs

Homo bestia hircus A satyr has the upper torso and head of a large gnarled man, and the lower parts of either a horse or goat. They have long curled horns like either a goat or a ram. Satyrs often serve as the magicians of the Beast People. They rarely leave their groves in Beast Valley. Satyrs are famed for their lechery. They are disliked by dryads (who the satyrs consider their natural mates) and most elves will avoid them. Although they resemble broo, satyrs are most emphatically not tainted by Chaos and do not force themselves on the unwilling.

C haracteristics

A verage

STR 6D6 21 CON 2D6+6 13 SIZ 4D6 14 INT 2D6+6 13 POW 4D6 14 DEX 3D6+6 16–17 CHA 2D6 7 Hit Points: 14 Move: 9 Magic Points: 14 Base SR: 4 Armor: 2-point skin, plus whatever the satyr can salvage. Skills: Dance 70%, Dodge 65%, Hide 55%, Move Quietly 80%, Play Instrument (Woodwind Pipes) 95%. Languages: Speak Beastspeech 50%, Speak Tradetalk 50%. Runes: Earth 60%, Fertility 60%. Magic: Satyrs use their pipes to cast spells: Demoralize, Fanaticism, and Sleep. They have two special spells: Dance and Madness (described below). Each of these spells cost magic points, just as regular spirit magic spells. The main difference is that the spells last while the pipes play and that the satyr does not need to overcome the victim’s POW for Demoralize, Fanaticism, or Sleep. Satyr Hit Locations Location

D20

Armor/HP

Right Leg

01–04

2/5

Left Leg

05–08

2/5

Abdomen

09–11

2/5

12

2/6

Right Arm

13–15

2/4

Left Arm

16–18

2/4

Head

19–20

2/5

Chest

Dance

Satyr Spells

2 Points, Temporal, Active All hearing the Dance spirit magic spell must resist with their POW versus the satyr’s POW or will dance to the best of their ability for as long as the satyr dances. They may not attack while dancing, concentrating entirely on the dance.

Madness

4 Points, Temporal, Active Victims must resist the satyr’s POW or be happily insane, singing merrily or screaming in fear, but do not react to any outside stimuli.

Weapon

%

Damage

SR

Pts

Club

50

1D8+2+1D6

7

4

Head Butt*

60

1D6+1D6

8

Head

* The head butt may be made simultaneously with other attacks.

Dragonewts Draco sapiens Dragonewts claim to be the eldest sentient creatures, descendants of neotenic dragons from earliest mythology. Even elven Green Age tales mention dragonewts. Dragonewts are peculiar creatures who continually reincarnate and metamorphose, ever-striving to achieve dragonhood. They are an enigmatic race, misunderstood and mistrusted. Mythos and History: The origins of the dragonewt race lies in the childhood of the True Dragons. This was before the coming of plants, animals, or humans; and some say even before the coming of mountains, rivers, and sky. They lived and grew in innocence for different lengths of time, and during that time they were immature. Sometimes these immature dragons clutched in innocent bliss and left behind eggs that were, like the parents, immature. In that era when there was no limit to the creativity of the world, the eggs hatched and brought forth the race of dragonewts. Because there were several matings, there were several “tribes” of dragonewts. Several of these tribes were joined by common parentage through the dragon known as the Wonderous Mother of Many. The dragonewts that hatched from those eggs were young and innocent too, and many of them simply grew from hatchling to dragonhood, setting an example for their slower kin to follow. However, each of the dragonewts followed at its own pace, working together in instruction and inspiration. They grew and flourished in the time called the Green Age,

35

RuneQuest when the world was overgrown. They watched and taught animals during the Age of Beasts. They helped arrange the mysterious and powerful stones across the world throughout the Golden Age, and they waxed in power during the Gods War, often benefiting greatly from the errors of the other races. Through all these ages, other immature dragons— including some that had been dragonewts—mated and produced new tribes. In this way dragonewts produced a widespread and populous civilization across Glorantha. They built elaborate cities and created sophisticated magics which brought many beings, both mortal and divine, to study at their feet. It is said that Genert, ruler of the northern continent, was advised by a True Dragon called All Eyes Open But One, who had once been a dragonewt. The many legends and tales of dragons or their kin teaching humankind are from this period. When the gods of Disorder and Chaos began infringing upon the world, the dragons and their kin did nothing. They were populous and powerful but did not move when their friends and surroundings were destroyed, nor did they seem to be affected when vast portions of their own, lesser kin were wiped out by the invasions of Chaos. In fact, it seemed as if the entire dragonewt race was willing to let itself be passively slain. Two places did resist: one with strength and one with weakness. The stronger was in the eastern Genertelan area known as the Land of Splendor. Many powerful people there believed in the same ideals as the dragonewts and were aided by neighbors willing to lay themselves at the mercy and control of leaders capable of rescuing their existence. Most of them were simpler creatures, related only to animal gods. The Inner Circle of Wisdom in the Land of Splendor could withstand the universal changes by maintaining

36

their net of existence which held their world relatively intact. Thus, the Hykimi civilization survived the Darkness, but at the cost of its later activity in Time. The resistance in weakness came from Dragon Pass, and its legends focus upon a dragonewt called Heart of Weakness, from that region. He was aware of the destruction of the world about him and strove to brave the entanglements of aiding his friends, many of whom had helped him or his kin earlier. The dragonewts were only one of many races in the region, and Heart of Weakness was attempting to maintain himself as a part of the whole. This made the dragonewts one of the races represented in the I Fought We Won battle, granting them equality with the other races present when the Dawn came. Thus, did the Age of History begin.

Elder Races Description: All dragonewts are warm-blooded, left-handed, and have opposable thumbs. They have differing appurtenances (wings, tails, etc.) that appear and disappear depending on their stage of development. Skin colors may be different, even among those of the same stage of development, although it is suspected that this may be simple paint or tattooing. Dragonewts do not refine metal, but use bone, stone (especially flint and obsidian), and wood for weapons and tools. Only special leaders ever wear armor, though all stages may wear trinkets, jewelry, and bits of cloth. Dragonewts are mysterious, alien, and irrational to human understanding. Their language of Auld Wyrmish includes visual, auditory, olfactory, and empathic components. They are unconscious of their own language and cannot teach it to others. Because humans

are not naturally empathic, they can never learn Speak Auld Wyrmish at higher than 25%. Dragonewts have no written language, and have little need for one, as they are immortal, ever-reincarnating, and learn needed facts directly from other dragonewts. Dragonewts have five distinct stages of growth, though their precise shape alters while within each stage. Each stage also has distinct responsibilities. Not surprisingly, their shape suits their normal occupations. Base chances for weapons and skills have not been given for dragonewts, since initially hatched dragonewts are beyond the discussion. The species characteristic maximum

37

RuneQuest for a dragonewt (even a crested dragonewt with a mere 2D6 POW) is 28. Culture: Individual dragonewts trace descent to whatever dragon or dragons laid the initial clutch of eggs that resulted in their existence. Dragonewts of the same clutch call each other “egg-brother.” They organize themselves into settlement-nests of various sizes. Life: A dragonewt is not like other creatures. It is born once but dies hundreds of time: each time it dies, its soul reanimates a new body grown from the same egg. All dragonewts hatch from eggs laid by immature dragons. Originally dragons taught the hatchlings the Dragon Way, and many infants grew quickly to maturity. The dragonewts still in Glorantha are slower, still developing through the dragonewt cycles. When a dragonewt dies, its body is discarded and the dragonewt’s soul instantly returns to the egg from which it originally hatched. After some days, the reborn dragonewt emerges from the leathery, unchanging egg, personality and memory intact, more-or-less ready to pick up its life from when it died. For dragonewts, death does not exist—it is only an interruption.

Regions of Origin: Dragonewt nests, each with their own Inhuman King, are found in Dragon Pass, Maniria, and Kralorela. A dragonewt colony was founded in Ralios in the First Age, but its rulers and magical roads were destroyed in the late Second Age. Since then, its dragonewts have become increasingly wild, and their behavior is even more erratic and irrational than that of other dragonewts.

Dragonewts—First Stage: Crested A crested dragonewt is small (about 1.5 meters high and weighing about 45 kilograms), short-tailed, and has an arched crest upon its head. A vegetarian, it prefers leaves and fruit. The markings of the crested dragonewt may be of various colors and patterns, usually drab. Its betters will train it as a slinger to bring down birds and rabbits, teach it the art of scouting and skirmishing, and instruct it to serve as a slave. As the stage gets older, the tail elongates and the whole body enlarges, but the most prominent changes occur in the head: it elongates, grows a more pronounced crest, and the beak lengthens and develops front teeth suited to crop grass

Dragonewt Weapons Like their users, dragonewt weapons require some explanation. All are fashioned of obsidian, stone, wood, dragonbone, or leather, and among dragonewts they are given or made, never purchased. Base chance for a non-dragonewt using these is 05%.

Weapon Descriptions

Klanth: A weapon made with obsidian blades set into a wooden haft and grip. Some rare klanths are made of dragonbone rather than wood and have 20 hit points. Korff: A slightly-curved dragonbone sword that appears to be made of ivory. Dragonewts will go to any length to recover a lost korff. Gami: A three-pronged dragonbone sword-catcher, primary used as a parrying weapon. On a special success

Category Weapon Base* STR

DEX

Damage

HP

ENC Length

SR

Range

Rate

Type

1H Sword

Klanth

10

7

11

1D10+1

12

1

0.8–1.0

2





S

1H Sword

Korff

10

7

11

1D8+1

15

1

0.8–1.0

2





CT

1H Sword

Gami

05

7

13

3D3

10

1

0.5–0.7

3





CT

Dagger

Utuma

15





1D6+1

8

(4)

0.2

2





CT

Bow

Long Bow

05

17

9

1D10+1

9

2





100

1/MR

I

Sling

Sling

05





1D8



1





80

S/MR

C

Dart

Samarin

10



9

1D4+1



(5)





20

1/MR

I

Dart

Chokin

10



9

1D6



(5)





20

1/MR

I

* As noted above, base chance is 05% for all non-dragonewt wielders.

38

parry, the attacker is disarmed. On a critical success parry, the attacker’s weapon is broken, regardless of its hit points. Utuma: A ceremonial stone dagger used in ritual suicide. Long Bow: A large bone bow. Sling: As per normal slings, though the pocket and loops are often made of human, troll, or dragonewt skin. Samarin and Chokin: Small throwing weapons easily concealed in the hand. Up to five can be thrown at once, but each after the first subtracts –10% from each attack.

Elder Races and strip bark. At some indeterminable point, often after many centuries and many deaths, the dragonewt emerges from its egg in its next stage: the warrior.

C haracteristics

A verage

STR 2D6 7 CON 3D6 10–11 SIZ 2D6 7 INT 4D6 14 POW 2D6 7 DEX 2D6+9 16 CHA 3D6 10–11 Hit Points: 10 Move: 7 Magic Points: 7 Base SR: 5 Armor: 1-point scaly skin. Skills: Conceal 25%, Dodge 32%, Hide 25%, Meditate 25%, Move Quietly 25%, Worship (utuma ritual) 25%. Languages: Speak Auld Wyrmish 30%. Passions: A crested dragonewt’s personality fluctuates wildly between being instinctively aggressive and passive, brave and cowardly, energetic and lazy, stubborn and docile, and unreliable and dependable. The crested dragonewt may spend centuries trying to master these conflicting emotions. Magic: Only crested dragonewts and outlaws use non-draconic magic such as spirit magic. They specialize in spells such as Coordination, Disruption, Heal, Mobility, and Speedart. Crested Dragonewt Hit Locations Location

D20

Armor/HP

Tail

01–02

1/4

Right Leg

03–05

1/4

Left Leg

06–08

1/4

Abdomen

09–11

1/4

12

1/5

Right Arm

13–15

1/3

Left Arm

16–18

1/3

Head

19–20

1/4

Chest

Weapon

%

Damage

New Skill

Quickdraw (05)

This is a method of drawing a sword from a scabbard and attacking in one smooth, uninterrupted motion. If the Quickdraw skill is used successfully, the user needn’t wait the additional 5 strike ranks before attacking once their weapon is drawn. If the skill fails, the user will be the last to attack in that round but can still parry. If the skill roll is fumbled, the user has lost their weapon and thrown it 1D6 meters in a random direction, in addition to a roll on the Fumble table. Quickdraw is a Manipulation skill.

Dragonewts—Second Stage: Beaked Once they earn it, through some bizarre criteria, crested dragonewts are reborn as beaked dragonewts. The beaked dragonewt is larger than the crested (about 2 meters high and weighing over 140 kilograms) and is carnivorous. The tail now reaches to the ground, and at first the skin is covered with scales and small protrusions. As the second stage matures, the warrior’s skin thickens to armor-like material, sometimes concentrated on the back, forepart, tail, or other body part. Whether the protrusions grow into spikes, hard knobs, or horns depends on factors unknown to humans. Thus, representatives of this stage may appear very different from one another, except that all seem well-suited to combat. The skin colors and patterns vary and may change over the span of the stage. The beaked dragonewt is most often found as a guard or a hunter in dragonewt nests. Most beaked dragonewts ride upon horse-sized creatures called demi-birds (see page 109). In combat, a warrior dragonewt will wield its klanth with its left hand and its utuma with its right.

C haracteristics

SR

Pts

Samarin

25

1D4+1

2



Chokin

25

1D6

2



Sling

25

1D8

2



Utuma

25

1D6+1

5

8

A verage

STR 2D6+12 19 CON 3D6+6 16–17 SIZ 2D6+12 19 INT 4D6 14 POW 12–14 13 DEX 2D6+3 10 CHA 3D6+3 13–14 Hit Points: 19 Move: 7 Magic Points: 13 Base SR: 4 Armor: 6-point scales and hard protrusions.

39

RuneQuest Skills: Conceal 70%, Dodge 70%, Don Armor 20% (see below), Draconic Lore 50%, Hide 70%, Meditate 70%, Move Quietly 70%, Quickdraw 50% (see below), Ride (demi-bird) 75%, Worship (utuma ritual) 70%. Languages: Speak Auld Wyrmish 50%. Passions: A beaked dragonewt’s personality may wildly fluctuate between extremes of curiosity and apathy, leader and follower, impulsive and cautious, nervous and calm, and suspicious and trusting. Magic: Dragon magic only (see pages 42-43). Beaked Dragonewt Hit Locations Location

D20

Armor/HP

Tail

01–02

6/7

Right Leg

03–05

6/7

Left Leg

06–08

6/7

Abdomen

09–11

6/7

12

6/8

Right Arm

13–15

6/6

Left Arm

16–18

6/6

Head

19–20

6/7

Chest

Weapon

%

Damage

SR

Pts

Klanth

50

1D10+1+1D6

6

12

Long Bow

50

1D10+1

3

9

Samarin

80

1D4+1+1D3

3



Chokin

80

1D6+1D3

3



Utuma (right hand)

25

1D6+1+1D6

6

8

Utuma (left hand)

80

1D6+1+1D6

6

8

Dragonewts—Third Stage: Tailed Priest The next rebirth of a dragonewt is to the stage of tailed priest. The tailed priest is smaller than the beaked dragonewt (less than 2 meters tall and weighing around 80 kilograms). In the third stage, second-stage armor and natural weapons are almost entirely replaced by frills, spines, wattles, pouches, and other decorative and communicative devices. Skin colors become more vivid, and the number and variety of the scent glands increase. A tailed priest will lead and represent; the stage is expert at living peacefully with the outside world and

40

focused on learning the secrets of dragonew magic through the Dragonewt Rune. This stage is omnivorous. Some ambassadors to human cultures are recorded as having become formidable gourmets.

C haracteristics

A verage

STR 2D6+6 13 CON 3D6+6 16–17 SIZ 2D6+6 13 INT 4D6 14 POW 18–20 19 DEX 2D6+6 13 CHA 3D6+6 16–17 Hit Points: 19 Move: 8 Magic Points: 19 Base SR: 4 Armor: 3-point scales. Skills: Conceal 90%, Dodge 90%, Don Armor 25%, Draconic Lore 90%, Hide 90%, Meditate 90%, Move Quietly 90%, Quickdraw 90%, Ride (demi-bird) 90%. Languages: Speak Auld Wyrmish 90%. Passions: A tailed priest’s personality may wildly fluctuate between extremes of honorable and dishonorable, greedy and generous, impatient and patient, and extrovert or introvert. Magic: Dragon magic only. Tailed Priest Hit Locations Location

D20

Armor/HP

Tail

01–02

3/6

Right Leg

03–05

3/7

Left Leg

06–08

3/7

Abdomen

09–11

3/7

12

3/8

Right Arm

13–15

3/6

Left Arm

16–18

3/6

Head

19–20

3/7

Chest

Weapon

%

Damage

SR

Pts

Klanth

90

1D10+1+1D4

6

12

Korff

40

1D8+1+1D4

6

15

Gami

40

3D3

7

10

Long Bow

90

1D10+1

2

9

Samarin

90

1D4+1+1D2

2



Chokin

90

1D6+1+1D2

2



Elder Races

Dragonewts—Fourth Stage: Full Priest When the tailed priest gains enough experience, it will next be reborn as a full priest, one steeped in dragon magic. The full priest is larger than the tailed priest (over 2 meters tall and weighing about 225 kilograms) and has wings that grow larger with age. These rare dragonewts are almost never found outside their own nests. One is usually found in each small nest, and several in a town cluster. Their community functions, diet, and powers are unknown. Some have turned into immense dragons to defend their nests. Presumably, a full priest meditates upon the secrets of dragonhood in preparation for the final metamorphosis. Such a dragonewt will, one day, awake to find itself a full dragon. It then will depart from its nest, to go to wherever dragons go.

C haracteristics

A verage

STR 4D6+12 26 CON 3D6+6 16–17 SIZ 4D6+12 26 INT 4D6 14 POW 24–26 25 DEX 2D6+6 13 CHA 3D6+12 22–23 Hit Points: 24 Move: 10/12 (Fly) Magic Points: 25 Base SR: 2 Armor: 9-point scales. Skills: Conceal 120%, Dodge 120%, Don Armor 75%, Draconic Lore 120%, Fly 75%, Hide 120%, Meditate 120%, Move Quietly 120%, Quickdraw 120%. Passions: A full priest’s personality may wildly fluctuate between extremes of clever and dull, innovative and conservative, optimist and pessimist, and constructive and destructive. Languages: Speak Auld Wyrmish 120%. Magic: Dragon magic only.

Full Priest Hit Locations Location

D20

Armor/HP

Tail

01–02

9/7

Right Leg

03–05

9/8

Left Leg

06–08

9/8

Abdomen

09–11

9/8

Chest

12

9/9

Right Wing

13

9/7

Left Wing

14

9/7

Right Arm

15–16

9/7

Left Arm

17–18

9/7

Head

19–20

9/8

Weapon

%

Damage

SR

Pts

Klanth

120

1D10+1+2D6

4

12

Korff

90

1D8+1+2D6

4

15

Gami

90

3D3+2D6

5

10

Long Bow

120

1D10+1

2

9

Samarin

120

1D4+1+2D3

2



Chokin

120

1D6+2D3

2



Dragonewts—Final Stage: Inhuman King When a full priest has attained Hero status, it will be reborn as a dragon, and will fly off to join the ancestral dragons, wherever they may be. However, one dragonewt will be reborn as the Inhuman King, of which only one is awake and alive at any time. Like the others, a slain Inhuman King is reborn as a dragon. At that time, in the capital of the dragonewts, Dragon’s Eye, one of the reserve eggs containing a full priest/Hero is hatched and the occupant stands revealed as the Inhuman King, gaining wings. It is necessary that a replacement for the Inhuman King be hatched quickly, for as long as there is no Inhuman King, dragonewts will not be reborn, and their spirits will leave the cycle. Also, if the egg nests of the dragonewt’s home city are destroyed, it will not be reborn until the full priests go through a months-long ritual to cleanse and recreate the nest. Both home city and Inhuman King must be present upon Glorantha for a dragonewt to be reborn.

41

RuneQuest

Dr agon Magic The dragon religion teaches and proves that existence is a web of illusion. The illusion is maintained by immersion into the five elements, each of which is associated with one of the five perceptions. Through practice of Right Action, dragonewts can cleanse themselves of the webs of illusion that restrict their spiritual growth and eventually liberate their psyches to join the eternal Dance of Pure Being which is the thought of Ouroboros. Because they shun the elements, dragonewts do not use any magics that are elementally oriented, including the worship of gods that have such connections. They do not deny the existence or power of such gods, but they do not support them, even through propitiatory worship. Instead, dragonewts may choose to purify their minds through the discipline of thought and deed. They perform spiritual exercises practiced in the mundane world that free them from opposite powers. A by-product of this is that they gain dragon magic. Dragon magic is different from Rune magic, spirit magic, or sorcery. When the dragonewt wills an effect, it takes place on SR 1. Effects are not spells—a dragonewt simply knows or does not know an effect. Use of dragon magic hinders a dragonewt’s spiritual development, and it may prefer death (with subsequent reincarnation) to using dragon magic in most situations. If the dragonewt does decide to use magic, it may do so sparingly, to maintain its spiritual balance. A dragonewt on an important mission is likelier to use normal spirit magic than dragon magic, or no magic at all. A spiritually impure dragonewt may use dragon magic to prevent a lengthy death (during which its characteristics will diminish). The list of effects provided below are examples and are not exhaustive.

Crested Dragonewts and Dragon Magic A crested dragonewt does not know dragon magic, and it may learn conventional spirit magic. However, it must forget such spells before it can progress to the beaked stage.

Effects for Beaked Dragonewts Dragon Armor: This effect absorbs damage at ..

the rate of 1 magic point per point of damage. All damage done (after subtracting for armor, parrying, etc.) is absorbed using as many magic points as are necessary. Magic points used to absorb this damage may be taken from all available sources. Not even critical hits will bypass this defense. Dragon’s Claw: This effect transforms one of the dragonewt’s limbs into a dragon’s claw. When used as a weapon, the claw does 2D6 damage plus damage bonus. The beginning percentage of the claw attack is equal to DEX×5. Dragon Strength: This effect multiplies the dragonewt’s STR by 1.5. Round fractions down. Thus, a dragonewt of STR 19 has STR 28 by this effect (19×1.5=28.5, or 28). This effect may be used in conjunction with Growth (below). Firebreath: This effect allows the dragonewt to breathe fire. A cone of primal fire is produced with a range in meters equal to the dragonewt’s POW. The firebreath does damage to the general hit points of any creature in its path. Targets of the flame are not shielded by standing behind another target. Engulfed weapons lose 1 hit point each and armor is reduced by 1 point of protection. The firebreath of a beaked dragonewt does 1D10 damage, a tailed priest does 2D10 damage, and a full priest does 3D10 damage. Growth: This effect causes the dragonewt to increase in SIZ by 6 points, possibly increasing hit points and damage bonus. The dragonewt may repeatedly use this effect over successive rounds to greatly increase its mass. However, if SIZ reaches more than triple its STR, the dragonewt will be unable to move by itself. Heroic Leap: The dragonewt may jump up to half its STR in meters. This is used to surprise an opponent and attack first, or even to leap behind an enemy and attack from the rear! Sprout Wings: This effect creates large wings, which enable the dragonewt to fly (DEX×5%). Sustain Life: This effect lasts for days equal to the dragonewt’s CON. Renders the dragonewt immune to the need for food, drink, and rest for the duration of the effect.

.. .. ..

..

.. .. ..

42

Elder Races

Effects for Tailed Priests Tailed priests can use all effects available to beaked dragonewts, plus more. Attune Landscape: This effect lets the dragonewt ..

achieve oneness with its surroundings, becoming nearly impossible to see so long as it does not move (once it moves, the effect ends). Unless a viewer receives a special success in the appropriate Perception skill, the dragonewt cannot be detected, even to spells like Second Sight, Detect Life, or Detect Enemy. If the dragonewt succeeds in using its Hide skill when invoking this effect, any potential enemy must be aware of the presence or possible presence of the dragonewt to even attempt using a Perception skill (and the viewer still needs a special success to spot the dragonewt). Don Armor: This is a dragonewt-only Manipulation skill: the base 05% chance comes through a successful mystic heroquest. Successful use of the skill allows the dragonewt to don its ornamental dragonbone armor in 1D10+10 strike ranks. When the armor is put on, the gamemaster should roll D100. Each full 05% rolled (round down) gives the armor 1 point of damage absorption, to the limit of the user’s Don Armor skill. Dragonewts use this skill before important journeys or battles, and the armor is left on until the mission is accomplished. Soul-blast: The POW of the dragonewt is matched against that of its target via a blast of green energy. If the dragonewt succeeds, the target loses 2D6 magic points.

..

..

Effects for Full Priests Full priests can use all effects available to tailed priests and beaked dragonewts, plus some others. Deflection: This effect lasts 1D6 hours. It lets ..

the dragonewt block incoming missile weapons and spells if a successful parry is made using a dragonbone weapon. On a success, the weapon blocks spell points equal to the weapon’s hit points (1 Rune point equals 2 spell points). Dragon Thought: The dragonewt assumes the form of a dream dragon, its size and capabilities increasng as the dragonewt gains understanding.

..

Summon Dream Dragon: The dragonewt must ..

meditate for at least 15 minutes to guide the call for the dream dragon. After this meditation, a dream dragon will form within 60 meters of the caster. Once the dream dragon arrives, it will obey the commands of the caster for an hour, then it will disappear. The caster must spend one full melee round instructing the dream dragon, but unlike elementals, dream dragons may be given complex commands. Terrify: This effect costs 4 magic points per round. The piercing glare of the dragonewt is emotionally overwhelming to those the dragonewt fixes its gaze upon. While the ability is in effect, the dragonewt can affect a target’s mental state by glaring at them. This takes 1 SR per victim. The dragonewt can attack normally that round, simply adding the time spent on glaring to its normal SR. Thus, a ruler with a normal gami attack at SR 5 could glare for 4 strike ranks (affecting four potential targets), then attack with its weapon normally on SR 10. The dragonewt must overcome the selected target(s) with a POW vs. POW resistance roll. In each round, the dragonewt chooses whether the selected targets suffer Fearshock, Madness, or are Befuddled. Targets Befuddled by the Terrify effect only snap out of it if they can roll higher than their INT×10 (or a roll of 96–00). Alternately, they automatically break free if injured.

..

Dr agonew t Mot i vat ions Before attempting to understand what motivates a dragonewt, it is necessary to first clear the mind of all previous notions about them. One must try to accept apparent paradoxes in one’s philosophy, and begin an understanding of them anew. Dragonewt thinkers consider their species to be an accident of creation, but a fortunate one that was inevitable. Both the strength and weakness of the dragonewt race is their fragile bodies and the finite experiences they can learn each lifetime. Dragonewt existence consists of a many-lifetime struggle to acquire and master certain physical, emotional, and magical characteristics. Doing so will make the individual one with a dragon, or in mundane terms, into a dragon. A side effect of this spiritual growth is the accumulation of magical powers.

43

RuneQuest The progression of dragonewts through each body stage is gained by allowing the consciousness and experiences of the spirit to pass from body to body. When the mind and current body have acquired sufficient development, the next hatching will be of the next body stage. There are often minor body changes in each lifetime. This occurs because the unhatched, and soulless, body developing in the egg will adjust itself to house the powers being developed by the body living elsewhere. Thus, all dragonewts of a single type may present different characteristics within their subtype. The dragonewts believe that the object of this life series is for them to pass on to become great and infinite dragons. This fact is undeniable to them and proven every passing day. As they pass from stage to stage they become increasingly more powerful. A seeming irony of a dragonewt’s life is that as the dragonewt regresses, it becomes weaker and less suited for advancement every time their powers are used. Each use of their immense magics gets the dragonewt more and more enmeshed in the problems of existence, by creating debts that must be paid before passing onto perfect draconic being. The life of a dragonewt consists of always bettering oneself, mastering their emotions and reactions to events so that it may advance to the next stage of being. Each stage of dragonewt development requires that the dragonewt constantly strive to master specific emotions and instincts. The goal of every dragonewt is to always react with conscious deliberation. The dragonewt concept of honor is critical to understanding them. Honor to a dragonewt implies the right way to live, as determined by its personal understanding of the universe at that time. Each stage of dragonewt existence is expected to experience and participate in certain thought modes and thereby gain responsibility for their actions in that realm. When certain categories have been fulfilled, the individual passes on to the next plateau of development. If a dragonewt dies dishonorably, it will remain dead several days before rebirth. When it is reborn, its physical and magical abilities are diminished. Shamed dragonewts are thus stuck with stunted personalities and abilities that mark their failures until worked out over several lifetimes. Dragonewt honor is determined by whether the dragonewt is responsible or not for its actions in that range of emotional experience and whether it failed to control itself. If the dragonewt did control itself (i.e. thought and decided properly on the Right Action) then it was an honorable thing. However, if it reacted emotionally, its actions were not

44

honorable even if the results of those actions were correct. Dishonorable (emotional) reactions are likely to result in more entanglements, so lifetimes are spent in clearing up the mistakes of a century ago.

Dragonewt Code of Ethics Dragonewts strive to purify their mundane bodies and souls through Right Action and thereby reunite themselves with the limitless spirit of Ouroboros, the Infinite Dragon, ever devouring its own tail and who is the origin of the entire universe. Right Action is defined by several simple requirements. Interpretations of these vary and are still open to redefinition. Duty to the Ancestors: Since all dragonewts are ..

descendants of dragons this is really the worship of dragons: their religion. However, during the Golden Age there were actual families and tribes of dragonewts. Most of those ancestors are longdead but may be sought as spirits upon occasion. Duty to One’s Lord: Lordship is dependent upon certain physical and personal traits being present in an individual. When these traits manifest themselves, nature has proven their qualifications and thus that person is obviously worthy of respect and obedience. To differentiate between persons of equal rank, dragonewts also have temporal lords who they report directly to and whose orders take precedence over others. Duty to Repay Favors: If someone does a favor for a dragonewt, the dragonewt will owe some return favor of equal or greater value. These owed favors are a great burden on a dragonewt’s development since it must attempt to fulfil them through lifetimes, if possible. These are not relevant in terms of friendship or agreement but must be returned even if it impedes their own development. The dragon religion urges that dragonewts avoid these owed favors, but their duties and orders often prevent them, thus entanglements enter their lives.

..

..

Dr agonew t Roa ds A network of invisible roads accessible only to dragonewts crosses their lands. Much of the continent was once interconnected, but many roads were broken apart during the end of the Empire of the Wyrms Friends period.

Elder Races The roads are marked by peculiar standing stones which mostly appear to be crude and stylized representations of dragons, wyrms, and an otherwise unknown thing vulgarly called a “frogosaurus” in Dragon Pass and Peloria. Dragonewts enter the road only in special magical sites located in their “cities,” which may in fact have originated simply as elaborate guard-posts to those sites. The magic is cast and the dragonewts run, in formation, across the open courtyard of the site and through a gateway of two standing stones and a lintel and disappear from the normal world. On the road, movement seems normal to the runners, but in the real world they move with unthinkable rapidity. Dragonewt armies can travel along their roads from one end of Dragon Pass to the other in no more than a day. Outside of the road, passage along the roads is noticeable to those nearby. First the stones begin to hum slightly and glow. When the dragonewts pass by, a low roaring sound is very audible, and some people can see immaterial forms streak past. The roads seem to have a field of activity which they require for passage, and if too many outside bodies interpose themselves

along the way, the dragonewts are interrupted and phase into the normal world again, usually very angry about the interruption. A road can be broken by knocking down and breaking the standing stones along a length. When a road is broken, any dragonewts passing along it can enter from a functioning site, and when they reach the broken end they simply re-enter the world as if other bodies had been interposed. Thus, some dragonewt roads are one-way to their end. In many places in Peloria, Ralios, and Kralorela stretches of dragonewt road are visible, but unusable because no departure sites are connected to them.

G iants Homo colossus An extremely surly and untrustworthy race. At its full growth of 15 meters in height, the giant is a truly formidable creature. Fortunately, most giants are not that large. Giants grow at the rate of 1 point of SIZ per game year. For STR and SIZ, roll 3D6 for every 2 meters of height and add +18 to each. It is unknown what the upper limit of a giant’s lifespan is, as especially old and huge ones are so dangerous that armies are marshalled against them. Gonn Orta, a famous and ancient giant, was born in the First Age and is said to be active still. Giants normally shun contact with humans, but they have a fondness for human flesh. The smell of carnage and carrion lures them from their mountain lairs in search of easy feasting. People often call them “the Devourers.” Giants often use great clubs or even tree trunks in battle, with the ability to sweep and hit many opponents at once. Human-sized opponents should subtract –10 from all hit location rolls when attacking giants, unless the giant stoops to reach them. Giants are so naturally contrary that any magical attempt to influence their actions or emotional responses (such as the spells of Befuddle, Demoralize, and Fanatacism) have only a 5% chance of working on them, no matter how many magic points the spell user has used, or how high their POW. Giants are tied to the Disorder Rune, not Chaos. Many people, including giants, cannot tell the difference. The example giant presented below is 9 meters tall.

45

RuneQuest

C haracteristics

A verage

STR 3D6 (per 2 meters) +18 65 CON 1D6+12 15–16 SIZ 3D6 (per 2 meters) +18 65 INT 3D6 10–11 POW 3D6 10–11 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 29 Move: 12 Magic Points: 11 Base SR: 3 Armor: Giants have thick skin worth 6 points +1 point per D6 of their damage modifier. Thus, a giant with a 7D6 damage modifier has 13-point skin. Skills: Smell Blood 50%. Runes: Disorder 95%. Languages: Speak (local language) 40%. Magic: A giant can learn any sort of magic if someone is foolish enough to teach it. Giant Hit Locations

The baboons claim that Gorilla was an ancient Hero, tricked out of his tail by Monkey. Gorillas sometimes engage in primitive ancestor worship akin to that of the Daka Fal cult. A few particularly bright gorillas have become bandits or even mercenaries in human lands.

C haracteristics

A verage

STR 4D6+12 26 CON 3D6 10–11 SIZ 2D6+12 19 INT 2D6 7 POW 3D6 10–11 DEX 3D6+6 16–17 CHA 2D6 7 Hit Points: 13 Move: 8 Magic Points: 11 Base SR: 2 Armor: 3-point skin, muscle, and hair. Skills: Climb 65%, Dodge 40%, Hide 40%, Listen 25%, Move Quietly 30%, Scan 25%. Runes: All gorillas have the Beast Rune at 60% or more. Languages: Speak Beastspeech 50%. Magic: Some gorillas belong to the Daka Fal cult and learn spirit magic.

Location

D20

Armor/HP

Right Leg

01–04

13/10

Left Leg

05–08

13/10

Abdomen

09–11

13/10

12

13/11

Location

D20

Armor/HP

Right Arm

13–15

13/9

Right Leg

01–04

3/4

Left Arm

16–18

13/9

Left Leg

05–08

3/4

Head

19–20

13/10

Abdomen

09–11

3/5

12

3/6

Chest

Gorilla Hit Locations

Chest

Weapon

%

Damage

SR

Pts

Right Arm

13–15

3/5

Maul

85

2D8+7D6

4

12

Left Arm

16–18

3/5

Thrown Rock

50

1D4+7D3

3



Head

19–20

3/5

Weapon

%

Damage

SR

Pts

Bite

50

1D10+3D3

6



Gorilla

Wallop

40

1D3+3D6

6



Gorillas are ground-dwelling apes that inhabit forests in southern Genertela. They are quadrupeds but can walk and stand on their hind legs. They are sentient, but slow-witted compared to humans and baboons. Gorillas are mainly vegetarians, though they also eat grubs, insects, and occasional prey. They move in small family groups usually led by an old silverback male. Female gorillas are smaller than males, and have 1D6 less SIZ and STR.

Grapple

60

special

6



Club

25

1D6+3D6

6

4

G orillas

46

Note: Each round a gorilla may attack twice. It may wallop twice, bite and wallop, bite and grapple, etc. The attacks occur 3 strike ranks apart. If a grapple succeeds, the gorilla grips its opponent and does its full damage modifier (normally 3D6) each round. It may continue to bite as well.

Elder Races

Maidstone ArcherS Trimanus saggitarius Maidstone Archers live in the Maidstone Mountains of northern Fronela. These creatures have no head, three arms, and stand around 3 meters high at the shoulder. Maidstone Archers are not a gregarious race. Mythos and History: Maidstone Archers were discovered by humans during the Second Age. Their origins are obscure. They claim to be the children of Enlasteer, God of Necessity, and Harabistarinos, Goddess of the Land Below the Mountains. These deities are unknown outside of their mythology, as is the saber-toothed mountain mammoth, the basis of Maidstone Archer culture. The mountain-mammoth is believed by scholars to be extinct now, if it ever existed at all. Scholars think it might be some sort of spirit-animal visible only to that race, which insists that their entire lives center upon it. Humans believe that Maidstone Archers are one of many unusual races from the Gods Age, but unlike most others, Maidstone Archers were not exterminated in the wars. Description: Maidstone Archers are gigantic humanoids who have no heads. Instead, an arm sprouts from where a human neck sits. An extremely sharp-sighted eye is on each hand. They can see extremely well under dim light conditions and can pinpoint details from distances much greater than humans can. A wide mouth slashes across their chests. Females have no mammaries—children are capable of movement and of eating whole foods upon birth. They are capable of living under very harsh conditions without fire or heavy protective clothing. Culture: Maidstone Archers do not value material culture. The only items of value are an extremely rare type of bone bead from the extinct saber-toothed mountain mammoth. They wear leather and fur clothing which is highly decorated with embroidery, which both sexes practice with diligence. Geometric designs are most common, though mothers and acknowledged hunting leaders embroider their clothing with scenes of hunting the aforesaid mammoth. Maidstone Archers eat a wide variety of meat and plants found in their mountains. They are very skilled with rock throwing, which they use to hunt small game. Maidstone Archers do not use fire, which they consider to be a nuisance spirit. They cook their food using magic. Government: Maidstone Archers are organized into informal hunting and gathering bands, each of which generally stays within its own high mountain valley and

which claims surrounding peaks as hunting grounds. Leaders are acknowledged as needed, and never has anyone been recognized as chieftain, priest, king, or other official. Relationship with Other Races: Maidstone Archers are a peaceful race that acknowledges all intelligent creatures as equals. Strangers are treated with courtesy and respect. Maidstone Archers have only recently begun to leave their mountains at all, apparently due to overpopulation and a desire to seek other sites where their mythical creatures can be found. Maidstone Archers share their native mountains with elves and speak Aldryami. Warfare: These wanderers are highly valued as mercenaries for their extraordinary skill at archery. Maidstone Archers did not know what warfare was until humans in the Second Age taught them. They had never fought each other or against other species before this. Even now, they are reluctant to take intelligent lives, and can be tempted only by massive payments that they usually use to pay for passage to distant mountains. They can also be tempted by receiving a single shield and two greatswords—items they have come to value for their use in close combat. Religion: No organized religion is known. All Maidstone Archers seem to have some shamanic skills which they use as needed. They have no fetches, although some shamans believe they have encountered Maidstone Archers on the spirit plane. Region of Origin: The Maidstone Mountains in Fronela are the origin of Maidstone Archers. No other colonies are known, though individuals have been known to wander far and wide.

C haracteristics

A verage

STR 3D6+24 34–35 CON 4D6+12 26 SIZ 3D6+30 40–41 INT 3D6 10–11 POW 3D6 10–11 DEX 2D6+18 25 CHA 2D6 7 Hit Points: 34 Move: 10 Magic Points: 11 Base SR: 0 Armor: 8-point skin, plus cuirboilli torso armor (3 pts.). Skills: Climb 60%, Scan 30%, Search 50%, Spirit Combat 50%, Spirit Dance 30%. Languages: Speak Aldryami 10%, Speak Maidstone 50%. Runes: Earth 60%.

47

RuneQuest Magic: Maidstone Archers typically know the following spells: Farsee, Heal 3, Mobility, Multimissile, Speedart. Maidstone Archer Hit Locations Location

D20

Armor/HP

Right Leg

01–03

8/12

Left Leg

04–06

8/12

Abdomen

07–09

11/12

Chest

10–11

11/13

Right Arm

12–14

8/11

Left Arm

15–17

8/11

Center Arm

18–20

8/11

Weapon

%

Damage

SR

Pts

Great Bow

90

3D6+1

1/6/11

10

Thrown Rock

80

1D4+4D3





Greatsword (right hand)

70

2D8+4D6

1

12

Greatsword (left hand)

70

2D8+4D6

6

12

Large Shield

70

1D6+4D6

3

16

Men -and -a-half Homo sapiens agimori Life is hard on the plains of Prax. Its peoples have grown expert in the fine art of survival in a desolate land. Even so, one tribe stands out from the rest in their ability to live in these god-blasted plains. These are the Agimori, the Men-and-a-half, one of the ten independent tribes of Prax. Great hunters and deadly fighters in any land, they are considered by many to be the finest infantry of Glorantha. Mythos and History: Long ago, in the golden age of God Time, the young god Lodril wandered the lands of Glorantha. In his wanderings, Lodril came to the fiery lands of Pamaltela, where he met the god Eurmal. Eurmal was very clever and had learned the secret of making men. He, Lodril, and some others then set about fashioning a living race. Their first efforts were ridiculous, disproportionate, ungainly, and ugly, and most died in the unfamiliar hazards of the world, though a few survived. On their last attempt, the gods achieved a race well suited for the hot, dry climate: the Agimori. The created people were more than had been hoped for. Tall and strong, yet lithe and handsome, they revered Lodril greatly but had minds of their own. Lodril taught them how

48

to live, how to fight, and how to survive where no other people could. When Chaos appeared and threatened the world, Lodril answered the call to battle. He gathered the Agimori together and led them north and east to Vithela. After many adventures, a much-depleted nation crossed a now-vanished land bridge into Fethlon. They then turned west to Prax, to fight Chaos in Lodril’s name. After the Spike exploded and the world changed, the Agimori were stranded in Prax. During the Darkness, some of the Agimori wished to reproduce, but could not due to their fiery origin. Desperate to replace their battlefield losses, the tribal leaders begged Lodril to assist them. For once at a total loss, Lodril asked Ernalda, the Earth Mother, for help. Ernalda revealed to the tribe that to reproduce, they must first take into themselves the antithesis of their natures. Before any Agimori could conceive, he and she would have to drink untainted water to counteract their dry natures. In this way, the tribe of the Men-and-a-half were created. Description: Average members of this tribe, both men and women, stand at least 185 centimeters tall and weigh more than 90 kilograms. Their strength and endurance are commensurate with their size, making them formidable opponents in any situation. The Agimori have other traits that make them unique. They do not sweat and require much less water than other mortals. Their digestive system is super-efficient, allowing them to thrive where others would grow gaunt. Their sight is exceptionally keen, for sight is the sense associated with the element of Fire. From birth to death they need surprisingly little moisture to survive. Indeed, a tribesman needs no more than a liter of liquid water to survive (the Agimori digestive tract can extract several more liters from their food) and can live on less. The major part of the liquid water ration is consumed during religious ceremonies every Fireday. From physical maturity (16 years) onward, the Agimori shows an amazing immunity to the effects of heat. Any warrior of this tribe can work or fight in the hottest of climates. While heat has little effect on the Agimori, they are very susceptible to cold. The Men-and-a-half are so closely bound to the element of Fire that cold affects them more than other humanoid races. The effects of cold upon the Agimori are described on the Cold Effects table. Government: The social structure of the Agimori is a simple and loosely-knit one. In peacetime, the extended family group is the basic tribal unit, consisting of 20–30 individuals, from grandparents to infants.

Elder Races Cold Effects Celsius

Fahrenheit

Effects

10º

50º

Limit of comfort for Agimori.

4–5º

40º

Loss of Perception skill category bonus.



32º

All Perception skills halved to no lower than base chance; –3 to DEX; Dodge halved; loss of all other DEX-based bonuses.

-7º

20º

All Perception skills at base chance; –6 to DEX; loss of Dodge; all Manipulation skills halved, including weapons.

-12º

10º

All Perception skills at 5%; –9 to DEX; all Manipulation skills at base chance.

-18º or lower

0º or lower

Movement halved; all Perception and Manipulation skills at 5%; –12 to DEX; –6 to CON; death by freezing in minutes equal to current CON. DEX and CON cannot go below 3 due to cold.

In times of war, each family group must supply the tribe with at least ten fighters (called “spears”), and a leader. This Leader of Ten is elected by the fighters he will command. Family groups will often travel with other groups they are bound to by blood or friendship, together making up a clan. The eldest family leader nominally leads the clan. The authority of the clan chief extends only to those matters that concern more than one family. Each clan, in wartime, must supply the tribe with at least 50 spears, called a “line,” and a Leader of Fifty who is usually the most experienced or renowned of the Leaders of Ten. Way of Life: Unlike the five Great Nations of Prax, this tribe does not rely on domesticated herd animals for sustenance. The Men-and-a-half are first, and foremost, hunters. The hunt is both their chief occupation and their greatest pleasure. While hunting may be the joy of the Agimori, war must sometimes be their business. It is only through mercenary service that the tribe can obtain the metals and arms (and, if necessary, food) needed to survive. That is why the tribe keeps its fighting on an impersonal level. It cannot afford to make personal, permanent enemies. For this reason, the Men-and-a-half will not hire out to non-humans or to anyone involved in a religious war. Chaos is an enemy; there are no exceptions. The Agimori will never serve the Lunar Empire because of its Chaotic connections and because it is an invader of Prax. Life within the tribe seems unnecessarily harsh to outsiders. The crippled and the aged are not tolerated unless they are able to provide a valuable service to the tribe. Those who cannot are abandoned to fend for themselves or die. Most Agimori prefer to die with dignity in a traditional

49

RuneQuest way. When life has become more of a burden than a joy to them, they will deliberately court death until it finds them. Prevented from doing so by illness or imprisonment, they will neither eat nor drink until death frees them. Religion: As a people who are of Prax, yet are not dependent on the great herds, the Agimori worship a different array of deities than do the other tribes of Prax. Agimori Cult Membership D100

Cult

01–05

Lodril

06–20

Daka Fal

21–95

Foundchild

96–00

Other (gamemaster choice)

Foundchild is the most widely worshipped deity of the Agimori, as befits a tribe of hunters. All Agimori are at least lay members of this cult. Taboos: The Agimori have several restrictions laid upon their actions by tradition or religion. Some of these taboos are more a matter of survival or pride than religious belief, but all are serious and are not lightly-broken by any member of the tribe. Riding: No Agimori may ride an animal into ..

battle. It is permitted to travel on a mount only in case of injury or illness. Cowardice: Anyone guilty of cowardice in the face of the enemy, or at any time where the lives of others are involved, will be slain out of hand. Theft: The theft of anyone’s food, water, or personal weapons is punishable by death if the culprit is caught. Murder: The penalty for murder is set by the victim’s family and will be enforced by the entire tribe. Punishment may take one of two forms: (1) the slayer must take the victim’s place in the family group for the rest of their life; (2) if the slaying was a fair fight the killer is given an hour’s grace before the victim’s avengers start after them. Under any other circumstances, the murderer is slaughtered like a pig. Agimori will not hire out as mercenaries on opposing sides of a fight, for it will be considered murder if one Agimori is forced to kill another in battle. Slavery: It is taboo to own a slave.

.. .. ..

.. 50

Creating a Man-anda-half Adventurer Runes: All Men-and-a-half start with the Fire/Sky Rune at 100%. Base Skills: As per human except Climb (15), Hide (40), Javelin (30), Large Shield (25), Listen (35), Move Quietly (40), Pike (30), Scan (50), Search (50), Shortsword (20), Spear (30), Track (50). Occupations: Assistant Shaman, Hunter, Warrior (Light Infantry). Equipment: All Men-and-a-half begin with equipment appropriate to their occupation.

Region of Origin: In Genertela, Men-and-a-half can only be found in the Wastes, particularly Prax. Bands of Men-and-a-half are rumored to reside in the fiery deserts of southern Pamaltela.

C haracteristics

A verage

STR 3D6+6 16–17 CON 1D4+14 16–17 SIZ 3D6+6 16–17 INT 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 18 Move: 10 Magic Points: 11 Base SR: 4 Armor: Agimori have 2-point skin. Warriors typically wear a composite helm (3 pts.), cuirboilli greaves and vambraces (3 pts.), and heavy leather on the torso (2 pts.). Skills: Dodge 35%, Hide 50%, Listen 40%, Move Quietly 40%, Scan 50%, Search 50%, Track 50%. Languages: Speak Agimori 50%, Speak Praxian 15%. Runes: Fire/Sky 100%, Movement 75%. Magic: See Religion section, above. Agimori typically know the following spirit magic spells: Bladesharp 2, Disruption, Mobility, Protection 2, Repair. Special Notes: The Agimori take only half damage from all heat- or fire-based attacks. In combat, the damage done by spells such as Fireblade, Firearrow, Sunspear, and the heat attack of a fire elemental is halved after penetrating any armor or protection that the warrior has on: the remaining damage (round fractions up) is then applied to the rolled hit location. Movement: The Agimori are renowned for their ability to travel long distances and cross difficult terrain and remain in fighting trim. This may be approximated

Elder Races by allowing each Agimori warrior to run their STR×4 in kilometers on flat land, STR×3 in kilometers on hilly land, or STR×2 in kilometers in mountainous or swampy land. Man-and-a-Half Hit Locations Location

D20

Armor/HP

Right Leg

01–04

5/6

Left Leg

05–08

5/6

Abdomen

09–11

4/6

12

4/7

Right Arm

13–15

5/5

Left Arm

16–18

5/5

Head

19–20

5/6

Chest

Weapon

%

Damage

SR

Pts

Pike

55

2D6+1+1D6

4

12

Spear

55

1D8+1+1D6

5

10

Shortsword

40

1D6+1+1D6

7

12

Javelin

55

1D10+1D3

3

8

Large Shield

40

1D6+1D6

7

16

Morokanth Morocanthus anthropophagus The inhuman morokanth are considered one of the Five Great Tribes of Prax. Intelligent, tapir-like creatures with short prehensile snouts, morokanth herd bestial humans, not beasts, but do not ride them. Like the Sable Tribe, their Herd Queens are more important than their Khans. Mythos and History: Morokanth have participated fully in all the myths and history of the Praxians. Description: Morokanth are quadrupedal, clawed, and their hide is black-to-grey. They are generally nocturnal and have better night vision than humans. They have an excellent sense of smell. The morokanth are primarily vegetarians but do eat herd-men as part of their religious practice. Like bears, morokanth can stand or walk on their hind legs to slash with their claws or use tools, but they prefer to walk on four legs when traveling any distance. A morokanth’s forepaws are well suited for fighting and walking, but lacking thumbs they are too clumsy for fine manipulation. Fortunately, their snouts make up for some of this.

Creating a Morokanth Adventurer Runes: Morokanth get a +10% bonus to their Darkness Rune. Base Skills: As per Praxians, except Beast Training (05), Boat (00), Claw (25), Climb (05), Hide (45), Martial Arts (10), Move Quietly (20), Peaceful Cut (25), Search (05), Spirit Combat (40), Swim (35), Track (25), Understand Herd Beast (20), any weapon (05). Occupations: Use any appropriate to Praxians. Morokanth cannot Ride, so substitute Ride with Beast Training. Morokanth Martial Arts: The morokanth possess a combat system resembling the human Martial Arts systems taught in Kralorela or Peloria. The morokanth martial arts skill is useless to humans and the reverse is also true. Claw and Martial Arts count as morokanth cultural weapons (although Martial Arts is a Knowledge skill).

Culture: They follow the same general patterns of Praxian culture, adopting some aspects to suit their quadrupedal status. Thus, males are the warriors and herdsmen while females own most property and are the nurturers and healers. Since morokanth are too large to ride their herd-men, an ostentatious morokanth must use herd-men to carry a litter or to draw a cart. Relationship with Other Races: Outside of Prax, morokanth have a worse reputation than they deserve. Outlanders believe morokanth are vicious man-eaters. They frighten naughty children with tales of morokanth. This is due to ignorance. They do not know of the Survival Covenant. They have not experienced the hard life of the plains of Prax or they would know of the desperation that drove men and beasts to risk becoming herd-things in return for a chance to survive at all. Outlanders do not realize that the humans of Prax also eat and otherwise use herd-men. Even when outlanders see herd-men in human camps their own expectations blind them: herd-men are considered slaves rather than meat for the stew-pot. They do not know that herd-men are unintelligent animals in human form. Thus, it is that morokanth alone have the reputation for being “man-eaters.” Outside Prax, morokanth are viewed either as dangerous butchers by the common folk or sources of great profit by black-market slave traders. The greatest exception is the Lunar Empire, which accepts anyone or anything willing to obey the Lunar Way. Religion: Morokanth worship Praxian gods. Region of Origin: Morokanth are found only in the Wastelands of Genertela, particularly in Prax.

51

RuneQuest

C haracteristics

A verage

STR 3D6+6 16–17 CON 3D6 10–11 SIZ 3D6+6 16–17 INT 2D6+6 13 POW 3D6 10–11 DEX 2D6+3 10 CHA 3D6 10–11 Hit Points: 13 Move: 8 Magic Points: 11 Base SR: 4 Armor: 4-point hide, plus often wearing 2-point leather on head and body. Skills: Beast Training 25% (see Beast Training, following), Climb 50%, Dodge 25%, Hide 50%, Listen 50%, Martial Arts 25%, Move Quietly 50%, Search 45%, Spirit Combat 50%, Track 65%. Languages: Speak Praxian 50%, Understand Herd Beast 35%. Passions: As per human Praxians. Runes: Most morokanth have the Darkness Rune at 60% or higher. Special Rune Magic: As per the cult. Magic: The morokanth worship the same gods as the humans of Prax. Their favorite spirit spells are Countermagic, Heal, Ironclaw, Mobility, and Protection. Morokanth Hit Locations Location

D20

Armor/HP

Right Leg

01–04

4/5

Left Leg

05–08

4/5

Abdomen

09–11

6/5

12

6/5

Right Arm

13–15

4/4

Left Arm

16–18

4/4

Head

19–20

6/5

Chest

Weapon

%

Damage

SR

Pts

Claw

50

1D6+1D6

9



Long Spear

45*

1D10+1+1D6

5

10

Heavy Mace

40*

1D10+1D6

8

10

* A morokanth found on an adventure will be more competent, but a player character morokanth adventurer will start at 05% with any weapon.

52

New Skill

Beast Training (05)

Since morokanth are too large to ride their herd-men, they do not have the skill of Ride. They have a related skill, Beast Training, which occupies the identical position of Ride in the morokanth cults of Waha and Eiritha. Beast Training resembles Ride in teaching the herd-men skills, making a herd-man do something it has not been trained to do, in making the herd-man fight on command, and in choosing a herd-man for use. In addition to teaching ordinary body attack skills, such as Fist, Head Butt, and Kick, Beast Training can also be used to teach herd-men to throw rocks and to attack (but not parry) with a club or cestus. Beast Training also measures a morokanth’s ability to tell a beast from a person after a ten-minute inspection. Beast Training is a Knowledge skill.

Elder Races

Mostali ( Dwarfs) Mostali lithanthropus Also called dwarfs, the Mostali claim descent from Mostal the Maker, a primeval deity said to have created the World. The dwarfs have a long and ancient history, most of which is unknown to humanity. They are pragmatic and stoic, happy with practical matters and unafraid of hard work, and are conservative and secretive to an extreme. Their hard religion offers them personal immortality. The official dwarf religion is a sorcery of a limited, but practical, variety. The Mostali are locked in eternal war with the elves (dating from the early Gods War) and are no friends to trolls. The enmity of elf and dwarf predates the current form of both species and reaches back to their creation. The byword of their relationships with other intelligent beings is always mutual distrust. The dwarfs are divided into occupational castes that often behave like separate species. Only the soldier caste—the Iron Dwarfs—is regularly seen outside their underground cities. The iron discipline and unyielding attitude of dwarf culture is inhuman in its rigidity. Most humans cannot understand their machine-like state of mind. Apparently, many dwarfs cannot either, for there is a significant rate of desertion from the ranks. These are considered heretics by conventional dwarfs, and in some places, they form whole societies. The Mostali were the first to discover iron and were the first to learn to work it. They have created many other constructs to aid them, from gargoyles and the stone giants called jolanti, to even more exotic constructs like the Alchemical Transformer and the Cannon Cult. Mythos and History: Dwarf mythology is concerned with Mostal the Maker, a personification of the creative force of Construction. Mostal is the World Machine, the system by which the world works. Personifying this faceless system makes it easier for the dwarfs, and others, to understand dwarf history. Mostal is the Maker. He made everything, or else taught others how to make them. His three greatest inventions, called by the dwarfs the Three Elders, were the first tool, Helper, also called Toolmaker; the Spike, the cosmic mountain which was the linchpin of the universe; and the Mostali, an intelligent race of beings. Tools are the mark of the Mostali. Many races of Mostali existed, each related, yet different. All were made by Mostal or his children, and all were humanoid. All had the same mind and will. First, Mostal worked crumbled rock in the First Container and worked it until the Rock

Mostali emerged. The Rock Mostali aided their creator and sensitized his manipulation. They helped Mostal mold the Lead Mostali. The Lead Mostali were more sensitive yet, and helped their father form the Quicksilver Mostali, and so on until eight basic races were created. The original eight races—Rock, Lead, Quicksilver, Copper, Tin, Brass, Silver, and Gold—comprise the Octagony of Ancient Minerals. When Umath the Destroyer was born, he began the ruin of the cosmos. Standing upon the Spike, he wrenched apart Sky and Earth. The bowl of the heavens, carefully placed and perfectly moving, was knocked atilt. The Machine was broken, its delicate mechanisms shattered. Though forces rallied to drive off the storm gods and reassert the Old Law, soon things got worse. Death appeared, and the Gods War took a fatal turn. Elves slaughtered the Mostali, who marched innocently to their doom, still pathetically attempting to win contests with virtues or expert artisanship. High King Elf bore Death to the heart of the world, the Spike, and there shattered the central shaft of the World Machine. There died Stone and the Three Elders of the Mostali. Other disasters came. Trolls poured out of secret passages, slaughtering and devouring faithful Mostali, wrecking their machinery and laboratories. They melted Mostali in their own pots and drank them. In Council, the Octagony of Ancient Minerals fortified themselves against the growing troubles. Together, they created the Iron Mostali, whose occupation was to make tools of war. Thus fortified, the Mostali marched to battle. Iron was designed to burn the greatest enemies of the Mostali: trolls and elves. For war, they adapted tools: hammers and picks, as well as consciously imitating the most effective weapons they knew of: axes, like that with which the elves shattered Mostal; and swords, weapons of the air gods. The Mostali were superior, but when destroyed were irreplaceable. As losses mounted and endless armies of foes continued to swarm, the Octagony met again to create a new breed. This time, they sought quantity, not quality. They made the Tenth Container, the Clay Jar. From it clambered the many Clay Mostali: dwarfs. These are quite different from their predecessors—less magical, less intelligent, and generally inferior in every way. But they were numerous and eager to help. Some stayed on the Spike to help with further creation, but most were outfitted with tools of war, attired in iron, and sent to follow the Iron Mostali into war. Lastly, the Octagony and the First Clay Dwarf applied their might to make the Diamondwarfs. They were endowed with diamond skills to be leaders of the dwarf race.

53

RuneQuest As the World worsened, the Mostali gathered at the Spike, site of the first action of the Gods War, to attempt their mightiest work—to heal the breaches that now riddled the universe. At the height of their ritual the Devil arrived upon the slope of the Spike. It shattered with a clap of doom, and with the Mostali, vanished into nothingness. The World plummeted towards oblivion. Many dwarfs (though few Mostali) survived this cosmic catastrophe. They survived at outposts and factories across the universe, working wherever respite from the constant destruction could be found, slaving at the hopeless task of fixing the universe more quickly than it was being shattered. The dwarfs maintained strongholds throughout the Gods War. Some fell to Chaos, others fell to other foes, but many survived. They wrought wonders, hammered out scattered parts of the Machine, and rejoiced when the Sun rose again, proof that their perseverance and piety had paid off. Thus, they were inspired to maintain their iron discipline, working ever harder to complete the World’s repair. They know that the Gods War is not over yet, for their perfect universe is not yet restored. Since the start of Time, and probably before, the united dwarf civilization has been ruled by an organization called the Decamony, which is like the Octamony but has added Iron and Clay dwarfs to its number. Each region is in turn ruled by its own Conclave. In the First Age, dwarfs assisted in the creation of Nysalor, the Bright One. But as time went on, dwarf support waned, though many remained loyal to the Bright God. Dwarf fought dwarf in the devastation of the Gbaji Wars near the end of the Age, weakening

54

the race and preparing the way for the catastrophes of the Second Age. In the early part of the Second Age, many wars were fought against trolls and elves. The dwarfs maintained their ancient lands and citadels but took heavy losses. Heresy became rampant. Internal difficulties finally burst into a grim civil war which settled nothing and crippled Nidan, the oldest and second-largest dwarf cities in Glorantha. When the predatory God Learners rose, they looted dwarf cities for their lore. By the end of the Age, dwarfdom was the weakest it had ever been. Even so, dwarf machinations helped lead to the final doom of the God Learners. The rising of the Red Moon in the Third Age was cheered as a great sign prophesying that the ancient World Machine was, according to plan, being repaired. Dwarf unity was again secured, and the internal strife that characterized earlier Ages was eliminated. Dwarfs now remain mostly quiescent. Individuals and messengers are sent forth, but the greater body of dwarfdom remains aloof. They wait in confidence, knowing that their great machine is slowly coming together, despite Time. Description: Dwarfs are stocky humanoids from 60–140 centimeters tall and from 10–75 kilograms in weight. Average size is 45 kilograms in weight and 115 centimeters tall. Dwarf facial features are rather grotesque to humans but are not hideous or repulsive. Many, but not all, dwarfs are bearded.

Elder Races Dwarfs have disproportionately short limbs, and many are hunchbacked or otherwise distorted. These seeming deformities, far from hindering them, seem to make them better-suited to their cramped burrows and heavy labor. Their gnarled bodies have massive bones and are stout with twisted muscle. Pound for pound, dwarfs are the strongest and toughest of the Elder Races. Dwarfs have a sense, unique to them, called “Earthsense.” It is like long-distance touch, and permits them to sense heat, air pressure, and air currents with remarkable accuracy. They can maneuver in the dark using Earthsense, calculate their depth beneath the surface, sense moving objects, and even measure the size and shape of a cave system by simply standing in a corner of it and sensing the air currents. Thus, a dwarf can travel swiftly through an unfamiliar cave system, trusting their “feel” as to what tunnels lead where. Long-range Earthsense is defined as Earthsense Scan, and close-range Earthsense is Earthsense Search. Dwarfs have no family life, and no equivalent to marriage. They are manufactured at need rather than born. When a Conclave decides that more dwarfs in a certain class are needed, a special ritual is performed that creates what is required. Sexuality is unknown to dwarfs, even though other races discern apparent genders among them. The very thought of biological reproduction is violently repulsive to dwarfs, and they keep their methods of reproduction secret, usually professing absolute ignorance on the subject (even if they do have knowledge.) Dwarfs that stay with the way of Mostal, even if heretical, never age nor die naturally, though they can be slain or

killed by disease. However, Apostate dwarfs are subject to the unnatural force of death. They begin aging at varying rates that seem to be based on the overall physical and mental characteristics of the individual. Culture: Dwarfs live in huge underground artificial cavern complexes hollowed out by Rock dwarfs. Dwarf cities are connected to one another by tunnels that can be hundreds of kilometers long. The interiors of dwarf caverns are spacious and carefully formed. Walls are decorated with geometric patterns or grinning faces, while the floors may be polished stone or splendidly tiled. Dwarfs manufacture their own food from elements they mine or refine. This food is stored in sealed tin containers until used and can be kept for decades without deteriorating. Dwarf food is nourishing to all species but tastes loathsome to all except dwarfs. The secret of its creation is known only to the Quicksilver dwarfs. The dwarf language, called Mostali, has been learned by many humans. All dwarfs and Mostali speak this language, as do their artificial creations (at least those capable of speech). A dwarf is assigned a work period that never changes. Between work periods, each dwarf rests or works in their own private niche. These chambers are often cut right into the side of the dwarf ’s laboratory or workshop, so that the dwarf is as near to their labors as possible. Each niche is carved by the owner, and may be quite elaborate, filled with the owner’s handicraft. During their nonworking hours, dwarfs usually engage in whatever handicraft they have taken as a hobby. The dwarf system is not comparable to any human economic scheme. Each city is

55

RuneQuest highly centralized; all decisions are made by the Conclave or Decamony. Each dwarf is assigned a task, and labors without question. Over the years, each dwarf accumulates the goods needed and desired, including magic tools and unliving servitors. By human standards, every single dwarf is fabulously wealthy. Little of that wealth is ever seen aboveground, however—dwarfs traveling to the surface leave their goods behind, where it is safe and properly protected. Dwarfs are cold, shrewd beings whose every action is predicated upon careful calculation. They are not artists, but artisans. Their finely-built constructions and magic devices are all made by nameless crafters. Each dwarf has their own treasure hoard of jewels, precious metals, and rare goods which are kept exclusively for their own use. By human standards, dwarfs are colossally greedy and selfish. In turn, dwarfs find contemptible the human tendency to permit valuables to slip through their fingers. Trade is unnatural to dwarfs, though a few groups of dwarfs have attempted to imitate human mercantilism, notably at Dwarf Mine. Government: Each dwarf city is ruled by a Conclave, with one or more members representing each of the Ten Minerals. All the Conclave’s decisions must be unanimous, though much discussion may occur before a final decree is issued. Each city’s conclave must answer to an overall ruling council called the Decamony, which claims sovereignty over all dwarfs. The Decamony is in two parts: one based in the Nidan Mountains, and the other at Slon. The Nidan Decamony rules all Genertelan dwarfs, while the Slon Decamony organizes the activities of Pamaltela and Jrustela. The two parts of the Decamony are in complete harmony, each ruling their part of the world in accordance with the good of the Machine. Relationship with Other Races: Dwarfs do not get along with any other intelligent race. Trolls are an inferior underground species that competes with and eats dwarfs, causing great catastrophes. Since they delight in similar spaces, trolls are considered a competing species. Elves personify the wrongness which began the ruin of the cosmos. All elvish existence is based on Growing, a corrupt and false version of the dwarfs’ own linchpin of reality. Elvish malignance has often stymied dwarf plans, as when they slew Mostal or assassinated the dwarf rulers of Dorastor in the First Age. Dwarf hatred for elves is innate—not a learned prejudice. Humans are dishonest creatures with short lifespans and even shorter attention spans. They steal dwarf secrets, ransacking the salvage pile of dwarfish society.

56

In short, dwarfs fear trolls, detest elves, and despise humans. Chaos is also a serious problem, but it is an attack from without, not a corruption of the Machine from within. Thus, it must be defended against, not actively repaired. Warfare: Dwarfs avoid warfare if possible, preferring to let the other races annihilate each other. They feel that repairing the World Machine will eventually remove the other races through natural means. However, they face reality and are willing to confront other species when necessary and use every method at their disposal. Dwarf armies are always armed and armored with the best quality iron war-gear. They are always superbly trained and disciplined. Many of them have acquired centuries of experience, even remembering battles fought before the Gods War. They prefer defense and try to draw their foes into their caves. When necessary the dwarfs march from their tunnels to participate in set battles or, less often, guerilla warfare. They seem to find comfort and courage in numbers. Dwarfs usually use conventional weapons but have been known to use weapons which are undreamed of by other races. In the Second Age, they used devices called guns, and mustered an unbeatable regiment armed with pike and musket. On several occasions the Dwarf of Dwarf Mine has rented out the Cannon Cult, a battery of giant guns. Religion: Dwarfs do not have a true religion. Instead, they follow the Way of Mostal. This path defines the universe for most dwarfs everywhere. It gives them personal immortality at the expense of illusory freedom. Dwarfs that keep at their ancestral tasks, doing the things that dwarfs are meant to do, live forever—a powerful incentive to maintain this way of life. Eventually the World Machine will be repaired and the God Time will be restored. Every time a dwarf turns a screw or makes a tool, that glorious day draws nearer. When that happens all the many races of Glorantha will die or find their properly subservient place within the Machine, and the cosmos will work properly. Good dwarfs never learn spirit magic or Rune spells. They use Maker Magic, conceptually like sorcery. Each caste has its own spells, and each dwarf is taught those spells necessary to the performance of their job. Regions of Origin: The largest underground dwarf cities are Greatway in the Eastern Rockwood Mountains between Peloria and Dragon Pass and Nida in the Western Rockwood Mountains between Fronela and Ralios. Smaller dwarf cities can be found throughout Genertela.

Elder Races

C haracteristics

Subt ypes

A verage

STR 4D6 14 CON 2D6+6 13 SIZ 2D6 7 INT 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 12 Move: 6 Magic Points: 11 Base SR: 5 Armor: Coat of unenchanted heavy dwarf iron chainmail (11 pts.) and full helm (12 pts.). The dwarf has a 70% of being unaffected by any spell cast at them. Skills: Craft Iron 65%, Dodge 35%, Earthsense Scan 50%, Earthsense Search 50%, Mineral Lore 35%. Languages: Speak Mostali 50%, Read/Write Mostali 50%. Passions: Devotion (caste duties) 60%, Hate (Aldryami) 60%, Hate (Uz) 60%. Runes: All dwarfs have the Earth and Stasis Runes at 80% or higher. Magic: Dwarfs use dwarf sorcery (see below). An Iron dwarf wearing unenchanted armor does not cast spells in combat. Iron Dwarf Hit Locations Location

D20

Armor/HP

Right Leg

01–04

11/4

Left Leg

05–08

11/4

Abdomen

09–11

11/4

12

11/5

Right Arm

13–15

11/3

Left Arm

16–18

11/3

Head

19–20

12/4

Chest

When first made, a dwarf is assigned to a specific caste named after the ancient Mostali races of metallic beings. Every metal has certain types of dwarfish tasks associated with it. A dwarf performs only those tasks, except during Sacred Time, when special tasks must be fulfilled. Thus, there are Rock dwarfs, Gold dwarfs, Copper dwarfs, and so forth, each carrying forth the tasks which the ancestral Mostali once performed. These castes are not ranks, and form no hierarchy, but most closely resemble professions. The classes are: Rock, Lead, Quicksilver, Copper, Tin, Brass, Silver, Gold, and Iron. Usually counted as a separate class are the Diamondwarfs, who have reached perfection in their craft. Diamondwarfs are the pinnacle of dwarfdom, serving to replace the forever-lost Mostali. Each caste has its own Diamondwarfs, thus there are Iron Diamondwarfs, Gold Diamondwarfs, and so forth.

Rock They mine, quarry, dress, and build with stone. They are the architects and sculptors of dwarf society and build cities and laboratories. They work in cement as well as stone.

Lead They invented plumbing, and later developed glassblowing. They work closely with the Quicksilver dwarfs. Lead dwarfs also specialize in making seals and wards to prevent entrance or to block off forbidden areas.

Quicksilver They know the art of transmutation and the science of alchemy. They brew terrible compounds in their fuming labs, and know the secrets of gunpowder, medicine, and all forms of vitriol and potions. They also make the dwarf version of food. Although they use magic, they specialize in manipulating physical elements.

Weapon

%

Damage

SR

Pts

1H Hammer, Iron

80

1D6+2*

8

15

Battle Axe, Iron

60

1D8+2*

7

12

Copper

Crossbow (repeating)

75

2D4+2*

3

6

Medium Shield

80

1D6*

8

12

They make tools, containers, and some weapons. The original Copper Mostali created the world’s first coinage: clacks. One of their tasks is to manufacture the special magical conduits which purvey energy to all the parts of a dwarf factory.

* Damage against an elf or troll that penetrates armor is doubled. Can strike creatures immune to normal weapons. Note: The dwarf crossbow is a repeater. It fires once a round without needing to reload, until all five quarrels in the clip have been expended. It takes three rounds to refill the clip.

Tin They summon and control those useful creatures, Earth elementals. They create the semi-living constructs such as jolanti and nilmergs which work for the dwarfs in

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RuneQuest

Creating a Dwarf Adventurer Runes: All dwarfs have the Earth Rune as their primary Elemental Rune and take Stasis at least at 80%. Subtype: Pick one of the subtypes listed below. Base Skills: As per human except Boat (00), Climb (20), Earthsense Scan (25), Earthsense Search (25), Mineral Lore (20). Specific castes may have certain skills at a higher base value. Equipment: All dwarfs begin with equipment appropriate to their subtype plus the following: subtype-appropriate clothing (e.g., tunic, boots, and hat) and items resulting from the dwarf’s hobby. Sorcery Skills: Regardless of subtype, all dwarfs get a minimum of three spells appropriate to their subtype, starting at a minimum of: (Sorcery spell) +25%, (Sorcery spell) +20%, (Sorcery spell) +15%.

Brass Dwarf

Alloyists and metallurgists. Skills: Craft (Redsmithing) +25%, Dwarf Lore +10%, Evaluate +30%, Metal Lore +30%, Mineral Lore +30%, Read/Write Mostali +10%, Devise +30%, Earthsense Search +5%. Equipment: Metallurgy tools, fine brass items worth 200 L.

Copper Dwarf

This artisan subtype makes implements, useful utensils, and some weapons. Skills: Craft (Copper Smithing) +40%, Craft (Redsmithing) +40%, Devise +30%, Dwarf Lore +5%, Earthsense Scan +15%, Earthsense Search +15%, Evaluate +20%, Metal Lore +15%, Mineral Lore +10%, War Hammer +10%. Equipment: Artisan’s hammer, other smithing tools.

Gold Dwarf

A subtype of teachers that keep the lore of the dwarfs. Skills: Craft Gold +15%, Dwarf Lore +30%, Evaluate+20%, Glorantha Lore +30%, Mineral Lore +15%, Orate +25%, Read/ Write Mostali +25%, Speak Mostali +20%. Equipment: Magnifying glass; writing equipment; other fine tools; 3,000 L worth of various dwarf goods, many of gold.

Iron Dwarf

Quicksilver Dwarf

This subtype of dwarfs are mysterious masters of alchemy, transformation, and medicine. Skills: Alchemy +30%, Dwarf Lore +10%, Earthsense Scan +15%, Earthsense Search +15%, Evaluate +10%, First Aid +25%, Listen +15%, Mineral Lore +25%, Orate +15%, Read/ Write Mostali +15%, Speak Mostali +10%. Equipment: Mortar and pestle, burner, writing equipment, failed experiment, respirator mask, protective waxed canvas gown (2 pts.), 1D6 cans of odd-smelling chemicals, 1D6 cans of “food.”

Rock Dwarf

The builders of dwarf citadels and complexes. Skills: Climb +10%, Craft (Architecture) +30%, Craft (Masonry) +40%, Devise +30%, Dwarf Lore +10%, Earthsense Scan +15%, Earthsense Search +15%, Evaluate +10%, Jump +10%, Mineral Lore +30%, Read/Write (Mostali) +10%. Equipment: Iron hard hat (6 pts.), folding farscope, writing equipment, mallet, chisels, metal straight edge, masonry trowel, punch hammer, lewis (a small lifting tool), 1D6 interesting rocks.

This subtype is dedicated to the arts of war, including ironsmithing. Skills: Battle +30%, Craft (Secrets of Iron) +25%, Dwarf Lore +10%, Medium Shield +40%, Melee Weapon +40%, Missile Weapon +40%, Secondary Weapon +25%. Equipment: Melee weapon, missile weapon, medium shield, heavy dwarf iron chainmail suit (9 pts.), iron plate dwarf helm (12 pts.), linen and wool clothing, multi-tool, smithing equipment, 1D3 cans of “food.”

Enchanters and sorcerers. Skills: Craft (Silversmith) +10%, Craft (Magic Item) +10%, Dwarf Lore +10%, Glorantha Lore +10%, Read/Write Mostali +10%, (Sorcery spell) +30%, (Sorcery spell) +30%, (Sorcery spell) +10%. Equipment: Magnifying glass, 1D3 spirit-binding prisons, sorcerous scrolls, other tools.

Lead Dwarf

Tin Dwarf

Creators of plumbing as well as glassblowing. Skills: Alchemy +10%, Craft (Glass) +30%, Craft (Plumbing) +30%, Devise +30%, Dwarf Lore +10%, Earthsense Scan +15%, Earthsense Search +15%, Listen +15%, Mineral Lore +30%, Swim +10%.

58

Equipment: Adjustable crescent wrench; other tools; toolbox; 1D100 finely crafted lead statuettes of dwarfs and other Gloranthan beings, each 25 millimeters tall.

Silver Dwarf

Controllers of earth elementals, animated statutes, and other dwarf-made beings. Skills: Craft (Stonecarving) +25%, Craft (Tinsmith) +10%, Devise +30%, Dwarf Lore +10%, Evaluate +20%, Fast Talk +10%, Mineral Lore +30%, (Sorcery spell) +25%. Equipment: Various tools, 200 copper clacks in dwarf goods.

Elder Races specialized tasks, hard labor, or harsh environments. They also manufacture replacement limbs and organs for crippled dwarfs, and the cans that store dwarf food.

Brass They are alloyists and metallurgists. They create new metals from combinations of old ones. They are also in charge of heating the forges and keeping the necessary heat channeled to appropriate spots and at the correct temperature for the job at hand.

Silver They are enchanters and sorcerers. All dwarfs learn sorcery appropriate to their caste, but these specialize in working with magic power. Some construct great enchantments taking centuries to complete. They say they made the Red Moon.

Gold They represent the mind of Mostal. They are teachers and maintain the continuity of dwarf society through correct education and indoctrination. They keep the lore of the dwarfs.

Iron Dwarfs are but rarely seen by outsiders anymore. Since the old wars they have withdrawn almost completely from contact with mankind. Some old places are kept, more like outposts or curiosities than the thriving metropolises they used to be. Any dwarfs sighted are often Iron dwarfs, which has also distorted many impressions concerning this race. The Iron dwarfs worship, or claim descent from, that metal. Iron is not a natural mineral but was invented by the Mostali race as a Bearer of Death in the Gods War. It was made specifically against their traditional foes: trolls and elves. Many people since then have heard ancient Mostali claim that they would have made it work against humans, too, if they had known what would happen. Iron dwarfs are of two types. The first are Makers of Iron. They are the blacksmiths and they once held the secret of working iron inviolate until robbed by the Third Eye Blue people of the land of Fronela many centuries ago. The second are Makers of Death, and they avenged the Makers of Iron years ago, so that people now have only a small part of the Iron God’s secrets. For instance, mankind can make iron swords, but they did not learn the art of making iron firearms. Iron was invented to serve as a weapon of the dwarfs, and as armor. The Iron dwarfs are the armor of the dwarf race, shielding all the softer peoples deep in their subterranean

world from the ravages of the wicked outer world. Dwarfs believe that their Cosmic Machine was broken in the Gods War, and they do not think their lot will improve until it is all fixed again. This will not occur soon, and the dwarfs are patient, believing that the Gods War is still going on. Thus, they stand fast, in their retreats, and leave the Iron dwarfs to face the outer world. If dwarfs are strict, Iron dwarfs are even more stern and steadfast. They are usually quite paranoid about their safety, and rightly so. They go clanking about clad in the most coveted metal in the world, iron, and their arrogance and unyielding way often provoke hostility where softer words would have been better. But only the best of their crop bother going above ground, and only in an emergency. The rest of the time they simply use their vast system of underground tunnels.

Dwar f W e a pons Dwarf fighters are usually pictured with axes and hammers because they are loath to even show their best weaponry to outsiders who will covet them and even try to imitate them. However, their expertise extends far beyond the simple weapons which humans can craft. Dwarfs make everything they use. For centuries, dwarfs living beneath the surface felt little need for missile weapons within their burrows. However, their unceasing conflicts with the other Elder Races showed them the terrifying power of the elf bow and troll slingstone. So, with typical dwarf craftsmanship, they set out to make a useful missile weapon. The result was the crossbow. It is the ideal dwarf missile weapon, having a flat trajectory rather than the arcing fire of bows and slings. It is perfect for corridors and when defending dwarf cave complexes, as many invading elves and trolls have discovered. The dwarf crossbow was quickly copied by men, though none had the expertise to copy the repeating mechanism which makes the dwarf crossbow so devastating in combat. Perhaps this was because humans also used normal bows, which did nearly as much damage as light crossbows, and were much cheaper and faster firing. The craftsmen of the Nidan Decamony sought a new mechanism which would have the flat trajectory of the crossbow, but which would be preserved from human copying. The ancient secret of black powder was adopted for this purpose. None but dwarfs know when black powder was discovered. Elf and troll tales from the God Time tell of raiding parties in dwarf caverns suddenly confronted with devastating

59

RuneQuest

Dwarf Weapons Weapon

Base%

STR

DEX

Damage

Pts

Enc

Range

Rate

Musket

5%

11

10

2D10*

10

6

40

1/3MR

Pistol

5%

11

12

2D6+2*

7

3

10

1/2MR

Bowling Ball

5%

12

14

See below

2**

3



1/MR

Cannon

5%

Crew

Crew

10D6





1,000

1/10MR

* lmpales. ** If hit points are exceeded, the weapon explodes.

explosions and deadly rains of rock and iron. The dwarfs kept this costly invention a dire secret, and never allowed it out of their tunnels until the proliferation of Openhandism in the First Age. The dwarf musket appeared on the Surface World for the first time during the Gbaji Wars, a tool of the Decamony as much against the Openhandist heretics of Greatway as against ancient and modern dwarf foes. Keeping firearms safely in dwarf hands has always been a major Decamonic obsession, and the Cannon Cult of Dragon Pass is a distinct source of orthodox Nidan paranoia. Early Nidan muskets followed a predictable course. First, they used matchlocks, then the wheellock, then hit upon flintlocks. They have stuck with that mechanism for many centuries. The flintlock allows them to get off one shot every three melee rounds. A problem with dwarf firearms is the great clouds of smoke that accompany every firing. However, the dwarfs have learned to use that as an advantage, making their powder smokier, to act as a shield during reloading. In their own complexes, the dwarfs often use large mechanical fans to blow the smoke toward their attackers, so they can use the cover to advance with their axes to close quarters. This trick works best against humans and elves—troll Darksense is not fooled by mere smoke. Even before the invention of gunpowder, dwarfs were hard nuts to crack in their underground fortresses. Invaders were continually confronted by falling floors, spikes shooting from the floor, and sudden jets of burning oil or steam. Certain dwarf caves in volcanic regions used steam-powered cannons and lava rivers to let their enemies know they were in hot water. Once black powder was invented, the dwarfs devised rolling disorder mini-kegs, adapted from bowling balls, which were placed in special corridors containing curving

60

turns, and even carved grooves. The built-in, precision-timed fuses are a glory of dwarfen craftsmanship. Musket: A smoothbore, two-handed flintlock firearm. The dwarfs of Nida like to use them in massed volleys down long corridors. Pistol: The only firearm whose use by dwarfs can be remotely considered common. A one-handed smoothbore weapon of the same caliber as a musket. Bowling Ball: Used strictly in defense of the dwarf caverns. Can travel 40 meters per melee round and explode, usually precisely when its dwarf wielder desires. They contain a large amount of powder in a light casing, and most of the damage is done by the explosion. Unless a target is standing within a meter of where the bomb goes off, they will take little physical damage, but may well be stunned and knocked down. These side effects of the explosion can be deadly in a battle. Within 1 meter, the victim must make CON×5 or go unconscious for 25 minus CON in melee rounds, and suffer 6D6 total hit point damage. Within 6 meters, the victim suffers 1D6 total hit points in damage, and must roll DEX×5 or fall. Disorder Keg: Similar in basic nature to the bowling balls, but of varying sizes and no fuses. Multiply damage and/or range according to the desire of the gamemaster. Cannon: Crude, massive brass muzzle-loaders on wheels, pulled by blind cave oxen. These are direct fire-type war engines, firing gleaming, polished brass cannonballs. The human slaves of the Cannon Cult would die to a last soul before letting anyone or thing other than the Dwarf of Dwarf Run examine the mechanisms. A particularly stupid human slave attempted to use a disorder keg as payload once.

Elder Races

Dwar f Sorcery Dwarf sorcery—called “Maker Magic”—is conceptually identical to sorcery but involves a different set of techniques typically applied to a specific material associated with a dwarf caste. In the Second Age, the nature of dwarf sorcery was a matter of vitriolic debate among rival God Learner schools. At least one school claimed that Maker Magic only superficially resembled sorcery and was in truth a form of unlearnable Rune magic. Later God Learners rejected that theory and concluded that dwarfs use the following techniques to manipulate the substances associated with their caste: Change State: This technique can make a solid to ..

become a liquid, or a liquid become a solid. Stabilize: This technique makes a substance stable or in equilibrium, and thus resistant to change. Measure: This technique allows the caster to know the precise dimensions, angles, weight, number of cogs, threads, etc. of a thing. Shape: This technique allows the caster to shape the substance. Separate: This technique allows the caster to divide, cut, or otherwise separate the substance. Join: This technique allows the caster to join two or more pieces of the substance together into one.

.. .. .. .. ..

It is widely known that these are not the only techniques used by the dwarfs. The Silver dwarfs are believed by some Malkioni to be the source of the Tap technique, while Tin dwarfs have some technique to breathe life into inanimate things.

Sa mple Dwar f Spells Each caste has its own sorcery spells. These spells are not taught to dwarfs outside of the caste and are never taught to outsiders.

Cut Stone (Rock Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a section of stone. Each point of strength allows it to affect 1 cubic meter of stone. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast.

Each melee round for the duration of the spell, the caster may make the stone divide itself into two separate pieces of whatever dimensions the caster desires.

Measure Stone (Rock Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a section of stone. Each point of strength allows it to affect 1 cubic meter of stone. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. For the duration of the spell, the caster knows the precise dimensions and weight of the stone.

Shape Stone (Rock Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a section of stone. Each point of strength allows it to affect 1 cubic meter of stone. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. For the duration of the spell, the caster can shape the stone however desired and in whatever detail wished. The stone is “fixed” in the shape assumed when the spell duration expires.

Stabilize Stone (Rock Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a section of stone. Each point of strength allows it to affect 1 cubic meter of stone. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. For the duration of the spell, the affected stone maintains its position, no matter how top-heavy or unbalanced it is.

Shape Iron (Iron Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a piece of iron. Each point of strength allows it to affect 1 ENC point. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. For the duration of the spell, the caster can shape the iron however desired and in whatever detail wished. The iron is “fixed” in the shape assumed when the spell duration expires.

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RuneQuest

Cut Iron (Iron Dwarfs)

C haracteristics

1 Point Ranged, Temporal, Active This spell is cast upon a piece of iron. Each point of strength allows it to affect 1 ENC point. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. Each melee round for the duration of the spell, the caster may make the iron divide itself into two separate pieces of whatever dimensions the caster desires.

STR 2D6+12 19 CON 4D6+12 26 SIZ 3D6+12 22–23 INT 1D6+2 5–6 POW 3D6 10–11 DEX 2D6+8 15 Hit Points: 29 Move: 8 Magic Points: 11 Base SR: 2 Armor: 7 points of metallic hide. Skills: Dodge 35%, Smell Foodstuff 160%. Magic: A gobbler can eat near-limitless quantities of its designated substance. Sometimes gobblers receive enchantments or long duration sorcery spells from the dwarfs.

Stabilize Iron (Iron Dwarfs) 1 Point Ranged, Temporal, Active This spell is cast upon a piece of iron. Each point of strength allows it to affect 1 ENC point. Each time the spell is cast, the user expends 1 POW in addition to the magic points cast. For the duration of the spell, the piece of iron cannot be broken. Damage higher than the item’s hit points still passes on to the wielder or wearer as normal. However, armor affected by this spell protects against criticals as well as normal and special successes.

Mosta li Cr e at ions Though Mostali are not the only species capable of creating new forms of life, they are perhaps the most adept at it. Many diverse and unusual creatures have emerged from Mostali workshops: the more successful are described here.

A verage

Gobbler Hit Locations Location

D20

Armor/HP

01

7/9

Right Leg

02–03

7/9

Left Leg

04–05

7/9

Right Lower Arm

06–08

7/10

Left Lower Arm

09–11

7/10

Right Upper Arm

12–14

7/10

Left Upper Arm

15–17

7/10

Body/Head

18–20

7/15

Tail

Gobblers

Weapon

%

Damage

SR

Paw

55

1D4+2D6

5/8

The Mostali have invented many interesting and useful substances (such as black powder), which are occasionally stolen by daring humans. Gobblers were developed to deal with this threat. These notorious creatures are programmed to devour a single substance. They can eat anything, but the smell and taste of their special foodstuff overwhelms them. The more of it they eat, the hungrier they get, until finally they expend themselves in great orgies of destruction. Entire cities have been ruined by these violent creatures. Gobblers are bizarre creatures with four arms, two legs, a deeply forked tail, a huge central mouth, and two sensory patches, each of which consists of three separate organs. Gobblers cannot be communicated with.

Note: A gobbler attacks four times each round, with both upper arms on its initial SR and both lower paws 3 strike ranks later. Add +1% to its Paw attack skill for each ENC of the target substance eaten. For every 10 ENC of the target substance eaten, add +1 to one characteristic chosen by the dwarfs when the gobbler was programmed.

No scientific name

62

Jolanti

Mostaliformus sp. Mythos and History: One thing which sets the Mostali apart from many of the other less important “constructed” races of Glorantha is in one single fact: they are Makers. All the other things and beings in the world are either raw or finished materials, or something in between. Dwarfs believe that the world was made by their great god, Mostal the Maker, but that a part of this cosmic machine went awry, broken by the Trickster. Thus, large parts of the cosmos have lost their roots in recognizing themselves as raw materials for the Mostali races.

Elder Races Some parts of the world do remain, or have regained, recognition that they are subservient to the Mostali way. The Mostali call them Tamestones, even if the creatures’ origins were not in stone. Among the Tamestones is a widespread breed called jolanti. They know they were made by the dwarfs, but the jolanti are incapable of making any lifeforms themselves, and thus they are not Makers. Most jolanti were destroyed during the Great Darkness, and their splendor is now long past. Instead of thousands of each type, there are now only the small, human-sized jolanti and a few of the exotic, giant stone beings remaining, such as the Faceless Statue that Pavis the Hero used to build his city. In the Second Age, there were many wars between the Elder Races. Mankind knows little of detail concerning these colossal events, for the ruins of their many wars were old when men moved into the empty regions. One of those fights was the destruction of part of the Nidan Mountain kingdom. Only that dwarf kingdom seemed to keep its splendor intact through the wars, until it became a victim of Time. Gonn Orta, a famous giant rumored to be yet alive, was one of many who helped

defeat the Nidan kingdom. The mountains, ancient though they were, showed cracks and scars where Gonn Orta laid his lever. Famous peaks tottered when the giants cast their weight upon the well-placed tool, and for a year the regions downwind were covered with dust and grime as the mountains groaned and moved. Deep inside the mountain stronghold, there was grim fighting in narrow tunnels and palatial arcades, as the dwarfs defended each turn, doorway, and room with traps, counterattacks, and cave-ins. Trolls led the way in, happy to face death for the prospect of a dwarf meal. Afterwards, from the rubble of ruined rock, the giant jolanti thrust their way outward, born into the world and set free. The giants, who had worked for years to defeat the dwarfs, looked over the stone men and then returned to their homes. The huge jolanti stood where they were for a long time. Most of them were destroyed by rival dwarfs, but some did wander off. One large group was befriended by elves a few years later, who bestowed intelligence and fertility upon them as a triumph of Growing over Making. These still live in forests with elves in Aggar, at the fringe of the Lunar Empire. The giant jolanti made whole by the Aggar elves are called the Dringi to differentiate them from the more numerous normal-sized jolanti. The dwarfs no longer seem to have the ability to make the giant jolanti. It seems likely that the magic currently used to create them is not able to animate such a huge piece of stone. The secret, like many others, was lost in the Gods Age. Many dwarfs have researched for the method, but none has yet succeeded. However, the normal-sized jolanti have proven sufficient to serve the dwarfs’ purposes. Creation: Creating a jolanti requires a diamondwarf of the Tin Caste. It involves the use of certain secret dwarf sorcery spells on a mass of crumbled virgin stone approximately twice the size of the finished jolanti. A special iron-coated vat is used to melt the pure stone. Occasionally, other pure metals besides iron have been used in this ritual, and it is unclear if this has any effect on the resulting jolanti. Once the magics have caused the jolanti to form from the stone, it is ordered to climb out of the vat. As it cools, one or more stoneworkers and sculptors go to work on the creature. When formed, the jolanti normally has a head containing one sensory organ, a crude communication port, a massive body, two working limbs like hands with mittens, and two motive limbs like stubby legs. It can sense poorly, speak short words,

63

RuneQuest walk slowly, and grasp things roughly. If the workers alter the body while the ritual magics are continued (at great cost), more refined features and limbs can be created. The amount of alteration possible depends on the number of sculptors working on the project, and the length of time they must work. A larger jolanti allows a larger number of workers, but also requires that more work be done. Some common changes that are made include: additional sensory organs for improved Earthsense; creation of eyes, ears, or nose for additional sense perceptions; extra arms for increased utility and more attacks; carving of a tongue and teeth to allow for better communication; and the carving of digits on the working limbs for manipulative purposes. When within a certain range, the controller of a jolanti can mentally sense and control the new creation. The creation can learn and cast spells, limited only by its very low intelligence. Because of its low intelligence, only simple instructions can be given to it. Other Notes: Being constructs, jolanti have difficulty detecting pain or injury to their bodies. They would be more sensitive in earthen bodies, but stone is much denser and more durable, and earthen jolanti are extremely rare. Consequently, jolanti can be carved into intricate designs without feeling the slightest bit of discomfort, and dwarfs often use them for competitive artistic displays when they are not being used for other purposes. Normal jolanti lack INT, POW, and CHA. The magic points of a jolanti are provided during the manufacturing process and cannot normally be increased. Jolanti have armor points equivalent to the hit points of that location. As the location takes damage, the armor points for that location diminish. Even if a jolanti loses a limb, it cannot be incapacitated except by destroying all its limbs. For healing, the same spells used to repair weapons and tools must be used for everything from a minor chip to the replacement of a lost limb, for no spell to heal flesh will affect them. The stats given here are for a typical laboring specimen.

C haracteristics

A verage

STR 11D6+12 50–51 CON 7D6 24–25 SIZ 7D6+6 30–31 DEX 1D6 3–4 Hit Points: 30 Move: 2 Magic Points: 15 Base SR: 5

64

Jolanti Hit Locations Location

D20

Armor/HP

Right Leg

01–04

10/10

Left Leg

05–08

10/10

Abdomen

09–11

10/10

12

11/11

Right Arm

13–15

9/9

Left Arm

16–18

9/9

Head

19–20

10/10

Chest

Weapon

%

Damage

SR

Pts

Fist

15

1D6+5D6

9

Arm

Note: A jolanti’s attack % is normally equal to its DEX×5.

Nilmergs

No scientific name Nilmergs, like gobblers and jolanti, are manufactured by dwarfs. These small and nearly mindless creatures are each made to endlessly perform a single task or repair a single type of machine. Hence there are floor-cleaning nilmergs, nail-hammering nilmergs, pipe-cleaning nilmergs, etc. Nilmergs are incapable of intelligent independent action and are rarely seen outside of dwarf strongholds. They are often trained to worship special pieces of machinery which run on sacrificed magic points. An occasional nilmerg proves better at destroying than repairing. Rather than trying to alter these defective constructs, the dwarfs take them, train them in harming and destroying machinery, equip them with tools, and set them loose to infest the tools of those stealing dwarf secrets. Called gremlins, these constructs are keyed to specific targets. They are rarely seen, but their effects are well-known and cursed by innovative humans everywhere.

C haracteristics

A verage

STR 2D6 7 CON 2D6 7 SIZ 2 2 INT 6 6 POW 1D6 4 DEX 2D6+6 13 Hit Points: 4 Move: 6 Magic Points: 4 Base SR: 5 Armor: None. However, the nilmerg’s small size forces all foes to subtract –20% from attack chances against it. Skills: Craft (specific object) 100%. Note: A nilmerg has no effective attacks.

Elder Races Nilmerg Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/2

Left Leg

05–08

0/2

Abdomen

09–11

0/2

12

0/3

Right Arm

13–15

0/1

Left Arm

16–18

0/1

Head

19–20

0/2

Chest

N ewtling s Triturus sapiens Newtlings are a race like dragonewts and thought to be related to them. However, the connection is remote, as the species is primarily amphibian rather than reptilian, storing water in their tails for use in dry territory. They do not have a reincarnating cycle like the dragonewts but grow from huge tadpoles to sexless “bachelors” and return to their villages to breed. Almost all contact will be with bachelor newtlings. However, they are very like a crested dragonewt in stature and can be mistaken for one at a distance. Mythos and History: Newtlings say they were born in the primal mud of Creation and have lived there ever since despite the general hardening of the earth and cooling of the air. Subtypes: Newtling young are like giant tadpoles, requiring submersion in water to survive. Bachelors are bipedal and tailed with bulging eyes and faces like a frog. Adults, found only in their homeland marshes, are similar

but less robust. The adults also possess various sexual characteristics of interest only to other adult newtlings. Description: The bachelor stage is a sexually immature stage in which both sexes spend the next 30 years of their lives. The bachelor is terrestrial, has a thick, rough skin, is dark brown with yellow spots, and stores water in the fat of its large tail for travel. After about 30 years of bachelorhood, the newtling gets an urge to return to the homeland (if they left it). The transitional period lasts for about a year and any newtling that does not return to the water by the end of this time is doomed. This is the third stage of newtling life; with sexual maturity is lost the ability to withstand drying. The skin becomes soft, smooth, and porous; the tail becomes smaller and can no longer store water (though it is better fit for swimming); and the color changes to a golden brown with orange spots. Culture: Adult newtling culture centers around the raising of the tadpoles. It is not materialistic and honors survival over truth. The bachelors are often imbued with great curiosity and a desire to travel and see the world before they reach adulthood. Government: Government is centered around the fertile adults who act as elders and provide leadership, inspiration, and protection for the young. Relations with Other Races: Newtlings are sometimes used as slaves by dragonewts, which they do not seem to mind. They are generally shy and fearful, especially of the humans who often chop off their tails as food. Religion: Ancestor worship (like the cult of Daka Fal). Region of Origin: Most newtlings originate in the New Fens of Maniria in southern Genertela. Most rivers or swamps can support newtlings. These statistics are for bachelors, which both range further and are met more often than the rare mature adults. Adults have a CON of 2D6 and receive a bonus of +50% to Communication skills when communicating with other newtlings.

C haracteristics

A verage

STR 3D6 CON 3D6 SIZ 2D6 INT 2D6+6 POW 3D6 DEX 2D6+6 CHA 3D6 Hit Points: 10 Magic Points: 11

10–11 10–11 7 13 10–11 13 10–11 Move: 6/6 (Swim) Base SR: 4

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RuneQuest Armor: No natural armor. Newtlings sometimes wear fish-hide leather (2 pts.). Skills: Boat 50%, Dodge 35%, Hide 50% (70% in water), Listen 50%, Move Quietly 50%, Search 45%, Swim 80%, Track 30%. Languages: Speak Newtling 50%, Speak (local human tongue) 20%. Runes: Water 80%. Magic: Newtlings typically worship their local river god and spirit cults. Newtling Hit Locations Location

D20

Armor/HP

Tail

01–02

0/4

Right Leg

03–05

0/4

Left Leg

06–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Trident

45

1D6+1

6

8

Sling

50

1D8

2



Small Shield

55

1D3

6

8

Triolini The variety of intelligent life beneath the sea is nearly as great as that above. Only the ignorant believe that all Triolini are the same type of creature. The most powerful and secret of all sea life are the Tritons, entities of enormous power. They have not been seen near the surface since the Gods War. Their offspring are the much weaker Naiads, who are still quite powerful when compared to mortals. The Naiads were conquered by the storm gods during the Gods War, and their offspring are the Triolini. The several types of Triolini are divided into two main groups: the Cetoi and the Piscoi. The Cetoi descend from Naiads who allied with the storm gods, usually through marriage. The Piscoi, in contrast, are the unwanted offspring of the children that fought the storm gods unsuccessfully. Cetoi are usually friendly to surface-dwellers and sailors. Piscoi are generally quite hostile. Cetoi are mammalian, with

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dolphin- or seal-like hindparts. Piscoi are fish-like, with scaly tails, and even bodies. The Cetoi include the Ludoch tribes, which are the only Triolini described here, as they are the most commonly encountered.

Ludoch

Cetanthropus ludoch The Ludoch are the most common and best-known type of merfolk in Glorantha. They are neutral or friendly to mankind. Mythos and History: The Ludoch originated in the Gods War era with the union of air spirits with sea nymphs. They are proud of their part in aiding Magasta to devour and recycle the great void that was made when the Spike exploded. Description: The Ludoch are seen more often by humans than any other type of Triolini. Ludoch tail skin is smooth and slick, like that of a dolphin or whale, and their flukes project sideways. A Ludoch can stay underwater for an hour at a time without difficulty. Culture: Ludoch are naturally gregarious and gather in pods that tend to be as large as possible. In fertile seas, large superpods—or tribes—are known, while in other regions only small pods are found. Ludoch mate for life, and never take another if the mate dies. Parents are intensely loyal to children, who remain close by their parents’ sides for seven years before departing. Ludoch have a language which cannot be spoken by humans, but they can quickly learn almost any spoken language simply by listening carefully. Government: Ludoch naturally congregate into larger social groups, even coalescing into kingdom-sized bodies south of Maniria, in the East Isles, and in the Maslo Sea. Participation in government is voluntary, but most of the merfolk amiably agree to their peaceful policies. Relations with Other Races: Ludoch are friendly to humans and like to trade for beautiful things which cannot be found in the sea. They fear the other races of merfolk which are occasionally found in their regions. Religion: Ludoch worship sea gods such as Magasta, Triolina, and Wachaza. They revere spirituality and beauty above all else, finding in that the temporary solace which their otherwise pessimistic and abysmal religion provides. Region of Origin: Ludoch live along the south coast of Genertela, and throughout the eastern oceans, concentrated especially in the East Isles, and Maslo and Marthino Seas

Elder Races of Pamaltela. Kethaela holds a kingdom of Ludoch who cooperate with the local fishermen. The following describes a female Ludoch. Male Ludoch have STR 2D6+6, SIZ 3D6+6, and CHA 3D6.

C haracteristics

A verage

STR 3D6 10–11 CON 3D6 10–11 SIZ 2D6+6 13 INT 2D6+6 13 POW 3D6 10–11 DEX 2D6+6 13 CHA 4D6 14 Hit Points: 12 Move: 0 (Walk)/9 (Swim) Magic Points: 11 Base SR: 4 Armor: 2-point blubber on tail. May wear sharkskin (2 pts.), sea-serpent hide (4 pts.), or giant-crab cuirass (6 pts., but only the chest is protected). Skills: Dodge 50%, Sound 50%, Sing 50%, Spirit Combat 50%. Notes: Swim is no more a skill with Ludoch than Walk is a skill with humans. Languages: Speak Boatspeech 15%, Speak Cetoi 50%. Passions: Loyalty (tribe) 60%. Runes: Water 80%. Magic: Preferred spirit magic spells are Bladesharp, Heal, and Mobility.

Ludoch (female) Hit Locations Location

D20

Armor/HP

Tail

01–07

2/4

Abdomen

08–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Trident

60

2D3

6

8

Trident (thrown)*

50

1D6+1

2

6

Knife

50

1D3

8

4

Tail Slap

35

1D4

8

Tail

* Cannot be thrown underwater.

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RuneQuest

Tusk Riders Homo hybridus Tusk riders are a loathsome, bestial race which is, at best, disliked by everyone. Their name refers both to their own impressive tusks, and to the tusked giant boars which they ride. They are known to be great liars and boasters, and so cruel that trolls seem tame by comparison. Tusk riders are noteworthy for two things. The first are the giant boars (the size of horses) which bear them over plain and mountain with equal facility. The other is their Cult of the Bloody Tusk, which glorifies combat and blood sacrifice. Since the beginning of Time, tusk riders have been distrusted by both men and trolls for their half-blood. In response, tusk riders are defiant and proud, flaunting their bloody ways and openly assigning all other races and religions of the earth as their Right Legitimate prey. They hire as mercenaries to any who meet their price of cash and blood. Their employer must provide sentient beings to torture and to kill. One who wishes an entire tribe of tusk riders (such as those of Dragon Pass) must deliver regiments of victims to them to satisfy their bloodlust. Mythos and History: Tusk riders apparently originated in the Second Age, perhaps from some abominable Empire of the Wyrms Friends fertilization program that crossed trolls and humans. They, however, claim that they were made from the mixed blood, spittle, and seminal fluid of their God of the Bloody Tusk. The tusk riders claim that they have an emperor that once ruled the whole world, but who now rules from pig-back exile since being betrayed by the Dragon King in elder days. They say he rules over twelve tusk rider kings, each of whom rules 50,000 subjects. Their grandiose history does not fit with any other records. Their strongest historic government was centered upon the Ivory Plinth of Dragon Pass, which was partially demolished early in the Third Age, but which still serves as their most active cult center. Description: Tusk riders are humanoid, but extremely ugly. They have great yellow tusks which are useless for fighting or eating, but quite prominent. Culture, Life, and Government: The tusk riders lead a nomadic, hunting and raiding life style. They are brutal, treacherous, violent, and cruel, and thus often hired as mercenaries capable of carrying out any military order.

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They travel about in family warbands which include males and females alike. Pregnant females (like their companion swine) take refuge in the springtime to give birth to a litter of 6–10 children, which are largely ignored, and often left with the swine to be raised. They grow to adolescence within eight years and join the warband. Wandering bands number from 6–25 adult and adolescent individuals, though bands in the Stinking Forest of Dragon Pass are generally much larger.
Tusk riders are accompanied by a herd of their swine that avoid other hominids and accept the tusk riders’ protection. Tusk rider steeds are huge belligerent swine commonly called tuskers (see page 161). Mounted tusk riders can easily outrun anyone on foot. In forests, which are their favorite haunt, they are almost as fast and can outrun almost any steed as well.

Elder Races They hunt, raid anyone for treasure and food, and regularly intimidate everyone for tribute or rob them. When threatened or confronted with superior foes they flee without shame. There are probably only 10,000 tusk riders in the world, and their largest mercenary armies usually number only a few thousand warriors. The warbands are usually ruled by a single old warrior, sometimes a female, whose word is law. The slightest offense is met with violence, and they will rule until killed by a rival (who is usually a close kinsman). Relations with Other Races: Everyone dislikes or hates them, and the feelings are reciprocated. The elves alone are respected, not out of love but because the tusk riders fear the only foes which can best them in the woods. Sentient beings fear them because of their practice of human sacrifice, which captures beings’ souls as spiritual slaves to the tusk riders. Warfare: Tusk riders usually use lances and spears in combat, but readily use other weapons captured in combat or taken as tribute. Usually tusk riders disdain missile weapons, preferring to close with their victims quickly. Their steeds fight along with them. They prefer to raid, but are terrifying when coaxed into melee, and opponents are usually demoralized by their fear of being taken prisoner. Religion: The Cult of the Bloody Tusk is their religion, a cult worshipping a god who created them and fathered their ancient emperor on the swine goddess and the twelve kings on his granddaughters. The religion is extremely cruel and brutal and provides terrible magic to the worshipers, at the cost of their victims’ souls. Region of Origin: Tusk riders originated in Dragon Pass, where they are most numerous, and have migrated to Maniria, Peloria, Prax, and Ralios.

C haracteristics

A verage

STR 2D6+6 13 CON 2D6+6 13 SIZ 2D6+6 13 INT 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 CHA 1D6 3–4 Hit Points: 14 Move: 8/10 (Riding) Magic Points: 11 Base SR: 5 Armor: No natural armor. Usually wear pig-hide cuirboilli and fur padding (4 pts.) and an open helm (4 pts.).

Skills: Bloody Cut 35%, Conceal 45%, Dodge 50%, Hide 25%, Intimidate 45%, Move Quietly 25%, Ride (Tusker) 90%, Search 55%, Track 50%. Languages: Speak Tarshite 15%, Speak Tusk Rider 50%. Passions: Devotion (Bloody Tusk) 75%, Hate (anything) 80%, Love (causing pain) 70%, Loyalty (war leader) 70%. Runes: Beast 60%, Darkness 60%. Magic: Tusk riders worship three deities: a Silver Age Orlanthi hero; a gigantic wild boar; and a darkness demon (see Cult of the Bloody Tusk, following). Popular spirit magics are Demoralize and Heal. Tusk Rider Hit Locations Location

D20

Armor/HP

Right Leg

01–04

4/5

Left Leg

05–08

4/5

Abdomen

09–11

4/5

12

4/6

Right Arm

13–15

4/4

Left Arm

16–18

4/4

Head

19–20

4/5

Chest

Weapon

%

Damage

SR

Pts

Lance

60

1D10+1+2D6

5

10

Long Spear

55

1D10+1+1D4

5

10

Broadsword

55

1D8+1+1D4

7

12

T usk R ider Cults Cult of the Bloody Tusk Tusk riders hold their main deity to be the God of the Bloody Tusk, a god unknown in the God Time and unacknowledged by other cults. Members of the cult worship three different entities: the hero Aram-ya-Udram; the god-pig Gouger; and an unnamed darkness demon. The cult emphasizes the bestial aspect of human nature. Death means pain, yet the tusk riders must kill to survive. Thus, pain is good, as is shown by the terrible Bloody Cut practice of the cult. Ordinary people are the prey of the tusk riders. Their goods are for the taking and their lives are forfeit should they resist.

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RuneQuest

Initiate Requirements: Any tusk rider can join this cult by sacrificing a point of POW to create a Rune point with the Bloody Tusk. Non-tusk riders that wish to be adopted into the cult must prove their worthiness by subduing a tusker with their bare hands. This event is more of a bloody spectacle than an honest attempt to bring new members to the tribe, and sometimes war leaders force captured enemies to undergo this “initiation.” Favored Passions: Devotion (Bloody Tusk), Hate (anything), Love (causing pain), Loyalty (war leader). Spirit Magic: Bladesharp, Countermagic, Demoralize, Disruption, Heal, Ironhand, Mobility, Protection, Slow, and Vigor. Special Notes: Initiates are taught the skill of the Bloody Cut (following)

Rune Magic Common Rune Magic: Command Cult Spirit, Dismiss Magic, Divination, Extension, Find Enemy, Heal Wound, Spell Matrix Enchantment, Spirit Block, Summon Cult Spirit, Warding. Special Rune Magic: Appease Earth, Command Swine, Death Binding, Fear, Pain Tooth, Seal Wound.

The Ivory Plinth The Ivory Plinth is the great temple, the center of the tusk rider cult. Engraved on its altar in old Theyalan are the following words: “I am the War-teeth of Gouger, sacred god-child of Earth. Two cities I’ve smashed, leaving rubble for my children. Two peoples I’ve destroyed, flooding the Earth with blood. Mine was the mission to destroy, for the glory of Earth. l am the trophy of Aram, the victor of the Battle of Larassa. Aram is he who fought me, led me wild over the hills here. Aram is he who tricked me, lured me to the arms of the demon. Aram is he who wrenched me from my jawbone in my dying agony. l am the axis for the Riders, temple pillars and sacred home. Sacrifices gather to feed me, ripe grain and fresh fruits. Sacrifices offered to appease me, hot blood and quick deaths. Rich gifts sanctify me, and my children are deeply rewarded.”

Leader (Rune Lord) Requirements: A candidate for Leader must have proven themselves a leader in both raids and battle. They must have Ride (tusker) at 90%+, have a weapon skill of 90%+, and have Bloody Cut at 90%+. Special Notes: A Leader checking for divine intervention rolls 1D10 rather than 1D100.

Cult Speci a l Rune Spells Appease Earth 1 Point Ceremony This ritual is used to perform sacrifices to the Bloody Tusk. It can take three forms. Grain or other food is given to the Tusk (usually by feeding it to tuskers) to feed and strengthen the Earth, thus strengthening the cult. Blood sacrifice (preferably human sacrifice) appeases the Earth, protecting the cult from her wrath and causing the giant boars to remain tame and under the riders’ control. When magic items, other treasures of great worth, or more than a half-dozen prisoners are sacrificed with this spell,

70

the Earth is pleased, and the tusker mount of the sacrifice’s provider has one of its characteristic points raised by +1 (chosen by the rider). No characteristic may be increased above the normal maximum by this means.

Death Binding 1 Point Ceremony When this spell is successfully combined with the Bloody Cut skill, 1 point of POW must be sacrificed. The victim’s spirit is trapped and bound within its tail (or hand, if humanoid). The spell caster can use the victim’s magic points to cast spells and can cast the victim’s spirit magic spells, if any. This magic is not available to anyone except the tusk rider that trapped the spirit. It is broken if a proper burial ceremony (such as Peaceful Cut or Prepare Corpse) is intoned over the tail or hand, if a spell to free the spirit such as Free Ghost or Sever Spirit is cast upon it, or if it is destroyed.

Elder Races

New Skill

Bloody Cut (10)

This is a slaughtering skill, used to dispatch both animals and captured prisoners. The intent of the skill is to cause the greatest trauma and pain to the victim so that its spirit may be trapped within a part of its body. The Bloody Cut is often combined with the Death Binding spell but is also practiced on its own. Bloody Cut is a Manipulation skill.

Pain Tooth 2 Points Ranged, Temporal, Nonstackable This spell must be cast on a weapon. It causes any hit that penetrates armor to incapacitate the location struck in addition to normal damage. The victim can recover from this incapacitation by rolling under their CON×2 and can try to do so each round. If a target has been injured in more than one location by a Pain Tooth, they need only roll CON×2 a single time to be freed of all incapacitating effects.

Seal Wound 2 Points Ranged, Temporal, Nonstackable Damage done by the weapon this spell is applied to will not regenerate or heal magically but must be healed in the normal time it would take. Thus Heal 2 will cauterize a wound, but not heal it, Heal 6 will restore a limb but not mend it, etc.

Uz (trolls) Styganthropus Trolls are principally a mountain-dwelling race, at perpetual war with elves and dwarfs, and dealing with mankind as the occasion demands. The dispersion of trolls was so great during the Gods War and since the Dawning, that several distinct breeds arose, as well as one blasphemous crossbreed with man, the tusk riders (see page 68). All trolls have an aversion to iron, the “poison metal,” refusing to handle it and taking double damage from weapons forged of it. The trolls call themselves Uz, a word which can be translated as “the folk.” More specifically, Uz is the living part of Kyger Litor that is also the incarnation of all trolldom. Uz is a mundane appendage of the great Darkness goddess, who has further powers in her own worlds beyond the reach of Uz. Mythos and History: Trolls are sometimes known as Men of Darkness, or dark men. They are an ancient

race, old in God Time when age could not be measured. They originated in the Underworld, a place of eternal icy blackness—perfect for trolls. During the Lesser Darkness, trolls and other creatures of night swarmed over the Surface World. This catastrophe was viewed as a malignant invasion by the surface inhabitants, but actually, the trolls were driven forth from Hell by Yelm, whose death had sent him there, and whose bright light was unendurable to the hordes of Hell. When the Greater Darkness fell, trolls and their allies underwent great hardships and bore the brunt of the fight against Chaos. At the Dawning, trolls controlled much of the Surface World. They cooperated with the First Council until the plan to create a deity was formed, when they left along with the dragonewts, resulting in the Broken Council. When Gbaji was formed, he cursed the trolls, overcame the trolls’ goddess, and broke a part of her soul forever. This is known as the Trollkin Curse. From then on, approximately half of dark troll births were the stunted hideous trollkin instead. Attempts to break the curse resulted only in the creation of great trolls and in making trolls deliver litters of trollkin instead of single births. When Arkat came to destroy Gbaji’s Chaos malignance, the trolls helped him eagerly, teaching Arkat their shadowy powers and adopting him. They marched to the final doom of Gbaji with Arkat. Trolls began the Second Age in a position of relative power, but the Trollkin Curse condemned them to increasing weakness. In the early part of the Second Age, trolls, elves, and dwarfs engaged in debilitating wars that saw the exhaustion of all three species. Humans also began their rapid expansion, forcing trolls out of some historic lands. The humans’ conceit finally led to their downfall, and trolls participated in the final destruction of the God Learners and the Empire of the Wyrms Friends. As always occurs when humans become fearful of each other, a resurgence of the Elder Races occurred at the start of the Third Age. Trolls, forever waiting in the corners, seeped back to the surface. Eventually, the trolls ran so rampant that several human cities were sacked. The rising of new human nations eventually pushed the trolls back to the highlands, where they wait, as always, for humans to weaken. Subtypes: Since their advent on the Surface World, trolls have evolved or mutated into a bewildering variety of forms. Only the most important troll variations, which are still recognizable as trolls are presented in this section. Description: Trolls are the Eaters. They can eat anything: pine cones, gravel, moss, flesh, trees, other trolls; anything

71

RuneQuest they can bite or chop into pieces small enough to swallow. Trolls thrive best on organic matter, and dirt and stones are usually only eaten as snacks or as a last resort. Their favorite foods are dwarf and elf. Their least favorite foods are feces and air. Trolls can move in the darkest night, due to their stygian origin. They use “Darksense,” a perception not available to other races. Darksense combines hearing, smelling, feeling, and some non-specific sensing abilities, and allows trolls to maneuver as though humans in sunshine. Though trolls hate the light, that element does no direct harm to most trolls. Cave trolls and trollkin, however, are affected by light. Trolls have a clear-cut advantage over humans (and most other foes) in the darkness. The gamemaster should read the rules about fighting in the dark whenever adventurers encounter trolls. Darksense is broken into two skills: Darksense Scan and Darksense Search. A dark troll’s natural lifespan is around 90–110 years. Trollkin lives are shortened by overwork and abuse, and a 40-year-old trollkin is unusual. Only rarely is a troll concerned with more than the most basic types of satisfaction: food, shelter, and comfort. By human standards, even wealthy trolls live amidst squalor and wretchedness. A troll that is hungry, eats. When angry, the troll kills. When tired, the troll sleeps. It does not matter whether the troll sleeps under a rotting horse carcass or satin sheets, except that the horse makes a tasty midnight snack. The predominant characteristic in troll

72

personality is hunger. Trolls are always hungry. They are pessimistic, callous, brutal, and extremely dangerous. And hungry. Culture: Trolls have small families in which, as a rule, the female rules the roost and raises the children. The male is a sort of rogue, frequently leaving home to hunt and gather food, and contributes little or nothing to the upbringing of the young. The male obeys the female when at home but does as he pleases when on his own. The whole concept of “fatherhood” is alien to trolls. They know that females don’t give birth until they have consorted with males, but the precise male to whom one owes one’s existence is of no import. The female lineage is all that matters, and all clan and family boundaries are defined by matriarchal descent, always from an ancestral female Mistress Race troll. Trolls possess a formal marriage ceremony, but it is often ignored. Many females never marry. Often, several sisters will share multiple husbands. However, about half of all dark troll pregnancies result in a litter of trollkin, an occasion for mourning. True dark troll children are highly valued, carefully taught, and well-protected. A child officially becomes an adult at the age of 14 and is for the first time permitted to leave the cave in which the troll was raised. At this time, the troll youth is initiated into the cult of Kyger Litor. Trolls prefer to live underground, in caves, burrows, or simple scrapes. They do not excavate extensive networks like dwarfs

Elder Races but may enlarge upon an existing cave system. When too few caves are available, trolls live in tumbledown villages composed of crudely-constructed huts and shacks often made of piled rocks. Troll houses generally lack windows. Trolls are nearly immune to cold, and their shelters reflect this innate toughness. Their shanties would be considered uninhabitable for human families. Trolls speak Darktongue, one of the oldest languages of Glorantha, and certainly the oldest written language. Written Darktongue must be carved into stone or metal and can be read by feeling with one’s fingers. Government: Troll society is crude, but the following general principles are handy to remember: Members of the Mistress Race, if present, outrank ..

dark trolls. They always fill as many of the highest cult ranks as possible. Dark trolls outrank trollkin. Trollkin are split into four categories, which in order of decreasing worth are: Values (trollkin of proven usefulness), Warriors, Workers, and Food. Free trolls outrank slaves. Females outrank males. Elders outrank ordinary trolls. Elders are composed of those full priestesses and shamans who are at least 50 years old. The Elders dominate troll society and rule their group. Among troll females, those mothers with the most living dark troll children outrank the others. All things being equal (or mostly equal), the stronger, meaner, and tougher troll outranks any inferiors. Remember, a weak troll mother with six warrior children and siblings to back her up may well qualify as “stronger” than an orphaned great troll. This is part of the reason that females wield so much more power than males in troll society, despite their generally inferior combat skills.

.. .. .. .. .. .. ..

Troll tribes or clans are composed of a band of trolls who all descend from the same (sometimes legendary) ancestor. Each clan is ruled by its Elders and is subdivided into individual families. Tribal government is complex, since it is dominated by the fact that trolls are always alert to sheer strength. Within the tribe or clan, trolls live as matriarchal extended families, each of which can trace its descent to a recent ancestor, often within living memory.

Each family is run by the most powerful mother within the family, who is obeyed and assisted by all her descendants, parents, and siblings. Relations with Other Races: The primary opinion trolls hold of any race is flavor. Elves are the tastiest of meats and are much sought after. Dwarfs are not so flavorful, but, because of troll biology, eating a dwarf gives the troll a powerful euphoric reaction, much like being drunk. Trolls complain of the ashy flavor of dragonewt but eat it when they can. Humans are fine, the younger the better. Religion: Almost every adult troll is initiated into the religion of Kyger Litor. Sometimes other darkness entities rise to importance, and Kyger Litor is sometimes over-shadowed, though never forgotten. Regions of Origin: The oldest troll settlement on the Surface World is Dagori Inkarth in Dragon Pass. Other important troll lands are in Peloria, Ralios, and northern Kralorela. Trolls can also be found in Pent and even on Valind’s Glacier.

Dark Trolls (Uzko)

Styganthropus uzko

Dark trolls are the current basic stock of the uz, deferring only to Mistress Race trolls for positions of authority. They are fully intelligent and use all weapons and magic. Their Darksense is not as good as that of the Mistress Race, but to compensate they have eyes which—though farsighted and colorblind—are useful in open spaces, heights, and depths. They have a sense of smell far superior to that of the Mistress Race. Females generally have two breasts. In ancient times, before the Curse of Kin, dark troll females occasionally bore twins or triplets. Since the Trollkin Curse, trolls have decreed that all multiple births are trollkin. About 30% of any normal troll community consists of dark trolls, the remainder being trollkin with a smattering of great trolls. Many wild troll families consist of dark trolls only. Both great trolls and trollkin are born to dark troll mothers, though the reverse is not true. An average male dark troll stands 185–190 centimeters tall and weighs around 130 kilograms. The average female is somewhat larger, standing 190–195 centimeters tall and weighing about 155 kilograms. Stronger than humans, they tend to fight with heavy clubs and maces after performing an ambush from the shadows with slings. Characteristics given below are for male dark trolls. The females, who rarely need to leave their dwellings, have 3D6+10 SIZ.

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RuneQuest

Creating a Dark Troll Adventurer Runes: All trolls have the Darkness Rune as their primary Elemental Rune. Base Skills: As humans, except Darksense Scan (25), Darksense Search (25), Heavy Mace (25), Hide (20), Intimidate (25), Large Shield (25), Listen (35), Maul (20), Move Quietly (20), Ride (00), Sling (20), Spirit Combat (30), Swim (05), Troll Lore (25). Occupations: Pick one of the occupations listed below. Equipment: All trolls begin with equipment appropriate to their occupation plus the following: leather clothing (1 pt.) covering arms, legs, chest, and abdomen; broad-brimmed headgear; flint knife; simple foot coverings; club; large sack; ear ointment.

Chanters

Trolls revere song and music. Chanters perform at all troll ceremonies. Skills: Cultural Weapon (pick one) +10%, Dance +30%, Play Instrument (Percussion) +30%, Read/Write Darktongue +10%, Sing +30%, Speak Darktongue +10%, Troll Lore +10%, Worship (deity) +20%. Equipment: Heavy mace; sling; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.); drums. Owns INT×100 bolgs.

Crafters

Few trolls have the skill or patience to craft quality goods. Those who do are viewed with suspicion by other trolls, despite the obvious utility of their work. Troll crafter types include alchemists, armorers (using beetle carapaces), brewers, herbalists, leadsmiths, redsmiths, rockshapers, and sculptors. Skills: Bargain +10%, Conceal +10%, Craft (primary) +30%, Craft (secondary) +20%, Cultural Weapon (pick one) +20%, Devise +20%, Insight (Troll) +10%, Lore (any) +20%. Equipment: Heavy mace; sling; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.); appropriate crafting equipment. Owns INT×100 bolgs.

Nurses

Presiding over births and funerals, troll nurses oversee the birth of new trolls, ease and protect them throughout their lives, and ensure that the correct rites are followed to return them to the Underworld when life is complete. Skills: Alchemy +10%, First Aid +30%, Insight (Trolls) +10%, Plant Lore +20%, Prepare Corpse +20%, Treat Disease +30%, Treat Poison +20%. Equipment: Heavy mace; sling; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.). Owns INT×100 bolgs.

Overseers of Trollkin

Hunters/Gatherers

These trolls oversee the trollkin slaves of the dark trolls, keeping them in line through fear and cruelty. Skills: Cultural Weapon (non-missile, pick one) +20%, Darksense Scan +25%, Darksense Search +10%, First Aid +10%, Insight (Trollkin) +20%, Intimidate +10%, Listen +25%, Track +20%. Equipment: Heavy mace; sling, large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.); and a trollkin slave (see page 77). Owns INT×100 bolgs.

Insect Herders

The gods of Darkness are terrible and powerful beings. A troll priestess embodies that power, ensuring that worship is performed correctly, to gain the gods’ favor and avoid their wrath. The priestesses are the ultimate rulers of any troll community. Skills: Dance +15%, Lore (cult) +30%, Meditate +10%, Prepare Corpse +10%, Read/Write Darktongue +10%, Sing +20%, Spirit Combat +20%, Spirit Dance +10%, Spirit Lore +10%, Spirit Travel +10%, Worship (troll god) +30%. Equipment: Cultural weapons; large shield; bronze greaves and vambraces (each 6 pts.); scale hauberk (5 pts.); open helm (4 pts.); fancy clothing worth 80 L; one dose healing potion (POT 1D6); one dose poison antidote of any type (POT 6); trollkin slave (see page 77) or trained guard beetle (see page 131); magic point storage crystal (1D6 points). Owns SIZ×1,000 bolgs. Note: Has Darkwall, Detect Enemies, and Heal 2 spells for free, plus an additional 5 points of spirit magic from cult.

Trolls are always hungry and require huge quantities of food to maintain peace within their communities. Collecting food is a common, vital, and well-respected profession. Skills: Area Lore (local) +10%, Cultural Weapon (pick one) +10%, Darksense Scan +20%, Darksense Search +10%, Hide +10%, Move Quietly +30%, Sling +20%, Track +30%. Equipment: Heavy mace; sling; snares for prey; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.). Owns INT×100 bolgs. Vast swarms of giant insects populate troll lands, tended and cared for by dutiful insect herders. Skills: Climb +20%, Craft (Insect Care) +30%, Cultural Melee Weapon (pick one) +10%, Darksense Search +10%, First Aid +10%, Large Shield +10%, Ride (Insect) +30%, Sling +20%, Swim +10%. Equipment: Heavy mace; sling; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.). Owns INT×100 bolgs.

Nobles/Rulers

Troll nobles operate on behalf of priestesses and mothers too paranoid or important to interact with outsiders. They bully their inferiors mercilessly but can be cunningly diplomatic with equals or superiors. Skills: Cultural Weapon (pick one) +30%, Cultural Weapon (pick another) +30%, Customs (troll) +10%, Insight

74

(Trolls) +20%, Intimidate +20%, Large Shield +30%, Spirit Combat +10%, Read/Write Darktongue +10%, Speak Other Language +10%. Equipment: Cultural weapons; large shield; bronze greaves and vambraces (6 pts.); scale hauberk (5 pts.); open helm (4 pts.); fancy clothing worth 80 L; one dose healing potion (POT 1D6); one dose poison antidote (POT 6, any type); trollkin slave or trained guard beetle; POW storage crystal (1D6 points). Owns SIZ×1,000 bolgs. Note: Has Darkwall, Detect Enemies, and Heal 2 spells for free, plus an additional 5 points of spirit magic from cult.

Priestesses

Elder Races

Dark Troll Adventurers (continued)

Shamans

Trolls are creatures of the Underworld, naturally conversant with ancestor spirits and dehori Darkness spirits. A shaman deals with those, as well as many spirits not normally allied with trolls, binding the weak into useful charms and negotiating or gambling for favors from the strong. Skills: First Aid +15%, Meditate +10%, Sing +20%, Spirit Combat +30%, Spirit Dance +10%, Spirit Lore +20%, Spirit Travel +20%, Treat Disease +15%, Treat Poison +15%. Equipment: Heavy mace; sling; large shield or maul; cuirboilli greaves, vambraces, and hauberk (each 3 pts.). Owns INT×100 bolgs.

Traders

Troll traders lead large caravans of insects through the dark of night and tend squalid markets full of strange items from faraway lands. These are the trolls most likely to interact peacefully with humans, though their true motives are shrouded in darkness. Skills: Bargain +30%, Cultural Weapon (pick one) +20%, Customs (any) +10%, Insight (Troll) +10%, Read/Write (Darktongue) +10%, Ride (Insect) +20%, Speak (any other language) +10%, Speak Tradetalk +30%. Equipment: Heavy mace or spear; large shield; sling; outlandish clothing, often of human make or design, and a large, wide-brimmed hat. One or more specific items that are rare or from far away worth 200 L and general trade goods worth 1,000 bolgs. Owns CHA×200 bolgs.

Warriors

Trolls maintain many full-time warriors to protect the community and raid outsiders. The troll style of fighting is the nocturnal ambush, starting out with harassing attacks, such as sending in darkness elementals, giant beetles, or trollkin skirmishers to make their enemies waste magic points and missiles fighting them. Then the warriors themselves act, often hiding behind Darkwall spells (through which Darksense works perfectly) to launch sling stones. When their foes seem weakened, the trolls attack. Skills: Battle +30%, Darksense Scan +10%, First Aid +10%, Heavy Mace +25%, Hide +10%, Large Shield +25%, Listen +10%, Move Quietly +10%, Other Weapon (any) +25%, Sing +10%. Equipment: Heavy mace; other weapon; sling; large shield; light scale hauberk (4 pts.), cuirboilli greaves and vambraces (each 3 pts.), and an open helm (4 pts.). Owns INTx100 bolgs.

C haracteristics

A verage

STR 3D6+6 16–17 CON 3D6 10–11 SIZ 3D6+6 16–17 INT 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 13 Move: 9 Magic Points: 11 Base SR: 4 Armor: 1-point skin. May wear any armor, hit locations chart assumes a light scale hauberk (4 pts.), cuirboilli greaves and vambraces (each 3 pts.), and an open helm (4 pts.). Skills: Climb 40%, Darksense Scan 45%, Darksense Search 35%, Dodge 35%, Hide 40%, Intimidate 35%, Jump 40%, Listen 40%, Move Quietly 40%, Spirit Combat 40%. Languages: Speak Darktongue 50%. Passions: Hate (Aldryami) 60%, Hate (Mostali) 60%, Love (family) 60%, Loyalty (matriarch) 60%. Runes: All trolls have the Darkness Rune of at least 60%. Special Rune Magic: As per cult. Magic: Dark trolls worship a pantheon of Darkness deities headed by Kyger Litor. Zorak Zoran is an important war god for trolls. All magics are available to them although most trolls only have Rune magic and spirit magic. Dark Troll Hit Locations Location

D20

Armor/HP

Right Leg

01–04

4/5

Left Leg

05–08

4/5

Abdomen

09–11

5/5

12

5/6

Right Arm

13–15

4/4

Left Arm

16–18

4/4

Head

19–20

5/5

Chest

Weapon

%

Damage

SR

Pts

Heavy Mace

50

1D8+2+1D6

7

10

Maul

40

2D8+1D6

5

12

Sling

50

1D8

4



Large Shield

45

1D6+1D6

7

16

75

RuneQuest

Great Trolls (Uzdo)

Styganthropus uzko var. uzdo

This breed of uz was created by Cragspider the Firewitch for her personal bodyguard. At least half the great trolls alive on Glorantha are a direct result of her breeding program. They are larger than the dark trolls that spawned them: a typical great troll stands nearly 240 centimeters tall and weighs 250 kilograms but can grow nearly 3 meters tall and weigh 420 kilograms. However, they have lost somewhat in intellect and fertility. Unlike cave trolls, they can use weapons and armor, preferring scale mail and long weapons such as greatswords and mauls.

C haracteristics

Great Troll Hit Locations Location

D20

Armor/HP

Right Leg

01–04

6/7

Left Leg

05–08

6/7

Abdomen

09–11

7/7

12

7/8

Right Arm

13–15

6/6

Left Arm

16–18

6/6

Head

19–20

7/7

76

Runes: All trolls have the Darkness Rune as their primary Elemental Rune. Base Skills: As per dark trolls (see pages 73–75). Occupations: Most great trolls serve as warriors or bodyguards. Most great trolls are slaves, but a minority is free. Use the Warrior occupation for dark trolls (page 75). Equipment: Slave great trolls have their equipment provided by their owner. Rich and trusting owners may outfit their slaves magnanimously, but usually with at least scale armor and a two-handed weapon. Slaves own CHA×10 bolgs. Free great trolls are equipped as dark trolls.

A verage

STR 4D6+12 26 CON 1D4+14 16–17 SIZ 4D6+12 26 INT 2D6+2 9 POW 3D6 10–11 DEX 3D6 10–11 CHA 2D6 7 Hit Points: 21 Move: 7 Magic Points: 11 Base SR: 3 Armor: 3-point skin and at least a light scale hauberk (4 pts.), cuirboilli greaves and vambraces (each 3 pts.), and an open helm (4 pts.). Skills: Darksense Scan 30%, Darksense Search 30%, Dodge 25%, Intimidate 45%, Listen 40%. Languages: Speak Darktongue 45%. Passions: Loyalty (owner or matriarch) 60%. Runes: All great trolls have the Darkness Rune of at least 60%. Special Rune Magic: As per cult. Magic: Great trolls are taught at least 1 spirit magic spell such as Bladesharp, Bludgeon, Fanaticism, or Protection.

Chest

Creating a Great Troll Adventurer

Weapon

%

Damage

SR

Pts

Maul

45

2D8+2D6

4

12

Heavy Mace

40

1D8+2+2D6

5

10

Greatsword

65

3D6+2D6

4

12

Large Shield

40

1D6+2D6

6

16

Mistress Race (Uzuz)

Styganthropus vorax

The Mistress Race, the revered mothers of the trolls, is an extraordinarily ancient breed. According to troll myths, they predate the land and sea. Their digestive system is capable of wrenching energy from inert objects and their eyes are capable only of distinguishing the presence of light. The long, extended face is a highly sensitive receptor for the Darksense that they constantly emit, and the large ears are highly mobile. They are heavy-boned and the most ancient may have stone bones. Females are multi-breasted and usually have multiple births each pregnancy. These monsters are so rare that they are largely believed extinct by men. Due to the Great Curse, their numbers have steadily dwindled, and only a few thousand are left in all Glorantha. There are isolated tribes of trolls who have never seen a Mistress Race troll. Where they do exist, Mistress Race trolls will hold the positions of power. Mistress Race trolls are magically powerful and tend to rely on those talents above all others, but when they must they can call upon terrifying physical strength and power as well. Only a true Hero would dare confront a Mistress Race troll.

Elder Races

C haracteristics

A verage

STR 4D6+6 20 CON 2D6+6 13 SIZ 3D6+12 22–23 INT 2D6+12 19 POW 4D6 14 DEX 2D6+6 13 CHA 2D6+6 13 Hit Points: 16 Move: 9 Magic Points: 14 Base SR: 2 Armor: 2-point skin. Every Mistress Race troll is outfitted with the best armor, such as enchanted lead armor. Skills: Dance 65%, Darksense Scan 85%, Darksense Search 85, Dodge 35%, Hide 70%, Intimidate 85%, Listen 70%, Move Quietly 70%, Sing 65%, Spirit Combat 95%, Troll Lore 85%, Underworld Lore 85%. Languages: Speak Darktongue 75%. Passions: Devotion (deity) 80%, Love (family) 60%. Runes: Darkness Rune of at least 90%. Magic: A Mistress Race troll is made a Rune Lord or Shaman-Priestess as soon as possible. She likely has her full CHA worth of spirit magic spells, over 20 Rune points in different cults, an allied spirit or fetch, numerous bound spirits, and powers acquired on Heroquests.

Mistress Race Troll Hit Locations Location

D20

Armor/HP

Right Leg

01–04

8/6

Left Leg

05–08

8/6

Abdomen

09–11

8/6

12

8/7

Right Arm

13–15

8/5

Left Arm

16–18

8/5

Head

19–20

8/6

Chest

Weapon Any

%

Damage

SR

Pts

120

Weapon+2D6

2+

Varies

Trollkin (Enlo)

Styganthropus uzko var. enlo

The product of the Curse of Kin, these are puny degenerate creatures, mockeries of the mighty troll frame. Many trollkin are born dead or die shortly afterwards (especially those born to other trollkin). The wretches that survive never finish their natal development and are stunted and unfinished for their whole lives. Post-birth growth is often erratic and bizarre; resulting in a wide variety of misshapen mutants, twisted bodies, and often deformed bones or faces. They have overdeveloped eyes that make them very sensitive to light. If they could stand erect, they would be no more than 150 centimeters tall, weighing maybe 60 kilograms. In their usual cowering squat, they rarely exceed 1 meter in height. Trollkin are used as drudges, food, and sword fodder by their larger brethren. They are not considered to be true trolls by other troll types. Their dark troll rulers divide trollkin into four classes: Value, Warrior, Worker, and Food. Full sunlight demoralizes trollkin (as per the Demoralize spirit magic spell). As a result, trollkin will avoid it whenever possible. They have the ability common to trolls and other Darkness creatures of guiding themselves in the dark with Darksense. The characteristics below are for a normal trollkin. A superior trollkin has an INT and 2D6+6 and POW of 3D6.

77

RuneQuest

C haracteristics

A verage

STR 2D6+3 10 CON 3D6 10–11 SIZ 1D6+6 9–10 INT 2D6+3 10 POW 2D6 7 DEX 3D6+3 13–14 CHA 2D6 7 Hit Points: 11 Move: 6 Magic Points: 7 Base SR: 4 Armor: 1-point skin. Trollkin warriors usually wear at least 2-point leather armor. Skills: Darksense Scan 20%, Darksense Search 50%, Dodge 25%, Hide 25%, Listen 35%, Move Quietly 25%, Scan 15%, Search 25%. Languages: Speak Darktongue 50%. Passions: Loyalty (master) 60%. Runes: Darkness 40%. Magic: May know 1 or 2 points of spirit magic, chosen by the trollkin’s master. Disruption, Heal, and Speedart are common. Trollkin Hit Locations Location

D20

Armor/HP

Right Leg

01–04

3/4

Left Leg

05–08

3/4

Abdomen

09–11

3/4

12

3/5

Right Arm

13–15

3/3

Left Arm

16–18

3/3

Head

19–20

3/4

Chest

Weapon

%

Damage

SR

Pts

Short Spear

30

1D6+1

5

10

Light Mace

30

1D6+2

7

6

Sling

30

1D8

2



Small Shield

30

1D3

7

8

Snow Trolls (Uzhim)

Styganthropus uzhim

The icy wastelands of the north offer questionable resources for men to live upon. However, for hardy trolls it is a place of primeval bliss, unbothered by aggressive humans and unfriendly seasons.

78

Creating a Trollkin Adventurer Runes: All trollkin have the Darkness Rune at 40% as their primary Elemental Rune and one other Elemental Rune at 20%. Base Skills: As per dark trolls, except Intimidate (10), Scan (25), and Search (25). Occupations: Depends on class of trollkin: Value: Pick Warrior or Overseer from the dark .. troll occupations. Warrior: Pick Warrior from the dark troll .. occupations. Worker: Pick Chanter, Crafter, Hunter/Gatherer, or .. Insect Herder from the dark troll occupations. Food: Pick Hunter/Gatherer from the dark troll .. occupations.

Equipment: All equipment is provided by their owner, plus whatever the trollkin manages to steal. Owns CHA×10 bolgs.

Trolls top the food chain in and beyond the tundra. Snow trolls tell fabulous stories of how their brave ancestors fought white bears, but no such bears have lived north of Fronela since prehistoric times. Where seals or their kin congregate, where birds gather, or whales wash ashore, there are families of trolls. In other places, amid the lonely islands and ice floes, single hunters live rugged lives on the brink of starvation. Even among snow trolls these loners have a reputation of being fierce and terrible individuals, happily cannibalistic. They are sometimes called lone trolls. Trolls have a hibernation mechanism that allows them to survive long periods without food. Length of the sleep will vary by the individual and the severity of conditions. Boztakang’s heir claims to have an army of a million trolls sleeping in Valind’s Wastes, left over from the God Time. Scholars doubt that they could hibernate so long. Snow trolls do not use snowshoes or skis, even though humans about them do. Most display a widely-splayed foot, well-adapted to walking upon ice and snow. Snow trolls use one tool of death, or weapon, and that is the spear. With a floatation bladder attached to a walrushide rope, it is a harpoon that will carry speared prey to the surface, where trolls can reach it, or go in and swim for it. They credit an ancient hero, Heynoona the Swimmer, with bringing this item to the snow trolls. Snow trolls prefer to live, eat, and sleep in caves, or on the sides of rocks, protected from the wind. They never

Elder Races make structures of any sort. Instead, each troll has a large fur sack which both holds their earthly possessions and serves as a sleeping bag when it is too windy to walk, or when sleep is needed. About the White Sea, the trolls have developed a social sleeping bag as well, capable of tending the needs of communities. They lace their personal bags together to form a huge leather and fur blanket. Another is sometimes used underneath. Food, goods, and tools are all tossed in, and the whole community squeezes beneath. Eventually the blanket freezes and supports the weight of ice and snow overhead. The insulated trolls underneath survive, entertain, and enjoy themselves in trollish ways until they can move again to their food sources. Every human says that the snow trolls were not affected by the Trollkin Curse. This may be true, or it may be true that any trollkin unable to earn their share is eaten, and that the survivors are welcomed as equals rather than scorned Snow trolls are identical to dark trolls except that they replace the mace skill with harpoon. Their only occupations are Fisher (as per humans) and Hunter.

Cave Trolls (Romal)

Skills: Darksense Scan 50%, Darksense Search 50%, Dodge 25%, Track by Scent 50%. Languages: Speak Darktongue 25%. Cave Troll Hit Locations Location

D20

Armor/HP

Right Leg

01–04

3/6

Left Leg

05–08

3/6

Abdomen

09–11

3/6

12

3/7

Right Arm

13–15

3/5

Left Arm

16–18

3/5

Head

19–20

3/6

Chest

Weapon

%

Damage

SR

Pts

Club*

40

2D8+2D6

5

12

Claw**

50

1D6+2D6

7



* Equivalent to a maul. ** Usual tactic is to hit with the club then strike with the claw, but they cannot parry if they do so.

Sea Trolls (Uztagor)

Styganthropus mutans

Hydrostyganthropus mutans

This monstrous, bestial species is descended from trolls mutated by Chaos in the Great Darkness. Though tainted by Chaos, they are admitted to the kinship of other trolls who do not persecute the species but can even be found herding them like dogs. They have Darksense inferior to dark trolls and are terrified of the light. They are not considered to be true trolls and live like wild animals in the wilderness. In compensation for their loss of intelligence and power, they have the Chaotic ability of regeneration. They can heal 1 point of damage in each hit location damaged per melee round, unless the location is fully destroyed. Damage taken under sunlight or by fire will not regenerate.

Sea trolls are a strange aberration. They are a primitive troll type, showing affinities to the Mistress Race. Their Darksense is unexcelled, and it seems that other sea creatures have copied it to a greater or lesser extent. Sea trolls lurk in deep grottos and dark seaweed forests and cannot survive long ashore. Like all trolls, sea trolls are omnivorous. However, they are also very predacious, and prefer meat and fish to seaweed. Sea trolls have thick gilled necks, webbed fingers, and flippered feet. They are not good swimmers, maneuvering more like a big frog than a fish. They primarily lurk in reefs and seaweed thickets, where their swimming skill is less important. Sea trolls, like cave trolls, are touched by Chaos and can regenerate from damage. They fear sunlight and stay underwater in daylight. Wounds received under direct sunlight do not regenerate.

C haracteristics

A verage

STR 3D6+12 CON 2D6+6 SIZ 4D6+12 INT 2D6 POW 2D6 DEX 2D6+3 CHA 1D6 Hit Points: 17 Magic Points: 7 Armor: 3-point skin.

22–23 13 26 7 7 10 3–4 Move: 7 Base SR: 3

C haracteristics

A verage

STR 2D6+12 CON 2D6+6 SIZ 3D6+12 INT 2D4 POW 2D6 DEX 3D6 CHA 2D6

19 13 22–23 5 7 10 7

79

RuneQuest Hit Points: 16 Move: 6/10 (in water) Base SR: 3 Magic Points: 7 Armor: 4-point skin. Skills: Darksense Scan 75%, Darksense Search 75%, Dodge 35%, Hide 50% (90% in water), Swim 90%. Languages: Speak Darktongue 10%, Speak Seatroll 30%. Sea Troll Hit Locations Location

D20

Armor/HP

Right Leg

01–04

4/6

Left Leg

05–08

4/6

Abdomen

09–11

4/6

12

4/7

Right Arm

13–15

4/5

Left Arm

16–18

4/5

Head

19–20

4/6

Chest

Weapon

%

Damage

SR

Bite

65

2D8+2D6

9

Claw

45

1D6+2D6

7

Note: Sea trolls can either claw and bite or claw twice, 3 strike ranks apart. They regenerate 1 point of damage in each hit location damaged per melee round, unless the location is fully destroyed. Damage taken under sunlight or by fire does not regenerate.

T roll Cults Kyger Litor Mother of Trolls

Kyger Litor is the Ancestress of all trolls and as such forms the root of their being. She is loved by her children and so her cult continues to exist so long as there are trolls. Even trolls belonging to other cults usually retain their ties to Kyger Litor.

Initiate Requirements for Trolls: All full trolls (Mistress Race trolls, dark trolls, great trolls, jungle trolls, and snow trolls) are granted automatic initiation upon sacrificing 1 point of POW to create a Rune point with the goddess. Requirements for Part-trolls: Part-trolls are such beings as trollkin or tusk riders. These must have a POW of 10 or more, speak Darktongue at 50%, and have a weapon skill at 40%+. The candidate must successfully roll POW×5 or less on 1D100 and sacrifice 1 point of POW to create a Rune point with the goddess.

80

Requirements for Non-trolls: Must have a Darkness Rune of 50%+, plus fulfill all the requirements for part-trolls. They must successfully roll POW×3 or less on 1D100 and sacrifice 1 point of POW to create a Rune point with the goddess. Failure to be accepted means death. Cult Skills: Initiates get the following skill bonuses: Cult Lore (Kyger Litor) +15%, Meditate +5%, Sing +10%, Speak Darktongue +15%, Spirit Combat +20%, Worship (Kyger Litor) +20%. Favored Passions: Devotion (Kyger Litor), Hate (Chaos), Loyalty (high priestess), Loyalty (temple). Spirit Magic: Befuddle, Bludgeon, Countermagic, Darkwall, Demoralize, Disruption, Dullblade, Extinguish, Heal, Protection, Second Sight, Slow, Spirit Screen. Special Notes: Initiates are forbidden from having Firearrow, Fireblade, Ignite, Light, Lightwall, or any other fire- or light-using spell. Detect Magic and Detect (substance) can be learned, but should only be used against non-trolls, or in places already tainted by ambient light.

Rune Magic Common Rune Magic: All. Special Rune Magic: Absorption, Blinding, Command Fear Spirit, Counterchaos, Darksee, Dismiss Darkness Elemental (all sizes), Summon Darkness Elemental (all sizes), Summon Fear Spirit.

Karrg’s Son (Rune Lord) Requirements: Karrg’s Sons are the warrior leaders of a troll community. A Karrg’s Son must have a CHA of 18+, Read/ Write Darktongue 30%, 90% skill in two weapon skills and with two skills out of the following: Battle, Climb, Conceal, Listen, Darksense Scan, or Darksense Search. He must roll his POW×3 or less on 1D100. Special Notes: A Karrg’s Son checking for divine intervention rolls 1D10 rather than 1D100. A Karrg’s Son must donate 90% of their time and income to the cult.

Priestess Requirements: Standard. A candidate must have Read/Write Darktongue 30% and know the Darkwall spell.

Priestess-Shaman Requirements: A candidate must meet all the requirements of a Priestess and then follow the shaman rules and awaken her fetch. Special Notes: Priestess-shamans of Kyger Litor can only bind Darkness spirits to their fetches.

Elder Races

Associated Cults

Death Lord (Rune Lord)

•  Daka Fal: Provides Summon Specific Ancestor. •  Subere: The Goddess of Deep Dark Within provides Attack Soul. •  Xiola Umbar: The Solace of the Deep Dark Within provides Healing Trance. •  Zorak Zoran: Provides Crush.

Requirements: These are both priests and war leaders. A Death Lord must be 90%+ with a Mace skill and have a CHA of 18+. A candidate also must be 90%+ in three of the following skills: Battle, Conceal, Hide, Intimidate, Sling, Worship (Zorak Zoran), and any (non-mace) weapon, and must pass a test abstracted as STR+CON or less on 1D100. Special Notes: A Death Lord checking for divine intervention rolls 1D10 rather than 1D100.

Zorak Zoran

God of Hate and Vengeance

Zorak Zoran represents the mindless explosion of fear and frenzy against both Law and Chaos that finds its only justification and satisfaction in unlimited violence. Zorak Zoran is the most popular wargod of the trolls. In any area where trolls dominate, he is an important god, and all war leaders probably belong to his cult. Even in non-troll areas, some war leaders may be initiates of this cult.

Initiate Requirements: A candidate must be 75% in any blunt weapon skill and must pass a test abstracted by (CHA+STR)/2×5 or less on a 1D100. If successful, the candidate must sacrifice a point of POW to create a Rune point with Zorak Zoran. Cult Skills: Initiates get the following skill bonuses: Cult Lore (Zorak Zoran) +15%, Intimidate +10%, Meditate +5%, Shield (any) +15%, Smashing Weapon +20%, Worship (Zorak Zoran) +20%. Favored Passions: Devotion (Zorak Zoran), Hate (anything), Hate (Chaos), Loyalty (war leader). Spirit Magic: Bludgeon, Darkwall, Demoralize, Detect Enemy, Dullblade, Extinguish, Fanaticism, Firearrow, Fireblade, Ignite, Protection.

Associated Cults •  Kyger Litor: Provides Darksee. •  Storm Bull: Provides Face Chaos. •  Xiola Umbar: The Solace of the Deep Dark Within provides Healing Trance.

Kyger Litor Rune Spells Attack Soul 1 Point Ranged, Temporal, Nonstackable This spell enables the caster to attack a single chosen target in the form of spirit combat without being discorporate. Just as in spirit combat, the target can resist and attack back, reducing the caster’s magic points. Unless one of the participants is discorporate or capable of discorporating, neither can possess the other’s body. The target may not resist this spell’s effects, though Countermagic or similar magic might block it. Spells such as Spirit Block or Spirit Screen work normally to protect their users. Unlike spirit combat, the caster can break off or resume this attack at any time during the spell’s duration.

Rune Magic

Blinding

Common Rune Magic: All. Special Rune Magic: Berserker, Command Ghost, Command Skeleton, Command Zombie, Create Ghost, Create Revenant, Create Skeleton, Create Zombie, Crush, Fear, Seal Wound, Sever Spirit (one-use), Summon Darkness Elemental (all sizes), Summon Fire Elemental (all sizes, see note below). Note: Zorak Zoran’s Summon Fire Elemental spell costs twice the normal number of Rune points. A cultist must expend 2 Rune points to get a small fire elemental, 4 Rune points for a medium fire elemental, and 6 Rune points for a large fire elemental.

1 Point Ranged, Temporal, Stackable This spell blinds the target entity. The chance of the target hitting or parrying with a weapon is reduced by –75%, and visually targeted spells cannot be cast (spells such as Heal or Second Sight still can be). Each additional point used in this spell adds +25% to the chance of it working. Thus, if the caster had a POW of 18, the target would resist as if the caster had a POW of 23, if the caster used 2 points of Blinding instead of 1. Creatures that can function without eyesight or light, such as trolls or dwarfs, are not hampered by this spell.

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RuneQuest

Counterchaos

Create Revenant

2 Points Ranged, Temporal, Nonstackable This spell must be cast on a Chaos monster of some sort whose magic points must be overcome before the spell can take effect. This spell cancels all Chaos features which the creature possesses by rolling on the Chaotic Features table (page 89). When the spell’s duration expires, the feature returns. Thus, if a Chaotic creature had a feature increasing its POW by 3D6, its POW would decrease by 3D6 (to a minimum of 1) for the duration of the spell. A Chaos creature which grew an extra arm by rolling 77–86 on the Chaotic Features table would reabsorb that arm for the duration of the spell. This spell also affects baneful Chaos features inflicted upon a creature because of the Curse of Thed, as well as temporary Chaos features received through magic, as with the Chaos Gift Rune spell. This spell does not affect Chaos features which are natural to the monster, only those received from the Chaotic Features table. For example, a jack o’bear’s Harmonize remains intact, despite this spell. A cave troll can still regenerate from wounds, and a two-headed dragonsnail keeps both heads.

3 Points Ceremony This ritual binds the soul of a departed Zorak Zoran Death Lord back into their specially prepared body, creating a revenant (see page 123). The ritual for creating a revenant takes a point of POW from the enchanter, and consent upon the part of the individual who becomes the revenant and who must sacrifice their own entire POW in the process.

Darksee 1 Point Ranged, Duration (6 hours), Nonstackable Allows creatures that see best in full daylight to see in the dark as if it were full daylight. Creatures which are primarily nocturnal can see in full daylight as if it were the dark to which they are accustomed. It negates the effects of sunlight on trollkin and cave trolls. It negates Blinding as well (see above).

Zorak Zoran Rune Spells

Create Skeleton 1 Point Ranged, Instantaneous, Nonstackable Using the bones of a victim, the priest animates the skeleton at the victim’s old skill levels (with a limit of DEX×5) as described on page 124. Skeletons are mindless animated constructs.

Create Zombie 2 Points Ranged, Instantaneous, Nonstackable This spell creates a revenant (see page 123) out of a newlyslain victim. Preserving some flesh and applying the equivalent of Strength and Vigor spells forces this to be a 2-point spell. Zorak Zoran zombies do not have the spirit of the original owner bound to them; instead, they are mindless magical constructs, like animated skeletons.

Crush 1 Point Ranged, Temporal, Stackable Each point of this stackable spell adds +10% to the user’s chance of hitting with the affected blunt weapon and adds +1D4 damage. Weapons affected by the spell take on a black sheen.

Create Ghost

Seal Wound

1 Point Ranged, Instantaneous, Nonstackable This spell binds the spirit of a sacrificed victim or a just-killed volunteer initiate of Zorak Zoran into an area as a ghost. The caster must engage successfully for one round of spirit combat to create this binding. Unlike the similar Humakt spell, the victim need not volunteer.

2 Points Ranged, Temporal, Nonstackable Damage done by the weapon this spell is applied to will not regenerate or heal magically but must be healed in the normal time it would take. Thus Heal 2 will cauterize a wound, but not heal it, Heal 6 will restore a limb but not mend it, etc.

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Elder Races

Wind Children Homo anthroptrerus Humanoid except for the magnificent feathered wings they fly with, Wind Children are tied to the Air Rune. They disdain close combat and armor, using missile weapons and spells. Mythos and History: Wind Children are descendants of Air godlings and humans who mated during the Gods Age—when such crossings were more likely to occur and to succeed than the present time. Description: Wind Children are hairless, save for soft head hair, and males are always beardless. Clothing is minimal, usually consisting of a fur or leather harness to carry tools and weapons. They are extremely keen-sighted in the daytime, though no better than humans at night. Wind Children thrive in open spaces and suffer under close conditions, even to the extent of dying of claustrophobia if confined. Even flying under a tree canopy causes them difficulties. They far prefer to glide for long hours among the clouds, often in solitary contemplation. They delight in communicating with the winds. They have a natural affinity with air elementals. Culture, Life, and Government: Wind Children are a flighty, independent race of freedom-loving creatures more concerned with their momentary pleasures than anything else. They are extremely claustrophobic and will not go underground. Wind Children live in groups called aeries, which cluster about the tops of steep mountain peaks and cliff faces. Nuclear family groups, called crèches, live in their own nests. Unmarried adolescents live in a large group nest called the “flight nest.” Children are born live and nursed for up to a year, take their solo flight and leave the nest at around seven years of age, mature at about 20, and marry at around 30. They are long-lived. After about 125 years, feather loss become significant enough to hamper flight, and by 150 most survivors are nearly flightless and confined to their aerie. The oldest Wind Children have been known to reach 200 years.

Marriage is monogamous and for life, extramarital sex uncommon, with young always born in early spring. Government is informal, led by the conclave of each aerie. Respected members are elected to the conclave for life, usually when they reach the age of 50 or more. They are primarily hunters, taking game animals from the ground, birds from the air, and livestock from farms. They are omnivorous, but they dislike staying on the ground to gather vegetable foodstuffs and so eat mostly meat. They often eat meat raw, especially if it is from birds. Wind Children are not materialistic, preferring trifles, baubles, and items of beauty to other possessions. They trade mountainous creatures’ furs, hawk and eagle fledglings, and high-mountain herbs for metal weapons, jewelry, and trinkets. Wind Children are extremely susceptible to even small amounts of alcohol, but never suffer hangovers.

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RuneQuest Relations with Other Races: Wind Children seem extremely self-centered to all other races. They consider humans, the species most like themselves, to be impressively strong but boring. The greed and occasional generosity of humans represents a strange combination of materialism and idealism to Wind Children, who see themselves as more consistent and logical in their self-centered behavior. They have an ancient prejudice against elves, whose legendary forests of immense trees once threatened the Wind Childrens’ wide-open spaces. They have no real enemies except griffins, who sometimes compete with them for the same environmental niche. Warfare: Wind Children rarely go to war, but when they do use the same techniques they use when hunting. Experts in the “swordstick” cruise and swoop suddenly, flying over their prey and stabbing or slashing as they pass just overhead. Slingers hang back and use their altitude advantage to harass targets. They are experts at shooting moving targets in flight, and commonly catch their dead prey before it hits the ground. Religion: Wind Children worship Orlanth as the storm god but ignore his warlike and leadership aspects as being irrelevant to their lives. They are primarily shamanic, worshipping their local wind spirits, mountain spirits, and others as needed. Wind Children are adept in the use of air elementals. When a wind child casts any spell at an air elemental, the wind child’s chance of overcoming the elemental’s resistance is increased by +50%. When a Command, Control, or Dominate spell is cast at an air elemental already under a wind child’s control, modify the attacker’s chance of overcoming the air elemental’s resistance by –50%. Thus, when a wind child tries to wrest an air elemental away from another wind child, the chances of success are normal. Region of Origin: Wind Children are found only in the continent of Genertela. They live in three areas: scattered among the eastern Rockwoods Mountains, around the hills and peaks of Dragon Pass, and in the Shan Shan Mountains between the Wastelands and Kralorela.

C haracteristics

A verage

STR 2D6 CON 3D6 SIZ 2D6 INT 2D6+6 POW 2D6+6 DEX 3D6+6 CHA 2D6+6 Hit Points: 10

7 10–11 7 13 13 16–17 13 Move: 6/12 (Fly)

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Magic Points: 13 Base SR: 3 Armor: None. Skills: Climb 50%, Dodge 60%, Fly 80%, Sing 30%, Orate 30%, Scan 45%, Search 45%, Wind Lore 40%. Languages: Speak Stormspeech 50%. Passions: Devotion (Air god) 60%, Love (family) 60%. Runes: Air 100%. Special Rune Magic: Increase/Decrease Wind. Magic: Wind Children favor Air gods, such as Orlanth. Favorite spells include Disruption, Heal, Shimmer, and Speedart. They worship their local wind spirits, mountain spirits, and others as needed. Wind Child Hit Locations Location

D20

Armor/HP

Right Leg

01–03

0/4

Left Leg

04–06

0/4

Abdomen

07–09

0/4

10

0/5

Right Wing

11–12

0/3

Left Wing

13–14

0/3

Right Arm

15–16

0/3

Left Arm

17–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Pts

Rapier

65

1D6+1

5

8

Sling

65

1D8

1



Swordstick

50

2D6+2

4

10

Wolfbrothers Homo sapiens var. telmori Known also as the Telmori, they are Gloranthan werewolves, and are commonly found with their wolf companions. Wolfbrothers are tainted by Chaos. Each Wildday, which happens to be the night of the Full Moon in Dragon Pass, each Telmori must change to their beast form and roam the countryside. Many Telmori possess Rune magic that allows them to assume wolf form on other occasions. Mythos and History: In the First Age, the Telmori were a major tribe of Fronela and Ralios. They served Nysalor as potent mercenaries in the Chaos Wars and received from him a blessing that was later revealed to be a Chaotic curse. After Nysalor’s defeat, they migrated eastwards through upland Peloria to Dragon Pass.

Elder Races The Telmori ravaged Dragon Pass until they were “tamed” by Sartar and became counted among the tribes of Sartar. Telmori loyally served the Princes of Sartar. Nonetheless, they are feared and hated by their neighbors. Description: The Telmori have a simple and primitive physical culture. Since they weekly shed their hands and abandon their tools, they dare not make them too valuable. Their clothing needs are similar and they make temporary shelters from natural material and abandon them on whim or exploit natural shelters like caves. Tattoos are popular as adornments and matrices for magic. All Telmori bear the distinctive Wolf Mark, and each pack has its own special marks as well. Culture: The Telmori believe themselves to be two-legged wolves, and the sons of wolves, and recognize that all wolves are their brothers. All Wolfbrothers have a brother wolf that accompanies them everywhere. They consider it a brother, not a work-animal, and will protect it with their lives. The entire social life of the Telmori is tied to their wolfbrothers. Telmori live and hunt with wolves, and their children play with cubs. The advance of civilization has forced them into a secondary role in most lands, often to the point of extinction or permanent outlawry, but they have forced a place for themselves in the world. As such, they are one of the most powerful Hsunchen (beast people) tribes in Glorantha. Relations with Other Races: The Telmori are very much a tribe alone in the world, with few allies or friends. Even in Dragon Pass, where they are counted among the tribes of Sartar, they are feared and hated by their neighbors, and live in relative secrecy. They are hated for their tendency to hunt indiscriminately in other peoples’ lands and are feared because they are werewolves and tainted by Chaos. Religion: The Telmori worship Telmor, the Father of Wolves. Regions of Origin: The Telmori can be found in Dragon Pass, Peloria, and Ralios. Note: The Telmori are werewolves. Each Wildday, which happens to be the night of the Full Moon in Dragon Pass,

each Telmori must change to their beast form and roam the countryside. Each Telmori takes wolf form as soon as the sun sets and must remain a wolf until sunrise. They can also take wolf form by using their special cult Rune spells. In wolf shape, the Wolfbrothers are immune to the effects of bronze weapons, which bounce off their hides. Only enchanted Rune metals can harm them, as well as magic. Thus, they will be fully affected by a Fireblade put on a bronze weapon, or the 3 points of damage from Bladesharp 3 put on a weapon, although their hide armor will still absorb 1 point of that damage. Because of their magical nature, one Wolfbrother can wound another. Poison will affect a Wolfbrother, if its skin is penetrated. Telmori are especially feared because of their immunity to regular weapons when in wolf form. Their Chaotic nature gives them their abilities of involuntary shape change and invulnerability to impure

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RuneQuest metals. The Wolfbrothers do not receive any other Chaotic features. Despite their Chaos taint, the Telmori Wolfbrothers are a tribe of Sartar and were loyal to the House of Sartar. Characteristics in parentheses are for when the Wolfbrother are in animal form. Thus, a Wolfbrother whose STR is 15 in human form has a STR of 30 when in the form of a wolf.

C haracteristics

A verage

STR 3D6 (×2) 10–11 (22) CON 3D6 10–11 SIZ 2D6+6 13 INT 2D6+6 (×0.5) 13 (7) POW 3D6 10–11 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 11 Move: 8 (12) Magic Points: 11 Base SR: 5 Armor: As a human, no natural armor. As a werewolf, 1-point fur, plus immunity to most weapons. Skills: Dodge 50% (75% in wolf form), Move Quietly 40% (75% in wolf form), Scan 40% (65% in wolf form), Search 40% (65% in wolf form), Spirit Combat 40%, Track 60% (85% in wolf form). Languages: Speak Telmori 50% (also spoken by wolves), Speak (local human language) 20%. Passions: Love (companion wolf ) 60%, Loyalty (pack) 60%. Runes: Beast 75%, Chaos 20%. Special Rune Magic: Transform Self, Wolf ’s Head, Wolfhide, Wolfrunning. Magic: The Telmori are spirit magic users and worship Telmor, the Father of Wolves. Common spirit magic includes Dispel Magic, Dullblade, Ironhand, and Heal. They also have Rune magic that allows them to assume wolf form voluntarily (see page 162). Telmori (Human Form) Hit Locations

Telmori (Wolf Form) Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/3

Left Hind Leg

03–04

1/3

Hindquarter

05–07

1/5

Forequarter

08–10

1/5

Right Foreleg

11–13

1/3

Left Foreleg

14–16

1/3

Head

17–20

1/4

Weapon

%

Damage

SR

Pts

Bite (as wolf)

60

1D8+1D4

9



Javelin w. Atlatl

60

2D6+1

3

8 (6)

Short Spear

55

1D6+1

7

10

Medium Shield

55

1D4

8

12

Telmor i Cults Telmor

Father of Wolves

Telmor is the Father of Wolves, and all wolves instinctively worship him. His people are the Wolfbrothers, a tribe of nomadic hunters. Each Wolfbrother has a companion wolf (see page 162 for dire wolves), and wolves and men fight together as brothers.

Initiate Requirements: Everyone born of Telmori parents is automatically an initiate. Those not born into the tribe must be adopted before they can join the cult. Cult Skills: Initiates get the following skill bonuses: Cult Lore (Telmor) +15%, Meditate +5%, Sing +10%, Spirit Combat +20%, Track +15%, Worship (Telmor) +20%. Favored Passions: Love (family), Loyalty (pack leader). Spirit Magic: All.

Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Rune Magic

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Common Rune Magic: Sanctify. Special Rune Magic: Transform Self, Wolfhide, Wolfrunning, Wolf ’s Head.

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

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Elder Races

Shaman

Wolfhide

Requirements: Standard for shaman. Telmori shamans are Priests as well. Telmori shamans deal mainly with animal spirits. Spirits of wolves are always friendly, and other animal spirits are usually neutral, but dog-spirits and cat-spirits are always hostile. Special Rune Magic: Axis Mundi.

3 Points Touch, Temporal, Nonstackable This spell causes the target’s skin to sprout fur and to gain the immunity to damage of a werewolf ’s hide. The subject also gains a tail. Only magic, fire, iron, or pure (Rune) metals will harm the target. If an ordinary bronze sword with a Bladesharp 3 spell is used on the spell’s subject, only the Bladesharp would do damage. If the whole blade were enchanted; such as with a Truesword or Fireblade, the entire damage rolled (except for any damage bonus) would count. Poison will still affect the target if the skin is penetrated. The target still needs oxygen and can be asphyxiated or drowned. This spell may not be cast on Waterday or Clayday. This spell may only be cast upon a Telmor initiate.

Cult Special Rune Spells Transform Self 2 Points Touch, Duration (Special), Nonstackable This spell must be stacked with the three cult specialty spells—thus, it must be cast with Wolf ’s Head, Wolfhide, and Wolfrunning. When these spells are combined with Transform Self, the user bodily transforms into a magical, semi-divine wolf. All the spells have full effect, and, additionally, they last for one full hour instead of 15 minutes. All the normal abilities of a wolf become usable by the caster for the spell’s duration. This spell may only be cast on Wildday. This spell may only be cast upon a Telmor initiate.

Wolf’s Head 1 Point Touch, Temporal, Nonstackable This spell turns the head of the target into that of a great wolf. The subject gains the extra attack of Bite, with a chance to hit equal to DEX×5 and does 1D8 damage plus damage bonus. The subject may Bite each round, as well as attack and parry or Dodge, though the Bite must take place 3 SRs apart from any other attack. This spell may only be cast upon a Telmor initiate.

Wolfrunning 2 Points Touch, Temporal, Nonstackable This spell turns the target’s arms and legs into the limbs of a wolf, permitting them to run on all fours. This increases all Agility skills (including Dodge) and Move Quietly by +40%. Movement Rate increases to 12. The wolf-limbs prevent the user from holding weapons and all Manipulation skills are halved while the spell is in effect. This spell cannot be cast on Waterday or Clayday. This spell may only be cast upon a Telmor initiate.

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Chaos Monsters lorantha is a fragile bubble of stability in an infinite maelstrom of Chaos. That stability is precarious, as the Gods War proved. Only the Cosmic Compromise prevented Chaos from consuming the universe. Chaos tends to reestablish itself. This threatens the existence of Glorantha and the deities. Though Chaos is itself formless and structureless, mutual corruption of Chaos and Order occurs at the weakened seams of the world where Chaos leaks in. As with many aspects of Glorantha, this corruption is personified—embedded and manifested in disgusting, cruel, and evil living things. Chaos can enter Glorantha in any of several ways. Spontaneous appearances are rare but possible. As the world randomly arose from Chaos, so Chaos may randomly reassert itself. Once in the world, Chaos will spread. However, Chaos can also enter the world through the actions of people. Chaos can be deliberately summoned, as when the Unholy Trio allowed Wakboth to enter Glorantha. Tragically, even the best of people, desperate to save themselves and the things they love, unwisely invite evil into the world in this way. The living manifestations of Chaos naturally parody other kinds of life of Glorantha, since they represent corruptions, perversions, or reorganizations of it. Therefore, Chaos comes in many forms—broos, gorps, disease spirits, walktapi, scorpion men, and so on. Some aspects of Chaos steal life force and POW, other aspects break down ways of organizing (such as government and religion), and still other aspects simply destroy everything possible. Intelligent mortal beings naturally fear obvious forms of Chaos. Atrocities against nature are easily recognized. But Chaos also includes good, at least according to those who embrace the Lunar religion. Through Illumination they can overcome fear and resist the soul-blasting temptations

88

which their attitude risks. Most Gloranthans do not believe this, however. The battle against Chaos is integral to the mythology of Glorantha; without it, the world as it exists is not understandable.

Ch aos Fe at ur es Many creatures of Chaos lack the usual consistency within a species. One two-headed dragonsnail is not necessarily like another. Chaotic creatures should therefore receive one special roll from the following table whenever they are encountered. The gamemaster may pick from these features rather than rolling, or give some unusually powerful creatures two or more rolls, etc. A Chaos feature is not only a source of power to the broo or other Chaos thing, but it is also a source of Chaotic malformation. For example, if a broo were to have the Chaotic feature of +6 points of skin armor, it should be visible in some way, such as enormous sagging bags of leathery skin, or as a mass of scabs over its body. A broo with the Chaos feature of reflecting 1-point spells may very well have a reflective-appearing hide, or some feature of its body that visibly returns the spell (such as a third eye). No two broos look alike.

Chaotic Features D100

Chaotic Feature

01–03

+1D6 POW

04–05

+2D6 POW

06

+3D6 POW

07–08

+2D6 DEX

09

+4D6 DEX

10–11

+2D6 STR

12

+4D6 STR

13–14

+2D6 CON

15

+4D6 CON

16–17

+2D6 SIZ

18

+4D6 SIZ

19–20

Spits acid of 2D10 POT 1D6 times per day with 6-meter range.

21–22

Breathes 3D10 fire 1D6 times per day; single target, 3-meter range.

23

Highly flammable; if ignited, bums all within a 3-meter radius.

24–26

Extra sensory organs.

27–28

Appearance confusing—subtract –20% from all attacks directed at it.

29

Appearance very confusing—subtract –30% from all attacks directed at it.

30

Appearance extremely confusing—subtract –40% from all attacks directed at it.

31–32

Poison touch, 2D10 POT; must penetrate armor to work.

33–35

+6-point skin (treat as armor)

36–37

+9-point skin (treat as armor)

38–39

+12-point skin (treat as armor)

40–42

Absorbs spells up to 2 magic points, adding magic points absorbed to self.

43–44

Absorbs spells up to 4 magic points, adding magic points absorbed to self.

45

Absorbs spells up to 2D6 magic points, adding magic points absorbed to self.

46–48

Reflects spells up to 2 magic points back at caster, without harm to itself.

49–50

Reflects spells up to 4 magic points back at caster without harm to itself.

51

Reflects spells up to 2D6 magic points back at caster without harm to itself.

52–54

Its spirit attacks the adventurer that killed it in spirit combat after it is dead. If it possesses its killer, it will take them over.

55–56

+2D6 meters movement rate per strike rank.

57–58

Explodes at death. All within 3 meters take 1–6D6 (roll 1D6 first, then that many D6s), minus armor protection.

59–65

Regenerates 2D6–5 hit points per round (minimum of 1 point) in each injured hit location until dead.

66–67

Utters agonizing screams when moving.

68–69

Valuable gem or metal (worth 1D10×100 L) visible on body; this could also be a valuable hide, metal teeth, etc.

70

Valuable gem or metal (worth 1D6×1,000 L) hidden in body: perhaps an organ of precious metal or a magic item.

71–72

Stench overpowering; those nearby must make CON×5 or less on D100 or lose consciousness.

73–74

Hideous; those seeing it make POW×5 or less on 1D100 or be demoralized (as per spirit magic).

75–76

As an extra attack, Befuddles one foe per round as per the spirit magic spell (resistance roll required).

77–86

Functional extra appendage or body part. Modify hit locations accordingly.

87–88

Creature’s Chaos feature is doubled (i.e., a gorp with 16-pt. acid; jack-o-bear can Harmonize twice/round).

89–90

Capable of leaping up to DEX in meters.

91–92

Hypnotic appearance; roll INT×5 or less on D100 or stand spellbound until it eats the target or leaves its presence.

93–94

Appears to be a harmless creature or object until engaged in melee.

95

Roll twice.

96–00

Roll from the Curse of Thed table on page 95.

RuneQuest

Broos Capricephalus chaos Broos are ubiquitous in Glorantha, despite drastic efforts to eradicate them. They are a rank Chaos species, long since polluted by foul practices. Their parentage is often totally indistinct. Each broo may differ from his brother, though most that survive are vaguely humanoid. Most have horns. Broos are immune to all poisons and diseases. Broos are a reliable enemy, never known to be trustworthy or good. They are given to atrocities and foul practices and carry numerous loathsome diseases. Broos are known to kill and eat all forms of sentient life. They are brutal beyond words. The primary Rune of the Broos is the Chaos Form Rune. Mythos and History: Long ago, the broos were just another race, related to the Beast People, and loyally serving their great parents, Ragnaglar and Thed. Ragnaglar hated his kinsman, the Storm Bull, for he was jealous of the Bull’s great deeds. When Ragnaglar took Mallia for a second lover, the broos enthusiastically worshipped Mallia as well and aided her to the best of their abilities. When she transferred her originally fertile properties into the essence of pestilence, the broos cheerfully spread her catastrophic plagues among the nations of their foes, thus adding to the disorder of the Gods War. When Ragnaglar finally became the Mad God and released the Devil into the World, the broos reveled in serving the Devil as well. This binding to Chaos was termed the Turning by historians studying the broos. Before the Turning, though wild and fierce, broos were no eviller in themselves than were trolls or untamed wind elementals. After becoming the slaves of Wakboth the Devil, however, they became the leaders of the races of Chaos, and made up large portions of the Chaos hordes of that time. When the armies of the Devil were blighted and scattered,

90

the broos that escaped spread throughout Genertela and founded numerous tribes. Broo armies have not been seen since the I Fought We Won battle, but broo regiments and raids have been frequent throughout Time. Units of broos have aided the armies of various nations, including the forces of Nysalor, the Golden God, and the tribes of Prax during their constant internecine warfare. In the Gbaji Wars, tens of thousands of broos aided the Chaos god against Arkat Humaktsson. Later, the broos took advantage of the widespread destruction of the Empire of the Wyrms Friends and ravaged both sides at will. Habitat and Ecology: Broos are found in three habitats in Genertela: swamps and marshes, mountains, and desert wastes. In all areas, they are ferocious and wildly destructive predators. There are no

Chaos Monsters broo cities or villages, though frequently they will be found inhabiting ruins originally built by some other race. Wild broos are usually nomads: setting up a home camp; foraging from there for a few months, then moving on. However, it is not uncommon for a group of broos to make a permanent home base and use it as a center of operations for many years. Swamp broos live in bogs and fens all over Genertela. These tribes make it difficult for any other race to inhabit the marshy regions of Genertela in numbers. Partly due to the broos, swamps have a bad reputation on Glorantha. The famous Krjalki Bog in the center of the Wastes is famous for being “packed solid with broos” as the natives say. This is not true, of course, but there are many unpleasant Chaotic beings there. One of the few Genertela swamps not inhabited by large tribes of broos is Delecti’s Marsh of Dragon Pass, and even there, small bands roam. Mountain broos live in the Rockwoods, the famed Tunneled Hills, and anywhere else that trolls and dwarfs do not prevent them. Mountain living does not seem to come as naturally to broos as does swamp or desert life, and there are several large mountain ranges in Genertela that have only negligible populations of broos living there. Mountain broos often make their camps in the rocky slopes of a mountain but do all their hunting and raiding in the valleys beneath. The desert tribes of broos are the most numerous and widespread branch. Desert broos range across Prax, Genert’s desert, Pent, and other areas. These tribes are the most nomadic of the broos and occasionally small bands will penetrate civilized areas, wreaking great destruction before being slain or driven out. Broos disdain riding animals except as food, and are known to dislike swimming, although they are also known to do it well if necessary. Their arms and armor are likely to be a hodgepodge of stuff picked up from previous victims. Civilized and nomad folk alike fear to touch anything handled or worn by a broo. Biology: Broos originally developed as a distant relative of the fertility-oriented Beast People. For centuries, they have worshipped the warped goddess Mallia, who in the beginning was a goddess of fertility and healing. Since the Turning, they have been irrevocably bound to the principle of Chaos, the origin of everything in Glorantha—the Primal Source. Naturally, broos tend to be abnormally fertile. The warped appearance of broos has also been a matter for comment, since many broos have hooves rather than hands, or sport various kinds of heads, such as deer, goats, antelope, sheep, or even horses. This is generally ascribed to their Chaotic nature, and much of the reason for their horrendous

appearance is due to their connections with Chaos. However, as much of the reason is their varied maternity. Broos are essentially magical in nature, like all other forms of life, and have features peculiar to them. The most obvious feature of broos is that they usually appear to be male. This feature has been commented upon by many, but only a few know the reason behind this fact. Broos are predominantly male (only 15% female), with a common mutation (5% of population) of hermaphroditism among them. The hermaphrodites appear wholly male to a casual observer. An obvious question is “How do they reproduce?” A broo can mate with any other organism of suitable size—regardless of sex—and produce broo offspring. Each birth gives rise to a single larval broo, capable of movement at birth, and already possessing teeth. Every such mating, unless the target animal is already pregnant, will invariably produce such offspring. The larval broo will grow as a parasite in the viscera of the victim, and burst out of their abdomen at full term, causing 2D6 points of damage to the victim in that hit location, healable by magic or by time. The gestation period for a broo is two seasons +1D8 weeks. The new larval broo invariably will try to scuttle away from their “mother” and escape into the wilds. If other broos are present at the birthing, they will try to catch it and raise it with them, permitting it only what it can take from them by stealth or strength. Few larval broos die under this treatment, but only because of their renowned hardiness. Broos are known to keep small flocks of sheep, goats, and the like to continually increase the numbers of their tribe. Broos are also known to sneak into the corrals of Praxian beast-riders to beget young upon their beasts. Despite this astounding ability, or perhaps because of it, broos are extremely lecherous. For obvious reasons they have no sexual taboos and few social ones. They are unlikely to keep a captive human alive merely to use as breeding stock. With their ability, mates are easy to find. Religion: Curiously, all female broos automatically become followers of Mallia, the disease goddess. Thed, the mother of broos, is said to be a jealous goddess who wants only males as worshipers. Female broos, who dislike allmale associations, usually end up as Mallia worshipers. As might be expected, Mallia-worshipping broos often set up semi-permanent, semi-monogamous relationships. Thed worshipers have no such alliances, trusting to the solidarity of the tribe and replenishing their numbers by forced breeding, which turn their captives’ offspring into broos. Within the tribes of the broos, foul deities worshipped nowhere else are found. Demons such as Mallia and Thed

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RuneQuest are the common gods of the broos. Their own proclivities lead them towards the paths of these beings. Since the broos have had a long time to choose their deities and have become accustomed to them, their gods fit them well. All broos automatically are lay members of the cult of Mallia, in addition to any other cults they may join, and this also is true for the cult of Primal Chaos. Broo Cult Allegiance D100

Cult

01–03

Daka Fal

04

Seven Mothers

05–14

Primal Chaos

15–49

Mallia

50

Bagog

51–90

Thed

91–95

Thanatar

96–97

Krarsht

98

Gbaji

99–00

Other (gamemaster choice)

Culture: Broos are known man-eaters. Like most creatures of Chaos, they will kill and eat other sentient life, including members of their own race. They tend to avoid eating other creatures of Chaos except in times of extreme stress, and the reason for this is unknown. It may be that the broos simply wish to avoid the fierce fight that would ensue in an attack on a creature of Chaos. Broos are not creators. Their urges are towards vandalism and destruction. If broos hold items of value, their initial impulse will always be to destroy or mar them. Broos have little use for money but delight in infecting it with diseases. Unless an item has some magical value to them, its fate is sealed. Broos will go out of their way to pluck up a flower or use a young sapling as a urinal (broo waste is not good fertilizer and tends to kill plants). The relationship of one broo to another is always that of slave to master. The stronger broo is the master, though it may not always be extraordinarily cruel to their so-called “slave”, wishing to retain it as a useful servant. Broo relationships with other races are always those of hatred and hunger. Even other Chaotic races are maltreated. An extremely strong member of another Chaotic race will be respected, but in most cases not obeyed. Non-Chaotic beings are seen only as objects for destruction or for pleasure, as the whim or opportunity strikes.

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C haracteristics

A verage

STR 2D6+6 13 CON 1D6+12 15–16 SIZ 2D6+6 13 INT 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 CHA 2D6 7 Hit Points: 17 Move: 9 Magic Points: 11 Base SR: 5 Armor: Cuirboilli body (3 pts.), leather limbs (2 pts.), natural armor on head (3 pts.). Skills: Climb 40%, Conceal 25%, Dodge 35%, Hide 40%, Intimidate 35%, Jump 45%, Listen 50%, Move Quietly 50%, Track 50%. Languages: Speak local human tongue 25%, Speak Tradetalk 25%. Passions: Hate (Life) 60%. Runes: Beast 60%, Chaos 60%. Magic: Broos are sometimes taught spirit magic from the foul entities worshiped by their shamans. Mallia and Thed are particularly popular cults among the broos. Heal and Countermagic are common spells. Broo leaders often know Chaotic Rune magic. Chaotic Features: There is a chance equal to a broo’s POW×3 or less on a D100 that a broo will have a Chaotic feature (see the table on page 89). Disease: There is a 50% chance a broo will carry a random disease on its body and/or weapons. Broo Hit Locations Location

D20

Armor/HP

Right Leg

01–04

2/6

Left Leg

05–08

2/6

Abdomen

09–11

3/6

12

3/7

Right Arm

13–15

2/5

Left Arm

16–18

2/5

Head

19–20

3/6

Chest

Weapon

%

Damage

SR

Pts

Club

40

1D8+2+1D4

9

10

Spear

35

1D6+1+1D4

7

10

Head Butt

50

1D6+1D4

9



Medium Shield

30

1D4+1D4

8

12

Chaos Monsters

Broo Cults Mallia

Goddess of Disease Mallia is the Foul Mistress. Diseases are everywhere in Glorantha. Filthy creatures such as broos dedicate themselves to her worship. Her temples consist of the presence of her Disease Masters. Important Disease Masters may command a minor temple’s equivalent. Among the broos, her worship is institutionalized and the equivalent of major or great temples are not uncommon.

Initiate Requirements: Acceptance is automatic upon sacrificing 1 point of POW to create 1 Rune point with the goddess. Note: Initiates can gain protection from disease by sacrificing magic points to Mallia on her seasonal holy days. For each point sacrificed, the person so protected adds 1 point to the relevant characteristic when defending against infection. Magic points sacrificed are disease-specific. If a worshiper sacrifices 5 magic points each for protection from Soul Waste. Creeping Chills, and the Shakes, they would still lack protection from Brain Fever and any other diseases. Favored Passions: None. Spirit Magic: All.

Rune Magic Common Rune Magic: Divination, Sanctify. Special Rune Magic: Carry (Disease), Cause (Disease), Command Disease Spirit, Summon Disease Spirit.

Disease Masters Requirements: Disease Masters are both shamans and Rune Priests. They follow normal shaman rules to attain their status.

Associated Cults •  Thed: Provides Chaos Spawn.

Thed

Mother of the Broos

Thed formed the Unholy Trio with Ragnaglar and Mallia and gave birth to Chaos in the world in the form of Wakboth the Devil. She was defeated and skinned by Kyger Litor, but her spirit endures, dispersed to all the dark corners of the universe. The broos still honor and revere Thed and obey her wishes.

Initiate Requirements: Must be a male broo and sacrifice 1 point of POW to create 1 Rune point with the goddess. A non-broo can attend cult ceremonies, but before initiation can take place they must become a broo, usually through the Chaos Feature ritual. Favored Passions: Hate (everything). Spirit Magic: All.

Rune Magic Common Rune Magic: Divination, Sanctify, Spirit Block. Special Rune Magic: Chaos Spawn, Crack, Curse of Thed, Fumble, Rebirth of Chaos.

Rune Lord Requirements: Must have 90% in any Stealth skill, Conceal, or Tracking, plus 90% in any combat skill.

Shaman Requirements: Any broo shaman who is also an initiate of Thed qualifies for cult shamanhood. Notes: Shamans of Thed are also Priests.

Associated Cults •  Mallia: Provides Cause Soul Waste. •  Primal Chaos: Provides Chaos Feature.

Ma lli a Rune Spells Carry (Disease) 2 Points Ritual, Nonstackable, One-Use This ritual causes the target to become permanently immune to the effects of one specified disease. It simultaneously makes the target a carrier of that disease, exposing anyone they contact to the disease. Runes are carved into the flesh of the beneficiary.

Cause (Disease) 1 Point Instant, Ranged, Stackable A target resisting this spell contracts the mild form of the specified disease if their POW is overcome by the caster’s. The severity of the disease increases normally. A 2-point stacking of the spell automatically begins the target at the acute state of severity, 3 points at the serious, and 4 points at the terminal. The spell may not be stacked higher.

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RuneQuest

T hed Rune Spells Chaos Feature 3 Points Permanent, Self, Ritual, One-Use, Non-stackable At the instant that the caster sacrifices Rune Points for the functioning of this spell, the sacrificer is marked with the Touch of Chaos: gaining a permanent Chaotic feature and gaining the Chaos Rune at 60%. A successful cast means that the target must roll any die. An odd number means that the Chaotic feature is rolled on the Curse of Thed table. An even roll means that the Chaotic feature is rolled on the standard Chaotic Features table. Each Chaotic feature taken increases the caster’s Chaos Rune by 20% and results in a cumulative 10% of the caster permanently changing into a broo. This transformation may not be resisted or altered and is permanent once it takes effect. The probability for the transformation must be rolled immediately upon the assumption of another Chaotic feature.

Chaos Spawn 2 Points Ranged (10 meters), Temporal, Nonstackable This spell summons a wailing, moaning void appearing in midair. Anything flung into or otherwise entering this void is irrevocably lost. The void is a popular way to sacrifice to Thed. After 1D4 minutes, the void vomits out a Chaos creature and vanishes. Determine what it is with 1D10. Chaos Spawn Table D10

Result

1

Broo (see page 90)

2

Scorpion man (see page 104)

3

Ghoul (see page 98)

4

1D3 disease spirits (see page 169)

5

Jack o’bear (see page 101)

6

Gorp (see page 99)

7

Walktapus (see page 107)

8

Dragonsnail (see page 98)

9

Average giant (see page 45)

10

Nothing

*All creatures have a 25% chance to hit, plus bonuses as applicable.

This spell does not create a creature. Thed sends it in reply to the summons. At the end of the 15 minutes, the wailing void appears, envelopes the summoned creature, then vanishes for good after 1D4 melee rounds. A Thed Priest

94

that calls upon a successful divine intervention as the void coalesces may choose from the above list the creature they wish to appear, and it will have 75% attack chance.

Crack 2 Points Ranged, Instantaneous, Stackable This spell must be cast at a non-living, non-magical object, including a piece of armor, a weapon, or a shield. If a spirit lives in the item, the caster’s POW must overcome the POW of the spirit for the spell to work. The spell has no effect on spell matrices, crystals, or on elf bows of magical nature. It will shatter a weapon with spirit magic or sorcery cast on it. This spell is stackable, in which case more than one item on the prospective victim may be shattered at once. If the spell is cast on an object with Rune magic such as Truesword or Crush on it, then the Crack takes effect only if it has enough points of POW in it equal to or greater than those placed in the Rune spell. Objects carried by a character protected by Shield or Countermagic may be destroyed only if the Crack’s caster puts enough magic points behind the spell to break through the defending spell. A Repair spell will fix a broken object.

Curse of Thed 2 Points Ranged, Temporal, Nonstackable This spell is aimed against a single victim, who receives a chance to resist. If they successfully resist the spell, there is no effect. If the victim fails to resist, they must roll on the Curse of Thed table and suffer the effects. Thed receives this spell because of her peculiar position as inside-out Chaos. This spell may also be used non-reusably, in which case the spell is treated as a one-use spell. In this form, it may only be cast upon a creature of Chaos, or a creature tainted with Chaos in some way. The creature gets a chance to resist, but if it fails, then the spell’s effects are permanent. In this form, the spell is known as the Curse of Thed. Note: Some effects are marked with a *, victims of these effects may attempt to resist (on the resistance table) the initial casting of this effect. If successful, the spell has no further effect on the victim. If the victim fails, they may not resist any subsequent effect of that curse. If a victim’s characteristic is reduced to 0 or less by this spell, treat it as a 1. The effects that cause damage in a random location may not bring the victim’s hit points below 0 in any one area. This spell can be cast as a non-reusable spell on beings of

Curse of Thed D100

Effect

01–03 04–05 06 07–09 10–11 12 13–14 15 16–17 18 19–20 21–22 23–24 25–26 27–28 29–30 31–32 33–35 36–37 38–40 41–42 43–45 46 47–48 49–50 51–52 53–54 55–56 57–58 59–60 61–62 63–65 66–67

Lose 1D6 POW Lose 2D6 POW Lose 3D6 POW Lose 1D6 DEX Lose 2D6 DEX Lose 3D6 DEX Lose 2D6 STR Lose 4D6 STR Lose 2D6 CON Lose 4D6 CON +3 to victim’s strike rank for duration of spell. May not resist any 1-point spells cast at the victim. Drenched in acid, 2D10 potency (one round only). Engulfed in flame, 3D10 damage (one round only). Attracts magic: all 1-point attack spells cast in a 20-meter radius automatically targets against the victim. Victim becomes immune to fire damage for duration of spell. Roll equal to or below INT×5 on D100 or stand stupefied for 15 minutes. All foes have +20% chance to hit victim*. One valuable gem, magic item, or weapon in the victim’s possession is eaten by Chaos and disappears forever. Takes 1 point of damage in random location each melee round until spell expires*. Victim befuddled for spell duration. Non-Rune metals do double damage to victim. Victim is rendered incapable of physically attacking*. All foes have +30% chance to hit victim*. Attacked by poison, 2D10 potency (one round only). Takes 3 points of damage in random location each melee round until spell expires*. Add +3 to damage of all weapons hitting the victim*. Victim bound as in Slow spell. Victim may not resist 1- or 2-point spells. A spirit of 3D6 POW engages in spirit combat with the victim. Explosion, 3D6 damage to all within 3 meters, as well as to victim (one round only). Victim becomes physically indistinguishable from caster of spell. Victim becomes silent when moving; adds +25% permanently to Move Silent ability. Target becomes magic attractant for 1- and 2-point spells: all spirit magic spells cast at anyone, beneficial or harmful, within 3 meters of the target instead strike target. Add +4 points to all weapon damage against the victim*. As above but add +5 points*. As above but add +6 points*. Victim may use no offensive magic*. Victim takes 10D6 points of damage in random location each round until spell expires*. Victim immobilized. Victim goes berserk as in Fanaticism spell. Foes have +40% chance to hit victim. All objects on victim’s body are devoured by Chaos, and victim stands naked and weaponless. Victim may make no vocal sounds, including spell casting. Roll CON×5 or lose consciousness for spell duration. Victim becomes magic attractant for all spells (see entry 68–70). Victim Demoralized for spell duration as per spell. Lose 2D6 SIZ. Roll twice, rolling again if this result is rolled once more. Victim joins caster’s side for duration of spell.

68–70 71–72 73–74 75–76 77 78–80 81–82 83–84 85 86–87 88–90 91–92 93–94 95–96 97–98 99 00

RuneQuest Chaos, in which case the effects of the spell (if they have a duration) are permanent. For example, if Glypto the Thed Rune Priest cast this spell non-reusably at a broo and rolled an 88, that broo would be struck mute permanently. Similarly, if he had rolled a 12, the broo would lose 3D6 of its DEX permanently. However, if Glypto had rolled a 36, the effect would be the same as if the spell had been cast reusably. Glypto would have wasted his spell for nothing. This spell enables the Priests of Thed to wield great power among creatures of Chaos, including those that have undergone the rebirth of Chaos.

Fumble 1 Point Ranged, Temporal (One Melee Round), Stackable This spell is targeted against an opponent. If the target fails to resist a POW vs. POW attack by the caster, then the victim rolls on the Fumble table (see page 205 of the RuneQuest rules). The caster may stack this spell, in which case each additional point causes the victim to have to roll on the Fumble table for one more consecutive round. A 3-point spell would, for instance, cause the victim to fumble for three consecutive melee rounds.

Rebirth of Chaos 3 Points Ranged (10 meters), Permanent, Nonstackable, One-Use Cast upon lay members and initiates of Thed, this spell has the same effect as the natural rebirth of Chaos which all Rune Masters must undergo, and in addition gives the member a Chaotic feature. There is a danger in this. The recipient has a percentage chance of dying equaling 5%+5% per Chaotic feature already possessed. A broo already with two Chaos features stands a 15% chance of death if the spell is cast upon it. Only Rune Priests of the cult may learn this spell.

BullsitchE S Bovivorax chaos Bullsitch are fist-sized insects said to be “Parts of the Devil.” They have long, sharp proboscises that can pierce even rhino hide and whose poison drives creatures mad. They prefer animals to humans, and only attack hooved beasts (but not herd-men). They are most common in and near marshes (especially the Devil’s Marsh), though they might be found in small numbers anywhere in Prax. Bullsitch are fast and able fliers, capable of evading most attempts to swat them with ease. Anyone trying to hit one must subtract –40% from their chance of success. Bullsitch have only a single hit location. A creature bitten by a bullsitch goes mad with pain and runs in a random direction. If it is a herd beast, this may cause the whole herd to stampede. If a beast can outrun the bullsitch swarm before it is bitten (perhaps assisted by magic), it can escape. If an infected beast runs through a river or other body of clean water, the bullsitch may depart, as they dislike clean water. Anyone trying to ride a maddened animal must succeed in a Ride roll each round if they want to do anything other than hang on. The insects sometimes attack in such large swarms that all the riders can do is try to stay with their maddened, stampeding animals until the bullsitch leave.

C haracteristics

A verage

STR 1 1 CON 1D3 2 SIZ 1 1 POW 1D6 3–4 DEX 2D6+15 22 Hit Points: 1 Move: 4/11 (Fly) Magic Points: 4 Base SR: 3 Chaos Feature: Each bullsitch has a 1% chance to have a Chaos feature and if so, that feature is usually easily spotted. Weapon

%

Damage

SR

Bite*

80

Maddening pain + poison

7

* Once the bullsitch has bitten its target, it stays attached; no to hit roll needed in later rounds. It injects a poison equivalent to wyvern venom.

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Chaos Monsters

DancerS in Darkness Homo inanitas delectiii  These pale-skinned vampiric women are the chosen of Delecti the Necromancer. They lack POW and must drain the magic points of sentient living beings to continue their undying existence. A Dancer in Darkness may Enthrall those whose POW she overcomes with her CHA, immobilizing them. The victim will stand helplessly, unable to react to the outside world. This effect wears off after 25 melee rounds. A Dancer in Darkness can turn herself into smoke; while in smoke form, she regenerates at 1 hit point per melee round. She has Move 1 per round while in smoke form. The Dancers in Darkness fear the Death Rune and are greatly affected by the determined presentation of the Death Rune by one consecrated (initiate or higher) to a Death cult. If the adventurer’s POW overcomes a Dancer’s magic points, the Dancer takes 1D3 points of non-regenerating damage to a random hit location. Neither armor nor magical defenses will absorb this damage.

C haracteristics

A verage

STR 3D6×2 21 CON 3D6×2 21 SIZ 2D6+6 13 INT 2D6+6 13 DEX 3D6 10–11 CHA 3D6+6 16–17 Hit Points: 21 Move: 10/1 (Smoke) Magic Points: 21 Base SR: 5 Armor: None natural. Usually wears none, because it would have to be left behind if she dissolves into smoke. Skills: Dance 80%, Dodge 75%, Hide 90%, Move Quietly 65%, Search 80%. Languages: Speak (local human language) 50%. Passions: Loyalty (Delecti) 60%. Runes: Chaos 60%, Undead 90%. Magic: Since a Dancer in Darkness has no POW, they cannot cast spirit magic spells nor sacrifice for Rune magic. They can, however, be potent sorcerers. Dancer in Darkness Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/8

Left Leg

05–08

0/8

Abdomen

09–11

0/8

Chest

12

0/9

Right Arm

13–15

0/7

Left Arm

16–18

0/7

Head

19–20

0/8

Weapon

%

Damage

SR

Touch*

90

Special*

9

Bite**

90

1D3+special**

9

Auto

CHA vs. POW

Enthrall

* Touch: A victim hit by a Dancer in Darkness’ touch must match their magic points against that of the vampire, whether the touch penetrated armor or not. If the vampire wins the contest, the victim gives 1D4 magic points to the vampire. ** Bite: The bite of a Dancer in Darkness does damage equal to its damage bonus, or 1D3 in any case. If the bite penetrates armor, the vampire will stay attached and take 1D6 hit points (blood) from the victim—increasing the vampire’s hit points in the process.

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RuneQuest

Dragon snails Spirulem biceps These are giant, dragon-headed snails, often having two heads, created in the Great Darkness of the Gods War when the Spire of Law exploded and the Devil was pinned in the Plains of Prax beneath the fragment known as The Block. These are Chaos creatures with Chaotic features and are considered to be “Parts of the Devil.” Dragonsnails are found in marshes and watery areas and will eat anything organic.

C haracteristics

Location

D20

Armor/HP

Shell

01–07

8/7

Forebody

08–12

4/6

Right Head

13–16

4/6

Left Head

17–20

4/6

Weapon

%

Damage

SR

Bite*

40

1D6+2D6

8

* If a dragonsnail has two heads, each head will bite a different target on the same strike rank.

A verage

STR 4D6+12 26 CON 3D6 10–11 SIZ 4D6+12 26 POW 3D6 10–11 DEX 2D6 7 Hit Points: 15 Move: 3 Magic Points: 11 Base SR: 4 Armor: 8-point shell and 4-point slimy hide elsewhere. Chaotic Features: These creatures have 1D3 different Chaotic features. One-Headed Dragonsnail Hit Locations Location

D20

Armor/HP

Shell

01–08

8/7

Forebody

09–14

4/6

Head

15–20

4/6

98

Two-Headed Dragonsnail Hit Locations

G houls Homo inanitas esurientem Half-dead creatures that maintain their status by eating the dead. They are formed when malign spirits possess a corpse. The corpse is thereby transfigured and animated, becoming a parody of life. Ghouls use a blood chilling howl in combat. When a ghoul howls, match its magic points against the INT of each foe. If more than one ghoul howls, use only the ghoul with the most magic points. If a victim is overcome, they are Demoralized as per the spirit magic spell. If the adventurer resists the howl’s effect, they must try again on the next round. An adventurer that resists for five successive melee rounds becomes immune to the howl. Countermagic, Shield, and Neutralize spells do not protect against ghoulish howling. Ghouls look as if they have stepped from a week-old grave. Any armor they may have is looted from graves, and they usually fight with claws and their own poison bite. With its rotten fangs, a ghoul can inject magical venom with a potency equal to its CON. If it overcomes the victim’s CON, the full potency is injected—otherwise only 1D3 POT is injected. When the total POT equals or exceeds the victim’s CON, the victim will be paralyzed until counteracted by an antidote. Spider antidote is half effective against the poison of a ghoul. The victim will live for as many days as they have points of CON, losing 1 CON each day. An adventurer bitten by a ghoul, yet not paralyzed, purges the venom of points of POT equal to their natural healing rate each day.

Chaos Monsters

C haracteristics

A verage

STR 4D6 14 CON 3D6 10–11 SIZ 2D6+6 13 INT 3D6 10–11 DEX 3D6 10–11 Hit Points: 12 Move: 8 Magic Points: 2D6+6 Base SR: 5 Note: A ghoul can attack with both claws and bite simultaneously, all on the same strike rank. Armor: None natural; may have looted armor from victims.

Ghoul Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/4

Left Leg

05–08

0/4

Abdomen

09–11

0/4

12

0/5

Right Arm

13–15

0/3

Left Arm

16–18

0/3

Head

19–20

0/4

Chest

Weapon

%

Damage

SR

Claw

30

1D6+1D4

9

Bite

30

1D6+1D4+ venom

9

Howl

n/a

As Demoralize spell

3

G orp Chaos amorphous These shapeless blobs of putrid tissue ooze across both land and water, dripping acid and corrosive enzymes. Gorp can only be killed by fire or magic. Weapons will just pass through it, taking damage from its digestive juices. Because of its acidic nature, acid has no effect on it at all.

C haracteristics

A verage

STR 0 0 CON 3D6 10–11 SIZ 6D6 21 POW 3D6 10–11 Hit Points: 14 Move: 1 Magic Points: 11 Base SR: 1 Note: Gorp attack by moving next to a victim during movement phase. If the victim fails a DEX×5 roll, the gorp has enveloped it. If the victim can still move after the first round, they may try a second DEX×5 roll. An engulfed hit location is corroded at 8 points each melee round. Armor will protect the character until it is eaten away, 1 point of protection disappearing per melee round. Chaotic Feature: A gorp has a chance of its POW or less on D100 of having a Chaotic feature. Weapon

%

Damage

SR

Envelop

100

8 points of acid

1

99

RuneQuest

Harpi E S Gynaves vexans These filthy creatures have the heads and breasts of human females, but the rest of their body resembles that of a vulture. Harpies are notoriously filthy and delight in befouling the food and bodies of others. They are cowardly and will fly away if attacked unless they outnumber their foe. Any article of food struck by harpy dung is disease-carrying and completely inedible (except by harpies). Harpies delight in snatching small objects from their owners and performing other petty torments. They are extremely vindictive and will follow an enemy (at a safe distance) for many kilometers.

C haracteristics

A verage

STR 3D6 10–11 CON 3D6 10–11 SIZ 2D6 7 INT 3D6 10–11 POW 3D6 10–11 DEX 4D6 14 CHA 1D6 3–4 Hit Points: 10 Move: 3/10 (Fly) Magic Points: 10–11 Base SR: 4 Armor: 1-point feathers Skills: Dodge 65%, Flying 90%. Languages: Speak local human tongue 20%. Magic: Many harpies belong to foul cults like Mallia, and learn spirit magic such as Binding, Ironhand, and Speedart. Harpy Hit Locations Location

D20

Armor/HP

Right Leg

01–02

1/4

Left Leg

03–04

1/4

Abdomen

05–07

1/5

Chest

08–09

1/6

Right Wing

10–13

1/5

Left Wing

14–17

1/5

Head

18–20

1/6

100

Weapon

%

Damage

SR

Claw*

30

1D6

8

Stone**

30

1D6/3 meters dropped

2

Dung

75

–1D10 from CHA***

2

* Both claws may attack simultaneously. A victim wounded by a harpy’s claws is automatically exposed to a random disease. ** There is a –05% chance to hit for each 3 meters of height. *** Victim must wash in wine to clean off. Until the victim has done so, only creatures of Chaos would associate with the victim. The victim is also exposed to a disease.

Huan To Corruptagens foedus The Huan To are Chaos horrors from the mountain foothills of Kralorela. Their heads are huge and bony, nearly as large as their torsos. They have sinewy limbs with large, bird-like talons, and fanged mouths. Huan To are usually accompanied by companies of ghouls and other undead things. The primary motivation of the Huan To is to overthrow the ancient government of the Kralorelan humans. They have been known to ally with and assist Praxian Animal Nomads, Hsunchen, trolls, elves, merfolk, and even foreign invaders from overseas to encompass this aim. They are an ancient enemy, and the Huan To are listed in the Imperial Catalogues of Foes dating back to the Golden Age. The bite of the Huan To injects a magic venom with a POT equal to the Huan To’s POW. If the victim’s CON is overcome, the victim falls to the ground and becomes comatose in 1D8 rounds. If the poison’s full POT has not been purged from the victim’s system within 1D3 hours, the victim dies and then reawakens, but now as a ghoul.

Chaos Monsters

C haracteristics

A verage

STR 3D6+12 22–23 CON 3D6+6 16–17 SIZ 4D6+12 26 INT 3D6+6 16–17 POW 1D6+12 15–16 DEX 3D6 10–11 CHA 2D6 7 Hit Points: 21 Move: 8 Magic Points: 16 Base SR: 3 Armor: 4-point skin, with 8-point skin on head. Any armor would have to be specially made, and few smiths would do such an evil deed. Skills: Conceal 65%, Customs (local human) 50%, Dodge 35%, Intimidate 50%, Meditate 50%, Scan 55%. Languages: Speak Kralori 80%. Passions: Hate (Kralori) 90%. Runes: Chaos 60%, Darkness 60%, Death 60%. Magic: Can use any type of magic. Often learn sorcery, specializing in Tap spells. May worship gods such as Mallia, Vivamort (undead god), or Ikadz (god of torture). Chaotic Feature: Normally only the venomous bite. Huan To Hit Locations Location

D20

Armor/HP

Right Leg

01–04

4/6

Left Leg

05–08

4/6

Abdomen

09–11

4/8

12

4/8

Right Arm

13–15

4/6

Left Arm

16–18

4/6

Head

19–20

8/10

Chest

Jack O' Bears Joannursus paralysis Humanoid in shape, this strange creature has what seems to be a pumpkin for a head and an exotic talent not to be sneered at. Each melee round, in addition to its normal attacks, the jack o’bear can match its POW vs. that of a foe. If the victim is overcome, they are frozen in place and helpless until the jack o’bear dies or the effect is dispelled. The Harmonize ability acts as a 1-point Rune magic spell for purposes of dispelling or blocking. This exotic talent does not cost any magic points to use. The creature can control live victims equal in number to half its POW at once. The jack o’bear cannot voluntarily release a victim. Jack o’bears are strongly Chaotic, and their ensnaring power is the Chaotic feature they have as a result.

Weapon

%

Damage

SR

Bite

90

1D8+2D3 + venom

7

Greatsword

65

2D8+2D6

4

C haracteristics

A verage

Claw

65

1D6+2D6

7

STR 3D6+6 CON 2D6+6 SIZ 3D6+6 INT 2D6 POW 4D6 DEX 3D6 CHA 3D6 Hit Points: 15 Magic Points: 14

16–17 13 16–17 7 14 10–11 10–11 Move: 10 Base SR: 4

Notes: A Huan To can attack and parry normally plus bite in the same round. The bite and the normal attack must be 3 strike ranks apart. As noted in thei description, the bite injects a magic venom. Spider venom antidote is halfeffective against this venom.

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RuneQuest Armor: 3-point fur. Skills: Hide 50%, Move Quietly 50%. Chaotic Feature: There is a 5% chance a jack o’bear will have an additional Chaotic feature. Jack O’Bear Hit Locations Location

D20

Armor/HP

Right Leg

01–04

3/5

Left Leg

05–08

3/5

Abdomen

09–11

3/5

12

3/6

Right Arm

13–15

3/4

Left Arm

16–18

3/4

Head

19–20

3/5

Chest

A verage

STR 2D6+6 13 CON 3D6 10–11 SIZ 2D6 7 INT 3D6 10–11 POW 2D6+12 19 DEX 3D6+6 16–17 Hit Points: 11 Move: 3/10 (in tunnels) Magic Points: 19 Base SR: 3 Armor: Chitinous shell worth 7 points on the body and 3 points on the legs. Skills: Sense Life 90%. Krarshtkid Hit Locations

Weapon

%

Damage

SR

Right Claw

25

1D6+1D6

8

Left Claw

25

1D6+1D6

8

Harmonize



See description

1

Note: Each melee round, a jack o’bear may use its Harmonize power as well as strike with its claws. It may hit with both claws in the same melee round, 3 strike ranks apart.

KrarshtkidS Krarsht minutem A krarshtkid is an underground horror that riddles the earth with tortuous burrows. It has a central body 1 meter in diameter with six legs jutting around its perimeter. Krarshtkids can eat anything, but favor loam, clay, sand, and limestone. They are eye-less, asymmetrical creatures with a hunger sense that directs them to prey. Most surface folk have never heard of these monsters, let alone seen them and they are the lucky ones. Krarshtkids do not communicate in any obvious manner, though they cooperate with each other and with the cult of Krarsht. Krarshtkids have a paralytic bite, can spit an immobilizing weblike substance called pratzim, strike out at a distance with their whip-like acid tongue, and even tear flesh and bone with their digging claws.

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C haracteristics

Location

D20

Armor/HP

Right Hind Leg

01–03

3/4

Left Hind Leg

04–06

3/4

Right Middle Leg

07–09

3/4

Left Middle Leg

10–12

3/4

Right Foreleg

13–15

3/4

Left Foreleg

16–18

3/4

Body

19–20

7/5

Chaos Monsters Weapon

%

Damage

SR

Fangs

50

2D6*

7

Digging Claw

50

1D6

6

Tongue

75

**

6

Spit

80

***

1

Og res Homo anthropophagus

* Fangs: When a successful bite does damage to the target, the potency of the poison (equaling the CON of the krarshtkid) must try to overcome the CON of the target. If successful, the target will be paralyzed for 20-CON days. ** Tongue: A hit by the tongue attacks the POW of the target with a resistance roll. If successful, the target will take 4D3 damage as if from a Disruption spell. *** Spit: The spit of the krarshtkid is a gummy, web-like mess called pratzim. It has a potency of 15. A victim hit is entangled by the saliva and must make a STR resistance roll against the potency of the pratzim. A missed roll means that the victim is bound, may not fight with any weapon, and may move only at a rate of 2. Each subsequent round the victim may attempt another resistance roll to overcome the spit’s effect. It will remain on the adventurer until all garments can be thoroughly cleansed. Mineral antidote is half-effective against this venom.

Lesser HydraS Hydra polycephalus Hydras are Chaos monsters with multiple heads and reptilian or serpentine bodies. Each lesser hydra has 2D6 heads. The majority of lesser hydra cannot regrow their lost heads. Spells such as Demoralize, Fear, Madness, and the like affect only one head, and spirit combat only affects a single head. Each head defends with the hydra’s full POW. The true, greater hydrae are not described here. Only a dozen or so exist in all Glorantha; only one is known to exist in Genertela. These horrors can be as large as small cities and have many magical powers.

C haracteristics

A verage

STR 2D6+12 19 CON 1D6+12 15–16 SIZ 2D6+18 25 POW 2D6+6 13 DEX 2D6+12 19 Hit Points: 20 Move: 6 Magic Points: 13 Base SR: 0 Armor: 6-point skin. Chaos Feature: Each separate head of the hydra has a POW×1 chance of having a Chaos feature. Lesser Hydra Hit Locations Location

D20

Armor/HP

Body

01–02

6/7

Heads

03–20

6/4

Weapon

%

Damage

SR

Bite

40

1D6+2D6 + poison+ acid

4

Note: Poison POT is systemic and equal to POW; acid is POT equal to POW/2. Wyvern antidote is half-effective against this poison.

Ogres look very human, generally passing for human in all walks of human civilization. They are thought to have originated as a human tribe which took the side of Chaos during the Great Darkness. At least one Western sect holds that they are part of the original race of humans, who disagreed with the Brithini about the role of “true” men in the world, and later followed the Devil. Ogres are quite rare. Their teeth are very sharp and strong. They can look very handsome and beautiful. They can join any Rune cult, but their outlook on life is always tainted with Chaos. They are known to be fond of human flesh. It is said that the act of cannibalism will turn one into an ogre. Other intelligent creatures of Chaos will recognize ogres by their aura and usually not attack them. Some ogres have Chaotic features (see table, page 89).

C haracteristics

A verage

STR 2D6+12 19 CON 2D6+6 13 SIZ 2D6+6 13 INT 2D6+6 13 POW 2D6+6 13 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 14 Move: 8 Magic Points: 13 Base SR: 5 Armor: May wear any. Usually at least 2-point leather to start with (all locations). Skills: Dodge 55%, Disguise 50%, Intimidate 25%. Languages: Speak Own Language (local human tongue) 30%. Passions: Love (family) 60%. Runes: Chaos 60%, Death 60%, Illusion 60%. Magic: Ogres sometimes join local cults where their innate Chaotic taint will not give away their secret. Most worship the demonic Cacodemon in secret (see page 195). Chaotic Feature: There is a 5% chance an ogre will have a Chaotic feature.

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RuneQuest Ogre Hit Locations

They live primarily in the Rockwoods and the Wastelands, though like the broo they can be found almost anywhere in Genertela. Scorpion men fight with human weapons and their tail stinger at the same time.

Location

D20

Armor/HP

Right Leg

01–04

2/5

Left Leg

05–08

2/5

Abdomen

09–11

2/5

12

2/6

C haracteristics

Right Arm

13–15

2/4

Left Arm

16–18

2/4

Head

19–20

2/5

STR 2D6+12 19 CON 3D6 10–11 SIZ 2D6+12 19 INT 2D6 7 POW 2D6 7 DEX 3D6+3 13–14 CHA 3D6 10–11 Hit Points: 13 Move: 8 Magic Points: 7 Base SR: 3 Armor: 3-point skin. Skills: Climb 50%, Devise 40%, Dodge 50%. Languages: Speak Tradetalk 35%. Runes: Chaos 60%, Beast 80%. Magic: Scorpion men know some spirit magic. Favorite spells include Bludgeon, Ironhand, Protection, and Speedart. Chaotic Feature: A scorpion man has a chance of having a Chaotic feature equal to its POW×5 on D100.

Chest

Weapon Any available

%

Damage

SR

50

+1D4

5+

Scorpion Men Hominiscorpio devourens More scorpion than men, they are a sort of man-scorpion centaur, with the chest, arms, and head of a man, but the abdomen, tail, and rear six legs of a scorpion. Not being fully mammalian, they are not considered to be among the Beast Men. They are a Chaos breed, left over from the Great Darkness. They live in small villages, each containing a single Scorpion Queen who continuously spawns masses of glutinous eggs. In every hatching are many males and a few females. The females live a subservient, secluded life until the Queen dies, or a new village is founded. At that time, one of the females begins to grow fantastically, eventually becoming the new Queen. Scorpion men know little magic, for no one will teach it to them. They make their living raiding and hiring out as bodyguards to optimistic employers who forget their essentially Chaotic nature. Scorpion men are cannibalistic omnivores, eating both their own kind and members of other sentient races. They are extremely rapacious, and in times of extreme food shortage they may devour all animal and most plant life over many square kilometers.

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A verage

Chaos Monsters Scorpion Man Hit Locations Location

C haracteristics

D20

Armor/HP

Right Hind Leg

01

3/3

Right Middle Leg

02

3/3

Right Foreleg

03–04

3/3

Left Hind Leg

05

3/3

Left Middle Leg

06

3/3

Left Foreleg

07–08

3/3

Tail

09–10

3/5

Thorax

11–12

3/5

Chest

13–14

3/6

Right Arm

15–16

3/4

Left Arm

17–18

3/4

Head

19–20

3/5

A verage

STR 12D6 42 CON 1D6+12 15–16 SIZ 12D6 42 POW 4D6 14 DEX 2D6 7 Hit Points: 24 Move: 6 Magic Points: 14 Base SR: 4 Armor: 6-point slimey skin. Chaotic Feature: A stoorworm has a chance to have an additional Chaotic feature equal to its POW×3 on D100. Stoorworm Hit Locations

Weapon

%

Damage

SR

Pts

Club *

55

1D10+1D6

6

10

Sling

50

1D8

3



Sting *

55

1D6+1D6

7



Location

D20

Armor/HP

Tail

01–06

6/8

Body

07–14

6/9

Head

15–20

6/8

Weapon

%

Damage

SR

Bite

55

1D10+4D6

8

Breath

100

Poison gas

1

* A scorpion man can attack with club and sting the same melee round. The sting injects a systemic poison with a potency equal to the CON of the scorpion man.

Note: The stoorworm’s breath attack is a gas of systemic poison of POT equal to its POW. The cloud of gas fills a 4×4-meter sphere and affects all within. The worm can expel such a cloud every five melee rounds.

Stoorworm S

VampireS

Dracovermis insidiens

Homo inanitas vivamortii

These foul, Chaotic creatures are the poor relations of dragonkind. During the Great Darkness, the forces of Chaos were victorious against some of the forces of dragonkind, and just as humans and trolls were warped into ogres and cave trolls, these defeated members of dragonkind suffered mutation and became stoorworms. Stoorworms lack wings and legs and are unintelligent. They resemble a large snake more than anything else. Their head is draconic, however, and they are often found coiled up around some object. All stoorworms possess the Chaotic feature of regeneration and will regenerate 1 hit point per location per round. If cut in two, they can rejoin. Fire prevents regeneration, as does some magical attacks. When adventurers attack a stoorworm, it immediately spews forth its deadly fumes and attacks. To keep from inhaling the poison, all adventurers need to make CON rolls as per the asphyxiation rules on page 156 of the RuneQuest rulebook.

Vampires are the nobility of the Undead, the Rune Masters of the Vivamort cult. A vampire can be created only on the holy night of the Vivamort cult, the final stage in the ordination of a Rune Master of that cult. The nascent vampire is drained of all its POW, which is offered to Vivamort. Vivamort is present at the ceremony and deigns to bind the mind of the candidate back into the dead body. Then initiates or victims must give POW and hit points (blood) to the new vampire. The new vampire lies in state for one full day and night before arising to its new role. It takes on a pallid white skin and lustrous hair. Its STR doubles immediately and its teeth lengthen. It may now turn into a bat, wolf, or smoke. It may Enthrall without loss of magic points anyone whose glance it catches and use all the other powers of the vampire form. Once any hit location has been reduced to 0 or fewer hit points, the vampire will turn into smoke at the end of that melee round and regain its hit points at a rate of 1 per melee round. If the vampire takes damage to exceed its hit points, although all hit locations are intact, it will again turn into smoke. It can do so at whim. It can also change into a bat

105

RuneQuest or wolf (see page 162). The smoke can move at 1 movement unit per melee round. However, if the vampire’s head has been hit beyond its hit points, the vampire falls and cannot turn into smoke. This is when a stake, sword, or Death Rune-marked artifact placed in the heart area is necessary to keep it from coming back once again. One must also cut off the head. Vampires can use a few special cult Rune spells and do not use spirit magic. They can be potent sorcerers and can perform special vampiric magical rituals on cult holy days. Neither dead or alive, vampires cannot regain magic points after losing them with the use of magic or spirit combat. However, their magic point drain ability takes magic points from their victim and transfers it immediately to the vampire. Vampires are also limited to their pre-death species maximum for magic points (e.g., 21 for humans). Any further magic points drained are lost to the vampire, as well as to its victim. A vampire may drink the blood of any being with an INT of 5 or more and a POW of 5 or more. Vampires do not drink from non-sentients. This takes hit points from their victim and transfers them immediately to the vampire. Again, hit points cannot be increased beyond the normal maximum for the vampire. Vampires have several weaknesses. Vivamort was a renegade from Death, and many of his followers are renegades from various Death cults. Vampires are greatly affected by the determined presentation of the Death Rune by one consecrated (initiate or higher) to a Death cult. The Rune causes damage on touch and acts as a focus for a highly effective Disruption spell. Forceful display of the Rune gains the individual a measure of personal protection from vampires and a method of attack also. Vampires will usually not directly attack the presenter, but may order initiates, or available skeletons, zombies, etc., to do so.

C haracteristics

Vampire Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/8

Left Leg

05–08

0/8

Abdomen

09–11

0/8

12

0/9

Right Arm

13–15

0/7

Left Arm

16–18

0/7

Head

19–20

0/8

Chest

A verage

STR Species ×2 21 CON Species ×2 21 SIZ As per species 13 INT 2D6+6 13 DEX Species 10–11 CHA Species 10–11 Hit Points: 22 Move: 9/1 (smoke) Magic Points: 2D6+6 Base SR: 5 Armor: None usually, can wear any. Skills: As per former existence.

106

Runes: A vampire always has the Runes of Chaos, Darkness, and Undead at least at 60% each. Magic: By concentrating and overcoming a target’s POW with its magic points, a vampire can Enthrall its victim. This costs the vampire no magic points. The victim will stand or slouch helplessly, unable to react to the outside world. This effect wears off after 25 melee rounds. The vampire may only attack a single target per round with Enthrall. This counts as an attack, and the vampire may only parry or Dodge on melee rounds this ability is used. If an adventurer is engaged in melee, a player can attempt to avoid the adventurer being caught by the vampire’s eye, by rolling POW×5 or less on D100 each round. Success indicates that the adventurer was lucky and willful enough to avoid the dread glance. Otherwise, the vampire may attack with the Enthrall that round. Countermagic or similar spells are of no effect against the vampire’s Enthrall. However, if an adventurer were somehow able to fight with eyes closed, they would be protected against this attack. Since vampires have no POW, they cannot cast spirit magic spells or sacrifice for new Rune points except with Vivamort. If a vampire already had Rune points from its former life, it would keep them. Vampires can be potent sorcerers.

Weapon

%

Damage

SR

Any weapon

70

Weapon + damage bonus

As per weapon

Touch*

50

Special *

8

Bite**

50

1D3 + special **

8

Special

Special

1

Enthrall

* Touch: A victim hit by a vampire’s touch must match their POW against the magic points of the vampire, whether the touch penetrated armor or not. If the vampire wins the contest, the victim gives 1D4 magic points to the vampire. ** Bite: A vampire’s bite does damage equal to its damage bonus, or 1D3 in any case. If the bite penetrates armor, the vampire will stay attached and take 1D6 hit points (blood) from the victim—increasing the vampire’s hit points in the process.

Chaos Monsters

Walktapi Malapsyche hybridus With man-like bodies and heads similar in appearance to a large octopus, these are an extremely Chaotic race. They can attack with all eight tentacles, using the human arms for balance, permitting them to fight as many as four foes at once. A walktapus can also squirt out a poison gas cloud equivalent to the effect of an octopus squirting ink. Walktapi have a Chaotic ability to regenerate. Every portion of their body which is severed from the parent will grow into a new walktapus. Not even fire will permanently affect this, though it will slow down the growth rate by several days. Walktapi may be permanently destroyed only by powerful magic, or complete destruction such as dissolution in acid. However, its regrowth ability is only 1 hit point every 25 melee rounds. One can be dismembered, and the survivors can leave it behind. It will not bother them again unless they pass the same way after an hour. Walktapi are amphibious and breathe perfectly underwater. They do not like dry climates.

C haracteristics

A verage

STR 2D6+18 25 CON 2D6+6 13 SIZ 2D6+18 25 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 17 Move: 7 Magic Points: 11 Base SR: 3 Armor: 4-point skin. Magic: Regeneration, poison gas. Chaotic Features: Walktapi rarely have other Chaotic features. Walktapus Hit Locations Location

D20

Armor/HP

Right Leg

01–02

4/6

Left Leg

03–04

4/6

Abdomen

05

4/6

Chest

06

4/7

Right Arm

07–08

4/5

Left Arm

09–10

4/5

Tentacle 1

11

4/5

Tentacle 2

12

4/5

Tentacle 3

13

4/5

Tentacle 4

14

4/5

Tentacle 5

15

4/5

Tentacle 6

16

4/5

Tentacle 7

17

4/5

Tentacle 8

18

4/5

19–20

4/7

Head

Weapon

%

Damage

SR

Pts

Tentacle*

40%

2D6

7



Constrict

Auto

2D6

1



Gas Cloud**

Auto

Poison, POT=CON

1



* Each round the walktapus can attack with up to four tentacles simultaneously. If two or more tentacles strike the same victim, they will constrict every round. Armor will protect only until its absorption rate is overcome, then it is broken. ** The gas cloud is systemic with a POT equal to the walktapus’ CON. All within its 3-meter radius must try to hold their breath (as per asphyxiation rules). If the gas is inhaled, the gas is immediately harmful—if the victim’s CON is overcome, they take damage equal to the gas’ full potency. If they resist, they still take damage equal to half the potency of the gas. Each round that more gas is inhaled, the victim must attempt to resist again.

107

Monsters lorantha has numerous gigantic or monstrous creatures. Not all monsters are malevolent. Some are known to serve or at least work with friendly humans.

Brollachan S Anus creatus ineffigiata These horrid formless beings are the semi-intelligent spawn of the voughs (page 172). Their name means “shapeless,” and is a descriptive term. A brollachan consists of merely a shapeless lump of tissue, lacking limbs, fins, or other appurtenances. Their only features are two eyes and a wide, grinning mouth. They can travel over land by oozing and flopping rapidly over the ground. Brollachans can be encountered floating along a body of water, but they also can dive and creep slowly along the water bottom. They are stupid and vicious. If wounded seriously, they will drop underwater and return to their mother, who may seek vengeance. Whimsically, they may simply try to frighten or annoy a party of trespassers. In attacking a boat, brollachans will suddenly flow up and over the boat’s sides.

C haracteristics

A verage

STR 5D6 CON 3D6 SIZ 5D6 INT 1D6 POW 2D6+6 DEX 1D4+4 CHA 1D6 Hit Points: 13 Magic Points: 13

17–18 10–11 17–18 3–4 13 6–7 3–4 Move: 7/7 (Swim) Base SR: 5

108

Armor: 1-point skin. Spells: Usually at least two spirit magic spells. Skills: Swim 50%. Brollachan Hit Locations Location

D20

Armor/HP

Body

01–20

1/all

Weapon

%

Damage

SR

Bite

20

1D6+1D6

9

Engulf

50

1D6 + Suffocation

9

Notes: A brollachan may both bite and engulf simultaneously, vs. the same or different opponents. After a successful Engulf attack, the victim is enshrouded by the brollachan’s blubbery form. Each round after being engulfed, the victim will take damage equal to the brollachan’s damage bonus (usually 1D6) to general hit points. The victim’s thinnest armor can subtract from this damage each round. In addition, once engulfed, the victim must take damage as if drowning. When initially attacked, the victim must attempt CON rolls to keep holding their breath. If the victim fails the CON roll, then the victim begins drowning immediately.

Cliff Toads Megabufo hippovorax Cliff toads are gigantic amphibians inhabiting rocky areas, mountains, and canyons. They are gray and pebbled-looking, blending well with their surroundings. Young cliff toads are nuisances, going after provisions and smallish edible items. Larger, older cliff toads are infamous for hanging onto the sides of cliffs with their sucker-tipped feet and grabbing up mounts or riders with their tongues. They can swallow whole prey of up to their SIZ. Cliff toads can hop 3 meters per D6 of SIZ. The tongues of cliff toads can attack at a 3-meter range for each D6 of SIZ. Cliff toads grow throughout their lives and ancient cliff toads can be larger than a mammoth.

Monsters

C haracteristics

A verage

Magic Points: 11 Base SR: 1 Armor: 4-point feathers on body and head, 4-point tough hide on legs. Skills: Dodge 50%.

STR 2–12D6 25 CON 3D6 10–11 SIZ 2–12D6 25 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 14 Move: 1/3 per D6 of SIZ (Hop) Magic Points: 11 Base SR: 3–5 Armor: 7-point tough skin. Skills: Climb 100%, Hide 90%.

Demi-bird Hit Locations

Cliff Toad Hit Locations

Location

D20

Armor/HP

Right Leg

01–04

4/6

Left Leg

05–08

4/6

Abdomen

09–10

4/6

Chest

11–13

4/7

Right Wing

14–15

4/5

Left Wing

16–17

4/5

Head

18–20

4/6

Location

D20

Armor/HP

Right Hind Leg

01–02

7/4

Left Hind Leg

03–04

7/4

Hindquarter

05–07

7/6

Weapon

%

Damage

SR

Forequarter

08–10

7/6

Bite*

45

1D8+3D6

5

Right Foreleg

11–13

7/4

Kick*

45

1D6+3D6

5

Left Foreleg

14–16

7/4

Head

17–20

7/5

* A demi-bird can attack with both bite and kick in the same melee round.

Weapon

%

Damage

SR

Pts

Tongue*

35

1D6+db

4



Swallow**

80

Acid damage





* On the turn after the tongue hits, it will zip the target into its mouth 80% of the time. As the tongue sticks to the victim, a “miss” in swallowing means the victim takes 1D6+damage bonus in constriction damage, with an 80% chance of being swallowed next round. ** Digestive acid is systemic and has 2 levels of potency per D6 of SIZ.

Demi - Birds Brontornis draconis The mount of the dragonewts, they are in perpetual mental link with their riders and follow their every order. They are feathered, bipedal, beaked, and lay eggs, but their bones are solid and they have vestigial feathered arms, not wings. This gives them the name “demi-birds.” They are fearless and carnivorous. When attacked, a demi-bird will kick and bite.

C haracteristics

A verage

STR 4D6+18 CON 2D6+6 SIZ 4D6+12 POW 3D6 DEX 3D6+6 Hit Points: 17

32 13 26 10–11 16–17 Move: 12

109

RuneQuest

Dinosaurs Dinosaurs are a neotenic species descended from failed dragonewts who became entrapped in material flesh. They are associated with the Earth Rune and are sacred to the Maran Gor cult. Most dinosaurs are unintelligent, but some have a malicious intelligence and magical powers. Many dinosaurs are warm-blooded, and many have feathers. They can be guided and used by others, but they reliably respond to dragonewts. Sometimes dinosaurs are recognized as original or normal. Normal dinosaurs are standardized in appearance and traits and are descendants of other dinosaurs. Original dinosaurs are those warriors that have mutated, and they are often intelligent and use magic. Original dinosaurs are always carnivorous, even if their normal descendants are not. Thus, sometimes there are meat-eating triceratops, trachodons, or even brontosaurs.

Allosaurs

Location

D20

Armor/HP

Tail

01–02

14/10

Right Leg

03–06

14/14

Left Leg

07–10

14/14

Abdomen

11–12

14/16

Chest

13–14

14/16

R Claw

15

14/4

L Claw

16

14/4

Head

17–20

14/14

Weapon

%

Damage

SR

Bite

60

1D10+7D6

6

Claw

60

1D6+7D6

6

Ankylosaurs

Ankylosaurus magniventris

Allosaurus fragilis Allosaurs are large carnivorous dinosaurs, the result of beaked dragonewts who succumb to greed or desire for power. They reach 10 meters in length and stand over 3 meters tall. They are bipedal, have large heads with mouths packed full of sharp teeth, long balancing tails, and tough hide. These quick and cunning beasts have the keen eyesight of birds of prey and a good sense of smell as well. Allosaurs may be solitary or hunt in small packs, depending on the area and profusion of prey.

C haracteristics

Allosaur Hit Locations

A verage

STR 4D6+72 86 CON 2D6+24 31 SIZ 4D6+36 50 INT 2D6 7 POW 3D6 10–11 DEX 2D6+6 13 Hit Points: 41 Move: 12 Magic Points: 11 Base SR: 2 Armor: 14-point thick skin. Skills: Scan 75%, Track by Scent 75%.

These armored monsters have little fear of humans or other predators. They roam singly and have no more than a beastlike intelligence. They will not fight unless pressed; but if engaged in battle, they can maneuver and bring their clublike tail to strike a foe in front of them.

C haracteristics

Ankylosaur Hit Locations Location

D20

Armor/HP

Tail

01–03

16/10

Right Hind Leg

04–05

16/10

Left Hind Leg

06–07

16/10

Hindquarters

08–11

20/12

Forequarters

12–15

20/12

Right Foreleg

16

16/10

Left Foreleg

17

16/10

18–20

20/10

Head

110

A verage

STR 3D6+30 40–41 CON 3D6+10 20–21 SIZ 3D6+30 40–41 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 28 Move: 6 Magic Points: 11 Base SR: 3 Armor: 16-point legs and tail, with 20 points elsewhere.

Monsters Weapon

%

Damage

SR

Tail

60

1D10+4D6

7

Location

D20

Armor/HP

Trample*

60

8D6

7

Tail

01–03

14/19

Right Hind Leg

04–05

14/19

Left Hind Leg

06–07

14/19

Hindquarters

08–11

14/23

Brontosaurus excelsus

Forequarters

12–15

14/23

These dinosaurs are the corrupt results of dragonewts trying to magically mature themselves into Dragons. The resulting monster is so mindless that they are immune to magic and so huge that they are nearly immune to any physical attack. They are particularly sacred to Maran Gor. Brontosaurs travel in herds of a dozen or so animals. Although they can be up to 20 meters long, brontosaurs are not aggressive, and generally ignore insignificant creatures such as humans. Brontosaurs are vegetarians, feeding mainly on the cones and needles of conifers by stripping tree branches, then grinding up this coarse fodder in muscular gizzards.

RF Arm

16

14/19

LF Arm

17

14/19

18–20

14/19

* The trample can hit prone targets or erect targets with a SIZ less than 1/3 the ankylosaur’s own SIZ.

Brontosaurs

C haracteristics

A verage

STR 4D10+40 62 CON 2D10+30 41 SIZ 4D10+50 72 POW 1D6+8 11–12 DEX 1D6 3–4 Hit Points: 56 Move: 10 Magic Points: 12 Base SR: 5 Armor: 14-point skin.

Brontosaur Hit Locations

Head

Note: Beings under 1/3 the brontosaur’s SIZ do not roll on this chart for melee— they just hit the part nearest them.

Weapon

%

Damage

SR

Tail Lash

60

7D6

9

Trample

75

14D6

9

* The trample can hit prone targets or erect targets with a SIZ less than 1/3 the brontosaur.

Deinonychuses

Deinonychus antirrhopus

These fast, feathered, bipedal, pack-running dinosaurs are about 3.5 meters from snout to the tip of their balancing tail. They are clever and vicious predators and quite intelligent for dinosaurs. In attacking, they will grasp their prey with their forelegs and slash enthusiastically with their scimitarlike hind claws.

111

RuneQuest These dinosaurs feed on muskrats, waterfowl, wandering herd beasts and anything else that won’t eat them first. They will not attack a larger party of good-sized creatures, such as people on horseback, unless they are cornered.

C haracteristics

A verage

STR 2D6+12 19 CON 2D6+6 13 SIZ 2D6+8 15 POW 2D6 7 DEX 1D6+12 15–16 Hit Points: 14 Move: 12 Magic Points: 7 Base SR: 2 Armor: 3-point skin. Skills: Dodge 40%, Scan 50%, Track by Scent 50%. Deinonychus Hit Locations Location

D20

Armor/HP

Tail

01–02

3/4

Right Hind Leg

03–04

3/5

Left Hind Leg

05–06

3/5

Abdomen

07–09

3/6

Chest

10–12

3/6

Right Foreclaw

13–14

3/4

Left Foreclaw

15–16

3/4

Head

17–20

3/5

A verage

STR 4D6+25 CON 3D6+10 SIZ 4D6+30 POW 2D6+8 DEX 3D6+6 Hit Points: 30 Magic Points: 15 Armor: 9-point skin. Skills: Swim 120%.

39 20–21 44 15 16–17 Move: 12 (Swim) Base SR: 1

Elasmosaurus Hit Locations Location

D20

Armor/HP

Tail

01–04

9/10

RH Flipper

05

9/8

LH Flipper

06

9/8

Hindquarters

07–10

9/12

Forequarters

11–14

9/12

RF Flipper

15

9/8

LF Flipper

16

9/8

17–20

9/10

Head

Weapon

%

Damage

SR

Foreclaw

70

1D6+grasps victim

6

Hind Slash

80

2D6+1D6

6

Bite

35

1D8+1D6

6

Note: When attacking, they will first try to grab their prey with their forelegs and getting two foreclaw attacks per round until they have succeeded in grasping their victim. Then, they will retain their grip while they simultaneously bite and slash their victim with the hind claw. When their prey is dead, they will immediately drop it and continue attacking living foes until all are dead. A special roll with the hind-claw indicates a slash result and the damage is rolled twice.

Elasmosaurs

Elasmosaurus elderi, et al Elasmosauri live in the Elf Sea and its tributaries in the Elder Wilds. On a rare occasion, one might swim into the Mirrorsea from the Homeward Ocean. They are vicious and dangerous creatures who normally hunt alone. When an elasmosaurus is encountered, it will attempt to grab one victim and swim away with them. Elasmosauri never stay to fight if the fight becomes difficult, although they might return for more after eating their first victim.

112

C haracteristics

Weapon

%

Damage

SR

Bite*

60

1D10+4D6

6

Tail Lash

60

1D6+4D6

6

* If the target is 1/3 or less the SIZ of the elasmosaurus, and the bite result is a special hit, the victim has been grabbed and carried off. The elasmosaurus will usually carry such victims away and hold them underwater to drown them.

Hadrosaurs

Trachodon sapiens, et al These huge reptilian creatures were born of immature dragon eggs, and so never matured into dragons. They are intelligent and good magicians, although unsuited for physical combat. Trachodons are the most common type in Dragon Pass, there are several varieties of these, including some unintelligent versions, all of which can be lumped under the term hadrosaur, or duck-billed dinosaur. They are vegetarians and prefer to browse through rough vegetation. They are a fascinating combination of herd beast and sapient being. They try to avoid outsiders, but if encountered in a friendly fashion by someone who knows their archaic speech, they will talk and share knowledge. However, this knowledge tends to be limited to the hunting territory of various predators and where good grazing can be found, which is of little interest to others.

Monsters

C haracteristics

A verage

STR 2D6+24 31 CON 3D6+12 22–23 SIZ 2D6+36 43 INT 3D6 10–11 POW 2D6+24 31 DEX 1D6+6 9–10 CHA 2D6 7 Hit Points: 35 Move: 10 Magic Points: 31 Base SR: 3 Armor: 8-point skin. Skills: Find Edible Plants 75%, Search 35%. Languages: Speak Auld Wyrmish INT×5%, Understand Tradetalk INT×2%. Magic: Every trachodon has spirit magic and 1D6 Rune points. Scholars believe they gain magic training from their kin, the dragonewts. Others disagree, since trachodons clearly use Rune magic and not draconic magic. Trachodon Hit Locations Location

D20

Armor/HP

Tail

01–02

8/9

Right Hind Leg

03–04

8/12

Left Hind Leg

05–06

8/12

Abdomen

07–09

8/14

Chest

10–12

8/14

Right Paw

13–14

8/9

Left Paw

15–16

8/9

Head

17–20

8/12

Weapon

%

Damage

SR

Bite*

45

1D6+2D6

7

Kick *

65

1D6+4D6

7

Tail Lash**

85

4D6

7

* A hadrosaur may bite and kick simultaneously versus a foe. ** A hadrosaur may lash with its tail instead of biting and kicking. This may only be performed against foes to its side or rear.

Magisaurs

Draco sapiens var. magus

The most common magisaurs are the smallest, magus profundus; the rarest are also the largest, magus magnus. It is unknown what influences cause a certain dragonewt to evolve into a specific variety of magisaur. Magisaurs are herbivorous, and are cold-blooded, unlike most dinosaurs. Their forepaws are clumsy, webbed, and non-prehensile. Often, they travel in rough family groups of 4–8 creatures. Males remain with the group until maturity, when the eldest male forces them from the group. The young males may challenge the elder to tremendous battles of combat and magic, the loser dying bloodily. Magisaurs can use all types of magic except draconic magic. They are unaggressive. Magisaurs have lost the dragonewt power of rebirth and most no longer remember their former existence. They prefer swamps and wetlands. They are frequently confused with such dinosaurs as trachodons and other hadrosaurs. Magisaurs normally have enchantments embossed into their hides with a total POW equal to the magisaur’s CON. They prefer bound elementals, spell matrices, and spirit binding enchantments. Most magisaurs know spirit spells up to their CHA, though a few learn sorcery. A few even become priests of appropriate deities.

Magus Profundus C haracteristics

A verage

STR 2D6+8 15 CON 3D6 10–11 SIZ 2D6+12 19 INT 3D6 10–11 POW 2D6+12 19 DEX 1D6+6 9–10 CHA 2D6+6 13 Hit Points: 14 Move: 6/6 (Swim) Magic Points: 19 Base SR: 4 Armor: 2-point scales. Skills: Dodge 20%, Spirit Combat 60%. Languages: Speak Auld Wyrmish 55%. Runes: Earth 60%, Water 60%. Magic: A magisaur typically knows its CHA in spirit magic spells.

Sometimes a crested dragonewt fails or refuses to metamorphose into the beaked stage. Instead the creature progresses along a different path of development until it ultimately transforms into a dinosaur-like creature known as a magisaur.

113

RuneQuest Magus Profundus Hit Locations

Magus Mediocris Hit Locations

Location

D20

Armor/HP

Location

D20

Armor/HP

Tail

01–02

2/5

Tail

01–02

4/8

Right Leg

03–05

2/5

Right Leg

03–05

4/8

Left Leg

06–08

2/5

Left Leg

06–08

4/8

Abdomen

09–11

2/5

Abdomen

09–11

4/8

12

2/6

Chest

12

4/9

Right Arm

13–15

2/4

Right Arm

13–15

4/7

Left Arm

16–18

2/4

Left Arm

16–18

4/7

Head

19–20

2/5

Head

19–20

4/8

Chest

Weapon

%

Damage

SR

Weapon

%

Damage

SR

Kick

30

1D6+1D6

8

Kick

50

1D6+2D6

7

Bite

30

1D6+1D3

11

Bite

50

1D6+2D3

10

Note: The magisaur’s bite only receives half normal damage bonus.

Magus Mediocris C haracteristics

A verage

STR 2D6+18 25 CON 3D6+6 16–17 SIZ 2D6+24 31 INT 2D6 7 POW 2D6+18 25 DEX 1D6+6 9–10 CHA 1D6+6 9–10 Hit Points: 25 Move: 8/6 (Swim) Magic Points: 25 Base SR: 3 Runes: Earth 60%, Water 60%. Armor: 4-point scales. Skills: Dodge 25%, Spirit Combat 65%. Languages: Speak Auld Wyrmish 60%. Magic: A magisaur typically knows its CHA in spirit magic spells.

114

Note: The magisaur’s bite only deals half its normal damage bonus.

Magus Magnus C haracteristics

A verage

STR 2D6+24 31 CON 3D6+12 22–23 SIZ 2D6+36 43 INT 1D6 3–4 POW 2D6+24 31 DEX 1D6+6 9–10 CHA 1D6 3–4 Hit Points: 34 Move: 10/6 (Swim) Magic Points: 31 Base SR: 3 Runes: Earth 60%, Water 60%. Armor: 6-point scales. Skills: Dodge 30%, Spirit Combat 70%.

Monsters Languages: Speak Auld Wyrmish 60%. Magic: A magisaur typically knows its CHA in spirit magic spells. Magus Magnus Hit Locations

Giant Pteranodon Hit Locations Location

D20

Armor/HP

Right Leg

01–03

6/6

Left Leg

04–06

6/6

Abdomen

07–08

6/6

09–11

6/7

12

6/6

Location

D20

Armor/HP

Tail

01–02

6/11

Chest

Right Leg

03–05

6/11

Tail

Left Leg

06–08

6/11

Right Wing

13–14

6/5

Abdomen

09–11

6/11

Left Wing

15–16

6/5

12

6/12

Head

17–20

6/6

Right Arm

13–15

6/10

Left Arm

16–18

6/10

Weapon

%

Damage

SR

Head

19–20

6/11

Bite

40

1D8+3D6

6

Chest

Weapon

%

Damage

SR

Kick

55

1D6+4D6

7

Triceratops horridus

Bite

55

1D6+4D3

7

Triceratops are the result of dragonewts who were overcome by the desire to procreate and ensnare themselves in the material world. These horned dinosaurs are beaked, toughskinned, as large as elephants, and liveta in herds of several dozen. They are pugnacious and often fight each other. They feed on tough woody matter and can do quite well on a diet of tree-trunks and leaves. Triceratops are sacred to Maran Gor and are sometimes trained by that cult or by dragonewts to carry warriors, and are trained and led by mahouts, specialized animal handlers. They are terrible in their charge and impact but are vulnerable on their flanks if caught in a formation of disciplined fighters, or if their mahout is killed. Occasionally archers or slingers sit atop these creatures, sometimes in howdahs.

Note: The magisaur’s bite only receives half normal damage bonus.

Pteranodons, Giant

Pteranodon giganticus

A giant pteranodon is the transformed body of another dinosaur that realized its condition and set out to purify itself. Any dinosaur may one day curl up and weave a magical egg around itself, later hatching into a giant pteranodon. Dragonewts sometimes capture giant pteranodons while they are young, and train them to carry riders. The cost of this effort is great, but there are mercenary pteranodon riders willing to sell their services to the highest bidder. Dragonewts mounted on pteranodons are sometimes seen flying about Dragon Pass.

Triceratopses

C haracteristics C haracteristics

A verage

STR 4D6+12 26 CON 2D6+6 13 SIZ 2D6+24 31 INT 2D6 7 POW 3D6 10–11 DEX 2D6+6 13 CHA 2D6 13 Hit Points: 18 Move: 6/10 (Fly) Magic Points: 11 Base SR: 2 Armor: 6-point scales. Skills: Dodge 50%, Fly 100%, Move Quietly (while flying) 70%, Scan 70%, Track 50%.

A verage

STR 3D6+50 60–61 CON 3D6+30 40–41 SIZ 3D6+40 50–51 INT 2D6 10–11 POW 3D6 7 DEX 7 7 Hit Points: 53 Move: 10 Magic Points: 11 Base SR: 4 Note: Triceratops will instinctively turn to face their foes and can pivot quickly. Roll 1D10+10 for hit location, even when fighting other dinosaurs, unless the other dinosaur is at least as big as the triceratops. The head frill covers the body from the front and even missile fire

115

RuneQuest must roll 1D10+10 to determine hit location, unless the animal is completely unaware of its assailants. Armor: 21-point head, 14-point body and limbs. Triceratops Hit Locations Location

D20

Armor/HP

Tail

01–02

14/14

Right Hind Leg

03–04

14/18

Left Hind Leg

05–06

14/18

Hindquarter

07–08

14/22

Forequarter

09–10

14/22

Right Foreleg

11–12

14/18

Left Foreleg

13–14

14/18

Head

15–20

21/22

Weapon

%

Damage

SR

Ram*

80

2D10+7D6

8

Trample

80

14D6

8

* If a triceratops charges, its ram has half again its normal percentage to hit. The ram attack can impale.

116

Tyrannosaurs

Tyrannosaurus Rex

The most ferocious of dinosaurs, the tyrannosaur is a large carnivorous dinosaur, the result of a beaked dragonewt who succumbed to greed or desire for power. They reach 12 or more meters in length and stand over 4 and up to 6 meters tall. They are bipedal, have large heads with mouths packed full of sharp teeth, long balancing tails, and tough hide. These quick and cunning beasts have the keen eyesight of birds of prey and a good sense of smell as well. Tyrannosaurs may be solitary or hunt in small packs, depending on the area and profusion of prey. Younger tyrannosaurs are covered with feathers, but mostly lose them as they develop to maturity.

C haracteristics

A verage

STR 4D6+120 134 CON 2D6+40 47 SIZ 4D6+60 74 INT 2D6 7 POW 3D6 10–11 DEX 2D6+6 13 Hit Points: 63 Move: 12 Magic Points: 11 Base SR: 2

Monsters Armor: 24-point thick scales and feathers. Skills: Scan 50%, Track by Scent 55%. Tyrannosaur Hit Locations Location

D20

Armor/HP

Tail

01–02

24/16

Right Leg

03–06

24/21

Left Leg

07–10

24/21

Abdomen

11–12

24/25

Chest

13–14

24/25

Right Claw

15

24/6

Left Claw

16

24/6

17–20

24/21

Head

Weapon

%

Damage

SR

Bite

80

1D10+12D6

6

Claw

80

1D6+12D6

6

True Dragon s Draco infinitus True Dragons live on the Surface World but are of such stature that humankind has difficulty comprehending them. Their physical size makes them more like pieces of geography than creatures. Their life span is so great that they do not seem a part of history, save for the incident of the Dragonkill War of 1120 which everyone wished afterwards had never occurred. Their power is so great that they sometimes seem immune to such powerful magics as Sever Spirit, or else may have a different type of soul than other beings because they cannot be seen or attacked by discorporate beings. True Dragons, where they are known, are said to be asleep. Indeed, their physical state appears to be that of sleep. But the boundaries of a True Dragon and the rest of the world are less well-defined than that of a human’s, and the consciousness of the dragon impinges upon the waking world of mankind. Thus, the dreams of the sleeping True Dragons manifest in the world, bringing about dream dragons. The influence of True Dragons does not end with dreams and geography. The Dragon Age was their creative time, when strange interactions occurred that have been unknown since, but whose results have left their descendants in our age. The best known are the dinosaurs and other draconic kin. True Dragons cannot be bothered by individual Heroes, or even armies. The True Dragon that devoured the Lunar

Temple in Dragon Pass was ten kilometers long! And since they are above such things as the collection of gold, they have no hoards to tempt the unwary. However, the mind of a True Dragon is a powerful thing. While it dreams, its baser nature, the suppressed desires for blood and gold, comes out. The dreaming thought of a True Dragon can wander about the entirety of Glorantha at will, and when blood and gold are available to those thoughts, a dream dragon may stir, taking tangible form as a sort of “mind child” of the True Dragon. Known True Dragons are rare. Dragon Pass and Kralorela are known to have several each, mostly very small examples. Dragon Pass residents are certain of four, and suspect many others, sometimes without justification. The four True Dragons of Dragon Pass are: The Black Dragon: A slave of Cragspider, and ..

with a history of friendliness with trolls since before the Dawn. Krisa Yor, The Red Dragon: Known to have slaughtered thousands in the Dragonkill War, and to have leveled the city of Harna Gamoon. The Green Dragon: This monster was seen landing about 150 years ago in the difficult mountain tops of the Skyreach Peaks of the Rockwood Mountains. The Brown Dragon: This monster awakened in 1625 beneath the New Lunar Temple of Dragon Pass in the event called the Dragonrise. The best-known Kralorelan True Dragons are: The August Dragon: Found in the city of Ting Shui, in Kaisen Province, on Hum Chang Island, this great being has four times awakened and prophesied for everyone who came to him, whether exarch or slave. All eagerly awaits its next awakening and hope to have a chance to be interviewed. Godunya, the Emperor Dragon: The Dragon’s Awakening Shudder, which devastated much of Kralorela, was the soul of this dragon shaking off the morphic shackles of the New Dragons Ring. It is now the ruler of all Kralorela. Thrunhin Da, the Dragon of the Waters: This creature lives east of Kralorela, beneath the Kahar Sea, from whence she once taught humans of the Cult of the Orca to help combat the wicked Zabdamar mermen of the sea.

.. .. .. ..

.. ..

117

RuneQuest

Dream Dragons

Draco spp.

Dream dragons are the best-known type of Gloranthan dragon. When people speak of dragons they usually mean this kind. They are called dream or pseudo dragons by sages acquainted with their origins. Others call them serpentine dragons, or just dragons. Regardless of what they are called, they are monstrous and terrifying, capable of destroying armies of men, are sometimes immune to all types of magic, and in general manifest the powers most frightening to humans. Their usual form is serpentine with four legs and a pair of wings. They often have a fiery, freezing, or poisonous breath. There is no way to tell just what a dragon can or cannot use as a “breath weapon,” as each is individually created at the whim of a full dragon’s subconscious. Dream dragons are like illusions: a temporary reality. The dream dragon has physical form, created by the mind of the True Dragon. Taken from the subconscious mind of its creator, a dream dragon cannot match the true magnitude of an awakened True Dragon. The True Dragon thinks of its creation as a dream,

118

of course, but dragons have traditionally been unable to separate dream from reality. Like a human dream, the dream dragon may manifest all the unfortunate subconscious traits of its creator, expressed in greed and bloodthirstiness. They are usually found alone, sitting on a heap of money and gems. However, some dream dragons defy the normal categorization and are known for their benevolence and friendship towards humans. Yet, even these have been known to treacherously turn against former friends, and even after 500 years the lesson of the draconic betrayal of all humans in the Dragonkill War is not forgotten. Most dream dragons do not reproduce and appear genderless. Nor do they usually grow older or larger (unless they wish to consciously enlarge their size through magic). Dream dragons appear to be normal physical beings in most ways, save perhaps for a slightly different style of decay after death. Dream dragon corpses do not usually dry out and desiccate, but instead slowly fade without essentially changing, except for density. The harder parts take centuries to fade significantly, the horny skin lasts for about fifty years before getting significantly soft, and muscle and organs take from 10–25 years to fade. The dragons whose statistics are given here are typical Gloranthan dream dragons. Many dream dragons vary from this norm: they may have faster or slower movement, be appreciably smaller or larger, or may have thicker or lighter armor.

Monsters

C haracteristics

A verage

STR 6 to 20D6 45 CON 4D6 14 SIZ 6 to 20D6 45 INT 4D6 14 POW 4D6 14 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 21 Move: 7/12 (Fly) Magic Points: 14 Base SR: 3 Armor: 4–10-point skin. Skills: Fly POW×5%, Listen 60%, Scan 50%. Languages: Speak Auld Wyrmish INT×5%, Speak other local languages INT×3%. Magic: Dream dragons are rife with magic. They typically know dragon magic and can produce several effects (see pages 42–43). Dream Dragon Hit Locations Location

D20

Armor/HP

Tail

01–02

7/7

Right Hind Leg

03–04

7/8

Left Hind Leg

05–06

7/8

Hindquarter

07–08

7/9

Forequarter

09–10

7/9

Right Wing

11–12

7/7

Left Wing

13–14

7/7

Right Foreleg

15–16

7/8

Left Foreleg

17–18

7/8

Head

19–20

7/8

Weapon

%

Damage

SR

Breath

40–100

See below*

3

Bite

40–100

3D6+2D6 to 3D6+8D6

7

Claw

40–100

1D6+2D6 to 1D6+8D6

7

Tail

40–100

1D6 to 4D6

7

Gargoyles Lapicutis spp. Gargoyles are strange creatures, seemingly made of stone. When resting, they are like statues, and can be treated as such, but when active they are very deadly. There are several gargoyle species, all mountain or forest-dwelling. All gargoyles share several traits. All have hideous faces, rock-hard flesh, and crudely humanoid bodies. All are stupid, and most are winged. Beyond that there is tremendous variety in the shape and form of gargoyles. It is unknown how (or even if ) gargoyles reproduce; some scholars speculate that they are ultimately of Mostali origin. Gargoyles are found throughout the Rockwood Mountains and surrounding regions and are often tamed or enslaved (depending on your point of view) by more intelligent beings. To determine the size of a random gargoyle, roll 1D6. The result is the number of D6s of both SIZ and STR it possesses.

* A jet of flames, frost, or gas 1 meter wide by 15 meters long. Flame breath does 4D6 damage to each of the target’s hit locations; the damage is rolled once and is applied to each hit location simultaneously. Armor protects against this damage. Frost does 4D6 damage to the general hit points of the victim. Armor does not protect against this damage, although winter gear does. Gas is a systemic poison which matches the dragon’s POW versus the CON of the victim.

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RuneQuest

C haracteristics

G iant Eels

A verage

STR 1 to 6D6 +12 24 CON 3D6 10–11 SIZ 1 to 6D6 12 INT 1D6 3–4 POW 3D6 10–11 DEX 3D6 10–11 CHA 2D6 7 Hit Points: 11 Move: 5/9 (Fly) Magic Points: 11 Base SR: 5 Armor: 6-point skin. Skills: Dodge 35%, Fly 30%. Languages: Speak local human tongue 15%. Spells: Very bright gargoyles might know spells like Speedart, but this is rare.

Anguilla giganticus Giant eels inhabit several of the larger lakes and rivers in Genertela. They are aggressive predators and sometimes engage in cooperative hunting. They have a keen sense of smell which they depend upon to find prey. Eels swim by generating body waves which travel the length of their body; they can swim backwards by reversing the direction of the wave. The stats below are for an eel around 20 meters long and 1-meter thick at the broadest. It can lurch onto a ship’s deck and attack sailors directly.

Gargoyle Hit Locations Location

D20

Armor/HP

Right Leg

01–03

6/4

Left Leg

04–06

6/4

Abdomen

07–09

6/4

10

6/5

Right Wing

11–12

6/3

Left Wing

13–14

6/3

Right Arm

15–16

6/3

Left Arm

17–18

6/3

Head

19–20

6/4

Chest

C haracteristics

A verage

STR 8D6+30 CON 6D6+20 SIZ 8D6+30 POW 5D6 DEX 2D6 Hit Points: 53 Magic Points: 18 Skills: Smell Prey 70%.

58 41 58 17–18 7 Move: 4 (Swim) Base SR: 4

Giant Eel Hit Locations

Weapon

%

Damage

SR

Javelin

25

1D10 + damage bonus

3

Claw

35

1D6 + damage bonus

8

Location

D20

Armor/HP

Tail

01–09

10/17

Body

10–16

10/18

Head

17–20

10/17

Weapon

%

Damage

SR

Bite

60

2D6+6D6

8

G iant Turtles Macrochelys serpentine, Archelon sofalis, et al. Several species of giant turtles can be found in Glorantha. The giant snapping turtle and the great sea turtle are among the turtles most likely to be of interest to adventurers. Although rare, the giant snapping turtle is found in river systems throughout Genertela. Sentient and extraordinarily long-lived, they are opportunistic feeders and almost entirely carnivorous. When they are not hungry, they may communicate in a friendly fashion with potential food. However, they do not remember friendships with individuals.

120

Monsters

Giant Snapping Turtle C haracteristics A verage STR 4D6+12 26 CON 4D6 14 SIZ 4D6+12 26 INT 3D6 10–11 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 18 Move: 2/6 (Swim) Magic Points: 11 Base SR: 3 Armor: 9-point shell, 4-point skin on extremities. Note: Can retract its head into its shell, giving its head 9 armor points, but eliminating its only attack. Skills: Swim 90%, Hide Underwater 50%. Languages: Speak Seatongue 50%.

are harnessed by the Sofali Hsunchen as living boats that carry them across Gloranthan oceans. Great sea turtles are capable of diving to depths greater than 1 kilometer and can swim faster than a human can run. Great Sea Turtle Hit Locations Location

D20

Armor/HP

Tail

01–02

4/7

Right Hind Leg

03

4/7

Left Hind Leg

04

4/7

05–15

9/9

Right Foreleg

16

4/7

Left Foreleg

17

4/7

18–20

4/8

Body

Head

Giant Snapping Turtle Hit Locations Location

D20

Armor/HP

Tail

01–02

4/5

Right Hind Leg

03

4/5

Left Hind Leg

04

4/5

05–15

9/9

Right Foreleg

16

4/5

Left Foreleg

17

4/5

18–20

4/7

Body

Head

Weapon

%

Damage

SR

Bite*

50

2D6+2D6

7

* If a bite attack is successful, the turtle will try to drag its victim under water. The victim must kill the turtle and then pry the jaws loose through some means to get free. The bite damage is done only on the first round, but thereafter the turtle remains attached.

Great Sea Turtle C haracteristics

A verage

STR 3D6+24 34–35 CON 4D6 14 SIZ 4D6+24 38 INT 2D6 7 POW 4D6 14 DEX 3D6 10–11 Hit Points: 21 Move: 1/10 (Swim) Magic Points: 14 Base SR: 3 Armor: 9-point shell, 4-point skin on extremities. Skills: Swim 120%. Note: The great sea turtle is also called the Sofali turtle, as it has a symbiotic relationship with the Sofali Hsunchen of Fethlon, the East Isles, and Pamaltela. These turtles

Weapon

%

Damage

SR

Bite

50

2D6+2D6

7

G riffin s Gryphus gryphus An ancient and powerful race, rarely mixing in the affairs of men. They know basic magic and sometimes join their equivalent of Fire/Sky Rune cults. They have the heads, wings, and forelegs of eagles, and the body and hind legs of a lion, a combination of all that is regal in both breeds. Griffins will leave anyone alone unless they try to take the griffin’s hoard of gold. Its favorite mode of attack is a swoop down from above. They are found in family “prides” of as many as a dozen, of which half will be immature. The large griffin fights with claws and peck different foes at the same time. One can easily carry a human-sized target away in its claws.

C haracteristics

A verage

STR 8D6 28 CON 2D6+6 13 SIZ 8D6 28 INT 2D6+6 13 POW 2D6+6 13 DEX 3D6 10–11 CHA 2D6+6 13 Hit Points: 17 Move: 8/12 (Fly) Magic Points: 13 Base SR: 3 Armor: 4-point feathers and skin. Skills: Dodge 25%, Fly 75%, Scan 75%.

121

RuneQuest Languages: Firespeech 35%. Runes: Fire/Sky 80%. Magic: A griffin typically has its full CHA worth of spirit magic. Some griffins are members of Fire/Sky cults. Griffin Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–03

4/6

Left Hind Leg

04–06

4/6

Hindquarter

07–09

4/7

Forequarter

10

4/7

Right Wing

11–12

4/5

Left Wing

13–14

4/5

Right Foreleg

15–16

4/6

Left Foreleg

17–18

4/6

Head

19–20

4/6

Weapon

%

Damage

SR

Claw *

50

1D6+2D6

7

Bite*

50

1D8+2D6

7

* A griffin can claw and bite at three or fewer foes at the same time.

122

H i ppog riffs Hippoi gryphus An exceedingly rare creature, the hippogriffs are the pure descendants of Hippogriff from before the Great Darkness. They have a horse’s body with the wings and foreclaws of eagles. They roam the high mountains and clouds and only rarely come to earth. The young are tamable if raised from the egg. When they hatch, the prospective master must roll POW+CHA or less on D100 to tame the hippogriff. If successful, the prospective master must make a Ride roll at half chance to break the young hippogriff. If tamed, the creature remains loyal only to its master. If the taming fails, then the hapless rider is carried up into the sky and dropped from a height of 1D10×10 meters.

C haracteristics

A verage

STR 3D6+18 28-29 CON 2D6+6 13 SIZ 3D6+12 22-23 POW 2D6+6 13 DEX 3D6+6 16-17 Hit Points: 16 Move: 12/12 (Fly) Magic Points: 13 Base SR: 1 Armor: 3-point skin. Skills: Dodge 25%, Fly 75%, Scan 75%.

Monsters Hippogriff Hit Locations

C haracteristics

Location

D20

Armor/HP

Right Hind Leg

01–03

3/5

Left Hind Leg

04–06

3/5

Hindquarter

07–09

3/6

Forequarter

10

3/6

Right Wing

11–12

3/4

Left Wing

13–14

3/4

Right Foreleg

15–16

3/5

Left Foreleg

17–18

3/5

Head

19–20

3/5

A verage

Weapon

%

Damage

SR

Claw *

55

1D6+2D6

5

STR Species ×2 33 CON Species ×2 21 SIZ As per species 18–19 INT 2D6+6 13 DEX 2D6 7 Hit Points: 23 Move: 7 Magic Points: 2D6+2 Base SR: 5 Armor: May wear any, plus has 3-point skin. Magic: Revenants may retain Rune magic from their former existence and may learn sorcery. Gaining new Rune points and casting spirit magic is beyond their abilities. Skills: As per former existence. Languages: As per former existence. Runes: As per former existence.

Bite*

55

1D10

5

Revenant Hit Locations

* A hippogriff can claw and bite at three or fewer foes at the same time.

Location

D20

Armor/HP

Right Leg

01–04

3/8

Left Leg

05–08

3/8

Abdomen

09–11

3/8

Chest

12

3/9

Right Arm

13–15

3/7

Left Arm

16–18

3/7

Head

19–20

3/8

Revenants Some cultists or sorcerers become so twisted by hate or fear that upon death they employ dark magic to bind their intellect into their dead corpse. The Zorak Zoran cult is notorious for “preserving” Death Lords as revenants. The ritual for creating a revenant takes a point of POW from the enchanter, and consent upon the part of the individual who becomes the revenant and who must sacrifice their own entire POW in the process. Revenants lack POW, like other undead. They can only gain magic points by receiving them through worship (such as part of Zorak Zoran temple ceremonies), and so usually refrain from casting spells that require them. If a revenant’s limb is broken, a Repair spell will fix it. Healing spells do no good. When a revenant is made, the viscera and brain of the corpse are eviscerated and then the corpse is preserved with various minerals and oils. The body is often wrapped in cloth or silk to protect it and a ceremonial mask carved with spells placed on the head. Because of the process of preserving the corpse, revenants are vulnerable to fire. An Ignite spell will work on any portion of the revenant’s body if it overcomes its magic points. A normal torch will do damage, and the revenant counts as a flammable substance when checking whether it catches fire or not. The characteristics below assumes a dark troll revenant.

Weapon

%

Damage

SR

Pts

Maul

70

2D8+2D6

6

12

Fist

50

1D6+2D6

8

Rock Lizards Megasaurus vanium These ponderous lizards are often found basking in the morning sun. Although carnivorous, they are too slow to catch most prey and feed mostly on carrion. They gather in groups up to a dozen. Rock lizard skin varies in color from green to grey and is quite tough. Whenever one hits with a claw, it will hang on with that claw and attempt to hit with the other one in the next round.

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RuneQuest

C haracteristics

Skeleton Hit Locations

A verage

STR 2D6+6 13 CON 2D6+6 13 SIZ 4D6 14 POW 2D6+3 10 DEX 2D6+6 13 Hit Points: 14 Move: 4 Magic Points: 10 Base SR: 4 Armor: 3-point skin. Skills: Hide 50%, Smell Prey 50%.

Location

D20

Armor/HP

Right Leg

01–04

0/1

Left Leg

05–08

0/1

Abdomen

09–11

0/1

12

0/1

Right Arm

13–15

0/1

Left Arm

16–18

0/1

Head

19–20

0/1

Chest

Rock Lizard Hit Locations Location

D20

Armor/HP

Tail

01–03

3/4

Right Hind Leg

04–05

3/4

Left Hind Leg

06–07

3/4

Hindquarters

08–11

3/6

Forequarters

12–15

3/6

Right Foreleg

16

3/4

Bos venti

Left Foreleg

17

3/4

18–20

3/5

These large flying bulls are the offspring of the Storm Bull (Storm God of Prax) and mortal cattle. The sky bulls of Prax tend to resemble winged bison, while those of Dragon Pass resemble the fabled aurochs. Despite being herbivores, they are aggressive by nature. Gorangi Vak, a Second Age Orlanthi hero, traveled to the top of Stormwalk Mountain and learned the magical secret to gain a sky bull as an ally and steed. When attacking, a sky bull will swoop down and stomp. It will then fly back out of reach to repeat the attack if necessary.

Head

Weapon

%

Damage

SR

Claw*

25

1D6+1D4

8

Bite*

25

1D10+1D4

8

*Will strike with both claws at once until one hits, then hold with that one, strike with the other, and bite.

Skeleton s These dead creatures are animated by Rune magic or sorcery. They often wear armor for protection to their brittle bones. Though dangerous in groups, individually skeletons are easily destroyed. They can be programmed to fight with a weapon skill equal to their DEX×5. A skeleton is so brittle that when a location is hit, it shatters. Thus, hit points and CON are irrelevant. A blow to the head will deprogram a skeleton and cause it to fall apart immediately.

C haracteristics

A verage

STR 1D4+8 10–11 SIZ 2D6+6 13 DEX 3D6 10–11 Move: 8 Base SR: 5 Armor: None, or as given. Skills: Dodge DEX×5%.

124

Weapon

%

Damage

SR

Pts

As given

55

By weapon

By weapon

By weapon

Sky Bulls

C haracteristics

A verage

STR 5D6+24 CON 3D6+12 SIZ 5D6+24 POW 3D6 DEX 2D6 Hit Points: 31 Magic Points: 30 Armor: 3-point skin. Skills: Fly 75%.

41–42 22–23 41–42 10–11 7 Move: 11/11 (Fly) Base SR: 4

Monsters Sky Bull Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–03

3/8

Left Hind Leg

04–06

3/8

Hindquarter

07–09

3/12

Forequarter

10

3/12

Right Wing

11–12

3/8

Left Wing

13–14

3/8

Right Foreleg

15–16

3/8

Left Foreleg

17–18

3/8

Head

19–20

3/10

Weapon

%

Damage

SR

Charge

35

2D6+4D6

8

Stomp*

35

2D6+4D6

8

Unicorn s Unicornus sylvanus Unicorns are white, horse-like animals that live in Gloranthan forests and the plains of Prax, distinguished by a prominent horn jutting from the center of the skull, just above the eyes. Unicorns originated on the Spike, where they dwelt in the forests on its slope, in harmony with elves and goddesses alike. When the Spike was splintered by the forces of Chaos, most unicorns perished. Unicorns are one of the few intelligent quadrupedal species in Glorantha. Comparatively large numbers of these graceful creatures exist around the fringes of the Dara Happa river valleys, the Fronelan forests, and the southern forests

* Sky bulls will swoop down on a foe from above and stomp them into the ground. They only charge in air combat or if caught on the ground.

125

RuneQuest of Ralios, nestled up against the Mislari Mountains. A small number survive in Prax by dint of a symbiotic relationship with the Unicorn Women, an all-female tribe that inhabits Prax and the Wastes. All living unicorns are male, and they will obey only a virgin female. A unicorn can heal by touch of its horn. Each point of damage healed costs 1 magic point from the unicorn. This healing can even reattach a severed limb, if 6 or more magic points are expended. This power will also heal poison or disease.

C haracteristics

A verage

STR 2D6+24 31 CON 2D6+6 13 SIZ 2D6+18 25 POW 2D6+12 19 INT 3D6 10–11 DEX 2D6+6 13 CHA 2D6 7 Hit Points: 18 Move: 12 Magic Points: 11 Base SR: 2 Armor: None. Skills: Dodge 40%, Scan 50%. Spells: A unicorn usually has spirit magic spells equal to its CHA. They do not bother learning Healing spells for obvious reasons. Unicorn Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

0/5

Left Hind Leg

03–04

0/5

Hindquarter

05–07

0/7

Forequarter

08–10

0/7

Right Foreleg

11–13

0/5

Left Foreleg

14–16

0/5

Head

17–20

0/6

%

Damage

SR

Pts

Gore*,**

90

1D10+2D6

6

30

Kick*

60

1D8+2D6

6



Rear & Plunge*

60

2D8+2D6

6



75

4D6 to downed foe only

6



* A unicorn can attack only once in a round, and greatly prefers to gore with its horn. It may kick as it is running away but may rear and plunge down only against foes that are to its front. A unicorn can parry even when not attacking with the horn. ** A unicorn may parry with its horn.

126

Varanus marelacerta gigantus Water lizards are sea reptiles known along the northern shores of the Homeward Ocean. They are long and sleek greenishblack creatures, with crests and long, flattened tails, and frequently bask on the shore. Water lizards are carnivorous and sometimes attack boaters. When they spot a boat, if hungry, they will slide into the water and make for it just under the surface, where they are difficult to hit with missile fire. When they do this, they usually swarm up and over the gunwales of a boat, biting and slashing at their victims. Water lizards are not brave, and if one is slain, they will depart. If meat is thrown to them before they attack, they sometimes fall to fighting over the meat, allowing their original target to escape. Basking water lizards often do not attack. If they are attacked, they will slip into the water and try to bite their assailant.

C haracteristics

A verage

STR 3D6+6 16–17 CON 2D6+6 13 SIZ 3D6+12 22–23 POW 2D6 7 DEX 2D6+6 13 Hit Points: 16 Move: 7/10 (Swim) Magic Points: 7 Base SR: 2 Armor: 3-point skin. Skills: Hide 40%, Swim 85%. Water Lizard Hit Locations

Weapon

Trample*

Water Lizards

Location

D20

Armor/HP

Tail

01–03

3/5

Right Hind Leg

04–05

3/5

Left Hind Leg

06–07

3/5

Hindquarters

08–11

3/7

Forequarters

12–15

3/7

Right Foreleg

16

3/5

Left Foreleg

17

3/5

18–20

3/6

Head

Weapon

%

Damage

SR

Bite

55

1D8+1D6

6

Monsters

Wyrm s Vermidraco tarbus Wyrms are great legless serpents with wings, high intelligence and great power. These creatures are the result of a misguided attempt by the Second Council to create new dragons after the ancestral dragons either went away or went to sleep. The result was much less than hoped for, and rapidly went its own way. Wyrms are the most magical species of dragonkind. Many like to join divine cults. Orlanth is one of their favorites since control of winds greatly facilitates their flying. Wyrms are the draconic race friendliest to humans, though the majority are still neutral or hostile. During the Second Age, many wyrms in Dragon Pass helped interpret the Dragon Way to humans, and the resulting organization was thus called the Empire of the Wyrms Friends, its imperial banner bearing a wyrm. They also provided the necessary link between draconic speech and human, giving the name Auld Wyrmish to the spoken version of the draconic tongue. Wyrms continue to grow until they die. They congregate in family groups of two adults and not more than two children. If attacked, they will respond with a fearsome bite.

C haracteristics

Wyrm Hit Locations Location

D20

Armor/HP

Tail

01–04

8/6

Abdomen

05–08

8/6

Chest

09–12

8/7

Right Wing

13–14

8/5

Left Wing

15–16

8/5

Head

17–20

8/6

Weapon

%

Damage

SR

Bite

85

1D10+3D6

7

Tail Lash

85

1D6+3D6

7

Note: A wyrm can attack once per round. It cannot attack ground targets without landing.

A verage

STR 10D6 35 CON 3D6 10–11 SIZ 10D6 35 INT 4D6 14 POW 3D6+6 16–17 DEX 3D6 10–11 CHA 3D6 10–11 Hit Points: 18 Move: 10 (Fly) Magic Points: 17 Base SR: 3 Armor: 8-point scales. Skills: Fly 75%, Glide Quietly 60%, Listen 75%, Scan 50%. Languages: Read/Write Auld Wyrmish 60%, Speak Auld Wyrmish 75%, Speak local human tongue 50%. Magic: A wyrm typically knows its CHA in of spirit magic spells. Some wyrms are initiates of cults and have access to Rune magic, with at least half their POW in Rune points. Runes: Typically one Element at 70% and one Power at 70%, appropriate to their cult.

127

RuneQuest

Wyrms, Water

Water Wyrm Hit Locations

Vermidraco inhydra

Location

D20

Armor/HP

Unlike normal wyrms, water wyrms have no wings, but are excellent swimmers, with a movement rate of 12 in the water, 6 on land. They breathe water as well as air. Water wyrms will attack 90% of the time when encountered. If seriously wounded, they will dive beneath the water’s surface to heal, possibly allowing the party to escape. They often simply dump boats over by rising beneath them. Water wyrms have the same characteristics and abilities as do other wyrms, but do not fly and have the following differences:

Tail

01–06

8/6

Body

07–14

8/7

Head

15–20

8/6

Armor: 8-point scales. Skills: Scan 50%, Swim 95%. Languages: Speak Boatspeech 35%, Speak Auld Wyrmish 75%, Speak Seatongue 50%, Speak local human tongue 50%. Magic: A wyrm typically knows its CHA in of spirit magic spells. Some wyrms are initiates of cults and have access to Rune magic.

128

Weapon

%

Damage

SR

Bite

85

1D10+3D6

7

Tail Lash

85

1D6+3D6

7

Note: A water wyrm can attack once per round when in the water.

Wyvern s Dracopterus pelorus Occasionally, True Dragons dream of lust, and their lustful dreams take on a life of their own, and produce offspring, which are wyverns. Depending on whence the lusty dreams originate, wyverns often have a family characteristic derived from their ancestor’s whims. Thus, the wyverns of the south Pelorian hills often keep hoards of gold, since one of their ancestors was Zaranforis the Greedy, a famous True Dragon slain during the Storm Age by Vingkot the Victorious. They are rare beasts but seem to breed and reproduce normally. A wyvern has two legs, two wings, no forelimbs, and a long tail equipped with a

Monsters venomous sting. The tail can reach around the wyvern to the front to hit an enemy. A wyvern will swoop down, bite, and attempt to sting with its venomous tail. Larger ones may try to carry their prey away in their talons.

C haracteristics

A verage

STR 4D6+12 26 CON 2D6+6 13 SIZ 2D6+24 31 INT 2D6 7 POW 3D6 10–11 DEX 2D6+6 13 CHA 2D6 13 Hit Points: 18 Move: 6/10 (Fly) Magic Points: 11 Base SR: 2 Armor: 6-point scales. Skills: Dodge 35%, Fly 75%.

Zombies Dead beings animated by magic, zombies are programmed or directed by the one who created them but cannot motivate themselves. They are clumsy opponents, but strong and tough, capable of doing real damage when they hit. Zombies fight with whatever weapon they are given and can attack with its DEX×5 as a percentage. A zombie must be destroyed by destroying every limb or its chest or it will continue to fight. Destroying the head eliminates its ability to see an opponent, and it will cease action.

C haracteristics

A verage

D20

Armor/HP

01

6/6

Right Leg

02–04

6/6

Left Leg

05–07

6/6

STR 3D6×1.5 15–16 CON 3D6×1.5 15–16 SIZ 2D6+6 13 INT 3D6×0.5 5 DEX 2D6 7 Hit Points: 16 Move: 6 Magic Points: 1D6 Base SR: 6 Armor: As provided, typically 2-point leather. Skills: None. Languages: Understand local human speech 25%.

Abdomen

08–08

6/6

Zombie Hit Locations

Chest

09–11

6/7

Location

D20

Armor/HP

Right Wing

13–14

6/5

Right Leg

01–04

2/6

Left Wing

15–16

6/5

Left Leg

05–08

2/6

Head

17–20

6/6

Abdomen

09–11

2/6

12

2/7

Wyvern Hit Locations Location Tail

Chest

Weapon

%

Damage

SR

Right Arm

13–15

2/5

Bite*

40

1D8+3D6

6

Left Arm

16–18

2/5

Sting*

60

1D6+3D6+ poison**

6

Head

19–20

2/6

* A wyvern can bite and sting one or two foes at one time. ** The sting injects a systemic poison of a POT equal to the CON of the wyvern.

Weapon

%

Damage

SR

Pts

Maul

35

2D8+1D4

7

12

129

Giant Arthropods igantic arthropods are not uncommon in Glorantha, especially in the areas dominated by trolls. There are two main types of arthropods listed here: insects and arachnids. Arachnids are as different from insects as birds are from mammals. Arachnids covered here are the spider, scorpion, and solpugid. The centipede is from a different group from either insect or arachnid, and all others are insects. Arthropods and other invertebrates are more resistant to damage than are vertebrates and are not functionally incapacitated by the loss of a limb. Also, all damage past the base hit points of a leg does not count against the arthropod’s hit point total. If an arthropod with a 3-point leg took 5 points of damage in that leg, only 3 points would be counted against its hit points. This also applies to wings.

G iant Antlion s Myrmeleontinae gigantoleon The giant antlion has an aggressive and dangerous larval stage, and a harmless adult stage. The larval stage antlion is a voracious predator with a plump abdomen and a large head, which bears an enormous pair of sickle-like jaws. The jaws have several sharp, hollow projections that inject paralyzing venom. The venom can be treated with spider antidote. The larva digs a pit out of loose dirt or sand, about 3 meters deep and 4 meters wide at the top. The pit is sloped at the critical angle of repose (that is the steepest angle the sand or loose dirt can maintain, where it is on the verge of collapse from slight disturbance). The larva then settles down at the bottom, buried with only the jaws projecting above the surface.

130

Any creature approaching the edge of the pit must succeed with a Jump or a DEX×3 roll or fall into the pit as it collapses. Anyone who falls is then attacked by the antlion. To climb out of the pit requires a full round and a successful Climb roll. The adult antlion resembles a giant dragonfly with two pairs of long, narrow, translucent wings and a long, slender abdomen. The adult is short-lived and exists solely to search for a mate. They are feeble fliers and rarely seen by day.

C haracteristics

A verage

STR 4D6+12 26 CON 3D6+6 16–17 SIZ 3D6+12 22–23 POW 3D6 10–11 DEX 1D4+4 6–7 Hit Points: 20 Move: 3 Magic Points: 11 Base SR: 4 Armor: 6-point chitin on head, 3-point skin elsewhere. Antlion (Larval Stage) Hit Location Location

D20

Armor/HP

Right Hind Leg

01

3/4

Right Center Leg

02

3/4

Left Hind Leg

03

3/4

Left Center Leg

04

3/4

Abdomen

05–08

3/4

Thorax

09–12

3/4

Right Foreleg

13–14

3/4

Left Foreleg

15–16

3/4

Head

17–20

6/7

Giant Arthropods Weapon

%

Damage

SR

Bite

60

2D6+2D6+ poison

8

Note: With a successful bite, the antlion injects a paralytic poison with a POT equal to the antlion’s CON. If the POT of the poison overcomes victim’s CON, the victim will be paralyzed within 1D6 rounds. Regardless of whether the poison succeeds, the antlion will hold onto its victim with its jaws. The prey is released if the antlion dies or if the antlion’s STR is overcome by that of its victim. A held victim attempting to attack the antlion rolls 1D10+10 to determine hit location.

G iant Beetles Coleoptera, et al. There are countless varieties of giant beetles, particularly in the troll strongholds of Dagori Inkarth and the Shadowlands. Two are described here. Giant Beetle Hit Locations Location

H a m Beetles Small beetles related to the leaf beetle and common everywhere, ham beetles are strictly herbivorous and about the size of a large ham, hence the name. They are raised for food by trolls and fly in flocks.

Ham Beetle C haracteristics STR 1D3 CON 2D6 SIZ 1D4 POW 3D6 DEX 3D6 Hit Points: 5 Magic Points: 10 Armor: 2-point chitin. Skills: Fly 50%.

A verage 2 7 2–3 9–10 10–11 Move: 4/8 (Fly) Base SR: 6

D20

Armor/HP

Right Hind Leg

01

6/4

Right Center Leg

02

6/4

Left Hind Leg

03

6/4

Weapon

%

Damage

SR

Left Center Leg

04

6/4

Bite

20

1D4–1D4

10

Abdomen

05–08

6/8

Note: If the damage for its bite attack is reduced to 0, or less, consider the result as 0.

Thorax

09–12

6/8

Right Foreleg

13–14

6/4

Left Foreleg

15–16

6/4

Head

17–20

6/7

Guar d Beetles Large tameable beetles. They are a basic troll insect and come in many varieties. They are carnivorous, and generally incapable of flight.

Guard Beetle C haracteristics STR 2D6+12 CON 3D6+6 SIZ 3D6+6 POW 1D6+6 DEX 2D6 Hit Points: 19 Magic Points: 10 Armor: 6-point chitin.

A verage 19 16–17 16–17 9–10 7 Move: 6 Base SR: 5

Weapon

%

Damage

SR

Bite

50

1D10+1D6

9

There are many other varieties of guard beetles, following.

Giant Antler Beetle Giant antler beetles are frequently domesticated by trolls and used as guard animals because of their pugnacious nature.

131

RuneQuest Add +2D6+12 to STR and +1D6+15 to SIZ. They have 9-point chitin armor in all locations. Giant rhino beetles attack unlike other giant beetles (see below). Weapon

%

Damage

SR

Horn Ram

75

2D6+4D6

8

Bite

50

1D6+2D6

8

Note: The Karrg beetle may use only one attack per round. If it strikes a victim with the horn ram, the victim must resist STR vs. STR or be lifted in the air and held helpless while the beetle continues to attack others by biting (it cannot bite someone held in the horns). The beetle will not try to lift dead or incapacitated targets into the air.

G iant Centi pedes Scolopendra gigantus Add +2D6 to SIZ and STR. They have 8-point chitin in all locations. They are black with yellow spots on their wingcases. They possess enormous, greatly branched mandibles.

Redback Beetle These beetles have the standard guard beetle characteristics, with bright red heads and thoraxes. Their abdomens are covered by an attractive red mottling.

Midget Blue Beetle Midget blue beetles are delicate in appearance but are very hardy under cold conditions. Reduce SIZ and STR by –6 each.

Mud Beetle These beetles are amphibious with a Swim 80% skill. They are also carnivorous.

Great Gray Beetle These add +2D6 to STR and +4D6 to SIZ. They are grey in color. They are less aggressive than other beetles and must be goaded to attack. They have 8-point chitin armor in all locations.

Giant Rhino Beetle Giant rhino beetles are used as pack animals and mounts. These are the largest beetles reared by trolls and are called Karrg beetles by them. In addition to simply carrying goods about, they can use their massive horn to lift tree trunks and other obstacles, and can even arrange them to make defensive fortifications, if properly directed by a trained mahout. Despite their huge size, they are capable of limited flight.

132

As fast, nocturnal predators, giant centipedes are horrifying monsters. They emit a clacking noise as they run along. Each leg is tipped by a sharp, hard point and is connected to a poison gland. Giant centipedes have dozens of legs, and it is unlikely that an attacker will be able to hit the same leg twice. They are most often found in Prax, the Wastes, Dagori Inkarth, and Caladraland.

C haracteristics

A verage

STR 6D6+12 CON 2D6+12 SIZ 8D6 POW 3D6 DEX 3D6 Hit Points: 23 Magic Points: 11 Armor: 5-point chitin.

33 19 28 10–11 10–11 Move: 12 Base SR: 3

Giant Centipede Hit Location Location

D20

AP/HP

Hind Body

01–03

5/8

Rear Right Legs

04–05

5/5 each

Rear Left Legs

06–07

5/5 each

Midbody

08–10

5/9 each

Right Forelegs

11–13

5/5 each

Left Forelegs

14–16

5/5 each

Head

17–20

5/8 each

Weapon

%

Damage

SR

Bite

75

1D6+3D6 + poison

7

* Poison POT is systemic and equal to CON/2.

Giant Arthropods

G iant Crabs Decapoda gigantus Crabs are the largest of all arthropods, although the largest crabs are deep-water denizens. When not in the breeding season, crabs may range several kilometers inland. Crabs are scavengers and omnivores. They will attack anything that appears remotely edible.

C haracteristics

A verage

STR 3D6+24 CON 2D6+6 SIZ 3D6+24 POW 3D6 DEX 2D6 Hit Points: 19 Magic Points: 11 Armor: 12-point shell. Skills: Hide 75%.

34–35 13 34–35 10–11 7 Move: 8 Base SR: 4

C haracteristics

A verage

STR 2D6+12 19 CON 2D6+6 13 SIZ 2D6+12 19 POW 2D6 7 DEX 2D6 7 Hit Points: 15 Move: 6 Magic Points: 7 Base SR: 5 Armor: 9-point shell on body and claws, 4-point shell on legs. Skills: Climb 90%, Hide 75%, Smell 75%. Tree Crab Hit Location

Giant Crab Hit Location Location

D20

HP

Right Leg

01

12/6

Left Leg

02

12/6

Right Hind Leg

03

12/6

Left Hind Leg

04

12/6

05–08

12/8

Right Center Leg

09

12/6

Left Center Leg

10

12/6

Right Foreleg

11

12/6

Left Foreleg

12

12/6

Right Claw

13–15

12/7

Left Claw

16–18

12/7

Front Body

19–20

12/8

Hind Body

Tree crabs are arboreal predators. They make their living by ambushing and killing ground-dwelling animals. When hunting, the tree crab lurks on a tree limb over a trail. When it smells prey, it drops from above and attacks it.

Location

D20

HP

Right Leg

01

4/4

Left Leg

02

4/4

Right Hind Leg

03

4/4

Left Hind Leg

04

4/4

05–08

9/4

Right Center Leg

09

4/4

Left Center Leg

10

4/4

Right Foreleg

11

4/4

Left Foreleg

12

4/4

Right Claw

13–15

9/5

Left Claw

16–18

9/5

Front Body

19–20

9/6

Hind Body

Weapon

%

Damage

SR

Claw*

50

1D10+1D6

9

* The crab can attack with both claws at once.

Weapon

%

Damage

SR

Claw*

50

1D10+3D6

8

* The crab can attack with both claws at once.

Tree Crabs

Birgis latro adsultum These giant crabs have adapted to life on land. Although they hatch in water and their larval form is aquatic, adult tree crabs have brachiostegal lungs, which are used for breathing. They will drown if immersed in water for several hours.

G iant Dragonfly Meganisoptera draconis One of the daughters of Gorakiki sought to emulate the dragons, and with great effort, transformed herself from an aquatic monster into a shining winged creature, a giant dragonfly. Now, giant dragonflies can be found in wetlands throughout Glorantha. Mimicking the first of their line, giant dragonflies spend the first part of their lives as flightless aquatic monstrosities.

133

RuneQuest In this stage they are voracious predators, eating anything smaller than themselves (primarily fish and other swimming creatures). When one is ready to transform into a dragonfly, it stops eating and makes its way to land at night, where it sheds its old skin and emerges as a winged dragonfly. Giant dragonflies are carnivorous and feed on birds, sheep, and other giant insects. They avoid creatures more than half their SIZ.

C haracteristics

A verage

STR 4D6 14 CON 3D6 10–11 SIZ 3D6+6 16–17 POW 3D6 10–11 DEX 2D6+12 19 Hit Points: 13 Move: 6/12 (Fly) Magic Points: 11 Base SR: 1 Armor: 2-point chitin on rear limbs and body, 3-point chitin on head and forelegs, 1-point membrane on wings. Skills: Fly 90%, Search 60%. Giant Dragonfly Hit Location Location

D20

Armor/HP

Right Hind Leg

01

2/3

Right Center Leg

02

2/3

Left Hind Leg

03

2/3

Left Center Leg

04

2/3

Abdomen

05–08

2/5

Thorax

09–10

2/6

Right Wing

11–12

1/4

Left Wing

13–14

1/4

Right Foreleg

15

3/3

Left Foreleg

16

3/3

17–20

3/5

Head

Apis mellifera gigantus Most of the time a bee encounter will be with a foraging insect, not with the hive itself. Foraging bees usually avoid conflict. The stores of pollen on a bee’s legs or its stores of nectar may be valuable. If the hive itself is attacked the only treasure within is usually honey and royal jelly. If certain special types of flowers are around, the honey may be very sweet, bitter, poisonous, or even magical. Smoking out a hive of giant bees is pretty much impossible. The hive will be tens of meters across, and the bees will immediately fly towards and attack the individuals trying to use the smoke. There are three castes of bees: workers, drones, and queens. Drones are identical to workers but have no sting attack. Queens have a POW of 2D6+6 and have +12 added to both SIZ and STR. A queen’s attack with both bite and sting will be 80%. The sting of a worker bee can impale. If it does, the sting tears out of the bee’s body and remains imbedded in the victim. The worker bee will die 3D6 rounds later and will continue attacking by biting until then. Each round that the stinger remains imbedded in its victim, it pumps systemic poison with a POT of 1D6 (roll each round) into it. The stinger will remain active and pumping for 2D6 rounds. The stinger is barbed and very difficult to pull out. The victim must roll their STR/2 + CON/2 or less on a D100 to succeed. Additional people may help; each person helping may add their STR as a percentage to the chance of getting the stinger out.

C haracteristics

Weapon

%

Damage

SR

HP

Bite

35

1D6+1D4

6



134

G iant Honeybees

A verage

STR 4D6 14 CON 2D6+6 13 SIZ 2D6+5 12 POW 2D6 7 DEX 2D6+6 13 Hit Points: 13 Move: 6/10 (Fly) Magic Points: 7 Base SR: 4 Armor: 4-point chitin. Skills: Fly 95%, Sense Intruder 60%, Spot Flower 75%.

Giant Arthropods Giant Honeybee Hit Location Location

D20

Armor/HP

Right Hind Leg

01

4/3

Right Center Leg

02

4/3

Left Hind Leg

03

4/3

Left Center Leg

04

4/3

Abdomen

05–08

4/6

Thorax

09–10

4/6

Right Wing

11–12

1/4

Left Wing

13–14

1/4

Right Foreleg

15–16

4/3

Left Foreleg

17–18

4/3

Head

19–20

4/5

G iant Praying Manti ses Mantis religiosa styganthropus These monsters look like a sort of insect dragon, with long stilt-like legs, a triangular head with razor-edged jaws, and long thorned forelegs. They are naturally well-camouflaged and are very hard to see in forested areas when immobile. Giant praying mantises are sometimes domesticated by trolls and used as mounts. When riding a giant mantis, an attacker must determine hit location with a roll of 1D10+10 versus all opponents except high llama riders, who are equally high.

C haracteristics

A verage

STR 8D6+12 40 CON 2D6+6 13 SIZ 8D6+12 40 POW 3D6 10–11 DEX 2D6+12 19 Hit Points: 20 Move: 9/9 (Fly) Magic Points: 11 Base SR: 0 Armor: 8-point chitin. Skills: Fly 40%, Hide 80%, Move Quietly 50%.

135

RuneQuest Giant Praying Mantis Hit Location Location

C haracteristics

D20

Armor/HP

Right Hind Leg

01

8/5

Left Hind Leg

02

8/5

Abdomen

03–05

8/8

Right Wing

06

1/6

Left Wing

07

1/6

Right Foreleg

08

8/5

Left Foreleg

09

8/5

Thorax

10–12

8/8

Right Claw

13–15

8/7

Left Claw

16–18

8/7

Head

19–20

8/7

A verage

STR 2D6+30 37 CON 1D6+12 15–16 SIZ 2D6+18 25 POW 3D6 10–11 DEX 1D6+18 21–22 Hit Points: 20 Move: 12 Magic Points: 11 Base SR: 0 Armor: 5-point chitin. Skills: Climb 90%, Hide 50%, Move Quietly 60%, Run Backwards 90%. Giant Solpugid Hit Location Location

Weapon

%

Damage

SR

Foreclaw*

65

1D10+4D6

2

Bite**

95

2D6

4

* The mantis attacks with two foreclaws in a single round. If a foreclaw hits its target, the mantis matches its STR vs the target’s SIZ, and the target is automatically lifted to the mantis’ mouth and bitten on subsequent rounds. ** A mantis may bite someone only if the victim is held in one of its claws. The bite will destroy armor. The mantis will always begin at a single randomly determined location, then feed there until the location is destroyed, then move to a second hit location. Armor protects only until chewed through: each round the mantis successfully bites a hit location its armor protection is reduced by 1D2 points.

G iant Solpug ids

D20

Armor/HP

Right Hind Leg

01

5/5

Left Hind Leg

02

5/5

Right Center Rear Leg

03

5/5

Left Center Rear Leg

04

5/5

05–08

5/8

Right Center Front Leg

09

5/5

Left Center Front Leg

10

5/5

Right Foreleg

11

5/5

Left Foreleg

12

5/5

Right Pedipalp

13–15

5/7

Light Pedipalp

16–18

5/7

Head

19–20

5/8

Abdomen

Solpugidae deserti gigantus Solpugids are fearsome arachnids that live in arid regions such as Prax and the Wastelands, and the badlands of Ralios. They are non-venomous, have eight long legs, and run swiftly over the sand, looking somewhat like an enormous pale ant or spider. They burrow into the sand and come out at night. They have two long limbs called pedipalps in front that they use to fence with. The pedipalps are each tipped with a sucker, enabling them to cling to objects and to climb sheer walls. Giant solpugids are aggressive and voracious and will attack any potential food source. Their jaws are enormous and are the largest and strongest jaws of any natural creature within the animal kingdom.

136

Weapon

%

Damage

SR

Bite*

70

2D10+3D6

4

Pedipalps*

70

2D6

4

* The solpugid can attack with both pedipalps and then bite in a single round. If both pedipalps succeed in striking a target (regardless of damage) the target is grappled.

Giant Arthropods

G iant Spiders

Large Wolf Spider C haracteristics A verage

Araneae sp. There are a variety of giant spiders; web-spinners, active mobile hunters, spiders that throw nets of web over their prey, spiders that spit web and glue their prey to the ground, spiders that leap on their targets, and spiders that eat other spiders. Two types of spiders are covered here: mobile hunting types and web-spinning spiders. The hunters include wolf spiders and tarantulas. The web spiders are ordinary garden spiders blown up to horrible proportions and size. Around Cliffhome, the trolls hold giant spiders sacred to the Cragspider cult. They sometimes domesticate them and even use them as mounts. Giant Spider Hit Locations Location

D20

Armor/HP

Right Hind Leg

01

*/*

Left Hind Leg

02

*/*

Right Center Rear Leg

03

*/*

Left Center Rear Leg

04

*/*

Abdomen

05–08

*/*

Right Center Front Leg

09–10

*/*

Left Center Front Leg

11–12

*/*

Right Foreleg

13–14

*/*

Left Foreleg

15–16

*/*

Head

17–20

*/*

Mobile Hunting Spiders Mobile hunting spiders have the following skills: Hunting Spider Skills: Climb 90%, Hide 40%, Jump 90%, Move Quietly 50%, Search 75%.

Small Wolf Spider C haracteristics A verage 13 13 13 7 19 Move: 11 Base SR: 2

Weapon

%

Damage

SR

Bite

35

1D6+1D4 + poison*

6

* Poison POT is systemic and equal to the spider’s CON.

26 19 26 10–11 19 Move: 9 Base SR: 0

Weapon

%

Damage

SR

Bite

50

1D6+2D6 + poison

4

* Poison POT is systemic and equal to the spider’s CON.

Tarantula C haracteristics STR 6D6+18 CON 2D6+18 SIZ 6D6+18 INT 2D6 POW 4D6 DEX 2D6+12 Hit Points: 32 Magic Points: 14 Armor: 9-point chitin.

A verage 39 25 39 7 14 19 Move: 7 Base SR: 0

Weapon

%

Damage

SR

Bite

65

1D6+4D6 + poison

4

* Poison POT is systemic and equal to the spider’s CON.

* Armor and hit points are per spider type.

STR 2D6+6 CON 2D6+6 SIZ 2D6+6 POW 2D6 DEX 2D6+12 Hit Points: 14 Magic Points: 7 Armor: 3-point chitin.

STR 4D6+12 CON 2D6+12 SIZ 4D6+12 POW 3D6 DEX 2D6+12 Hit Points: 23 Magic Points: 11 Armor: 6-point chitin.

W eb-Spinning Spiders Web-spinning spiders have the following abilities: Web Spider Skills: Climb 90%, Hide 60%, Move Quietly 75%. Webbing: Webbing acts as a Glue spell, affecting the victim’s entire body. The STR of the web is equal to the spider’s maximum hit points. Successive layers of web are cumulative and add to the STR of the total. An enswathed victim cannot do anything but attempt to break out. A spider may not bite and throw webbing in the same round. The range of webbing is equal to the spider’s STR in meters. It covers 1×1 square meter for small spiders, 2×2 square meters for medium spiders, and 3×3 square meters for large spiders.

137

RuneQuest

Small Web Spider C haracteristics STR 2D6+6 CON 3D6 SIZ 2D6+6 POW 2D6 DEX 2D6+6 Hit Points: 12 Magic Points: 7 Armor: 2-point chitin.

G iant Wasps

A verage

Vespa giganticus

13 10–11 13 7 13 Move: 9 Base SR: 4

Large social predators, giant wasps may feed directly off their prey or carry it home for their larva. Giant wasps can carry a rider, and the Wasp Riders of Dragon Pass have managed to domesticate a wasp hive. Wasp Riders are equivalent to normal humans but with +2 to DEX and –2 to SIZ.

Weapon

%

Damage

SR

Bite

30

1D6+1D4 + poison

8

Webbing

65

Webbing

2

* Poison POT is systemic and equal to the spider’s CON.

Medium Web Spider C haracteristics A verage STR 4D6+12 CON 3D6+6 SIZ 4D6+12 POW 3D6 DEX 2D6+6 Hit Points: 21 Magic Points: 11 Armor: 4-point chitin.

26 16–17 26 10–11 13 Move: 9 Base SR: 2

Location

D20

Armor/HP

Right Hind Leg

01

3/3

Right Center Leg

02

3/3

Left Hind Leg

03

3/3

Left Center Leg

04

3/3

Abdomen

05–08

3/5

Thorax

09–10

3/6

A verage

Right Wing

11–12

1/4

39 23 39 7 14 13 Move: 5 Base SR: 2

Left Wing

13–14

1/4

Right Foreleg

15–16

3/3

Left Foreleg

17–18

3/3

Head

19–20

3/5

%

Damage

SR

Bite

45

1D6+2D6 + poison

6

Webbing

65

Webbing

2

* Poison POT is systemic and equal to the spider’s CON.

STR 6D6+18 CON 3D6+12 SIZ 6D6+18 INT 2D6 POW 4D6 DEX 2D6+6 Hit Points: 30 Magic Points: 14 Armor: 6-point chitin. Weapon

%

Damage

SR

Bite

60

1D6+4D6 + poison

6

Webbing

65

Webbing

6

* Poison POT is systemic and equal to the spider’s CON.

138

A verage

STR 4D6 14 CON 3D6 10–11 SIZ 3D6+6 16–17 POW 3D6 10–11 DEX 2D6+12 19 Hit Points: 13 Move: 6/12 (Fly) Magic Points: 11 Base SR: 1 Note: A wasp with a rider is reduced to a maximum movement rate of 10. A wasp can carry a rider of maximum SIZ equal to or less than the wasp’s STR. Armor: 3-point chitin. Skills: Dodge 55%, Fly 90%, Search 60%. Giant Wasp Hit Location

Weapon

Large Web Spider C haracteristics

C haracteristics

Weapon

%

Damage

SR

Bite

35

1D6+1D4

6

Sting

70

1D8+1D4 + poison*

6

* Poison POT is systemic and equal to the wasp’s CON.

Giant Arthropods

G iant Ice Worm s Onychophora mesenchytraeus The giant ice worm is not an arthropod at all, although closely related. They are giant worms with multiple legs and three rasping mouth saws. They resemble somewhat a cross between a centipede and a caterpillar, with translucent white skin. Their eyes are on the tips of long tentacles. Ice worms do not possess a rigid exoskeleton. Instead, their fluid-filled body cavity acts as a hydrostatic skeleton. Their fluid and flexible body squeezes through crevasses in glaciers or allows them to dig through snow. They are ambush predators, squirting a sticky slime to capture their prey. Ice worms spend their entire lives in temperatures below 0º C. Their bodies melt after continuous exposure to temperatures above 5º C. They fear fire and have a cumulative 5% chance of becoming Demoralized as per the spell each round that fire is used against them. Any fire damage that penetrates an ice worm’s hide is doubled.

C haracteristics

A verage

STR 2D6+20 27 CON 3D6 10–11 SIZ 2D6+20 27 POW 3D6 10–11 DEX 3D6+6 16–17 Hit Points: 15 Move: 7 Magic Points: 11 Base SR: 1 Armor: 2-point hide. Skills: Hide in Snow 75%. Giant Ice Worm Hit Location Location

D20

Armor/HP

Tail

01–06

2/5

Body

07–14

2/6

Head

15–20

2/5

Weapon

%

Damage

SR

Bite

50

3D4

5

Slime Squirt

50

Special (see below)

1

Note: The ice worm may attack three times in a round: once with the bite attack and twice with two glue squirts. All three attacks may be against separate foes. The ice worm has two firing tubes that it can use to squirt its glue. The ice worm can squirt a sticky slime up to 20 meters. This liquid immobilizes its target until (and unless) it can pull free, with a resistance roll. The slime has a STR equal to the slime worm’s CON. An immobilized target cannot attack or Dodge but can parry and cast spells.

139

Animals espite the amazing variety of creatures in Glorantha, adventurers may interact with a wide range of conventional animals as mounts, foes, or even as hosts for spirits. These animals often have surprising and unexpected abilities: for example, the Esrolian python has a hypnotic stare unknown in terrestrial pythons.

Bears

Hit Points: 15 Move: 8 Magic Points: 11 Base SR: 4 Armor: 2-point skin and fur Weapon

%

Damage

SR

Bite*

45

1D8+1D6

8

Claw*

30

1D6+1D6

8

Hug*

30

3D6

8

* A bear may either bite and claw twice or bite and hug in a round. If it chooses to bite and hug, both attacks must be against the same foe. If it bites and claws twice, it may attack up to three separate foes.

Ursus arctos Three types of bear can be found in the Dragon Pass area. The common black bear, the larger brown bear, and an even larger white bear variant. All bears are omnivorous, and many types show no fear of humans. Bear Hit Locations

Brown Bear C haracteristics

A verage

STR 3D6+15 24–25 CON 2D6+6 13 SIZ 3D6+15 24–25 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 17 Move: 8 Magic Points: 11 Base SR: 3 Armor: 3-point skin and fur

Location

D20

Armor/HP

Right Hind Leg

01–02

2–4/6

Left Hind Leg

03–04

2–4/6

Hindquarter

05–07

2–4/9

Forequarter

08–10

2–4/9

Right Foreleg

11–13

2–4/6

Weapon

%

Damage

SR

Left Foreleg

14–16

2–4/6

Bite*

50

1D8+2D6

7

Head

17–20

2–4/7

Claw*

35

1D6+2D6

7

Hug*

35

5D6

7

Note: Armor varies by bear species. See Armor below.

* A bear may either bite and claw twice or bite and hug in a round. If it chooses to bite and hug, both attacks must be against the same foe. If it bites and claws twice, it may attack up to three separate foes.

Black Bear C haracteristics

A verage

STR 3D6+6 CON 2D6+6 SIZ 3D6+6 POW 3D6 DEX 3D6

16–17 13 16–17 10–11 10–11

140

Animals

White Bear C haracteristics

A verage

STR 3D6+21 31–32 CON 2D6+6 13 SIZ 3D6+21 31–32 POW 4D6 14 DEX 3D6 10–11 Hit Points: 19 Move: 8 Magic Points: 14 Base SR: 3 Armor: 4-point skin and fur Skills: Climb 50%, Listen 30%, Move Quietly 50%, Scan 25%, Track 40%. Weapon

%

Damage

SR

Bite*

65

1D8+3D6

7

Claw*

45

1D6+3D6

7

Hug*

45

6D6

7

* A bear may either bite and claw twice or bite and hug in a round. If it chooses to bite and hug, both attacks must be against the same foe. If it bites and claws twice, it may attack up to three separate foes.

Bloodbirds

and will continue attacking until either the victim is slain or until a member of the flock is slain. They are cowardly birds. Once they have gripped their victim, they will not let go even if attacked, but will kick and strike out with their wings. While drinking blood, its crop will visibly and violently pulse and contract. A bloodbird flock is always satisfied by a single victim.

C haracteristics

A verage

STR 3D6 10–11 CON 2D6+2 9 SIZ 3D6+6 16–17 POW 1D6+6 9–10 DEX 2D6+12 19 Hit Points: 11 Move: 8/8 (Fly) Magic Points: 10 Base SR: 1 Armor: 3 points of feathers over body and 2-point skin on legs. Skills: Fly 60%, Spot Hidden 75%, Swim 80%. Note: Bloodbirds always attack in flocks, and all birds in a given flock will attack the same target.

Scolopacidae potato cruentum These gigantic shorebirds live along the southern coasts from Seshnela to Kethaela. Bloodbirds are a contrasting black and white in color, with a pearly white body and black wings and eyes. Their legs are greenish pink and are as long and thin as those of a stork. They have long necks like those of a crane or avocet, and thin black beaks which curve slightly down at the tip. These birds resemble larger-than-man-sized sandpipers, yet still can fly Standing well over 2 meters tall, they are correspondingly thin and attenuated. Instead of the small crustaceans and fish that their docile relative shorebirds eat, bloodbirds subsist on the fresh blood of vertebrates. They may attack a party of adventurers by flying down and landing in their boat. If the party is on shore, they will simply land among them. If the party outnumbers the birds, they will not attack. If a bird is slain, then the rest will fly off immediately. When bloodbirds attack, they swoop down out of the air, land, then plunge their beaks into their chosen target. Bloodbirds have the rather nasty habit of always unanimously attacking a single target, no matter how many birds are in the flock, thus overwhelming their victim’s defenses and killing them. If their initial attack is a complete failure, they will fly off and not return. If, however, one or more of them manages to implant their beak in the victim, the flock will not leave,

141

RuneQuest Bloodbird Hit Locations

Cattle Hit Locations

Location

D20

Armor/HP

Location

D20

Armor/HP

Right Leg

01–02

2/3

Right Hind Leg

01–02

3/5

Left Leg

03–04

2/3

Left Hind Leg

03–04

3/5

Body

05–08

3/5

Hindquarter

05–07

3/7

Right Wing

09–12

3/4

Forequarter

08–10

3/7

Left Wing

13–16

3/4

Right Foreleg

11–13

3/5

Head

17–20

3/4

Left Foreleg

14–16

3/5

Head

17–20

3/6

Weapon

%

Damage

SR

Peck*,**

70

1D10**

5

Weapon

%

Damage

SR

Kick*

35

1D6+1D4

5

Charge

40

1D10+3D6

7

Wing Buffet*

35

1D4+1D4

5

Trample

75

6D6 to downed foe

7

* Each round, a bloodbird may peck once, kick once, and hit with both wings for a total of four attacks against up to four opponents. ** The peck is capable of impaling and parrying. If the beak penetrates armor, the bird will remain attached and drain 1D4 points of STR on each subsequent round. The bird cannot parry while attached in this way. The hit location struck is immobilized until the bird is detached or dies, unless the victim can overcome the bird’s SIZ with their STR on the round the victim tries to use the hit location or to move. If the beak is broken, the bird will immediately flee. It will regrow a new beak in two to three weeks.

Cattle Bos taurus Cattle are common throughout Genertela. They are raised as livestock for dairy and beef, and as draft animals (such as the oxen that pull plows, carts, wagons, and other implements). The cattle of Dragon Pass and Kethaela have long curved horns that are directed upward. They come in many breeds and colors, including silver-white, ash-grey, red, black, greybrown, and even blue-grey.

C haracteristics

A verage

STR 4D6+16 32 CON 2D6+6 13 SIZ 4D6+16 32 POW 3D6 10–11 DEX 2D6 7 Hit Points: 18 Move: 9 Magic Points: 11 Base SR: 3 Armor: 3-point hide. Skills: Listen 25%, Smell Intruder 25%.

142

Crocodiles Crocodylus oslirus, Crocodylus porosus. These large saurians come in many sizes and live in rivers and wetlands. Crocodiles are active predators, eating fish, snakes, and larger animals that come to drink water. There are many species of crocodile in Glorantha. One species is common along the banks of the Oslir River, another is a sea-going monster that can be found along the coast and rivers of southern Genertela.

Average Crocodile C haracteristics A verage STR 2D6+18 25 CON 2D6+6 13 SIZ 2D6+18 25 POW 3D6 10–11 DEX 2D6+3 10 Hit Points: 17 Move: 6 Magic Points: 11 Base SR: 3 Armor: 5-point skin. Skills: Hide 50%, Move Quietly 50%. Weapon

%

Damage

SR

Bite*

40

1D10+2D6

7

Tail Lash**

40

1D6+2D6

7

* Bite and tail lash may strike simultaneously, but not at the same opponent. If the crocodile is in water, it will cling with the bite and spin, doing its damage bonus to the area struck each succeeding round. Armor only protects against the initial bite. The crocodile will only do this if it strikes a limb or the head. ** Roll STR×5 or less on D100 or immediately fall prone.

Animals

Deer

Average Crocodile Hit Locations Location

D20

Armor/HP

Tail

01–03

5/5

Right Hind Leg

04–05

5/5

Left Hind Leg

06–07

5/5

Hindquarters

08–11

5/6

Forequarters

12–13

5/6

Right Foreleg

14–15

5/5

Left Foreleg

16–17

5/5

Head

18–20

5/5

Giant Crocodile C haracteristics

Cervidae Deer are common animals in and around woods, hunted by many different peoples. They are generally harmless and flee at the slightest sign of danger. Two examples are provided here: the black-tailed deer and the elk.

Black-tailed Deer

Odocolieus hermionus

The black-tailed deer is common throughout Genertela. It has bifurcated antlers that fork as they grow. A black-tailed deer averages a meter high at the shoulders. They travel in groups of 1D12 deer.

A verage

C haracteristics

STR 3D6+30 40–41 CON 2D6+12 19 SIZ 3D6+30 40–41 POW 3D6 10–11 DEX 2D6+3 10 Hit Points: 27 Move: 7 Magic Points: 11 Base SR: 3 Armor: 10-point skin. Skills: Hide 25%, Move Quietly 25%.

A verage

STR 1D6+12 15–16 CON 3D6 10–11 SIZ 1D6+12 15–16 POW 3D6 10–11 DEX 2D6+6 13 Hit Points: 12 Move: 10 Magic Points: 11 Base SR: 4 Armor: 1-point hide. Skills: Dodge 65%, Jump 90%, Listen 85%, Scan 65%, Scent 50%, Search 20%.

Giant Crocodile Hit Locations

Black-tailed Deer Hit Locations

Location

D20

Armor/HP

Tail

01–03

10/8

Location

D20

Armor/HP

Right Hind Leg

04–05

10/8

Right Hind Leg

01–02

1/3

Left Hind Leg

06–07

10/8

Left Hind Leg

03–04

1/3

Hindquarters

08–11

10/9

Hindquarter

05–07

1/5

Forequarters

12–13

10/9

Forequarter

08–10

1/5

Right Foreleg

14–15

10/8

Right Foreleg

11–13

1/3

Left Foreleg

16–17

10/8

Left Foreleg

14–16

1/3

Head

18–20

10/8

Head

17–20

1/4

Weapon

%

Damage

SR

Bite*

60

1D10+4D6

7

Tail Lash**

60

1D6+4D6

7

* Bite and tail lash may strike simultaneously, but not at the same opponent. If the crocodile is in water, it will cling with the bite and spin, doing its damage bonus to the area struck each succeeding round. Armor only protects against the initial bite. The crocodile will only do this if it strikes a limb or the head. ** Roll STR×5 or less on D100 or immediately fall prone.

Weapon

%

Damage

SR

Gore

25

1D8+1D4

8

Kick*

25

2D4

8

* Can kick while running away.

143

RuneQuest

Dog s

Elk

Cervus kerofinus Elk are one of the largest species of deer and are prized by hunters. They have reddish-brown to golden-brown coats; the males have large antlers that may grow to be over a meter long. Stags normally try to elude foes, but when one is cornered or exhausted, it fights to the death. Adult elk usually stay in single-sex groups most of the year. Males with antlers (from Sea Season through Earth Season) tend to be alone; during Darkness and Storm Seasons, they stay in groups of up to 20 males. Female elk travel in herds of up to 50 individuals. The characteristics below are for male elk. Female elk have STR 2D6+18, SIZ 2D6+12, and lack antlers (no Gore attack).

C haracteristics

A verage

STR 4D6+12 26 CON 2D6+6 13 SIZ 4D6+12 26 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 17 Move: 12 Magic Points: 11 Base SR: 3 Armor: 2-point hide. Skills: Dodge 35%, Jump 90%, Listen 75%, Scan 75%, Scent 50%, Search 15%. Elk Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

2/6

Left Hind Leg

03–04

2/6

Hindquarter

05–07

2/8

Forequarter

08–10

2/8

Right Foreleg

11–13

2/6

Left Foreleg

14–16

2/6

Head

17–20

2/7

Weapon

%

Damage

SR

Gore

35

1D10+2D6

7

Kick*

25

1D6+2D6

7

Trample

25

4D6 to a downed foe

7

* Can kick while running away.

144

Canis familiaris Dogs are common domestic animals used to hunt, herd, guard homes, and to keep as pets. There are many breeds, including several wild ones. In Prax, Waha’s brother betrayed him and was turned into a dog. He has served loyally ever since to make amends. The Heortlings of Sartar and Hendrikiland disdain dogs and use shadowcats to hunt, herd, and as pets. Nonetheless, many Heortling and Tarshite communities use dogs for everything except companions. Dog Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/3

Left Hind Leg

03–04

1/3

Hindquarter

05–07

1/5

Forequarter

08–10

1/5

Right Foreleg

11–13

1/3

Left Foreleg

14–16

1/3

Head

17–20

1/4

Fighting Dog C haracteristics

A verage

STR 2D6+6 13 CON 3D6 10–11 SIZ 3D6 10–11 POW 2D6 7 DEX 2D6+6 13 Hit Points: 11 Move: 10 Magic Points: 7 Base SR: 4 Armor: 1-point hide. Skills: Dodge 50%, Jump 45%, Listen 30%, Swim 55%, Track by Scent 50%. Weapon

%

Damage

SR

Bite

55

1D8

8

Knockback

45

Special*

8

*An attacking fighting dog must first attempt to make its knockback ability roll. If the roll is unsuccessful, the dog must roll DEX×5 or fall. If the dog falls, it cannot move or defend itself on the next round. If it does not fall, there is no further penalty. A fumbled knockback is treated as a normal fumble. If the dog does make its knockback attack, it then makes a roll its STR+SIZ vs. the SIZ+DEX of the target on the resistance table. If the attempt succeeds, the target is knocked down. If the result is a critical roll (i.e., 5% of the amount necessary) then the target drops everything in its hands as well. In no case will the target take damage from the knockback alone.

Animals

Hunting Dog C haracteristics

Giant Crane Hit Locations

A verage

STR 2D6 7 CON 3D6 10–11 SIZ 1D6+1 4–5 POW 2D6 7 DEX 2D6+6 13 Hit Points: 11 Move: 10 Magic Points: 7 Base SR: 5 Armor: 1-point hide. Skills: Dodge 35%, Jump 45%, Listen 40%, Swim 55%, Track by Scent 80%. Weapon

%

Damage

SR

Bite

30

1D6–1D4

8

Location

D20

Armor/HP

Right Leg

01–04

1/5

Left Leg

05–08

1/5

Abdomen

09–10

1/5

Chest

11–12

1/6

Right Wing

13–14

1/4

Left Wing

15–16

1/4

Neck

17–19

1/4

Head

20

1/5

Weapon

%

Damage

SR

Peck

45

1D6+1D6

6

G iant Cranes Grus choralinthae These long-necked and long-legged birds have grey-white body and black-tipped wings; a bright red head and upper neck, and a long green bill. Unlike common cranes, the giant cranes are non-migratory. Although they can be found throughout coastal Maniria and Kethaela, they are most common in the islands of the Choralinthor Bay, where they are worshipped by the local inhabitants. Like other cranes, they mate for life and make loud, trumpetlike calls, especially when threatened by intruders. If attacked, great flocks may descend upon small groups. Each pair of cranes builds a platform-nest in shallow water and jealously guards the surrounding waters. The Rightarm Islanders encourage the giant cranes to build nests in their villages, to better protect them from pirates or other raiders. Barring accidents, giant cranes can live for more than 60 years. They eat almost anything, but their favorite prey are the large frogs of Choralinthor Bay.

C haracteristics

A verage

STR 4D6 14 CON 3D6 10–11 SIZ 4D6+6 20 POW 2D6 7 DEX 3D6+6 16–17 Hit Points: 13 Move: 12/12 (Fly) Magic Points: 7 Base SR: 2 Armor: 1-point feathers on body and head, 1-point tough hide on legs. Skills: Fly 90%, Scan 75%.

Horses Equus caballus Hippogriff was the favorite child of King Griffin, and an ally to Splendid Yamsur, the eldest son of Yelm. Splendid Yamsur and Hippogriff had taken solemn oaths of friendship together, but in several fights, Hippogriff was hurt and abandoned by her erstwhile friend. Hippogriff underwent a series of painful and humiliating experiences during the Gods War and the Great Darkness. First, she met Storm Bull in raging battle, and her proud fangs were broken out of her mouth. In a fight with Maran Gor, the Earthshaker, Hippogriff ’s legs were broken. Her bronze claws were ripped from her feet, but Yamsur was able to replace them with hooves. The greatest defeat was when Zorak Zoran tore off her golden wings, laughing as he robbed her of ever returning to the sky. But most humiliating was when this once great godling was taken and broken by a mortal, Hyalor Horsebreaker. Hyalor was a leader among men and a believer in the long-disappeared Sun. He claimed descent from Splendid Yamsur, who was slain by the Devil. Hyalor claimed that he was freeing her crippled spirit from Death and wished to make an alliance. He rescued her by changing her name and her identity. Even so, man got the better of the bargain. She was called Hippoi, or simply “horse”. Ever since then, her descendants have worked more for man than man has worked for horse. When the Sun rose again, Hyalor was ready to accept him, having survived the Darkness through great faith and courage. The horse, already used to slavery, leapt to meet her old master. The pair together received great

145

RuneQuest bounty at the Dawn, and their herds and numbers increased greatly with the blessings of Yelm. Dragon Pass is home to some of the finest horse breeders in Glorantha, the Grazeland Pony Breeders. For other peoples, horses are valuable and an indicator of wealth. Horses with the size, stamina and skill of a trained warhorse are few and far between. They are also quite expensive.

C haracteristics

A verage

STR 4D6+12 26 CON 2D6+6 13 SIZ 4D6+12 26 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 17 Move: 12 Magic Points: 11 Base SR: 3 Armor: 1-point hide. Skills: Climb 30%, Dodge 25%, Jump 75%, Listen 40%, Scan 30%, Scent Intruder 30%, Swim 50%. Horse Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/6

Left Hind Leg

03–04

1/6

Hindquarter

05–07

1/8

Forequarter

08–10

1/8

Right Foreleg

11–13

1/6

Left Foreleg

14–16

1/6

Head

17–20

1/7

Weapon

%

Damage

SR

Bite

25

1D8

7

Kick

25

1D6+2D6

7

Rear & Plunge

25

2D6+2D6

7

Trample

25

4D6 to downed foe

7

Note: A horse may attack once in a melee round. A ridden non-warhorse normally makes no attacks on behalf of its rider, but may attack something threatening it directly, such as a serpent.

horse can fight on its own but will not do so in coordination with its rider. The rider must make Ride rolls and do nothing else if the horse commenced fighting for any reason. A cavalry horse can be depended on to stay steady in the face of most monsters.

Riding Horses The riding horse is the standard riding animal among most humans outside of Prax. It can carry a rider and gear for a goodly distance during any given period if it is given adequate care and feeding. Any horse (or any of the other vegetarian riding animals mentioned later) is less efficient when subsiding solely on grass. Oats and other high-energy grains will keep a horse used to them going longer, but such fare must be carried. A riding horse will not fight unless cornered, startled, or engaged in a territory fight with another horse, and they almost never fight to kill another horse.

Warhorses The warhorse is a highly specialized animal, trained to absolutely respond to the demands of its rider and ignore outside influences. They are also trained to fight on their own. A warhorse is almost always a gelding. Generally, stallions are totally unreliable as warhorses because they are far more interested in mares. Mares can be used for warhorses but are usually too small to be used for the kind of close-quarters fighting a warhorse is used for. The single most important cost factor in a warhorse is training. A warhorse must be trained to coordinate its attacks with those of its rider. A warhorse can be trained to attempt three types of attack: kick with its forelegs; bite with its teeth; and rear and plunge. It will attack whatever is in front of it that it is either directed to attack or which attacks it first. Unless specifically directed, a warhorse will not attack another mount. A warhorse or similarly trained mount will not panic and bolt at the sight and/or smell of a monster, or other form of riding animal. A horse needs an average STR and SIZ of at least 26 to function as a mount for heavy cavalry.

Horse T ypes

Specif ic Horse Br eeds

The cavalry horse is trained to stay calm and follow its rider’s commands amidst the noise and hubbub of a battle. They are not traditionally trained to fight in battle and because of this, they cost less to train. However, a cavalry horse can be trained to fight, at which time it becomes a warhorse (see below). A cavalry

Several common horse breeds are common to Dragon Pass. Except for the goldeneye, these breeds run wild in their native territories. Two original types are thought to be the ancestors of most horse breeds. Big-headed horses come from the West and are generally larger and heavier than those of the East. Small-headed horses come from the East and are

Cavalry Horses

146

Animals

Mount Speeds The maximum MOV in melee is normally 12. Thus, in combat, a goldeneye has the same effective MOV as a Praxian bison. However, in a chase, a goldeneye is obviously faster than a bison. When two mounts are involved in a chase, compare the bonuses for each mount in the table below to determine their relative speed. For example, if a goldeneye light cavalry rider is being pursued by a sable antelope heavy cavalry rider, the difference between their bonuses is 4 (the goldeneye has a +3 and the sable antelope a –1). The sable antelope rider has a –20% modifier to their Ride skill during the chase (see the RuneQuest rulebook, page 151–153). The table also shows which mounts can be used as heavy cavalry (charging with lance and with a rider wearing heavy armor such as scale or bronze plate) or only as light cavalry.

Comparative Mount Speeds Breed

No Rider

Light Cavalry

Heavy Cavalry

Notes

Bison

N

N

N

Praxian beast

Bolo lizard

N

–1



Praxian beast

Daron

+1

N

–1

Horse

Galana

+1

–1

–2

Horse

Goldeneye

+4

+3

+2

Horse

High llama

+3

+2

+1

Praxian beast

Impala

+2

+1



Praxian beast

Ostrich

N

–1



Praxian beast

Rhino

N

N

N

Praxian beast

Sable antelope

+1

N

–1

Praxian beast

Sered

+1

N

–1

Horse

War zebra

+1

+1

N



Speed: N = Normal speed; +X is faster than normal; –X is slower; — is not possible. Specific horses may not have the STR to carry heavy cavalry, in which case treat the result as —.

generally faster and lighter than those of the West. Most modern breeds are an interbreeding of the types.

Daron This big-headed breed originates from the farthest west of Genertela. They were spread far and wide in the Second Age by the Middle Sea Empire, as the daron was used to carry their cataphracts into battle. The daron comes in dun, black, white, and grey. Characteristics: STR 3D6+18; CON 2D6+6; SIZ 3D6+18; POW 3D6; DEX 3D6. Note: The average daron can carry a heavy armored warrior into battle.

Galana This is the most common horse breed in Dragon Pass, Kethaela, Maniria, Ralios, and Talastar. Notably, this tough big-headed breed is used to swiftly pull chariots over the roadless, broken ground. They are dun to brown, usually with tails and manes being darker than the body color. Characteristics: STR 3D6+12; CON 2D6+8; SIZ 3D6+12; POW 3D6; DEX 3D6. Note: Can pull a chariot at its normal running speed. The average galana cannot carry a heavily armored warrior into battle.

147

RuneQuest

Goldeneye The sacred horse of the ancient Hyalorings, goldeneyes are raised by the Pure Horse People. They are widely considered the fastest horse breed in Glorantha. They are a small-headed breed with gold coats and white manes and tails. Uniquely, the horses all have yellow-colored eyeballs. Characteristics: STR 4D6+12; CON 2D6+6; SIZ 4D6+12; POW 4D6; DEX 2D6+12. Note: The average goldeneye can carry a heavily-armored warrior into battle.

Seredae The most common horse in Peloria, Pent, and Kralorela, the sered is the second-most common horse in Dragon Pass. They are a small-headed breed with a seemingly limitless variety of colors, ranging from noble black and white, through common duns and browns, to mixtures like dapple greys and piebald. Most have some appearance of stripes. Characteristics: Seredae have normal horse characteristics. Note: The average sered cannot carry a heavily armored warrior into battle.

Mules Mules are the offspring of male donkeys and female horses. Mules are more patient, hardy and long-lived than horses, and are less obstinate and more intelligent than donkeys. Mules are the favorite beasts of Issaries. They are said to be an invention of that god, conjured up by him to make something to sell out of nothing. These animals are very useful to the Issaries cult as work beasts and as trade items. The cult claims these beasts as not-horses among horse-haters, and as horse-kin among horse-lovers. Characteristics: Mules have STR 3D6+12, SIZ 3D6+6, and CON 2D6+8. They are otherwise identical to horses.

Hyena Crocuta theovorax Nomad legend says that Hyena was a great spirit who was forced (or volunteered) for the ghastly job of devouring the body of Genert, after that deity was slain by Chaos. Hyena and his children regurgitate the remains of Genert in a secret cavern deep within a hidden place in the Wastes. As a result, hyenas are not killed on sight by most Praxians, unlike other predators.

148

As such, packs of hyenas are found throughout Prax and the Wastes. They are the vulture’s main competition for carrion; though unafraid to hunt and kill their own prey. Living in packs, female hyenas are the dominant sex. A typical pack consists of 2D6 hyenas on the plains, and 2D10 hyenas in the river valley or on the western edge with Dragon Pass where game is more common. Hyenas often lair in the cliffs of the river valleys, which are honeycombed with caves. Hyenas are mainly nocturnal and may emit the wellknown and eerie hyena “laugh.” They are relatively smart and will not attack a party that outnumbers them. When hunting, they will always approach from upwind, so that horses will not catch their scent. If they happen upon a lone wanderer, they may very well attack. Hyenas are familiar with missile weapons and will use all available cover to get close to a victim before attacking. The Issaries cult has a particular dislike of hyenas, which are parts of the body of dead Genert. If found alive, a hyena will cause a Garzeen merchant to go on a trek to the desert. Thus, other Lightbringer cultists typically kill hyenas on sight, if possible.

C haracteristics

A verage

STR 2D6+8 15 CON 3D6 10–11 SIZ 3D6 10–11 POW 2D6 7 DEX 3D6 10–11 Hit Points: 11 Move: 9 Magic Points: 7 Base SR: 5 Armor: 1-point hide. Skills: Dodge 30%, Spot Hidden 80%, Track by Scent 60%. Hyena Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/4

Left Hind Leg

03–04

1/4

Hindquarter

05–07

1/6

Forequarter

08–10

1/6

Right Foreleg

11–13

1/4

Left Foreleg

14–16

1/4

Head

17–20

1/5

Weapon

%

Damage

SR

Bite

30

1D8+1D4

9

Animals

King Condors Teratornis praxianis rex Condor was once the steed of a Sky God. He claimed the title of King Condor but lost his preeminence when his lord was slain by Chaos. He tried to coexist with his winged brethren, but was long ago driven into the Wastes, though he would sometimes be summoned back. While related to the Three Feathered Rivals (Raven, Sun Hawk, and Thunderbird), he is always defeated by each of the three birds and overcomes none of them. His offspring, the king condor, are a familiar sight in the skies above Prax. They are immense creatures known to attack still-living creatures and carry off small children.

C haracteristics

A verage

STR 3D6+18 28–29 CON 3D6 10–11 SIZ 3D6+18 28–29 POW 2D6+8 15 DEX 3D6+6 16–17 Hit Points: 16 Move: 4/12 (Fly) Magic Points: 15 Base SR: 1 Armor: 5-point feathers, 2-point scaled legs. Skills: Fly 95%, Scan 75%.

Leaping Bear Amphicyon frendens

King Condor Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–03

2/5

Left Hind Leg

04–06

2/5

Abdomen

07–08

5/6

Chest

09–11

5/7

12

5/4

Right Wing

13–14

5/6

Left Wing

15–16

5/6

Head

17–20

5/6

Tail

Leaping bears are one of the largest predators of Prax and the Wastes. They are somewhat smaller than normal bears, with a thick, shaggy coat of grey-black fur and a thick doglike head and tail. The leaping bear is not a true bear and is more closely related to dogs than to bears. They were more common in the past but have found it difficult to compete with other more numerous predators, such as humans and hyenas. They are now found primarily in the Hidden Greens, but occasionally roam further, especially in the northern Wastes. It is rare that they will be found in Prax. Leaping bears are omnivores; they sometimes raid oases for dates and skullbush seeds but live primarily by hunting. They do not travel in packs; most encounters are with a solitary animal or a mated pair. They often leap up out of ambush and will attack even such large animals as high llamas; this, combined with their resemblance to the Dragon Pass brown bear, gives them their name. Like the hyena, they are nocturnal, hunting by night and sleeping by day in lairs they dig out of the sides of hills and dry riverbeds.

Weapon

%

Damage

SR

Bite

35

1D8+3D6

3

C haracteristics

A verage

Claw

55

1D10

5

STR 3D6+12 CON 2D6+12 SIZ 3D6+6 POW 2D6+6 DEX 3D6 Hit Points: 21 Magic Points: 13

22–23 19 16–17 13 10–11 Move: 9 Base SR: 4

149

RuneQuest Armor: 4-point skin and thick fur. Skills: Dodge 40%, Hide 40%, Jump 50%, Move Quietly 40%, Track by Scent 30%. Leaping Bear Hit Locations

Lion Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

2/5

Left Hind Leg

03–04

2/5

Location

D20

Armor/HP

Hindquarter

05–07

2/6

Right Hind Leg

01–02

4/6

Forequarter

08–10

2/6

Left Hind Leg

03–04

4/6

Right Foreleg

11–13

2/5

Hindquarter

05–07

4/8

Left Foreleg

14–16

2/5

Forequarter

08–10

4/8

Head

17–20

4/5

Right Foreleg

11–13

4/6

Left Foreleg

14–16

4/6

Weapon

%

Damage

SR

Head

17–20

4/7

Claw

60

1D6+2D6

6

Bite

40

1D10+2D6

6

Rip

80

2D8+2D6

6

Weapon

%

Damage

SR

Bite

55

1D10+2D6

8

Claw

50

1D6+2D6

8

Notes: A leaping bear can either bite, then claw 3 strike ranks later, or it can rear up and claw twice. It will attack from ambush if possible and try to leap at a foe from behind (+20% to attack).

Lion s Panthera leo atrox, et al. Lions once hunted throughout central and western Genertela, although they are now rare outside of the Western Reaches and Tanisor. The Pelorian lion has a distinctive black mane and is feared for its ferocious roaming bachelor bands. The Seshnelan lion has a golden mane. The characteristics below are for male lions. Lionesses have STR 4D6+12 and SIZ 3D6+12. Otherwise, the sexes are identical.

C haracteristics

A verage

STR 5D6+12 29–30 CON 3D6 10–11 SIZ 4D6+6 20 POW 2D6+6 13 DEX 3D6+6 16–17 Hit Points: 13 Move: 10 Magic Points: 13 Base SR: 2 Armor: 2-point fur; 4-point mane on neck. Lionesses lack the mane. Skills: Dodge 55%, Hide 80%, Move Quietly 75%, Track 50%.

150

Note: A lion first attacks with one claw and then bites 3 strike ranks later. If both hit, the lion hangs on and rips with its hind claws on the next round, while continuing to bite.

Loper Velocitas feliciter ferventis Lopers are large creatures covered with bright-orange-red or crimson fur, occasionally mottled or banded with dull ochre. They are muscular and large, reaching 1.0–1.8 meters high at the shoulder. Their heads are narrow and deep, with large eyes and flexible necks. They lack tails. Lopers have a series of eyelid-like organs running down their back on either side of their spine. These lids are open when the loper wishes to teleport, revealing a crimson glowing membrane. Lopers can also communicate with each other and their riders with these

Animals organs. By varying the degree the lids are opened, a loper can create a row of bright spots, a pattern of seemingly moving spots, or simply expose a single dot. Lopers possess the ability to Teleport to any location as per the 3-point Rune Spell, Teleportation. They use this ability both to ambush prey and to flee from more powerful foes. Lopers are primarily carnivores, though they also dine with relish on melons, eggs, and fresh carrions. They feed upon live prey of almost any size and type. They are widely believed to be extinct, although Praxian hunters sometimes claim to encounter them in the Wastelands. These fast, nocturnal quadrupeds were once the mounts of the legendary Zaranistangi people. The Zaranistangi learned how to train the lopers and could even command them to teleport to a location chosen by the rider. However, the secret of training lopers has been lost, along with the Zaranistangi.

C haracteristics

A verage

STR 4D6+12 26 CON 3D6 10–11 SIZ 4D6+12 26 POW 3D6 10–11 DEX 2D6+12 19 Hit Points: 15 Move: 12 Magic Points: 11 Base SR: 0 Armor: 3-point hide. Skills: Dodge 65%, Jump 90%. Magic: A loper must spend 3 magic points to Teleport and can then Teleport to any spot it can see. If the loper has a rider, the rider teleports along with the beast at no extra magic point cost.

Mammoth Mammuthus primigenius The woolly mammoth can be found in the higher elevations of South Peloria and Dragon Pass. They travel in female-led herds, and graze on grass, flowers, shrubs, and tree matter. They can survive easily in cold and freezing weather. The trunk of the mammoth is sensitive and will not be used to fight with after being hit once, unless the mammoth is reduced to half or less of its total hit points.

C haracteristics

A verage

STR 4D6+36 50 CON 2D6+6 13 SIZ 4D6+36 50 POW 3D6 10–11 DEX 2D6 7 Hit Points: 23 Move: 12 Magic Points: 11 Base SR: 4 Armor: 6-point hide and fur. Mammoth Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

6/7

Left Hind Leg

03–04

6/7

Hindquarter

05–07

6/9

Forequarter

08–10

6/9

Right Foreleg

11–13

6/7

Left Foreleg

14–16

6/7

Trunk

17

6/5

Head

18–20

6/8

Loper Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

3/5

Left Hind Leg

03–04

3/5

Hindquarter

05–07

3/6

Forequarter

08–10

3/6

Right Foreleg

11–13

3/5

Left Foreleg

14–16

3/5

Head

17–20

3/5

Weapon

%

Damage

SR

Gore*

65

1D8+5D6

8

Trample

75

10D6

8

* Instead of goring, a mammoth may attack with its trunk. The percentage chance of success is the same as to gore, but no damage is done. Instead the victim must roll STR versus half the mammoth’s STR or be placed in position to be automatically trampled on the next round. Alternatively, the mammoth may fling the victim away doing falling damage based on 1 meter per 3 points of the mammoth’s STR. For every 6 SIZ points the victim has over 16, they drop 2 meters closer and thus take less damage.

Mastodon s

Weapon

%

Damage

SR

Bite

50

1D8+3D6

4

Mammut pelori Mastodons are similar in appearance to mammoths, slightly smaller but more heavily muscled. They dwell in the wooded areas of Dragon Pass and the Pelorian hill country. Their

151

RuneQuest herds consist of adult females and young; the males leave the herd upon reaching maturity and live alone or in small male bond groupings. The trunk of the mastodon is sensitive and will not be used to fight with after being hit once, unless the mastodon is reduced to half or less of its total hit points.

C haracteristics

Despite their name, pig dogs are related to neither pigs nor dogs. They are omnivores, with pointed serrated canines, heavy incisors, and powerful molars. They consume carrion and live animals and round out their diet with plants and tubers.

C haracteristics

A verage

STR 4D6+12 26 CON 1D6+12 15–16 SIZ 3D6+12 22–23 POW 3D6 10–11 DEX 2D6 7 Hit Points: 19 Move: 11 Magic Points: 11 Base SR: 5 Armor: 3-point hide, 5-point bone on head. Skills: Scent Prey 60%.

A verage

STR 4D6+40 54 CON 2D6+6 13 SIZ 4D6+30 44 POW 3D6 10–11 DEX 2D6 7 Hit Points: 21 Move: 12 Magic Points: 11 Base SR: 4 Armor: 6-point hide and fur.

Pig Dog Hit Locations

Mastodon Hit Locations

Location

D20

Armor/HP

Location

D20

Armor/HP

Right Hind Leg

01–02

3/6

Right Hind Leg

01–02

6/6

Left Hind Leg

03–04

3/6

Left Hind Leg

03–04

6/6

Hindquarter

05–07

3/8

Hindquarter

05–07

6/8

Forequarter

08–10

3/8

Forequarter

08–10

6/8

Right Foreleg

11–13

3/6

Right Foreleg

11–13

6/6

Left Foreleg

14–16

3/6

Left Foreleg

14–16

6/6

Head

17–20

5/7

Trunk

17

6/5

Head

18–20

6/7

Weapon

%

Damage

SR

Gore*

65

1D8+5D6

8

Trample

75

10D6

8

* Instead of goring, a mastodon may attack with its trunk. The percentage chance of success is the same as to gore, but no damage is done. Instead the victim must roll STR versus half the mastodon STR or be placed in position to be automatically trampled on the next round. Alternatively, the mastodon may fling the victim away doing falling damage based on 1 meter per 3 points of the mastodon STR. For every 6 SIZ points the victim has over 16, they drop 2 meters closer and thus take less damage.

Pig Dog s Archaeotherium canis susidae These large, fanged beasts resemble a cross between dogs and peccaries. They have high shoulders and heavy heads, with long muzzles and forward-facing eyes. Bumps projecting from the sides support their powerful jaw muscles. They have slender legs that appear unable to support their heavily-built bodies, but nonetheless they are surprisingly fast short-distance runners.

152

Weapon

%

Damage

SR

Bite

50

2D6+2D6

9

Animals

Praxian Riding Animals The nomads of Prax each ride distinctive animals, whose attributes are similar in some ways to horses, but in other ways are quite different. The riding animals of the nomads of Prax are the bison, bolo lizard, high llama, impala, ostrich, rhino, sable antelope, and war zebra. A Praxian nomad will only ride the animal of their tribe, and one would never touch a horse, not even to eat it. Horses are taboo on the Plains of Prax.

Bisons

Bison praxus The bison is a surly and intractable beast, save in the presence of its rider. Its thick skin gives it some protection and its basic attack is the charge. They also butt and trample. Occasionally (5% chance), there will be a white bison in a herd. White bison hides are extremely valuable (300–2,000 L, depending on condition). However, white bison are sacred to the White Bull Society, an inter-tribal Praxian society. Bison riders are one of the Five Great Tribes of Prax.

C haracteristics

A verage

STR 3D6+24 CON 3D6 SIZ 3D6+24 POW 3D6 DEX 2D6 Hit Points: 17 Magic Points: 11 Armor: 3-point hide.

34–35 10–11 34–35 10–11 7 Move: 12 Base SR: 4

These are large dinosaur-like creatures that run on their two hind legs, bearing a small rider. The lizards avoid direct combat whenever possible, but bite when they must. They are generally vegetarians but will eat carrion if driven to. Bolo Lizard Riders are one of the lesser Praxian tribes.

C haracteristics

A verage

STR 2D6+12 CON 3D6 SIZ 2D6+12 POW 3D6 DEX 1D6+12 Hit Points: 13 Magic Points: 11 Armor: 1-point skin.

19 10–11 19 10–11 15–16 Move: 12 Base SR: 2

Bolo Lizard Hit Locations Location

D20

Armor/HP

Tail

01–02

1/4

Right Hind Leg

03–04

1/5

Left Hind Leg

05–06

1/5

Abdomen

07–09

1/6

Chest

10–14

1/6

Right Foreclaw

15

1/3

Left Foreclaw

16

1/3

17–20

1/5

Head

Praxian Bison Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

3/6

Left Hind Leg

03–04

3/6

Hindquarter

05–07

3/8

Forequarter

08–10

3/8

Right Foreleg

11–13

3/6

Left Foreleg

14–16

3/6

Head

17–20

3/7

Weapon

%

Damage

SR

Bite*

25

1D6+1D6

6

Kick*

25

1D8+1D6

6

*A bolo lizard attacks with both bite and kick in the same melee round.

Herd-men

Homo stultus

Weapon

%

Damage

SR

Butt*

50

2D10+3D6

8

Trample*

50

6D6 to downed foe

8

* A bison cannot butt and trample in the same melee round.

Bolo Lizards

Ornithomimus elegans

Herd-men are a peculiar species of Prax. The morokanth are said to herd humans, but that is false. Those who lost to the morokanth at the time of the Survival Covenant lost their humanity by divine mandate. The morokanth call these folk “herd-men.” The morokanth are too large and clumsy to ride their herd-men but train them to help the morokanth gather food and carry provisions, and their Waha cult leaders use awakened herd-men as allies in the same way as other Praxians use awakened beasts. Morokanth (and other Praxians) also eat herd-men as part of their religious practices.

153

RuneQuest Herd-men look exactly like humans to the untrained eye, but there are differences. Like other herd beasts of Prax, they have only animal intelligence. Spirits can be bound into them as familiars (spirits cannot be bound into beings with an INT value). Herd-men are mostly herbivorous—they can live on leaves, grass, bark and other vegetation of the chaparral, although they also eat grubs. While they are close enough to humans to interbreed, any young will be unintelligent herd-men 50% of the time. Since morokanth do not ride, an ostentatious morokanth must use herd-men to carry a litter or draw a cart or chariot. Morokanth have a magical secret to turn normal humans into herd-men as part of their worship of Waha. An awakened herd-man has an INT of 2D6+6. Herd-men use the same hit location chart as humans.

C haracteristics

A verage

STR 3D6 10–11 CON 3D6 10–11 SIZ 2D6+6 13 POW 3D6 10–11 DEX 3D6 10–11 Hit Points: 12 Move: 8 Magic Points: 11 Base SR: 5 Armor: None. Magic: Herd-men are animals, not humans, and so have no magic. Weapon

%

Damage

SR

Fist

25

1D3

9

Kick

25

1D6

9

Bite

15

1D2

9

Notes: A herd-man can either kick or use both fists (at the same strike rank) each round. Some herd-men are trained to throw rocks or fight with crude clubs, though this is rare. Attack chance with such weapons is rarely more than 15% and no more than a single attack can be made each round.

High Llamas

Alticamelus domesticus These tall giraffe-like camels live in small herds, roaming the vast expanses of the Wastes and the chaparral of Prax. They are noted as being the fastest mounts in all Prax. High Llama Riders are one of the Five Great Tribes of Prax. They use lances and long axes to better reach foes fighting on foot. Their mounts are so tall that their riders roll 1D10+10 on the hit location table when striking at opponents, even against mounted foes (except other High Llama Riders). They can only use missile weapons or melee weapons with a SR of 1 or 0 when attacking footmen.

154

The llama itself is no slouch at fighting, with a nasty bite and a big kick.

C haracteristics

A verage

STR 3D6+24 CON 2D6+9 SIZ 3D6+30 POW 3D6 DEX 3D6 Hit Points: 24 Magic Points: 11 Armor: 2-point hide.

34–35 16 40–41 10–11 10–11 Move: 12 Base SR: 3

High Llama Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

2/7

Left Hind Leg

03–04

2/7

Hindquarter

05–07

2/9

Forequarter

08–10

2/9

Right Foreleg

11–13

2/7

Left Foreleg

14–16

2/7

Head

17–20

2/8

Weapon

%

Damage

SR

Bite*

25

1D8

7

Kick*

50

1D8+4D6

7

Rear & Plunge*

25

2D8+4D6

7

* A high llama can bite and kick one or two foes at the same time or can rear and plunge against one foe.

Impalas

Aepyceros gigans Small antelopes ridden by a tribe of pygmies, they will not fight unless cornered. They can leap up to 10 meters in a single bound. They usually kick while running away. Impala Riders are one of the Five Great Tribes of Prax. They are expert bowmen who avoid melee combat.

C haracteristics

A verage

STR 1D6+12 CON 3D6 SIZ 1D6+12 POW 3D6 DEX 2D6+6 Hit Points: 12 Magic Points: 11

15–16 10–11 15–16 10–11 13 Move: 12 Base SR: 3

Animals

C haracteristics

Armor: None. Skills: Jump 90%, Dodge 50%, Smell Foe 50%. Impala Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

0/3

Left Hind Leg

03–04

0/3

Hindquarter

05–07

0/5

Forequarter

08–10

0/5

Right Foreleg

11–13

0/3

Left Foreleg

14–16

0/3

Head

17–20

0/4

A verage

STR 4D6+6 20 CON 3D6 10–11 SIZ 4D6+8 22 POW 2D6 7 DEX 3D6+6 16–17 Hit Points: 14 Move: 12 Magic Points: 7 Base SR: 1 Armor: 1-point feathers on body and head, 1-point tough hide on legs. Skills: Dodge 35%, Listen 50%. Ostrich Hit Locations

Weapon

%

Damage

SR

Butt

25

1D8+1D4

7

Kick*

25

2D4

7

* Can kick while running away.

Ostriches

Location

D20

Armor/HP

Right Leg

01–04

1/6

Left Leg

05–08

1/6

Abdomen

09–10

1/6

Chest

11–14

1/7

Right Wing

15

1/3

Left Wing

16

1/3

Struthio camelus

Neck

17–19

1/5

These flightless birds reach heights of 2.5 meters or taller. Their strong necks and legs are bare, while the rest of their bodies are covered in black and white feathers for males, and gray feathers for the slightly smaller females. They are herded and ridden by the Ostrich Tribe of Prax. Ostriches rarely number more than six individuals in a flock and can run extremely fast. Their eggs sometimes reach 30 centimeters in diameter and are used as containers by Praxian tribes.

Head

20

1/6

Weapon

%

Damage

SR

Peck*

45

1D8+2D3

5

Kick*

45

1D6+2D6

5

* An ostrich can attack with both peck and kick in the same melee round.

155

RuneQuest

Rhinoceroses

Sable Antelopes

Ceratotherium praxianis

Hippotragus niger

The juggernauts of Prax, these vicious creatures are fortunately rare in the wild. They are the steeds of the Rhinoceros Riders, a tribe once as large as the other Great Tribes of Prax, but now much reduced. They hold to their ancient ways and use their beasts to supply the necessities of life (including the nearly impenetrable armor they wear into battle), but now rely upon raiding and mercenary service for most of their livelihood. The single-horned Praxian rhinoceros has all the usual characteristics of the African rhinoceros, including bad vision and a penchant for the headlong charge. They are part of Waha’s Covenant and can survive in the chaparral of Prax and the Wastes, but they do not thrive there as well as most other herd beasts. The woolly rhinoceros of Fronela has +1D6 to STR and SIZ but is otherwise similar.

Antelope also known as “Lunar deer” for the shape of their horns. When pressed, sables will butt, bite, and kick. Sable Riders are one of the Five Great Tribes of Prax. The Sable Riders of Prax use a wide variety of weapons and tactics in warfare, unlike the other nomads, who are more conservative. One large group of Sable Riders lives in Peloria and are direct vassals of the Red Emperor.

C haracteristics

A verage

STR 3D6+30 40–41 CON 2D6+9 16 SIZ 3D6+30 40–41 POW 3D6 10–11 DEX 2D6 7 Hit Points: 24 Move: 8 Magic Points: 11 Base SR: 4 Armor: 7-point thick hide. Skills: Smell Foes 45%.

C haracteristics

A verage

STR 3D6+12 CON 2D6+6 SIZ 4D6+12 POW 3D6 DEX 3D6 Hit Points: 17 Magic Points: 11 Armor: 1-point hide. Skills: Dodge 65%.

22–23 13 26 10–11 10–11 Move: 12 Base SR: 3

Sable Antelope Hit Locations

Praxian Rhinoceros Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

7/7

Left Hind Leg

03–04

7/7

Hindquarter

05–07

7/9

Forequarter

08–10

7/9

Right Foreleg

11–13

7/7

Left Foreleg

14–16

7/7

Head

17–20

7/8

Location

D20

Armor/HP

Right Hind Leg

01–02

1/5

Left Hind Leg

03–04

1/5

Hindquarter

05–07

1/7

Forequarter

08–10

1/7

Right Foreleg

11–13

1/5

Left Foreleg

14–16

1/5

Head

17–20

1/6

Weapon

%

Damage

SR

Butt*

35

2D6+2D6

7

Kick*

35

1D6+2D6

7

Bite*

25

2D4

7

* A sable will either butt or bite and kick in a melee round.

War Zebras

Equus caballus x burchelli

Weapon

%

Damage

SR

Butt*

50

1D10+4D6

8

Bite*

25

1D10

8

Trample*

75

8D6

8

* A rhino will only make one of these attacks per melee round.

156

War zebras are the mounts of the Pavis Survivors, a remnant of the days when the city of Pavis ruled Prax. They are as large as horses but can live in Prax and the Wastes without molestation by the Animal Nomads. War zebras are in all abilities identical to horses except that the nomads of Prax accept them. Characteristics: STR 3D6+18, CON 2D6+6, SIZ 4D6+12, POW 3D6, DEX 3D6.

Animals

Origin of the Zebras Joraz Kyrem was a follower of Pavis in the Second Age. He and his followers rode horses, which were forbidden in Prax, and so Joraz went to the Paps to ensure continued goodwill among the nomads. Joraz was a man of the Sun, as were all the Pure Horse people in those days. Yet he was different, too: changed by the mix of magics offered by the Empire of the Wyrm’s Friends where he and Pavis had studied and became friends. Issaries, they say, was a favored god of his, and some claim that Issaries favored Joraz as well. In any case, he well knew how to dicker. “Under what meager conditions would one allow a horse to live in one’s land?” he asked a priestess of the Paps one day. “In bondage,” she spoke, “Broken from kin.” She spoke with the words of the Goddess. “Need they be unhealthy?” he asked. “You aid herd-men and giant lizards.” “Their health I grant, within their confines.” So Joraz sought to resolve this dilemma, and took a cue from the god Issaries, who had made something from nothing when he had mated horse with donkey. The mules and jennies were the progeny, a sterile but useful race of creatures which are allowed by Praxians to pass unharmed, for they are not horses. Joraz took his horses, the finest mares and stallions with shining golden eyes, and magically bred them with the small zebras he collected within the great walls of Pavis. The result was a fine breed of creatures, striped like zebras and with their former instincts, but big like normal war-horses. The cross-breeds took well to friendship with men. The stripes symbolized their bondage, and the cross-breeding severed them from their kin. These war zebras were known for fighting prowess and loyalty to their masters. They are a marvelous breed, but rare even after generations of careful breeding in Pavis. It was a miracle of heroquesting that they could breed at all: their longevity was another blessing. The progeny was split up among several small herds owned by families in Pavis; in time, many of these herds left the city. Some inevitably went wild. The war zebras bred true and could not produce fertile offspring when mated with true horses, but mixture with wild stock has diluted some of their blood. The occasional white-eyed zebra, known for its ability to run in the dark, reveals that wild war zebras chased their smaller cousins across the plains.

Pumas Puma concolor A distant relative of the shadowcat, pumas are commonly found in the areas around the Western and Eastern Rockwoods. Their preferred habitats include precipitous canyons, escarpments, rim rocks, and dense brush. Pumas are typically ambush predators, stalking through brush, trees, or other covered places, before leaping onto the back of their prey and killing it with a neck bite. Their primary prey is deer, but puma will hunt domestic livestock. The characteristics below are for male puma. Female puma have STR 2D6+6 and SIZ 2D6+3. Otherwise, the sexes are identical.

C haracteristics

A verage

STR 3D6+6 16–17 CON 3D6 10–11 SIZ 2D6+8 15 POW 3D6 10–11 DEX 2D6+12 19 Hit Points: 12 Move: 11 Magic Points: 11 Base SR: 1 Armor: 1-point fur. Skills: Dodge 70%, Hide 90%, Jump 90%, Move Quietly 90%, Track 50%. Puma Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

1/4

Left Hind Leg

03–04

1/4

Hindquarter

05–07

1/5

Forequarter

08–10

1/5

Right Foreleg

11–13

1/4

Left Foreleg

14–16

1/4

Head

17–20

1/4

Weapon

%

Damage

SR

Claw

50

1D6+1D4

4

Bite

40

1D10+1D4

4

Rip

80

2D8+1D4

4

Note: A puma first attacks with one claw and then bites 3 strike ranks later. If both hit, the cat hangs on and rips with its hind claws on the next round, while continuing to bite.

157

RuneQuest

Rubble Runners Pavicursor rudi Picture a large, rat-shaped, creature about a half-meter long. Move the corners of the mouth back to the front shoulders and open the mouth about 60 degrees to reveal a row of sharp-pointed teeth. Cover the whole gruesome thing with armadillo-like scales. Realize that it is always hungry and runs in packs, and you have a rubble runner. They are usually only found in ruins and underground.

C haracteristics

A verage

STR 1D6 CON 3D6 SIZ 1D4 POW 1D6+6 DEX 3D6 Hit Points: 9 Magic Points: 10 Armor: 2-point skin.

3–4 10–11 2–3 9–10 10–11 Move: 3 Base SR: 6

Rubble Runner Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

2/3

Left Hind Leg

03–04

2/3

Hindquarter

05–07

2/4

Forequarter

08–10

2/4

Right Foreleg

11–13

2/3

Left Foreleg

14–16

2/3

Head

17–20

2/4

Weapon

%

Damage

SR

Bite*

25

1D6

10

* When they hit with a bite, the rubble runner will hold on and continue to bite. Roll each round to see if the continued hit is critical and if it will get through armor.

Saber-toothed Cats Smilodon populator These deadly predators are found in varying shades of brown and gold. Called sakkars by the Pelorians, they are sacred to several Death cults. Their numbers have declined steadily since the Dawn, but they still can be found in wilder areas. Though it can do terrific damage, the great cat cannot outrun game. Its short legs are unable to attain the speeds necessary to chase down a foe. Saber-tooths normally lie patiently downwind of a watering hole or trail until potential prey comes by. The cat then springs, stabbing the victim and digging in with its massive claws. Few creatures can long survive such an attack. The cat rarely bothers with men, but if attacked or hungry, they will tear into hunters or adventurers with gusto. They normally feed on bison, high llamas, rhinos, and sometimes young brontosaurs.

C haracteristics

A verage

STR 4D6+18 32 CON 2D6+10 17 SIZ 4D6+12 26 POW 2D6+6 13 DEX 2D6+10 17 Hit Points: 21 Move: 8 Magic Points: 13 Base SR: 1 Armor: 3-point fur and skin. Skills: Hide 70%, Move Quietly 70%, Track 50%.

158

Animals Saber-toothed Cat Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

3/6

Magic Points: 19 Base SR: 3 Armor: None. Skills: Dodge 50%, Hide 75%, Move Quietly 90%.

Left Hind Leg

03–04

3/6

Shadowcat Hit Locations

Hindquarter

05–07

3/8

Location

D20

Armor/HP

Forequarter

08–10

3/8

Right Hind Leg

01–02

0/3

Right Foreleg

11–13

3/6

Left Hind Leg

03–04

0/3

Left Foreleg

14–16

3/6

Hindquarter

05–07

0/5

Head

17–20

3/7

Forequarter

08–10

0/5

Right Foreleg

11–13

0/3

Left Foreleg

14–16

0/3

Head

17–20

0/4

Weapon

%

Damage

SR

Claws (×2)

60

1D8+2D6

5

Bite

50

2D6+2D6

5

Rip

80

2D8+2D6

5

Note: Attacks simultaneously with both claws and the bite, which is capable of impaling (though it never gets stuck in the wound). If both claws hit, the cat will hold on, continuing to bite, and will rake with its hind legs the next round.

ShadowCats Lynx umbrosus Shadowcats are dark-colored felines which range from the size of a housecat to that of a lynx. They are very quick and quiet, and are also known as shimmer cats because they are extremely hard to hit. Shadowcats are social animals that hunt in groups that encircle their prey from different directions. They are domesticated by the Orlanthi to herd livestock and to hunt. They rarely attack humans or other large predators. However, when cornered or threatened, they will attack fiercely, jumping onto a foe and holding with the forefeet while biting and ripping with both hind legs at once. In Dragon Pass, shadowcats are also called alynxes. All are sacred to Orlanth.

Weapon

%

Damage

SR

Claw

50

1D6–1D4

7

Bite

40

1D6–1D4

7

Rip

80

3D6–1D4

7

Note: A shadowcat first attacks with both claws and its bite simultaneously. If both claws hit, the shadowcat hangs on and rips with its hind claws on the next round, while continuing to bite.

Snakes Crotalus adamanteus, Python esrolis, et al. Snakes are strongly associated with the Earth Rune and are sacred to the Earth goddesses. They renew themselves each year through shedding their old skin. Two common varieties are presented: the diamondback rattlesnake and the Esrolian python.

C haracter istics A verage STR 2D6 CON 2D6+6 SIZ 1D6 POW 2D6+12 DEX 3D6+12 Hit Points: 11

7 13 3–4 19 22–23 Move: 10

159

RuneQuest

Diamondback Rattlesnake C haracteristics A verage

Weapon

%

Damage

SR

Enthrall*

auto

Special

3

STR 2D4 5 CON 3D6 10–11 SIZ 2D4 5 POW 3D6+6 16–17 DEX 3D6+6 16–17 Hit Points: 10 Move: 6 Magic Points: 17 Base SR: 4 Armor: None. Skills: Dodge 50%, Hide 70%, Move Quietly 80%.

Bite**

65

1D6

7

Crush***

45

2D6

9

Diamondback Rattlesnake Hit Locations

* The python can enthrall a victim by staring it in the eyes. If the python overcomes the victim’s POW with its POW, it causes the victim to stand entranced until attacked or the python looks away. Note that the victim may not parry or otherwise defend until after it has been attacked. If a victim resists the effects of the serpent’s gaze, they need not attempt to roll again during that encounter. **The python has a +20% to bite or crush an entranced victim. *** If the crush attack hits once, the victim is totally enfolded in serpent’s coils. The victim may have a weapon arm free if not surprised and can roll DEX×3 or less on a D100. Each round of crushing does 2D6 damage to the victim’s hit points (armor will help against this damage but use the weakest armor the victim wears). Each round of crushing forces the victim to roll CON×5 or less on a D100 or fall unconscious.

Location

D20

Armor/HP

Tail

01–06

4

Body

07–14

5

Megacerops titanotheris

Head

15–20

4

Titanotheres are one of the largest land mammals in Genertela, comparable in size to mammoths. The bulls have a large, forked nose horn with blunt ends, and fight each for breeding privileges using these horns. Titanotheres live in small herds protected by the bulls. They eat leaves and soft-stemmed plants, and do not like tough vegetation. Titanotheres are rare animals in Genertela, although a few small herds exist in Heortland and Aggar. They are sacred to the Orlanth cult.

Weapon

%

Damage

SR

Bite*

40

1D4–1D4 + poison

8

* If a rattlesnake penetrates armor or strikes a location without armor, it delivers a systemic poison equal to its CON (or in the case of temple snakes, its POW). If the poison overcomes the victim’s CON on the resistance table, within 15–60 minutes the victim begins to vomit, experiencing violent spasms and respiratory failure.

Esrolian Python C haracteristics

A verage

STR 3D6+12 22–23 CON 2D6+6 13 SIZ 4D6 14 POW 3D6+6 16–17 DEX 2D6+6 13 Hit Points: 14 Move: 6 Magic Points: 1 Base SR: 3 Armor: 2-point glistening skin. Skills: Dodge 35%, Hide 75%, Move Quietly 90%. Esrolian Python Hit Locations

Titanotheres

C haracteristics

A verage

STR 6D6+30 CON 3D6+12 SIZ 6D6+30 POW 3D6 DEX 2D6 Hit Points: 32 Magic Points: 11 Armor: 8-point hide.

51 22-23 51 10–11 7 Move: 8 Base SR: 4

Bull Titanothere Hit Locations Location

D20

Armor/HP

Location

D20

Armor/HP

Right Hind Leg

01–02

8/11

Tail

01–06

2/5

Left Hind Leg

03–04

8/11

Body

07–14

2/6

Hindquarter

05–07

8/12

Head

15–20

2/5

Forequarter

08–10

8/12

Right Foreleg

11–13

8/11

Left Foreleg

14–16

8/11

Head

17–20

8/11

160

Animals Weapon

%

Damage

SR

Charge

40

2D6+5D6

8

Trample

75

10D6 to downed foe

8

Rear & Plunge

25

2D6+5D6

8

Note: A titanothere must charge for at least its DEX SR to receive a damage bonus for the charge attack. Can only attack once per melee round.

Tuskers Sus paracaballus Tuskers are gigantic boars as big as buffalo, ridden only by tusk riders. These beasts are fierce and ill-tempered but love their masters beyond all comprehension.

C haracteristics

A verage

STR 3D6+12 22–23 CON 1D6+12 15–16 SIZ 4D6+12 26 POW 3D6 10–11 DEX 1D6 3–4 Hit Points: 20 Move: 10 Magic Points: 11 Base SR: 10 Armor: 4-point hide. Skills: Track by Scent 50%.

C haracteristics

A verage

STR 2D6 7 CON 3D6 10–11 SIZ 2D3 4 POW 2D6 7 DEX 2D6+9 16 Hit Points: 9 Move: 4/12 (Fly) Magic Points: 7 Base SR: 4 Armor: 2-point feathers. Skills: Dodge 70%, Fly 95%, Scan 90%, Search 90%. Note: Hit locations are not included for vrok hawks because they are small enough to have only one hit location. Weapon

%

Damage

SR

Peck

45

1D4–1D4*

8

* If damage is modified below 0, count the result as 0.

Great Vrok Hawks

Accipiter fortis

Tusker Hit Locations

Also known as the Sunbird, the great vrok hawk is a rare and unusual breed. They were once very powerful as a species, but that was before the Gods War broke so many deities from greatness. They have been much reduced during the Age of Time and were widely thought to have become extinct in the Second Age. However, in the late Third Age they have reappeared in the Elder Wilds and in Peloria. These birds rarely appear in numbers over two, and if two are encountered, they will be a mated pair. Mated pairs are often very touchy and hostile when strangers approach within 10 kilometers of their nests in Sea or Fire Seasons, and may attack without warning.

Location

D20

Armor/HP

Right Hind Leg

01–02

4/6

Left Hind Leg

03–04

4/6

Hindquarter

05–07

4/8

Forequarter

08–10

4/8

Right Foreleg

11–13

4/6

Left Foreleg

14–16

4/6

C haracteristics

Head

17–20

4/7

STR 3D6+18 28–29 CON 2D6+6 13 SIZ 3D6+18 28–29 POW 3D6 10–11 DEX 3D6+6 16–17 Hit Points: 18 Move: 4/12 (Fly) Magic Points: 11 Base SR: 1 Armor: 5-point feathers, 2-point scaled legs. Skills: Dodge 70%, Fly 95%, Scan 90%, Search 90%.

Weapon

%

Damage

SR

Gore*

50

2D6+2D6

9

Trample*

75

4D6 to downed foe

9

* A tusker cannot gore and trample the same opponent in the same melee round.

Vrok Hawks

A verage

Gigantohierax viligans The vrok hawk is a large and powerful bird of prey, noted for its eyesight. It has pale golden plumage and is sacred to the Yelmalio cult.

161

RuneQuest Great Vrok Hawk Hit Locations Location Tail

D20

Armor/HP

01

5/4

Weapon

%

Damage

SR

Gore*

50

2D6+1D6

10

Trample*

50

2D6 to downed foe

10

* A boar cannot gore and trample the same opponent in the same melee round.

Right Hind Leg

02–04

2/5

Left Hind Leg

05–07

2/5

Abdomen

08–09

5/6

Chest

10–12

5/7

Canis lupus

Right Wing

13–14

5/6

Left Wing

15–16

5/6

Head

17–20

5/6

Wolves hunt in packs ranging from under a dozen individuals to up to 40 or more. If too many wolves are wounded or killed in a fight, the pack will slink off, unless starving. Wolves fight cooperatively. Several wolves may attack the same target, ensuring that most of them will not be parried or dodged. Or one or two large wolves may attempt to knock the target down—when it falls over, other wolves rush to attack.

Wolves

Weapon

%

Damage

SR

Bite

45

1D8+2+2D6

7

Claw

40

1D6+2+2D6

7

Wild Boars Sus mraloti Wild boars can be found throughout much of Genertela. Boars travel in small herds of about 20. They are cunning and savage creatures, deadly when cornered. Boar are quite pugnacious, and the old solitary boars are very dangerous.

C haracteristics

A verage

STR 2D6+12 19 CON 2D6+6 13 SIZ 2D6+12 19 POW 3D6 10–11 DEX 1D6 3–4 Hit Points: 15 Move: 10 Magic Points: 11 Base SR: 6 Armor: 4-point hide. Skills: Search 80%, Track by Scent 90%.

162

A verage

STR 2D6+6 13 CON 3D6 10–11 SIZ 2D6+3 10 POW 3D6 10–11 DEX 2D6+10 17 Hit Points: 11 Move: 12 Magic Points: 11 Base SR: 4 Armor: 2-point fur. Skills: Dodge 30%, Search 60%, Track 80%. Wolf Hit Locations

Wild Boar Hit Locations Location

C haracteristics

D20

Armor/HP

Right Hind Leg

01–02

4/4

Left Hind Leg

03–04

4/4

Hindquarter

05–07

4/6

Forequarter

08–10

4/6

Right Foreleg

11–13

4/4

Left Foreleg

14–16

4/4

Head

17–20

4/5

Location

D20

Armor/HP

Right Hind Leg

01–02

2/3

Left Hind Leg

03–04

2/3

Hindquarter

05–07

2/5

Forequarter

08–10

2/5

Right Foreleg

11–13

2/3

Left Foreleg

14–16

2/3

Head

17–20

2/4

Weapon

%

Damage

SR

Bite

30

1D8

8

Dire Wolves

Canis dirus

The Telmori claim kinship with a breed of wolf that is larger and more intelligent than normal. They are raised from birth with the Telmori, and the two species treat each other

Animals as one race. The Telmori hunt and live with these wolves, and each adult member is the blood-brother or -sister of a particular wolf.

C haracteristics

A verage

STR 3D6+6 16–17 CON 3D6+3 13–14 SIZ 2D6+9 16 INT 2D6 7 POW 3D6+3 13–14 DEX 2D6+10 17 Hit Points: 15 Move: 12 Magic Points: 14 Base SR: 2 Armor: 3-point fur. Skills: Dodge 35%, Hide 25%, Move Quietly 50%, Track 80%.

C haracteristics

A verage

STR 3D6+21 CON 2D6+8 SIZ 3D6+21 POW 3D6 DEX 2D6 Hit Points: 20 Magic Points: 11 Armor: 6-point hide.

31–32 15 31–32 10–11 7 Move: 8 Base SR: 4

Yak Hit Locations

Dire Wolf Hit Locations

Location

D20

Armor/HP

Right Hind Leg

01–02

6/7

Left Hind Leg

03–04

6/7

Hindquarter

05–07

6/9

Forequarter

08–10

6/9

Right Foreleg

11–13

6/7

Left Foreleg

14–16

6/7

Head

17–20

6/8

Location

D20

Armor/HP

Right Hind Leg

01–02

3/4

Left Hind Leg

03–04

3/4

Hindquarter

05–07

3/6

Weapon

%

Damage

SR

Forequarter

08–10

3/6

Butt*

30

1D10+3D6

8

Right Foreleg

11–13

3/4

Trample*

40

6D6 to downed foe

8

Left Foreleg

14–16

3/4

Head

17–20

3/5

* A yak cannot butt and trample in the same melee round.

Weapon

%

Damage

SR

Bite

35

1D8+1D6

6

Yaks Bos mutus Yaks are long-haired bovids closely connected to the Lo-Fak Hsunchen of Kralorela and Far Pent. They are heavily built animals with a bulky frame, sturdy legs, and extremely dense, long fur. They have long shaggy hair with a dense wooly undercoat that insulates them from the cold. The coat is typically black or dark brown. Yak physiology is well adapted to high altitudes, having larger lungs and hearts than cattle or bison. Conversely, yaks do not thrive at lower altitudes, and begin to suffer from heat exhaustion above about 15° C. Yaks transport goods across the Shan Shan Mountains between Kralorela and the Genert Wastes.

163

Spirits life form is composed of a corporeal body and a spirit. The separation of the spirit from the body is known as death. However, there are disembodied spirits around as well as the more obvious living beings. In fact, they practically swarm around sacred ground (any place where sacrifices have been made to gods). On the other hand, a barren stretch of rock or desert is extremely unlikely to have even one (unless, of course, the area is one where there used to be a lot of sacrificing or some other event that attracted the attention of spirits). There are as many different types of spirits as there are types of animals and plants in the Middle World. Some can initiate spirit combat, and some cannot. Spirits are normally indifferent to the Middle World.

Runes All disembodied spirits are associated with the Spirit Rune. Elementals are associated with their Elemental Rune. Many spirits are associated with an Elemental or Power Rune. Many spirits have another Form Rune as well. Those spirits that have been tainted by Chaos have the Chaos Rune. These Runes help define the powers and abilities a spirit might have. For example, a spirit with the Chaos Rune likely has a Chaotic feature, while a spirit with the Beast Rune might take the form of a particular animal.

Disembodied Spir its Disembodied spirits are non-material entities existing in the Spirit World. They have POW and CHA. Some spirits have INT.

164

Discorporate spirits can sense other spirits and sources of POW at a range of roughly 10 meters per points of POW of the sensing spirit. Within a range of 1 meter per point of POW, spirits can sense the POW of other spirits to within 10 points. At that range, they can also sense Runic, but not cult, affinities over 50%. They can also use Spiritspeech at that range. In contact with another entity, spirits can sense exact POW, INT, and CHA, of that entity. They can also sense cult or religious affiliations. Contact is also the range of spirit combat. Spirits are sometimes tempted by the possibility of having a physical body, and a disembodied spirit may engage in spirit combat to capture itself a body. However, if an adventurer wins that spirit combat, they can potentially bind the spirit with the Spirit Binding spell and exploit it. Disembodied spirits can increase their POW by successful use of it, but their POW gain roll is only 5%. Spirits act on SR 1, but spirit combat is resolved on SR 12.

Cr e at ing a Spir it To create a spirit, first determine how powerful it is. A small and insignificant spirit might have POW of only 1D6 and CHA 1D3, a truly powerful spirit might have POW 10D6+6 and CHA 4D6+6! To randomly determine a value roll on the following table, or just determine the POW of the spirit.

Spirits D100

POW

CHA

01–10

1D6

1D3

11–20

2D6

1D6

21–35

3D6

2D6

36–75

3D6+6

3D6

76–90

4D6+6

3D6+3

91–95

5D6+6

3D6+6

96

6D6+6

3D6+6

97

7D6+6

3D6+6

98

8D6+6

3D6+6

99

9D6+6

4D6+6

POW + CHA

Damage

00

10D6+6

4D6+6

01–12

1D3

13–24

1D6

Other Characteristics

25–32

1D6+1

Some spirits also possess INT, which typically ranges from 2D6 to 4D6. These spirits are self-aware and sentient.

33–40

1D6+3

41–56

+2D6

+16 points

Additional +1D6

Spirit Combat All discorporate spirits possess the ability to engage in Spirit Combat. The spirit’s skill at Spirit Combat typically depends on the type of spirit, described in the Spirit Combat Level table, following. When in doubt, the skill is POW×5%. Spirit Combat Level Skill

Description

Examples

01–25%

The spirit has little skill A rock spirit, small with Spirit Combat. Such elemental spirit, plant spirits rarely possess spirit or other minor much CHA and almost spirit of the landscape. never possess INT.

26–50%

The spirit possesses An animal spirit or moderate skill with Spirit plant spirit with CHA, Combat. Such spirits medium elemental possess CHA but rarely spirit, disease or INT. healing spirit.

51–75%

The spirit is skilled with Most ghosts, large Spirit Combat and likely elemental, sentient is self-aware (i.e., has INT). animal or plant spirit, minor guardian spirit, powerful disease or healing spirit.

76–90%

The spirit is very skilled with Spirit Combat. This spirit might be very powerful or just very devious and crafty.

Important or knowledgeable ghost, temple guardian spirit, powerful landscape spirit.

90%+

This spirit is extremely skilled with Spirit Combat. This spirit is a formidable magician of the Spirit World in its own right.

Spirit of a shaman, a lesser god, or a longdead hero.

It is possible that a spirit with a comparatively low POW might have a very high Spirit Combat skill and vice versa. For example, the spirit of a great boulder might have a POW of 30, but a Spirit Combat of only 30%, while the spirit of a wily ghost from the Second Age might have a POW of 15 but a Spirit Combat of 85%!

Spirit Combat Damage The amount of spiritual damage a spirit can inflict in Spirit Combat is determined by adding its POW and CHA and consulting the Spirit Combat Damage table, following.

Movement Rate Spirits move at the following MOV rates: Type

MOV

Air

12 (can fly)

Darkness

12

Earth

3

Fire

6

Water

6

Lune

12

Spirit Powers The gamemaster should create unique or tailored spirits by giving them one or more powers. Everything imaginable exists in the Spirit World, from wraiths with fire elemental forms, warrior spirits that strike with spiritual swords that take away hit points instead of magic points, animal spirits that turn their enemies into lycanthropes, or others equally fanciful.

Active Possession If the spirit defeats a physical creature in spirit combat by reducing its victim’s magic points to 0, it can possess their body and actively control it. The spirit may try to indulge itself in physical experiences (such as attacking

165

RuneQuest people, consuming vast quantities of food and drink, rolling around in mud, self-harm, etc.), take no action whatsoever (including feeding itself ), or even carefully try to pass itself off as the possessed person.

Affect Environment Some spirits produce a specific effect when they manifest. They may alter the weather, produce strange smells or sounds, or distort the senses. All powerful spirits create some sort of effect. For example, the arrival of a powerful wraith is often accompanied by an aura of despair and hopelessness.

spirit has infected its victim with the chronic version of each disease carried, the disease spirit will try to withdraw to infect a new victim. If the victim dies, a new disease spirit is created from the victim’s now-corrupted soul. If the victim manages to defeat the spirit and drive it off or kill it, they will gain immediate immunity to any of the diseases carried by the spirit, for one year. Additionally, the intended victim will steal 1D3 POW directly from the spirit, subtracted from the spirit’s characteristic POW. This stolen POW is not diseased or tainted in any way and adds to the intended victim’s characteristic POW as if a POW gain roll had been made.

Bite This spirit can manifest a mouth or mouths. It can use its mouth to attempt a Bite attack. The skill is typically at 50%, and it usually does damage equal to 1D10 plus any damage bonus and is either against hit points or against magic points.

Elemental Form Able to form a body out of the appropriate element. For non-elemental spirits, this usually costs 1 magic point per cubic meter.

Chaos

Healing

Like everything else, spirits can have Chaotic features. Often a spirit manifests its feature only when it possesses someone.

This spirit can heal as many points of damage as it has magic points. It can only heal any one being once in a 24-hour period and the healing process takes an hour.

Communication Some spirits can speak with creatures of their domain via empathy, telepathy, or other means such as Spiritspeech.

Control Many spirits can control certain incomplete creatures, generally of their domain. This typically costs 1 magic point, lasts an hour, and cannot be resisted.

Covert Possession If the spirit defeats a physical creature in spirit combat by reducing its victim’s magic points to 0, it can covertly possess their body.

Curse Most spirits can only curse in specific ways, maybe only within their domain. This might take the form of sour milk, spoiled food, illness, lame animals, blunted or rusting weapons or tools, etc.

Disease The first time this spirit succeeds in spirit combat that is not successfully defended against, it infects the victim with the acute version of any disease it carries. For each subsequent success, it infects the victim with another disease or with the chronic version of a previous infection. After the disease

166

Passion If this spirit defeats a physical creature in spirit combat by reducing its victim’s magic points to 0, it covertly possesses it, cursing the victim with an emotional or mental blight which varies according to the spirit. A few Passions are described below: these function as normal Passions, though the subjects and acts they provoke can be different. The gamemaster should pick the specifics, as appropriate. Fear: If a fear spirit covertly possesses a host, that ..

host becomes Demoralized (as per the spirit spell) until the spirit is exorcised. Hate: The host develops an intense Hate at 100% towards one thing or person. Will act maliciously when the object of the hatred is nearby and will slander the object of hatred whenever possible. Hunger: The host craves food. Perhaps it will eat anything that is not nailed down, or perhaps it craves a certain type of food (such as human flesh) or drink. May possibly do damage if the host starts eating such things as glass, nails, etc. Impotence: The host becomes impotent and loses –50% from their Fertility Rune. Lust: The host develops an intense Lust at 100% towards members of a specific species.

.. .. .. ..

Spirits Madness: If the spirit covertly possesses its victim, ..

the victim becomes subject to fits of insanity. In any stressful situation, and at least once a day in any case, the spirit matches its POW against the victim’s POW. If the spirit overcomes the target, the target becomes incapacitated for 1D20 hours— screaming, giggling, or comatose for that period. Rage: The host will attack the nearest animate being in a berserk rage as if subject to the Berserk Rune spell.

..

Rune Magic The spirit possesses 1D6 or more Rune points tied to one of its Runes.

Search The spirits can find out or otherwise know about things in their domain.

Shape-change If a spirit with this ability possess a host, the physical form of its host is transformed into a specific creature. Thus, if a bear spirit with this ability possesses a human, it can transform the human into a bear. The spirit actively controls the body, although it retains its former Passions and physical needs. The host remains transformed until the spirit is forced out.

Slow Death If a spirit with this ability possesses a host, it slowly kills the host. Typically, the spirit does 1D3 damage per day to general hit points until the host dies or the spirit is forced out. The victim cannot heal naturally during this possession.

Spirit Magic The spirit possesses its CHA worth of spirit magic.

Spirit Weapon The spirit can manifest a semi-material weapon that does physical or magical damage. The spirit typically has a skill of POW×5% with the weapon. Damage is equal to the type of weapon and is either against hit points or magic points.

Telekinesis The spirit has the STR characteristic, even when discorporate, equal to its POW. The spirit’s STR can project up to 10 meters or more.

Animal Spirits These are the spirits of specific animals, the descendants of Hykim and Mikyh. Magicians often bind them into crystals or spirit matrixes, as a source of magic points, or to cast spells on their behalf. Shamans often make pacts with powerful animal spirits. Sometimes they possess a physical host, typically a living animal of their type, but occasionally these spirits possess an unlucky magician that failed to defeat them in a spirit combat initiated against them. Most animal spirits behave predictably towards discorporate magicians. They fear those whose cults give them reason to fear (such as Zorak Zoran or those tied to Chaos); they are friendly to those whose cults are friendly to them; but most they simply ignore. The characteristics of an animal spirit may be much greater than a typical living animal of that type.

C haracteristics Solid Form The spirit can create a body, with SIZ (at least), and often STR, CON, and DEX. This body may be relatively permanent, or the spirit may dissolve it at will. The spirit may require a substance to form the body.

Spirit Dart The spirit can project an immaterial dart or arrow that causes physical or magical damage from a distance. The spirit typically attacks with a skill of POW×5% and the damage ranges from 1D3 to 1D10, depending on the projectile type. The damage done may be against hit points or magic points. Range is as per the weapon type.

A verage

POW 1D6 to 4D6 3–14 INT 3D6 11 CHA 1D3 to 3D6+3 2–14 Move: Equal to POW Magic Points: 4–14 Skills: Spirit Combat POW×5%. Magic: Animal spirits typically possess their CHA worth of spirit magic spells. The spells depend on the type of spirit, as described in the list below: Amphibian (e.g., frog, newt): Detect ..

Enemies, Glue Arthropod, Other (e.g., centipede, spider, scorpion): Coordination, Spirit Binding

..

167

RuneQuest Bird, Carnivorous (e.g., hawk, raven, owl, ..

vulture): Demoralize, Farsee, Mobility Bird, Flightless (e.g., penguin, ostrich, demibird): Ironhand, Mobility Bird, Herbivorous (e.g., dove, rooster, songbird): Glamour, Shimmer Bird, Water (e.g., duck, gull, heron): Detect Enemies, Mobility Cephalopod (e.g., octopus, squid): Darkwall Crustacean (e.g., lobster, crab, barnacle): Protection Fish, Large Grazing (e.g., stingray, ocean sunfish, carp): Heal, Mobility Fish, Large Carnivorous (e.g., shark, grouper, pike): Demoralize, Slow, Strength Fish, Small (e.g., trout, flounder, piranha): Coordination, Rivereyes, Shimmer Insect, Herbivorous (e.g., locust, bee, cockroach): Coordination, Mobility Insect, Carnivorous (e.g., guard beetle, praying mantis, wasp): Disruption, Mobility Invertebrate, Other (e.g., clam, worm, jellyfish): Second Sight Mammal, Large Carnivorous (e.g., lion, bear, saber-toothed cat): Demoralize, Ironhand, Strength Mammal, Large Herbivorous (e.g., horse, bison, deer): Detect Enemies, Mobility, Vigor Mammal, Small Carnivorous (e.g., weasel, shrew, bat): Ironhand, Mobility Mammal, Small Herbivorous (e.g., rabbit, rat, marmoset): Detect Enemies, Silence Reptile, Herbivorous (e.g., tortoise, sea iguana): Countermagic, Protection Reptile, Other Carnivorous (e.g., alligator, snapping turtle): Demoralize, Protection Snake: Glamour, Heal, Slow, Vigor

.. .. .. .. .. .. .. .. .. .. ..

Demon s The term “demon” encompasses a wide array of Underworld spirits. Demons have the following characteristics: Demons can know any spirit magic spells. .. They usually have Darkness and Death Runes, and .. possess Rune magic from Darkness or Chaos cults. Demons have an effective DEX of 20 and may engage in physical combat at will. The number of hit points and armor points the demon has is always equal to its current magic points. If a demon casts spirit magic, its hit points and armor are reduced accordingly. For example, if a demon has 10 magic points, it will also have 10 hit points and 10 points of armor. If this demon was hit for 12 points of damage, 2 would get through its armor, and it would have 8 hit points left—which would also reduce its armor and magic points to 8! If it uses 2 magic points, its hit points and armor are also reduced by 2.

.. ..

..

Magic: Demons know 3D6 points of spirit magic (not limited by CHA). They also have Rune points with a Darkness or Chaos cult chosen by the gamemaster.

..

Demon Characteristics

.. .. .. ..

..

These are only examples and are not intended to restrict spell choices for these spirits. Animal spirits associated with Hsunchen cults may have Rune magic. Special Abilities: Animal spirits often can shape-change those they possess into their specific animal type. The host remains transformed until the spirit is removed.

Small

Medium

Large

STR

20

25

30

CON

Depends on POW

Depends on POW

Depends on POW

SIZ

20

25

30

INT

3D6

3D6

3D6

POW

1D6+6

2D6+6

3D6+6

DEX

20

20

20

Rune Points

1D6

2D6

3D6

Move

12

12

12

Small

Medium

Large

Weapon

Claws

Claws

Claws

Attack %

50

75

100

Damage

2D6

3D6

4D6

5

4

4

SR

168

Spirits

Di sease Spirits

Nyctalopes

Spirits of disease are spirits specifically bound to the service of the Mother of Disease and have a special type of spirit combat. In spirit combat, the initial attack is normal. But if the spirit of disease should succeed in an attack when the victim fails, the spirit can try to infect the target with any of the diseases which it is carrying. This infection requires another roll overcoming the target’s Spirit Combat skill, as if the disease spirit was trying to possess the victim. If successful, this does not force the victim’s spirit from the body but infects the victim with the acute form of any disease carried. A second success infects the victim with the chronic version of the disease (see Disease, pages 154–156 of the RuneQuest core rulebook). If the victim manages to defeat the spirit and drives it off or destroys it, the victim gains immediate immunity to any of the disease carried by the spirit for a year. Exposure to those diseases will not affect the character. They also will steal 1D3 POW directly from the spirit, subtracted from the spirit’s characteristic POW. This stolen POW is not diseased in any way and adds to the characteristic POW as if a POW gain roll had been made.

A species of minor darkness demon, a nyctalop can easily be mistaken for a darkness elemental, but in the middle of their pool of darkness a large sub-luminescent eye is generally visible. They come in different sizes and can float through the air, as with darkness elementals. A nyctalop’s SIZ is expressed as a volume rather than a characteristic number: for example, a nyctalop would be described of having a SIZ of 3 cubic meters. A nyctalop attacks by forming part of its body into a claw or talon and striking out. The first blow that hits an enemy, even if parried (but not dodged), does Fearshock (as per a normal darkness elemental attack). Subsequent attacks do damage only, unless that enemy has not been struck by Fearshock for several minutes. A nyctalop can freely interchange magic points and hit points on a one-for-one basis. A nyctalop knows its full CHA in spirit spells. Typical spells include Darkwall, Demoralize, Dullblade, Shimmer, and similar Darkness-oriented magic. A nyctalop can dispel earth- or fire-related spells by spending magic points—each magic point spent counts as 1 point of a Dispel Magic vs. the target spell. They never know the Heal spell, because of their special power. A nyctalop can always sense the POW and magic points of those within view. It can sense through total darkness, but not through a Lightwall.

C haracteristics

A verage

POW 3D6+6 Move: Equal to POW

16–17

H ealing Spirits Healing spirits are available to shamans and to priestesses of Chalana Arroy. A healing spirit can rid an infected person of his disease in just the same manner as a spirit of disease gave it. The healing spirit must engage the disease in combat. The strength of the disease equals the victim’s characteristic POW. If the healing spirit succeeds in “possessing” the disease, it will drive the sickness from the victim’s body. If a spirit of disease and a healing spirit meet in spirit combat, the first to overcome and ‘possess’ the other will permanently neutralize the other’s abilities. For example, if a POW 16 healing spirit engages a POW 14 spirit of disease, both will be able to attack the other. If the spirit of disease succeeds in its attack, and the healing spirit misses its attack, the disease spirit then can attempt to neutralize the healing spirit. If it immediately overcomes the healing spirit’s POW again, the healing spirit will lose its disease curing properties, and it becomes a normal disembodied spirit.

C haracteristics

STR 1D6 per meter3 SIZ 4–20 meters3 CHA 1D6 POW 1D6 per meter3 Hit Points: 1D6 per meter3 Move: 6 Attack: Nyctalopes Attack % is 10% per meter3 Weapons: Nyctalopes use darkness tendrils that do 1D6 + damage bonus based on STR×2 + Fearshock* Sample Nyctalope Characteristics Small

Medium

Large

STR

4D6

8D6

20D6

SIZ

4 meters3

8 meters3

20 meters3

CHA

1D6

1D6

1D6

POW

4D6

8D6

20D6

Hit Points

4D6

8D6

20D6

169

RuneQuest Sample Nyctalope Attacks Small

Medium

Large

Weapon

Darkness tendril

Darkness tendril

Darkness tendril

Attack %

40

80

200

Damage

1D6 +1D4 + Fearshock*

1D6 +2D6 + Fearshock*

1D6 +8D6 + Fearshock*

3

3

3

SR

* See the Dehori Attack table on page 179.

Plant Spirits These are the spirits of specific flora. In the Spirit World they take the form of Aldryami (such as dryads, elves, or runners). Flower spirits take the form of tiny elves with transparent wings, while fungus spirits appear as diminutive black elves. Magicians often bind them into crystals or spirit matrixes, as a source of magic points, or to cast spells on their behalf. Shamans often make pacts with powerful plant spirits. Plant spirits rarely possess physical hosts other than other plants; however, some malevolent plant spirits do possess those they defeat in spirit combat. The victims of such possession typically suffer effects akin to the Madness Rune spell or the spirit Slow Death special ability. Many plant spirits are self-aware (i.e., have INT) and have great knowledge of their area.

C haracteristics

Ghosts Ghosts are the spirits of the restless dead. Ghosts found on the Middle World are always tied to a specific site or object, and either cannot leave or must return if they do leave. Ghosts come in many forms. Some can change shape, and the most common form is a dark cloud, especially in daylight. Others can take multiple human forms, assume beast shapes, change gender, or even remove body parts and send them roaming about. Possession is a common general trait of ghosts, but many desire direct interaction with mortals. An encounter with a ghost can leave a lingering or permanent effect, depending on the suffering of the victim and degree of success of the ghost. Some types of ghosts are passive or even pleasant. Ghosts can become visible at will and engage intruders in spirit combat. If a ghost reduces a foe to zero magic points, it will possess the victim. Even if a ghost possesses someone, it remains tied to its site and may not leave. Most ghosts are malign and hate the living. They are frequently insane. Ghosts possess INT, POW, and CHA.

A verage

POW 1D6 to 5D6+6 3–24 INT 3D6 to 4D6 11–14 CHA 1D3 to 3D6+6 2–17 Move: Equal to POW Magic Points: 4–24 Magic: Plant spirits typically know their CHA worth of spirit magic spells. Available spells include Befuddle, Countermagic, Detect Life, Dispel Magic, Heal, Protection, Spirit Screen, Strength. Special Abilities: Healing, Rune magic (Aldrya or Flamal). Some malevolent plant spirits possess the Madness Rune spell or the Slow Death special ability.

G enius Loci Most spirits are free to wander throughout the Spirit World, although they swarm around sacred ground and places of sacrifice. However, some spirits are bound to a place or event. The voluntary movements of these genius loci are typically restricted to their “area” (thus a dryad cannot physically

170

leave her grove and a nymph cannot leave her location or landform). Spirits of a group or community are often bound to a physical object or creature. Spirits of the restless dead are often bound to the area around the place of their death or to their killer. Almost any type of spirit can also be a genius loci.

C haracteristics

A verage

POW 4D6 14 INT 2D6+6 13 CHA 3D6 10–11 Move: Equal to POW Magic Points: 14 Magic: A ghost may possess any type of magic, at the gamemaster’s option.

Guardian Spirits These spirits are specially bound as guardians of a specific area or thing. As such they have special characteristics not found in the usual run of spirits. Entering the area they guard is equivalent of challenging them to spirit combat. Combat will commence after 1 melee round of warning from the spirit. Some will not give a warning. The spirit is bound to a single area or thing. However, if the character facing a guardian spirit attempts to go through a guarded entryway, or take the treasure being guarded, the

Spirits guardian spirit will continue to engage, only returning to its area after the combat is over. Guardian spirits will attempt to reduce their opponent’s magic points to zero through Spirit Combat but almost never (95% of the time) attempt to possess their defeated opponent. Many guardian spirits damage hit points instead of magic points. Because they are already effectively bound to the area they guard, guardian spirits cannot be bound. They must be destroyed in Spirit Combat or avoided. Guardian spirits may be created as per other spirits, and typically have one or more special powers.

Landscape Spirits These are spirits of a place, such as a prominent stone, a stream, or a meadow. They often serve a more powerful spirit such as a nymph. Shamans often enter into pacts with landscape spirits. Very powerful landscape spirits may be the subject of a Spirit cult.

C haracteristics

A verage

POW 3D6+6 16–17 INT 3D6 10–11 CHA 3D6 10–11 Move: Equal to POW Magic Points: 10–11 Magic: Landscape spirits typically know their CHA worth of spirit magic. Available spells include Countermagic, Demoralize, Dispel Magic, Heal, Ignite, Mobility, Repair, Second Sight, and Spirit Screen. Rune Magic typically includes Bless Crops and Divination. Special Abilities: Healing, Rune magic, Slow Death.

Nymphs Nymphs are feminine manifestations of the consciousness of various places of nature such as a hill, lake, meadow, or river. At will, a nymph can form (or dissipate) a human-like body from the substance of her home. They usually take the form of a beautiful and desirable female of whatever species they are speaking to. Nymphs manifest the primal magic of fertility and desire, and so most nymphs appear sexually attractive to sentient beings. Malevolent nymphs reflect a deep sense of rejection and are correspondingly hideous. Nymphs are lesser goddesses. They can sense all spirits within their home area and usually rule the spirits of their home. They can command non-sentient beings that reside within their home. Some nymphs are so powerful that they are worshiped by shamans or a local Earth cult. At regular

or special times, such a nymph is called forth to share herself with worshipers who offer wine, dance, and songs. There are many types of nymphs (and many ways of classifying them). Some of the more common are: Naiads: These are the petty goddesses of rivers, lakes, and springs. They form their bodies directly from the water. For every 10 meters a naiad is from her body of water, she loses 1 magic point. Oread: These are the petty goddesses of the mountains and hills. For every 20 meters an oread is from her mountain or hill, she loses 1 magic point. Wild Women: These petty goddesses rule the wilderness, roaming across hills and valleys. As they go, they dance in wild ecstatic celebration, giving blessings to those that please them and withholding their blessings from those that displease them.

C haracteristics

A verage

STR 4D6 14 CON 4D6 14 SIZ 2D6+6 13 INT 3D6+6 16–17 POW 2D6+18 25 DEX 4D6 14 CHA 2D6+12 19 Hit Points: 18 Move: 9 Magic Points: 25 Base SR: 4 Special Note: A nymph may initiate spirit combat when discorporate. Armor: None. Skills: Climb 110%, Conceal 90%, Dance 120%, Dodge 120%, Hide 90%, Move Quietly 90%, Sing 120%, Spirit Combat 115%. Languages: All local languages 80%. Runes: Earth or Water 100%, Fertility 100%. Magic: Has CHA points of spirit magic, usually including Befuddle, Binding, Coordination, Extinguish, Heal, and Shimmer. Usually has 1D20 Rune points of Earth or Water and Fertility-connected Rune magic. Bodiless: May form body at will. Command: A nymph can command any incomplete creature born or living in her “domain” for 1 magic point. The creature may not resist this charm, which lasts for one hour.

171

RuneQuest Nymph Hit Locations Location

D20

Armor/HP

Right Leg

01–04

0/6

Left Leg

05–08

0/6

Abdomen

09–11

0/6

12

0/7

Right Arm

13–15

0/5

Left Arm

16–18

0/5

Head

19–20

0/6

Chest

only re-emerge from the earth into a skull—its own or another on SR 5 of the next available round. It must spend 1 magic point per round to move but does not need to spend any magic points to remain immobile. Sprul-Pa Hit Locations Location

D20

Armor/HP

Right Leg

01–04

1/1

Left Leg

05–08

1/1

Abdomen

09–11

1/1

Chest

12

1/1

Weapon

%

Damage

SR

Lower Right Arm

13

1/1

Fist

80

1D3+1D4

8

Lower Left Arm

14

1/1

Upper Right Arm

15–16

1/1

Upper Left Arm

17–18

1/1

Head

19–20

4/4

Sprul-pa These mindless servitors of the Earth can be found serving some of the more destructive Earth cults. They are conjured out of earth combined with the bones, hide, and heads of animals sacrificed to her. A sprul-pa appears as a roughly human-sized thing, covered in bloody vines, and with the head of a dead cow or bull, held together with vines and sticks. The sprul-pa are not undead and are more akin to Earth elementals. The name sprul-pa is an ancient one, meaning “conjured thing,” and is not specific to these creatures. These servitors lack CON and thus total hit points. If a limb is broken or smashed, the servitor continues fighting as best it can. If its head is destroyed, the sprul-pa ceases to act.

C haracteristics

A verage

STR 2D6+8 15 SIZ 3D6 10–11 POW 2D6 7 DEX 3D6 10–11 Move: 8 Magic Points: 7 Base SR: 5 Armor: 1-point hide over limbs and body, 4-point bone and horns on head. Skills: Dodge DEX×3%. Runes: Death 50%, Earth 75%. Earth Passage: On SR 5, a sprul-pa can spend 1 magic point and descend into the ground, sinking to the level of its skull, which becomes detached if the sprul-pa moves away or goes deeper than surface level. It can move its normal MOV while buried. It can also do this with soil walls, at which point the skull drops to the ground. Like a hermit crab switching shells, it can

172

Weapon

%

Damage

SR

Right Claw

55

2D6+1

9

Left Claw

55

2D6+1

9

Notes: A sprul-pa can claw the same opponent twice in the same melee round. The sprul-pa initially uses its upper arms to attack. If an upper arm is destroyed, it continues to attack with the lower arm.

Voughs By nature, voughs are water-sprites or water-demons in the form of old, blue-, green-, or black-faced hags, with metal claws and heavy, dripping wet robes. They can fight with any weapons, but many prefer to use their claws in conjunction with long barbed whips, magically braided from the skins of their prey. They are obscenely fecund, and periodically give birth to their grisly young—the brollachans. Voughs are known throughout Glorantha, both in fresh water and salt. They breed with undines, river horses, and even captured humans, and then give birth to brollachans. Voughs dislike most land-dwellers, but usually refrain from attacking those that hurl them a sacrifice; usually a goat or pig, though a man will do as well. A vough cannot be pacified in this manner if the adventurers have slain one of its brollachans. Voughs are capable of merging with their native water and dissolving at any time. When so merged, they may attack as a large water elemental, either above or below water. Voughs are tied to water. They lose a point of STR for every 20 meters they move away from their native water. The robes and whips of voughs are semi-magical and could be

Spirits taken by their conquerors. A vough’s whip requires a STR of at least 17 to use and will gradually decay into rotting shreds of flesh without the vough’s magical song employed over it each night. The vough’s robes are worth 6 points of armor when wet and 3 points when dry. They have an ENC of 12 and cover the entire body. The robes are noticeably haggard and stained and will draw attention if worn.

C haracteristics

A verage

STR 6D6 21 CON 2D6+12 19 SIZ 1D6+12 15–16 INT 4D6 14 POW 3D6+6 16–17 DEX 2D6+6 13 CHA 4D6 14 Hit Points: 20 Move: 8/12 (Swim) Magic Points: 17 Base SR: 3 Armor: 2-point skin, plus soaking wet robes worth 6 more points, for a total of 8 points of armor. Skills: Dodge 35%, Hide in Cover 80%, Move Silently 95%, Spot Hidden 50%, Swim 80%.

Languages: Speak Seatongue 70%. Runes: Water 100%, Death 100%. Spells: Knows spells up to CHA limit. Usually Demoralize, Disrupt, Heal, Ironhand, and Strength, at least. Rune Magic: Voughs with POW over 18 are automatically able to sacrifice for Rune magic as priests of their chosen water deity. They only rarely possess allied spirits. Vough Hit Locations Location

D20

Armor/HP

Right Leg

01–04

8/7

Left Leg

05–08

8/7

Abdomen

09–11

8/7

12

8/8

Right Arm

13–15

8/6

Left Arm

16–18

8/6

Head

19–20

8/7

Chest

Weapon

%

Damage

SR

Pts

Whip**

90

1D10**

3

6

Claw*

80

1D6+1D6

7



* A vough can hit with both the whip and a claw in each melee round, against either one or two foes. The claws are made of Rune metal (usually aluminum; extremely powerful voughs may have claws formed of rust-proof iron). The whip can reach out 10 meters. ** If the whip gets a special success, then it will coil around the hit location it strikes and the vough may try to pull the target off his feet. If it is parried on a special success, the whip will wrap itself around the parrying weapon and the vough may try to yank it out of the victim’s hands. In any case, a successful STR vs. STR roll must be made by the vough against the victim for the special to take effect. If the vough fails to overcome the target’s STR, the whip uncoils. Whips are difficult to wield (even for the vough), and the chances of fumbling are doubled. Although a typical vough has a chance to hit equal to 90%, the chance of fumbling with the whip is 99–00.

W y ters A wyter is the spirit of a community. It is a magical entity which is linked to its members and a leader and has been conferred with special powers and abilities. The community may vary, and wyters have been associated with everything from villages, military regiments, temples, clans, tribes, and cities. Any community with a Passion associated with it has a wyter. A wyter is a powerful resource for a community but also the community’s most precious treasure. Without the wyter the community does not exist. The origins of an individual wyter varies, and wyters include the spirits of dead heroes, genius loci, children of gods, artificial psychic constructs, souls of extinct spirits, intelligent

173

RuneQuest elementals, and many other possibilities. Whatever the origins, these magical entities have become wyters because of heroquests that bind the spirit and the community together. A wyter is incapable of recovering its own magic points. Instead, the community worships the wyter and gives it magic points on the wyter’s seasonal holy days. This worship is often combined with that of a local cult, such as Orlanth or Ernalda, making the wyter a local subcult of the greater cult. A wyter has a single person it is bound to, typically the leader of the wyter’s community, e.g., the king of a tribe, a clan chief, the high priest of a temple, etc. For game purposes, this person is called the wyter’s priest; depending on the local traditions the priest might be a Rune Priest, Rune Lord, God-talker, or even just an initiate. The priest must sacrifice a point of POW to the wyter to establish a link between the two. The wyter communicates directly with its priest. The priest can direct the wyter to travel to places within its range, perceive things, cast spells, etc. Additionally, the priest can use the wyter’s magic points as if it were an allied spirit. The wyter can be transferred to another priest; this requires consent of all involved and an additional sacrifice of POW by the new priest. Such transfer is fraught with peril and is never lightly made. The wyter can cast any Rune spell or spirit magic spell known by its priest (assuming the priest is within range of the wyter). A wyter spends points of its characteristic POW instead of Rune points when casting Rune spells with a chance of success equal to its CHAx5. A wyter has one or more additional spirit abilities, as determined by its origins, the heroquest that brought it the community, and subsequent heroquests. These abilities can be used against multiple targets by spending additional points of POW. Each point of POW spent lets the wyter use the ability on an additional 5 members of the community. A wyter may cast spirit magic or Rune spells on any member of its community when directed to by its priest. The wyter may even simultaneously cast the same spell on multiple members of the community by spending additional points of POW. Each point of POW spent lets the wyter cast the spell on an additional 5 members of the community. A wyter must reside in a specific sacred thing in the mundane world, such as an idol or dolmen, or less commonly a smaller object like a weapon, animal, or even a regimental standard. Its presence makes the object glow with an internal “light” visible even under direct sunlight and perceived even by beings without visual perception or using senses like Darksense.

174

A wyter can travel incorporeally some distance from its sacred object. The distance depends on the wyter and its community, but typically the range is around a half kilometer per point of POW possessed by the wyter. The wyter’s range for perception, spell casting, spirit combat, etc., is from the location of its discorporate self and its sacred object. A wyter is not automatically aware of everything within its area of activity and must be directed to search for things by its priest. Wyter Size Table Community

POW

CHA

Shrine, Large Family, or Vexilla (50–100 members)

4D6+6

3D6

Shrine, Village, or Company (100–250 members)

5D6+6

3D6

Minor Temple, Clan, or Regiment (250–1,000 members)

6D6+6

4D6

Major Temple, Small Tribe, Large Town (1,000–3,000 members)

7D6+6

3D6+6

Major Temple, Large Tribe, City (3,000–7,000 members)

8D6+6

5D6

Great Temple or Large City (7,000+ members)

9D6+6

4D6+6

Great Temple or Metropolis (15,000+ members)

10D6+6

6D6

Kogui

Village deity Kogui is a guardian spirit of the Elkenvale in Sartar. The local villagers know how to contact him, and he serves as something of an allied spirit for the chief of the local clan. Kogui manifests as an elk of maximum characteristics.

C haracteristics POW 23 INT 13 CHA 11 Move: Equal to POW Magic Points: 23 Rune Points: 10 Abilities: Can physically manifest as an elk with maximum characteristics. Skills: Sense Intruders 100%, Spirit Combat 90%. Runes: Air 80%, Earth 80%. Spirit Magic: Befuddle, Mobility, Heal 6. Rune Magic: Can use his Rune points on the following spells: Cloud Call/Clear, Heal Wound, Leap, Shield, Wind Words.

Spirits

Snake Daughters

Ernalda Temple Guardian The Snake Daughters are daughters of Ernalda and guard her temples and holy places. They can be summoned as Cult Spirits by various Earth Cults such as Ernalda and Maran Gor, requiring at least 4 Rune points. Snake Daughters typically hover invisibly around a statue of the Snake Daughter (actually her physical body) near the entrance to the temple but can travel in discorporate form throughout the temple precinct. The Snake Daughter can also inhabit her statue and give life to it, allowing her to move and act physically. In her physical form, the Snake Daughter has the torso, arms, and head of a beautiful woman with the lower body of a giant serpent. She appears to be made of green stone. If her body is killed, she discorporates, only to create a new body at the next temple holy day. Snake Daughters are often worshiped by their temples as a subcult of Ernalda. The Snake Daughter protects her temple and its worshipers within its sacred precincts (which extend outside of the temple itself to include sacred lands of the temple) and can magically communicate with the chief priestess (assuming she is within the sacred grounds) as if she were an allied spirit.

C haracteristics

A verage

STR 2D6+12 19 CON 4D6 14 SIZ 4D6+8 22 INT 2D6+6 13 POW 6D6+6 27 DEX 3D6+6 16–17 CHA 3D6+8 16–17 Hit Points: 21 Move: 8 Magic Points: 27 Base SR: 1 Armor: Has 5 points of green stone hide everywhere. Tail and abdomen have an additional 2 points of stony scales. Skills: Dance 120%, Spirit Combat 135%. Passions: Loyalty (temple) 90%. Runes: Earth 100%, Fertility 85%. Magic: The Snake Daughter possesses spirit magic spells equal to her CHA. She also possesses 4D6 Rune Points in Ernalda magic, plus she has access to Create Fissure (which she provides the temple initiates as subcult magic). Snake Daughter Hit Locations Location

D20

Armor/HP

Tail

01–08

7/8

Abdomen

09–11

7/7

12

5/8

Right Arm

13–15

5/6

Left Arm

16–18

5/6

Head

19–20

5/7

Chest

Weapon

%

Damage

SR

Battle Axe

85

1D8+2+2D6

4

Entrance

Special*

Entrancement

1

85

2D6+constriction**

10

Constriction

* The Snake Daughter must match her POW against her target’s POW. If she succeeds, her target is entranced and cannot act against her for as many hours as she has CHA. If she fails, she cannot attempt to entrance that target again. ** When hit by the constriction attack, the target is held in the Snake Daughter’s coils and takes damage automatically on succeeding rounds. Armor will protect only until cumulative damage surpasses armor points, when it is crushed and broken. Constriction damage is equal to the Snake Daughter’s damage bonus.

175

RuneQuest

She That Strikes from Afar

Minor Class, Lunar College of Magic

This wyter belongs to one of the Minor Classes of the Lunar College of Magic. Her name is a secret known only to the unit’s members, the Dean of the Lunar Field School, and the Red Emperor. She is often called “She That Strikes from Afar.” She That Strikes from Afar assists her minor class unit in war and can accompany their discorporate spirits as far as 46 kilometers away from her sacred regimental regalia under a Full Moon. She is in Mindlink with her Chief Priestess and with the priestess of each seven-member section. The spirit can engage in Spirit Combat and attack as though she were very large Lune (3×12×3 cubic meters, see page 181). She appears as an intangible red woman with fourteen arms.

C haracteristics POW 31* INT 17 CHA 17 Move: Equal to POW Magic Points: 31* Rune Points: 16 Abilities: Can attack with both spirit combat and attack like a Lune (Moon Elemental). can cast any Rune or spirit magic spell known to its priest as if it were an allied spirit; however, Rune spells use points of characteristic POW rather than Rune points. By using additional points of POW, the wyter can use spells or special abilities on multiple targets. Can use magic points (instead of Rune points or POW) to cast Madness. By using additional magic points, it can cast Madness on multiple targets. Skills: Spirit Combat 155%. Runes: Moon 100%. *Note: POW is subject to the Lunar cycle. Thus, POW 46 on Full Moon Day, POW 31 on the Half Moon days, POW 24 on Crescent Moon days, and POW 15 on Black or Dark Moon days.)

Embodied Spirits Disembodied spirits have no physical form. Most spirits cannot incorporate in the material world except by being bound by a magician into a physical object or creature. However, some spirits (such as elementals, dryads, nymphs and other genius loci) can incorporate in the material world, taking physical substance from their chosen matter.

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Summoning Elementals The Elemental Rune cults can summon elementals of their Element. Elementals usually come in three sizes: small, medium, and large. The elemental will fight for the summoner until it is physically destroyed, or the 15-minute time limit is up, whichever comes first. Having sacrificed for an elemental, the summoner will get the same elemental every time he summons it. Its characteristics will never change, even if it is physically destroyed. However, if its POW is reduced to 0, it will never return, and the character must resacrifice if he wants another elemental. An elemental cannot be summoned without at least some of that element present. It need not be anywhere near the amount used in the elemental, but if a character is out of the water in the desert, they cannot summon a water elemental! It takes an elemental one melee round to form, and one melee round to receive orders. While the summoner is giving the elemental orders, neither the elemental nor the summoner may do anything else (such as parry the blow the giant is getting in). Elementals do not possess INT, and act solely based on physical tropisms. Orders to the elemental are followed literally, and complicated orders are likely to be mixed up. The summoning character may change its orders at any time. An elemental may be summoned to appear anywhere within 60 meters of the summoning character. Note the difference from the usual range limit for Rune magic spells. An elemental will not move unless ordered to do so. However, an elemental automatically attacks anything caught within or on top of it. Of course, this can include the summoning character. Any number of elementals may be summoned at one time, controlled by one character, as they fight independently.

Spirits that physically manifest in the material world typically have STR, CON, SIZ, and DEX. The values range depending on the manifestation—some examples have been included in this chapter, such as elementals, nymphs, whirlvishes, and wraiths. Embodied spirits cannot voluntarily engage in spirit combat nor cast spells when embodied.

Elemen ta ls Elementals are spirits of one of the Elemental Runes (Air, Darkness, Earth, Fire/Sky, Moon, and Water) that have been embodied in the local environment. The lesser ones are not truly sentient but can be summoned and controlled by powerful magicians (most commonly those of appropriate Rune cults). More powerful and sentient elementals are known; such entities are usually servants of the gods or even

Spirits

Other Umbroli Windhags, pale maidens, bridgekeepers and well spirits are all elemental spirits of the air. Here are some additional types:

Banshee: These spirits howl terribly, demoralizing those who hear it like a ghoul (see page 98). Either a bad omen .. and deathbringer, or else a helpful warning, depending on how you look at it. Breathtaker: This spirit steals your breath which makes you weak and feeble. To stop a fleeing deer, send a breath.. taker on it. Breathtakers are dangerous though—they grow stronger as they steal someone’s breath and might escape your command and turn on you. Related to the windhag.

Knifewind: This spirit stabs you with ice-cold knifes of wind, leaving you demoralized and chilled to the bone. They .. are reluctant to leave their abodes, so summoning is difficult. Malodors: These are incredibly stinky air elementals. Sending them to your enemy’s house is a cheap curse. They are .. also a bad omen. On rare occasions, a malodor is poisonous with a systemic poison gas with POT equal to its POW. Whirlwind: These air elementals are useful for general havoc. It is wise to be careful if summoning a big one. .. Windflowers: These air elementals emit the smell of different flowers or some other lovely fragrance—a windrose .. smells of roses. Voria’s followers are very fond of windflowers.

lesser gods. Such elementals often have other powers and abilities beyond the general properties described below. There are also Lunar elementals, but they require a moon rock from the surface of the Red Moon to be summoned.

Gener a l Propert ies Most elementals are incomplete entities possessing only STR, SIZ, and POW. Their hit points are related to their SIZ, as explained later. An elemental’s SIZ is expressed as a volume rather than a characteristic number: for example, an elemental would be described of having a SIZ of 3 cubic meters (meters3). If a point value is needed for an elemental’s SIZ, the elemental’s hit points may be used as its SIZ. Thus, if an elemental with 10 hit points climbed into a box and was lifted by an adventurer, its SIZ could be treated as if it were 10. Most elementals lack INT and are not truly sentient. They are capable of being controlled by spells, but when left on their own, they will simply do whatever is natural: fire elementals burn flammable materials within reach, water elementals flee to the lowest possible spot, earth elementals sink into the soil, darkness elementals flee light, and air elementals breeze around. Many elementals are servants of the gods, and priests of certain deities learn to control appropriate elementals. The greatest elementals are self-aware and sentient and are often worshiped as part of a cult.

All elementals can be struck in combat with ordinary weapons, breaking up their physical form and eventually disrupting them. They have only one hit location and no armor. When an elemental has been reduced to 0 hit points, it dissolves. Its spirit returns to its realm, from where it may be summoned again to inhabit another volume of material.

Air Elementals (Umbroli) Air elementals (commonly called umbroli) resemble mobile whirlwinds. All can raise a wind; even the smallest can lift and throw small objects. The largest can throw human-sized objects or can carry them aloft in the air. Umbroli Characteristics Small

Medium 6 meters

10 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

12

12

12

POW Movement

3

Large

3 meters

SIZ

3

Abilities: An air elemental can carry objects or people with a total SIZ equal to or less than the air elemental’s STR. It can create a breeze or a small whirlwind. An air elemental can increase a sailing ship’s speed by filling the

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RuneQuest sails. An air elemental may blow arrows or other missile weapons off course. Attack: An air elemental attacks by taking a character caught within it and throwing them to the top of the elemental, and then dropping them. Damage done is 1D6+1D6/3 meters of fall. Thus, a small air elemental can do a maximum of 2D6 damage, but by making the elemental 6 meters high, a medium air elemental can do 3D6 damage, and a large air elemental does 5D6. An adventurer may try to resist by pitting their STR against that of the elemental. If the character resists, they stay on the ground. If there is more than one target within the area covered by the elemental, it may divide its STR equally among the targets and overcome each STR on an individual basis. Thus, a large air elemental with a STR of 30, having three targets within one area, can attack each target with a STR of 10. If it works against one, but not against the others, then one victim goes flying while the others stay on the ground. If so commanded, it will attack only one target, leaving the others alone.

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Other Dehori More powerful and sentient darkness elementals are also called dehori. They are worshiped by the trolls as their ancestors. It is widely believed that the huge shadows that wander around Shadow’s Dance are immense dehori. Most know spells. Most have a Darkness elemental body. Many possess unique powers. Others merely emanate darkness, without cold or Fearshock, rather like the Argan Argar Create Shadow spell. The gigantic mindless shadows of Shadows Dance are of this variety. See Babaka Fegh (page 183) for a sample sentient dehori.

Adventurers may choose to attack or cast spells at an air elemental instead of resisting, in hopes that the air elemental will be destroyed in mid-toss, causing only half damage for the toss. The characters will be tossed, however. Note: More powerful and sentient air elementals are also called umbroli and are living winds. The strongest umbroli are minor gods, such as the Seven Winds of Dragon Pass, and are worshiped by local clans and tribes.

Spirits

Darkness Elementals (Dehori)

Earth Elementals (Talosi)

Darkness elementals (commonly called dehori, or shades) are pools of darkness, and are supernaturally cold.

Earth elementals (commonly called talosi or gnomes) can shape the earth in almost any way: they can create pits, tunnels, or walls, expel objects, and even plow fields. An earth elemental cannot be summoned or travel through areas floored by quarried stone or solid rock. However, it likes very rocky soil. An earth elemental moves directly through the earth, leaving a trail of overturned and ground dirt behind it. It cannot leave the soil and looks like a whirlpool or pulse in the earth itself.

Dehori Characteristics Small 3

Medium

Large

2 meters

6 meters

10 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

6

6

6

SIZ

POW Movement

3

Abilities: Any fire, heat, or light source taken within a dehori (and weaker than it) is extinguished by its Darkness. Anyone within a darkness elemental is sensorially deprived— the senses of touch and hearing are benumbed, sight is impossible, and the freezing air blunts the sense of smell. Troll Darksense is not affected by a darkness elemental. Attack: Darkness elementals attack by filling its victim with such terror they cannot move, causing them to collapse, or even die of fear. It uses its POW against the CON of the victim(s) as if it were a POW versus POW magical attack. In combat, a darkness elemental engulfs its victims in darkness. It can engulf about one human sized victim per cubic meter of volume. The darkness elemental attacks with this Fearshock on the first round a target is engulfed. The attack roll is compared against the CON of each target caught in the darkness. Any creature with the Darkness Rune can use its value to their defense against the Fearshock with an augment. While the character is engulfed, they cannot be affected by the darkness elemental’s Fearshock after the first round. However, if the character or the darkness elemental leaves and returns, the character will be attacked again. Unconscious characters cannot be affected by an elemental’s Fearshock. If the darkness elemental’s attack is successful, roll for the result on the Dehori Attack table: D100

Result

01–05

Victim dies of fear

06–35

Victim collapses for 20-CON full turns.

36–65

Collapses for 20-CON melee rounds.

66–95

Victim cowers in fear for 20-CON melee rounds, acting in all other ways as demoralized.

96–00

Victim runs in fear for home for 20–CON melee rounds. Will attack fanatically if no place to run to.

Talosi Characteristics Small

Medium

Large

1 meter3

3 meters3

10 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

Damage Modifier

0

1D6

3D6

Movement

3

3

3

SIZ

POW

Abilities: An earth elemental can open pits in the soil, make tunnels, and find buried objects. It can also be used for holding objects stuck into the dirt, keeping loose tunnel roofs from falling, or forming mounds and ridges in the soil (no larger than the elemental’s volume). An earth elemental has many homely uses such as uprooting tree trunks, plowing fields, and clearing foundations for homes. In war, an earth elemental could be used to undermine or build fortifications. Earth elementals are perhaps the most generally useful elemental. An earth elemental can carry a person and “swim” through the soil if it has STR enough to carry that person. There is no air underground, and an individual being carried must make CON rolls or suffocate. The earth elemental can only do this with an unresisting passenger. An earth elemental can carry several people if its STR is sufficient. Attack: In combat, the earth elemental uses its volume to engulf its opponents, opening a pit beneath a foe with a maximum volume equal to its own volume. It can engulf about half of one human-sized victim per cubic meter of volume. The depth of the pit depends on the size of the elemental. A small earth elemental simply engulfs the victim’s legs. A medium earth elemental can swallow victim

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Underworld Spirits Some sample beings of the Underworld and dark places are: ice spirits, abyssal spirits, and blizzard spirits. Others include: Frosts: These are rather like shades but lack Fear.. shock and are not particularly dark (i.e., they can be

seen through). However, the frost’s freezing effect exists in various degrees of intensity—the weakest frosts produce cold no worse than a normal shade, but some freeze at a rate of 1D3, 1D4, 1D6 hit points per round, and so forth, on up to 3D6 or even more. Glooms: CHA 2D6, POW from 3D6 to 8D6, hit point D6s are normally equal to POW D6s (i.e., a POW 4D6 gloom has 4D6 hit points as well). These shade-like spirits can strike out, doing 1D6 damage + a damage bonus based on its hit points ×2. Magic points lost by the target in spirit combat are added to the gloom’s own hit points. Living Shadows: These comparatively harmless entities are almost identical to darkness elementals but lack the Fearshock and freezing ability of a true dark elementals. They are often far larger than typical dark elementals—up to several hundred meters across! They come in various densities of darkness— see the Argan Argar spell Create Shadow for details (see page 325 in the RuneQuest core rules).

..

..

up to the neck, covering the chest and abdomen as well as the legs. A large earth elemental can swallow its victim completely, engulfing all hit locations. In this case, the victim also will asphyxiate (as per the suffocation rules) unless they break free. After burying a victim, the earth elemental closes the pit, doing the earth elemental’s damage modifier (figured by the earth elemental’s STR×2 rather than STR+SIZ) as damage to all hit locations engulfed. An earth elemental can only attack in this manner in dirt or rocky soils (not in sand or soft loam), and can only attack once in a given spot, because the pulverized dirt is too fine for a second attack. The victim is held by the earth elemental in any case and must overcome the elemental’s STR with their own to break free and crawl out of its grip. If an earth elemental lacks any damage bonus, or attacks a victim in unsuitable soil, it will swallow the victim as described above, without causing damage. The victim must still resist STR vs. STR to pull free of the earth elemental’s grip. Note: More powerful and sentient Earth elementals are the lesser goddesses and gods of the Earth and have countless names. They are worshiped by local communities.

Fire Elementals (Urzani) Fire elementals (commonly called urzani or salamanders) animate an existing flame, which immediately flares up, but then requires no fuel to continue burning. They are harder to extinguish than normal flames and can move and even jump from object to object. Urzani Characteristics Small

Medium

3

3

Large

1 meter

3 meters

10 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

6

6

6

SIZ

POW Movement

Abilities: A fire elemental will ignite any flammable object it touches. It can heat metal (and eventually melt it), bake stone, set fires, and, of course, burn people. Fire elementals float through the air at the same rate as they move on the ground.

Spirits Attack: In combat, a fire elemental engulfs its victims in flame. It can engulf about half of one human sized victim per cubic meter of volume. At the end of each round that the victim is engulfed, a roll of 3D6 is matched against the CON of the victim and, if the attack is successful, the character takes the 3D6 damage directly to their general hit points, as with a systemic poison attack. If unsuccessful, half the amount rolled is applied against the victim’s general hit points. Armor will not protect against this damage, but Protection and Shield spells will. Notes: More powerful and sentient fire elementals live in the Sky World and in the Cinder Pits of Dragon Pass. They are commonly summoned by and serve the luxites, shanassae, or certami of the Sky World, and are worshiped by many Sky cults.

Moon Elementals (Lunes) Lunes are lunar elementals associated with the Red Moon. They must form from intense moonglow and appear as pools of pulsating light. Such a glow can only be produced on the surface of Glorantha by moonrocks from the surface of the Red Moon. Moonrocks are, obviously, difficult to obtain, and are available only to priests, and then at some cost. The glow of moonrocks waxes and wanes with the Red Goddess herself. Lunes cannot be summoned outside of the Glowline on the Dark or Dying days of the lunar cycle. On the Full Moon and on the days of the Empty Half and Full Half moon, each 6 ENC of moonrocks produces an intense enough glow to form 1 cubic meter of lune. On the days of the Crescent Moon, it takes 12 ENC to produce 1 cubic meter. Lunes Characteristics Small

Medium

Large

1 meter3

3 meters3

10 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

6

6

6

SIZ

POW Movement

Note: The lune matches its magic points against the target’s POW. The lune must be touching and partially englobing the target to use this attack form. If the madness attack of the lune is successful, consult the Madness table to determine the attack’s effect.

A lune can only use madness on a given victim once every full turn. Unconscious beings are immune to madness. Each round that a victim is completely englobed by a lune, they lose 1 magic point (which is not gained by the elemental). A lune can engulf 10 SIZ points of opponent per cubic meter of volume it possesses. A lune can combine madness and the magic point drain in the same round. Lunes have the same statistics as do darkness elementals. On the day of the Full Moon: A small lune becomes a medium lune; .. A medium lune becomes a large lune; and .. A large lune will kill its victim on a critical result .. instead of just causing madness.

The madness attack takes place on the SR that the victim is touched. The magic point drain takes place on SR 12 of the round the lune engulfed its victim. Madness Table Roll

Result

Critical

Insane: Lose 1D4 INT permanently, and roll again on this table for precise result, which lasts 30–POW days.

Special

Rage: Victim attacks nearest person as if Fanatic (see spirit spell Fanaticism) for 30–POW minutes.

Success

Catatonia: Victim collapses for 30–POW minutes and cannot be awakened.

Failure

No effect on intelligent beings; unintelligent creatures including animals are confused for 30-POW minutes.

Fumble

Victim is unaffected.

Moon Elementals (Selene) Selenes are lunar elementals tied to the Blue Moon. They are formed from the glow produced by certain stones, fragments of the Blue Moon, dating from the time she was shattered and much of her form fell to earth. Such stones are expensive, difficult to obtain, and normally available only to priests. Each 6 ENC of Blue Moon fragments produce enough glow to form 1 cubic meter of selene. Selenes are invisible and undetectable to most natural senses. Spells such as Second Sight or Soul Sight can be used to perceive the selene’s POW or magic points. Each round that a victim is completely englobed by a selene, they lose 1 magic point and one hit point. A selene

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RuneQuest can engulf 10 SIZ points of opponent per cubic meter of volume it possesses. Selenes have a loose misty structure, much like that of lunes or shades, which can be broken up by attacks. Because these entities are invisible, an attacker’s chances to hit are reduced by –75%, or by –25% if engulfed by it. Selenes are like shades, though they are not affected by the cycle of the Red Moon. The magic point and hit point drain takes place on SR 12 of the round the selene engulfed its victim. Selene Characteristics Small

Medium

3

3

Large

1 meter

3 meters

10 meters3

Hit Points

1D6

3D6

10D6

STR

1D6

3D6

10D6

POW

1D6

3D6

10D6

6

6

6

SIZ

Movement

Water Elementals (Veredthi) Water elementals (commonly called veredthi or undines) may form from any liquid at least 90% water. They move through the water like a living ripple or current, but flow over land like a huge liquid amoeba. Veredthi Characterstics Small

Medium 54 meters

81 meters3

Hit Points

1D6+6

2D6+12

3D6+18

STR

1D6+6

2D6+12

3D6+18

3D6

3D6+6

4D6+6

6

6

6

POW Movement

3

Large

27 meters

SIZ

3

Abilities: A water elemental can purify itself of sediment, insoluble oils, or particles, but not dissolved chemicals or miscible liquids. A water elemental can push a ship through the water. It can carry objects or beings if its STR is equal or greater than their SIZ. It can carry things entirely underwater, or partially exposed to permit air breathing. Attack: Water elementals attack on land by engulfing foes and forcing themselves into mouths and lungs. Characters caught within it must make a die roll of their CON×5 or less on D100 or suffer 1D8 points of

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damage from inhaling water each melee round they are caught within. If they make the CON roll, the target can try to roll the character’s DEX×5 or less on D100 to escape from the grasp of the water elemental. A water elemental can move away from a victim at any time. Anyone attempting to block the path of a water elemental will be engulfed automatically. It is usually possible to run away from a water elemental. Physical and magical attacks can damage the creature, breaking up the cohesiveness of its physical structure, and possibly “killing” it. When found on or under rivers, lakes, or oceans, a water elemental can attack like an air elemental. Notes: More powerful and sentient Water elementals live in the oceans, and in rivers and lakes. They are commonly called manthi and are the powerful beings of water that oversee and manipulate its powers for its inhabitants. They are worshiped by the merfolk and other aquatic races.

Bl ack Horses At the start of the Third Age, Old Seshnela sank, and the Red Moon was born, which doomed the Carmanian Empire. The worship of the Invisible God in Peloria was left in the hands of mercenary captains who acted as Priests and Knights for their troops. One of these mercenary captains was Sir Ethilrist. Sir Ethilrist was a mercenary captain from Ralios, a descendant of the Hero Arkat. After a series of defeats, he led his Troop across the great mountains, through the Syndics Ban, and into the Lunar Empire. To avoid the Ban, he led his Troop through Hell. When they left Ralios they were the White Horse Troop. When they emerged on the western borders of the empire they were the Black Horse Troop, and Ethilrist was a Hero. The Black Horses of the Black Horse Troop were taken from the herds started when the Sun was a resident of Hell. The conditions of Hell made for a very different breed of horse, to the extent that they are carnivorous and capable of fighting with bite and claw like a cat. They are also heavily armored naturally and can see in the dark like Trolls. A new Black Horse is not foaled until one has died, for only a set number of Black Horse spirits, 2,600 to be exact, were taken from Hell. The Black Horses are pitch black in color, and instead of hooves, they have fierce claws like a cat. Their teeth are

Spirits sharp. They are found only in Black Horse County or with the Black Horse Troop. The characteristics of the Black Horses are as follows:

C haracteristics

A verage

STR 3D6+24 34–35 CON 1D6+12 15–16 SIZ 2D6+24 31 INT 3D6 10–11 POW 3D6+6 15–16 DEX 4D6 14 CHA 3D6 10–11 Hit Points: 21 Move: 12 Magic Points: 15–16 Base SR: 2 Armor: 5 points of shadowy hide. Spells: A black horse usually has spirit magic spells equal to its CHA.

C haracteristics STR 15 SIZ 75 INT 17 POW 35 Hit Points: 55 Move: 8 Magic Points: 35 Runes: Darkness 100%, Death 100%. Magic: Babaka Fegh is an initiate of both Kyger Litor and Zorak Zoran. It has 24 Rune points. On Freezeday of Death Week each season, Babeka Fegh is not in the Clanking Ruins, but is instead in Hell renewing its spells. Regenerative Darkness: For each magic point expended, Babeka Fegh may heal 1 hit point of damage it has suffered. Babaka Fegh Hit Locations

Black Horse Hit Locations Location

D20

Armor/HP

Right Hindleg

01–02

5/6

Left Hindleg

03–04

5/6

Hindquarter

05–07

5/8

Forequarter

08–10

5/8

Right Foreleg

11–13

5/6

Left Foreleg

14–16

5/6

Head

17–20

5/7

Location

D20

Armor/HP

Right Foreleg

01–06

0/25

Left Foreleg

07–12

0/25

Head

13–20

0/30

Weapon

%

Damage

SR

Auto

Demoralize

1

Right Claw

50

5D6+ magic point drain

4

Left Claw

75

5D6 + magic point drain

7

Bite

95

5D6 + swallow

Shriek

Weapon

%

Damage

SR

Pts

Bite

75

3D6

6

Claw

60

1D6+3D6

6



Rear & Plunge

60

2D6+3D6

6



Note: A Black Horse may attack with its bite and claw simultaneously or may make a rear & plunge attack.

Dehor i: Ba ba k a Fegh Babaka Fegh is a terrifying dehori that patrols the Clanking Ruins in Kethaela. It appears as a head like a troll’s skull with two long skeletal claws sprouting from where the ears would be. It is a spirit, not an ordinary monster; it has sort of a physical body, but it is only temporarily destroyed if its head is reduced to 0 hit points. Even then it just reforms at dusk on the following Freezeday.

Notes: When Babaka Fegh shrieks, everything within earshot must resist against the dehori’s POW or be demoralized. The shriek acts as a 1-point Rune spell for purposes of penetrating magical defenses. Babaka Fegh drains magic points if its claws penetrate armor. They drain magic points equal to the hit points the target takes in damage. Babaka Fegh’s bite may swallow a target whole. If the damage rolled (whether it penetrates armor or not) is greater than the target’s SIZ, the target is swallowed. A swallowed target undergoes a Fearshock attack every melee round until they die or are freed. The victim can only be released if Babaka Fegh does so voluntarily or is temporarily destroyed by reducing its head to 0 hit points. A person who dies inside of Babaka Fegh has their soul immediately consigned to one of the darkest pits of the Underworld.

Hell Hounds The Hound of Sir Ethilrist can change its size at will, and often does so to accommodate the female hounds bred by the peasants of Black Horse County. The result, if any, is a Hell Hound (usually born one at a time, not in a litter). These are demonic creatures that can be controlled by Ethilrist’s magic. They are rare and much coveted by the Commanders of the Troop. A Hell Hound is pitch black in color, with glowing yellow eyes. Hell Hounds are only found in the proximity of the Black Horse Troop or as directed by Ethilrist’s magic.

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C haracteristics A verage

points or armor points. Their total ice points are equal to their SIZ plus their POW and are divided up among the demon’s hit locations as if they were hit points. Whenever a hollri is struck for damage, match the damage done versus the hit location’s ice points on the resistance table. If the ice points are overcome, the location is shattered and destroyed. Otherwise it is unharmed. The demon’s spear also uses ice points—it is shattered if its points are overcome on the resistance table and survives intact otherwise.

STR 5D6 17-18 CON 2D6+6 13 SIZ 2D6+2 9 POW 4D6 14 INT 2D6 7 DEX 2D6+6 13 Hit Points: 13 Move: 12 Magic Points: 14 Base SR: 4 Armor: 6 points of shadowy hide. Hell Hound Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

6/4

Left Hind Leg

03–04

6/4

Hindquarter

05–07

6/6

Forequarter

08–10

6/6

Right Foreleg

11–13

6/4

Left Foreleg

14–16

6/4

Head

17–20

6/5

Weapon

%

Damage

SR

Bite

60

2D6 + systemic poison equal to CON*

8

Claw

60

2D6+1D4

8

Pts

STR 4D6+18 32 SIZ 4D6+12 26 INT 1D6 3–4 POW 2D6+12 19 DEX 3D6 10–11 CHA 2D6 7 Ice Points: SIZ + POW or 45 Move: 2 Magic Points: 19 Base SR: 3 Magic: Hollri worship Himile the God of Cold. If POW is 20 or more, the creature possesses 2D6 Rune points of cold and ice magic. Hollri Hit Locations

­­—

Note: A Hell Hound may attack with its bite and claw simultaneously. * The venom of a Hell Hound can be treated as snake venom.

Hollr i Ice demons, properly termed hollri, are humanoid creatures made of solid ice. They live on Valind’s Glacier and, for obvious reasons, never penetrate other lands except when the temperature is well below freezing. They come in a variety of sizes and powers. When they are first created, they are usually small, and slowly grow larger, accruing more and more size as they bask in the bone-crushing cold of their native land. They rarely leave Valind’s Palace until they are quite a good size. Most hollri are mindless, heartless minions of the winter gods. Many have special abilities: freezing breath, flight, etc. The creature described here represents the lowliest, weakest type of hollri, also the likeliest to be encountered by adventurers. Hollri are made of ice. Though they are hard to damage, they are brittle, too. They have ice points, rather than hit

184

C haracteristics A verage

Location

D20

Armor/Ice Points

Right Leg

01–04

0/15

Left Leg

05–08

0/15

Abdomen

09–11

0/15

12

0/16

Right Arm

13–15

0/14

Left Arm

16–18

0/14

Head

19–20

0/15

Chest

Weapon

%

Damage

SR

Pts

2H Ice Spear

80

1D10+1+2D6

4

12

Thrown Icicle

55

1D8+2D3

3/9

Note: The hollri never runs out of thrown icicles, which it plucks off its own beard and body.

R i v er Horses These water spirits thrived during the Golden Age but became scarce during the Great Darkness. They were pursed by Chaos and used their ability to move from headwaters to headwaters to escape the pursuing monsters.

Spirits River horses have the forebody and head of a horse and the tail of a great fish. They are translucent in appearance, visible but immaterial, and their sheer beauty often inspires worshipers. They are often worshiped by newtlings and other riverine creatures. River horses can travel instantly from one headwaters to another anywhere in Glorantha. They may use this ability at any time, even when threatened with spirit combat. River horses have been known to carry one or more passengers with them on this journey, although this requires an additional sacrifice from the summoning shaman. River horses may attack in spirit combat, but rarely do.

C haracteristics

A verage

INT 3D6+6 16–17 POW 4D6+6 20 CHA 2D6+14 21 Move: Equal to POW Magic Points: 20 Skills: Spirit Combat 80%. Spirit Combat Damage: 3D6+3 Runes: Water 90%. Note: A river horse may travel instantly from one headwater to another anywhere it chooses.

T hunder Brot hers The Thunder Brothers are the collective sons of Orlanth. The most powerful are worshiped as gods in their own rights; less important Thunder Brothers guard Orlanth’s temples and sacred places or live atop sacred mountains. The Thunder Brothers are also summoned by Storm Voices as cult spirits. Thunder Brothers often manifest as very large umbroli (3×12×3 meters or more) and can attack as per an umbroli (plus cast Rune and spirit magic). They can also manifest as huge winged bulls with the head of a bearded man and paws of a gigantic cat. When attacking in bull form, a Thunder Brother will swoop down and stomp with its paws. This is an example of a minor Thunder Brother that might be found as a temple guardian. Summoning such a Thunder Brother is a 4-point Summon Cult Spirit Rune spell of the Orlanth Thunderous cult.

185

RuneQuest

Thunder Broather as Winged Bull-Man C haracteristics A verage STR 6D6+24 45 CON 4D6+12 26 SIZ 6D6+24 45 INT 2D6+6 13 POW 6D6+6 27 CHA 4D6 14 DEX 2D6 7 Hit Points: 38 Move: 11/11 (Fly) Magic Points: 35 Base SR: 4 Armor: 5-point magical hide. Skills: Fly 100%. Runes: Air 100%. Magic: A Thunder Brother possesses spirit magic spells equal to his CHA. He also possesses 4D6 Rune points in Orlanth Thunderous magic. Thunder Brother Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–03

5/12

Left Hind Leg

04–06

5/12

Hindquarter

07–09

5/14

Forequarter

10

5/14

Right Wing

11–12

5/12

Left Wing

13–14

5/12

Right Foreleg

15–16

5/12

Left Foreleg

17–18

5/12

Head

19–20

5/13

Weapon

C haracteristics A verage STR 0 CON 3D6 SIZ 3D6 POW 3D6 DEX 30 Hit Points: 11 Magic Points: 11 Runes: Air 100%.

%

Damage

SR

Charge

125

2D6+5D6

7

Stomp*

125

2D6+5D6

7

* Thunder Brothers will swoop down on a foe from above and stomp them into the ground. They only charge in air combat or if caught on the ground.

W hir lv ishes Whirlvishes are the souls of people who have been caught by the Wild Hunter while wandering lost on the chaparral. They have the form of man-size dust storms and have been blowing on the winds for centuries. If the whirlvish encounters anyone sentient, it will engage them in combat. If the target has Spirit Binding as a spell, they can bind the whirlvish as long as all the usual criteria for binding are met. However, to bind the whirlvish, they must

186

have a leather bag available to put the whirlvish into. This is not usually a problem and most nomads carry a leather bag for just this purpose. The bag need not be large. Once bound and imprisoned in the bag, the whirlvish will fight for its master once. The master need only release the bag’s drawstring and tell the whirlvish to attack, and it will do so. If its attack succeeds, the whirlvish will continue its mad dance across the plains of Prax until it encounters another victim. The whirlvish may only be used once per binding. It will not provide POW to its binder and has no CHA for spells. It does count as a bound spirit against the limit of bound spirits that a character may have control of. Unlike most ghosts and spirits, whirlvishes have a physical body that can be damaged normally. If the body is reduced to 0 hit points, the whirlvish becomes an ordinary spirit and departs for the Halls of the Dead. The previous binder, if any, no longer has control because he doesn’t have a binding object for the spirit. When a whirlvish engages an individual in combat, each round the victim is attacked both by spirit combat and by the whirlvish’s special attack of abrasion.

0 10–11 10–11 10–11 30 Move: 12

Whirlvish Hit Locations Location

D20

Armor/HP

Body

01–20

0/11

Weapon

%

Damage

SR

Spirit Combat*

55%

1D6 spirit damage

1

Abrasion*

Auto

1D3 points of damage **

1

* Every round, the whirlvish attacks its target with both spirit combat and its own special attack of Abrasion. ** This does 1D3 points of damage to every hit location. This grinding of sand and dust will destroy armor, so that 5-point mail that has taken 2 points of damage will have only 3 points of protection left. After armor is worn through, the abrasion will attack the body.

Spirits

W r a it hs Wraiths are ghosts formed by people when their feelings at death were of overwhelming frustration and hate. Wraiths often are called “specters” by the ignorant, though the true specter is a manifestation of the Illusion Rune. Wraiths are malignant to all forms of life and are friendly to undead. Wraiths usually inhabit ruins, abandoned temples, or other such places. Some wraiths have Rune magic. Wraiths exist on the ethereal plane, and this gives them peculiar powers and vulnerabilities. Unlike most spirits, wraiths have hit points. The number of hit points of a wraith equals its POW. Wraiths can be struck only by magic—thus, if a sword with Bladesharp 3 hit a wraith, it would take only 3 points damage, all from the Bladesharp. Fireblade would do the full 3D6 damage. Emotional spells such as Demoralize or Befuddle will not affect a wraith. Spirit Block adds +10 points to an attacked character’s pertinent characteristic, depending on what the wraith attacks (see below). Spirit Shield adds +2 points to the character’s characteristic per point used. Countermagic absorbs damage done to a characteristic (just as Protection does against normal damage) and cannot be blown away by this kind of attack. If a wraith loses all its hit points, it dissolves and cannot reform for at least a week. In the first round of attack, the wraith matches its POW against the victim’s CON. A victim failing to resist loses points from STR, INT, or CON (depending on the type of wraith) equal in number to half the current magic points of the wraith. The wraith can attack in this manner only once per victim. (If a characteristic is reduced below 1, the victim dies.)

On subsequent rounds the wraith must attack by a special form of spirit combat. If the wraith overcomes the victim’s magic points, the victim loses 1D3 magic points and must take double the result as damage to a random part of his body. In this manner, a wraith can do 2, 4, or 6 points of damage. All a wraith’s attacks take place on SR 1. If an adventurer survives a wraith’s attack, the lost characteristic points are regained at their healing rate per week. They can also be restored with a Restore Health spell.

C haracteristics A verage INT 3D6 10–11 CHA 3D6 10–11 POW 3D6+6 16–17 Hit Points: 17 Move: 12 Magic Points: 17 Armor: None but may only be struck by magic or enchanted weapons. Runes: Death 100%. Spirit Combat Damage: First attack does half of POW damage to a specific characteristic. Later attacks do 1D3 magic point damage plus twice that in physical damage to a random hit location. Wraith Hit Locations Location

D20

Armor/HP

Body

01–20

0/17

187

Terrors errors describe unique creatures which are far greater in power than any ordinary mortal of Glorantha. Their mere presence is a menace to anyone unfortunate enough to be within their range. Gamemasters should use them carefully and sparingly, almost as if they were a piece of vast and dangerous geography rather than being merely creatures. Given here are some monsters whose magnitude of combat effectiveness is expected to be utterly beyond the normal party of RuneQuest adventurers, and probably beyond the power of a party of extremely powerful Rune Masters and sorcerers. The statistics for these incredible things are not here in order to tempt players to create characters strong enough to kill them. They are given to show in detail the types of things which exist in Glorantha which are, and ought to be, far beyond the capacities of even the most powerful human beings. Some parts of Nature cannot be conquered. Some of these monsters occasionally interact with parts of humanity, always to the detriment of the people.

The Crim son Bat This is an awesome Chaos demon bound to the service of the Red Goddess. The Crimson Bat has a 90-meter wingspan and weighs almost exactly 1,000 metric tons. Its body length, from head to tail, is about 20 meters. It is always accompanied by its cult, roughly 10–20 priests and 15–100 initiates.

188

C haracteristics STR 250 CON 120 SIZ 180 POW Var. DEX 20 Hit Points: 162 Move: 12 (Fly) Magic Points: Variable Base SR: 0 Armor: 42-point hide. Skills: Flying 100%. Runes: Chaos 100%, Moon 100%. Chaos Scream: The Bat can emit a horrible, madly Chaotic keening affecting all creatures within 4 kilometers, except for Initiates, Rune Lords, and Rune Priests of its cult. All unintelligent, uncontrolled animals flee the area, and all intelligent creatures are Demoralized for 1D10 days. Eye Spit: Two of the Bat’s five eyes on his head can eject Chaotic blood from the Bat every other melee round, to a range of 80 meters. This blood can be removed only through successful Divine Intervention. Because of the extremely Chaotic nature of the Bat, Divine Intervention for blood removal may be attempted as often as needed; no god would let a worshiper be affected in this way without hope. An individual covered with the blood (no matter how much) loses 1 spent Rune point each melee round. Once all cast Rune points are eliminated, the victim then begins to lose unspent Rune points, at the rate of 1 point per 5 melee rounds. Traded magic is devoured first. When all Rune points have been absorbed by the blood, it dries and crumbles off. Once free of the blood, Rune points again may be sacrificed for as normal. Wing Storm: The wings of the Bat can create a wind with a STR of 100.

Terrors Many-Eyed: The Bat’s body boils with eyes, as a result it never can be surprised. The Bat can see into both the Spirit plane and the Hero plane. Swallow Whole: Any creature of SIZ less than 50 is swallowed on a successful Bite attack. The bat may also unhinge its jaw to swallow unimaginably large things. On a special success Bite roll, the Bat can swallow whole anything up to half its current SIZ. Sacrificial Power: The current POW of the Bat is equal to the number of magic points sacrificed to it since its last feeding day. Spirit Magic Absorption: The Bat absorbs all spirit magic cast or in effect within the Glowspot. Priests and Rune Lords of the Bat are unaffected. Spirit Absorption: All discorporate or unbound spirits (except fetches, allied spirits, and discorporate individuals) which come within the Glowspot are absorbed instantly by the Bat.

Magic Absorption: The Bat absorbs all magic, spirit, Rune, or sorcery, cast at it. Regeneration: The Bat regenerates up to 10 hit points per location each melee round. Ticks: The Bat’s body hosts hundreds of very large (SIZ 4) ticks. Anyone not at least an Initiate of the Crimson Bat who tries to ride the Bat is attacked by 4D6 ticks. Each carries the disease Soul Waste. Giant Chaotic Ticks Characteristics Weapon

%

Damage

SR

AP

HP

Bite

50

2D6

8

3

8

189

RuneQuest The Crimson Bat Hit Locations Location

D20

Armor/HP

Right Leg

01–02

42/51

Left Leg

03–04

42/51

Body

05–08

42/52

Right Wing

09–12

42/50

Left Wing

13–16

42/50

Head

17–20

42/51

the Heartland of the Lunar Empire for years, by imperial decree. In 1626 the Red Emperor will command its use against the White Moon heretics and the Pentan invaders. When the Bat enters an area, the residents of that area react in one of four ways: They flee immediately and return when the ..

..

Weapon

%

Damage

SR

Bite

75*

1D10 + 26D6

12

Breath Cloud**

Auto

3D6+10 acid cloud

1

First Tongue ***

100

3D6+10 acid damage + 12D6 constriction (range 10 meters, 30 hit points)

2

Second Tongue ***

100

3D6+10 acid damage + 12D6 constriction (range 20 meters, 25 hit points)

3

Third Tongue ***

100

3D6+10 acid damage + 12D6 constriction (range 30 meters, 20 hit points)

4

Chaos Scream

100

See Chaos Scream, below

Eye Spit

See Eye Spit, below

* The Crimson Bat’s Bite attack targets everyone within 5 meters of its mouth (which is approximately 5 meters wide). Targets cannot parry the attack. ** In the exact shape and range as a dream dragon’s breath. *** The tongues have no armor, though the Bat’s priests may cast defensive spells. The tongue attacks can grapple spirits and pull them into the Bat’s mouth, unless the spirit overcomes the Bat’s STR with its own (only possible for spirits possessing STR).

Feeding t he Bat The Crimson Bat must be fed approximately 220 living sentients each week, on Black and Dying days. If a Black or Dying feeding day is missed, the Lunar Empire pays the price of Chaos. The Bat's requirements double each day that passes. Worse yet, its hunger can only be satiated by feeding upon initiates of Lunar cults. If still not fed its new requirement, the Bat will fade and disappear from the mundane plane on the following Godsday. The Bat, therefore, must be fed regularly and on time.

T he Sur rounding Popul at ion The Crimson Bat roams the borders of the Lunar Empire, stopping every week or so in a new area. It has not been in

190

Bat has departed; usually finding their property confiscated or destroyed. They hide, but the cult has become expert at tracking down and finding people. If captured, they join the cult as lay members, and betray non-cultists since the Bat will only eat lay members when needed. This tactic is of uncertain benefit if the population is small or if everyone joins. Some will fight the cult. Unfortunately, the cult is very strong compared to their normal foes, and always has with it the awesome trump of the Crimson Bat itself.

.. ..

The people are usually convinced that assisting the cult will cause the least damage. They round up undesirables, traders from other countries, minor cultists, and such, and hope that the offering is adequate.

Guiding t he Bat Bound by the Red Goddess, the Crimson Bat is obliged to follow the instructions of the High Priest or any order given correctly via the Bat Mastery skill. But if the Bat is not properly fed, it has a percentage chance of becoming uncontrolled equal to 1/10 the magic points due it. In this state, the Bat will devour whole towns to satisfy itself. If it cannot feed to satiation, it will vanish from the mundane plane on the next Godsday.

T he Glowspot Ef fect The Bat exerts a force which acts in all ways as the Lunar Glowline for Lunar magicians. All Lunar magicians within the Glowspot of the Bat act as if the Red Moon is Full. At full ability, the Glowspot of the Bat extends for some 20 kilometers or so. At minimum ability, the Glowspot covers an area with a radius of approximately 4 kilometers. When seen, the entire area within the Glowspot is filled with a bright red light emanating from the Bat. The light is visible day and night.

Terrors

Cwim , Spawn of Thed and the Devil Cwim is a monstrous entity of the Wastelands and Pent. It moves its feeding grounds on occasion, although it prefers to be in relatively fertile Prax. It has been known in past centuries to roam into regions bordering the Wastelands: Dragon Pass (during the Second Age), Kralorela (in the First Age) and Teshnos (First and Third Age). Cwim has three bodies, attached at the neck to a single huge head. Each body stands about 15 meters high at the shoulder. The head itself is about 18 meters across. Cwim weighs about 3,300 metric tons. When Cwim moves slowly, each of the bodies walks normally. When it is in more of a hurry, it moves like a tripod, using each body as a leg. When moving in this way, it can only use the Spit and Gorp Throwing Attacks. When the monster is in a big hurry, it cartwheels, flinging each body in turn out in front of the spinning head. It cannot attack and cartwheel.

Cwim Characteristics Tom

Dick

Harry

Head

STR

144

96

48

96

CON

96

128

48

144

SIZ

86

86

86

300

INT

— 





18

POW







300

DEX

10

20

30



Move







2/4/8

HP

118

150

70

166

MP







300

Armor: Cwim’s armor varies by which of its three bodies are struck, with a range of 12- to 72-point skin. Gorp Throwing: Cwim picks off wads of his own flesh and throws them up to 50 meters. This costs him 3D6 hit points from the chosen location (anybody can pick off flesh from any other body). When the flesh is pulled off, it turns into a gorp, with normal statistics and possessing one Chaos feature. Cwim can pick off several gorp at once, throwing them together. Roll once to see if the throw hits the target—if so, roll separately for hit locations struck. Tom’s Claw: In addition to damage, the victim permanently loses 9D6 SIZ. If SIZ drops below 0, the victim shrinks to nonexistence. Tom’s claw can affect non-living objects and materials, corroding holes through walls and earth. Dick’s Claw: In addition to damage, the victim permanently loses 6D6 POW. Dick’s claw can affect non-corporeal entities. Harry’s Claw: In addition to damage, the victim permanently loses 3D6 lNT. Harry’s claw can affect non-corporeal entities. Spit: Cwim drops fully-formed Chaos monsters (miniature Cwims) from an opening in its head which sits between the place where the necks meet. It must spend 1 POW per monster. After the battle, he re-swallows the monsters (dead or alive) to regain his POW. The monsters

191

RuneQuest may be armed, and fight with whatever weapons Cwim desires, with a skill of 200%. Each monster has 1D3 Chaos features (not chosen by Cwim). Each monster knows a single spirit magic spell, chosen by Cwim. Magic Negation: Cwim cancels any amount of magical defenses by touch. lf Cwim strikes a foe, his attack does not bypass, but instantly dispels all magic defenses (such as Protection or Shield). Spells: Cwim can cast any variable spirit magic, taking 1 strike rank and 1 magic point to do so. For each such spell he casts, he is prevented from using one of his 10 attacks that round. Spells cast in each round are limited to his INT in points (18). Thus, if Cwim cast three spells in a round, he is limited to three 6-point spells, or a 2-, 4-, and 12-point combination, or anything adding to 18. This is one of Cwim’s most potent abilities, and he casts spells profusely when in combat. He usually casts Shimmer 18 and Countermagic 18 before closing, using Dispel Magic 18 or lronhand 18 if an opponent seems too tough (i.e., lasts more than one melee round), or he may pick up a rock and throw it with Multimissile 18. Cwim Hit Locations Location

Cwim Attacks Weapon

%

Damage

SR

Harry’s Gorp Throw

100

Gorp

1

Dick’s Gorp Throw

150

Gorp

2

Tom’s Gorp Throw

200

Gorp

3

Harry’s Right Claw

100

7D6 + 3D6 off INT

4

Dick’s Right Claw

150

10D6 + 6D6 off POW

5

Tom’s Right Claw

200

13D6 + 9D6 off SIZ

6

Harry’s Left Claw

100

7D6 + 3D6 off INT

7

D20

Armor/HP

Dick’s Left Claw

150

10D6 + 6D6 off POW

8

Tom’s Right Leg

01

36/39

Tom’s Left Claw

200

13D6 + 9D6 off SIZ

7

Tom’s Left Leg

02

36/39

Spit

Auto

Spit monsters

10

Tom’s Abdomen

03

36/39

Tom’s Chest

04

36/40

Tom’s Right Arm

05

72/37

Tom’s Left Arm

06

72/37

Dick’s Right Leg

07

24/50

Dick’s Left Leg

08

24/50

Dick’s Abdomen

09

Dick’s Chest

Cwim’s Spit Monsters Cwim’s Spit Monsters Characteristics Little Tom

Little Dick

Little Harry

Head

STR

29

19

10

19

24/50

CON

19

13

6

40

10

24/51

SIZ

9

9

9

58

Dick’s Right Arm

11

24/49

INT







8

Dick’s Left Arm

12

24/49

POW







24

Harry’s Right Leg

13

12/23

DEX

8

16

24



Harry’s Left Leg

14

12/23

Move







1/2/4

Harry’s Abdomen

15

12/23

HP

19

13

6

52

Harry’s Chest

16

12/24

MP







24

Harry’s Right Arm

17

12/22

Harry’s Left Arm

18

12/22

19–20

48/166

Head

192

Terrors Cwim’s Spit Monsters Hit Locations Location

D20

Armor/HP

Tom’s Right Leg

01

7/7

Tom’s Left Leg

02

7/7

Tom’s Abdomen

03

7/7

Tom’s Chest

04

7/8

Tom’s Right Arm

05

7/6

Tom’s Left Arm

06

7/6

Dick’s Right Leg

07

5/5

Dick’s Left Leg

08

5/5

Dick’s Abdomen

09

5/5

Dick’s Chest

10

5/6

Dick’s Right Arm

11

5/4

Dick’s Left Arm

12

5/4

Harry’s Right Leg

13

2/2

Harry’s Left Leg

14

2/2

Harry’s Abdomen

15

2/2

Harry’s Chest

16

2/3

Harry’s Right Arm

17

2/1

Harry’s Left Arm

18

2/1

19–20

10/52

Head

some of the beasts, thereby providing a variety of gaggle mixes, though Lhankor Mhy spells have indicated that they all began with precisely the same numbers of each beast. The typical gaggle includes these types of beasts: Brindithum the Chaos goat; Urgan, the slime snake; Zeech, the slithering whale; Bastok, the Chaos wyvern; Red Gorp, like normal gorp save for its color (see page 99). Gaggles are usually found on land, where the zeech slithers along as much as it moves on its ponderous flippers. At sea, the zeech does not usually submerge, and thus provides the landing platform for the brindithum, urgan, and bastok. At sea, the red gorp are not usually found, presumably being devoured by hostile sea creatures.

Brindithum, the Chaos Goat C haracteristics

Cwim’s Spit Monsters Attacks Weapon

%

Damage

SR

Harry’s Gorp Throw

50

As weapon +1D6

4+

Dick’s Gorp Throw

75

As weapon +1D4

5+

Tom’s Gorp Throw

100

As weapon

6+

Note: Each round, a spit monster may use all attacks available to it. Normally, they are armed with weapons. Typically, these are either sticks or rocks, or weapons picked up off the ground.

Chaos Gagg le The Chaos Gaggle is the name given to a certain type of Chaos gathering. Several types of Chaos monsters are typically found within proximity of each other. No one knows why they associate, though theories abound. Parantablaum of Irenstos, a God Learner, presented the most widely accepted idea: they are a single entity whose body includes the open space between. Nearly as popular is the theory of a rival scholar, Orgenos of Tyskander: they are pieces of the primordial Chaos-era ecology which have not been banished from Glorantha by Time. War parties have periodically entered the gaggle areas and exterminated

STR 45 CON 27 SIZ 46 INT 5 POW 13 DEX 11 Hit Points: 35 Move: 6 Magic Points: 13 Base SR: 3 Armor: 8-point hide. Fumes: By expending 1 magic point each round, a brindithum can emit clouds of vapor which surround it on all sides and move along with the animal. Each successive round the cloud is generated, cumulatively subtract –5% from all attackers’ chances of hitting. Sticky Skin: The terror’s hide is extremely sticky. Anyone hitting it with any hand-held weapon must overcome the terror’s current magic points with their STR to pull the weapon back off the creature. Brindithum, the Chaos Goat Hit Locations Location

D20

Armor/HP

Right Hind Leg

01–02

8/11

Left Hind Leg

03–04

8/11

Hindquarter

05–07

8/13

Forequarter

08–10

8/13

Right Foreleg

11–13

8/11

Left Foreleg

14–16

8/11

Head

17–20

8/12

193

RuneQuest Weapon

%

Damage

SR

Head Butt

90

1D8+5D6 vs. opponents in front

6

Kick

60

1D6+5D6 vs. opponents in rear

6

Trample

75

10D6 to downed foe only

6

Urgan, the Slime Snake C haracteristics STR 97 CON 40 SIZ 80 INT 5 POW 13 DEX 13 Hit Points: 55 Move: 6 Magic Points: 13 Base SR: 3 Armor: 10-point slimy skin. Glare: By spending 1D6 magic points, the urgan can glare at everyone within its hemispherical field of vision, affecting them as per the Fear spell. Roll 1D100 once and match the result vs. all the potential targets. The effect penetrates magic as if it were a 13-point Rune spell. Urgan, the Slime Snake Hit Locations Location

D20

Armor/HP

Tail

01–06

10/15

Body

07–14

10/16

Head

15–20

10/15

Weapon

Zeech, the Slithering Whale C haracteristics STR 100 CON 50 SIZ 114 INT 4 POW 14 DEX 10 Hit Points: 74 Move: 6/8 (Swim) Magic Points: 14 Base SR: 3 Armor: 22-point hide and blubber. Magic Sparkles: The whale continually gives off bursts of magic sparks which rain down upon all about it. Everyone within 50 meters of the monster is inevitably struck by one or more sparkles, and each must roll separately on the Sparkle Result table each round. This eerie effect has the unfortunate tendency of tainting the victim with Chaos (add +1D6% of Chaos Rune affinity per result). Sparkle Result 2D6

Result

2

Nothing (Cluster magic, reroll 1D6 times)

3

Slow (Mobility)

4

Befuddle (Coordination)

5

Demoralize (Glamour)

6

Disruption (Heal)

7

Dispel Magic vs. random spell, including those cast by Zeech (Countermagic)

8

Fanaticism (Parry)

9

Dullblade vs. random weapon (Bladesharp or Bludgeon, as appropriate)

%

Damage

SR

Bite

150

1D4+10D3

7

Constrict

100

10D6

10

10

Glue vs. random hit location and attached goods (Strength)

Glare

Auto

As per Fear spell, matching its POW vs. that of the target

1

11

Sleep (Vigor)

12

Reroll, but take (bracketed) result. (Cluster magic, reroll 1D6 times, taking bracketed results each time.)

Note: Can attack twice per round, using bite and constriction, separated by 3 strike ranks. If the constriction attack hits, the victim is wrapped in the serpent’s coils and cannot yell or shout. Each round of constriction does 10D6 damage to the victim’s total hit points; only chest armor protects against this. No matter how much armor the victim has, they immediately start suffocating when the constrictor grips them. Begin with CON×10 rolls and proceed from there (next round CON×9, etc.). The victim can free themselves by overcoming the snake’s STR with their own. Trying to free oneself is the only activity allowed that round.

Notes: 1D20 points of the spell are cast (Dullblade 20, for example); non-variable spells are boosted appropriately. Normal limits apply to spell effects.

Zeech, the Slithering Whale Hit Locations Location

D20

Armor/HP

Tail

01–03

22/28

Hindbody

04–08

22/28

Forebody

09–13

22/28

Right Flipper

14

22/21

Left Flipper

15

22/21

16–20

22/28

Head

194

Terrors Weapon

%

Damage

SR

Ram

150

1D6+13D6

6

Bite

120

6D6

6

Tail Smash

85

1D6+13D6

6

Fiends of Cacodemon

Notes: The whale can attack once per round, using any attack. The ram attack can only be used vs. enemies of SIZ 50+. Tail smash cannot be used vs. submerged targets, only those on the surface.

Bastok, the Chaos Wyvern C haracteristics STR 40 CON 29 SIZ 47 INT 5 POW 11 DEX 13 Hit Points: 38 Move: 3/12 (Fly) Magic Points: 11 Base SR: 3 Armor: 11-point scaled hide. Note: Stings twice and bites each round on listed strike ranks. Its stings are systemic poison (POT 29). Spit: A bastok can spit an acidic solution which is equal to its current hit points, and acts like normal acid in every way. Bastok, the Chaos Wyvern Hit Locations Location

D20

Armor/HP

Right Tail

01

11/13

Left Tail

02

11/13

Right Leg

03–05

11/14

Left Leg

06–08

11/14

Abdomen

09–10

11/14

Chest

11–13

11/15

Right Wing

14–15

11/13

Left Wing

16–17

11/13

Head

18–20

11/14

Weapon

Cacodemon is a demonic remnant of the army of Wakboth the Devil, remaining alive and embodied when his master died under the Block during the Gods War. Cacodemon himself performed no deeds of great note during the Gods War, but did travel widely, spreading Chaos and trouble wherever he went. When summoned, Cacodemon’s spirit embodies itself in an incarnation called a Fiend of Cacodemon. A Fiend cannot be killed, but its body can be destroyed, driving the spirit away for a week until it reforms again from some gorp or other Chaotic mass, or is summoned by its worshipers.

C haracteristics

A verage

STR 10D6* CON 21 SIZ 10D6* INT 3D6* POW 40 DEX 4D6*

35 21 35 10–11 40 14

* The actual numbers vary with each incarnation.

Move: 12/12 (Fly) Note: All the attack information is based on average characteristics. Given high rolls or exotic special features, he can be much fiercer. He will usually attack twice, with one claw at SR 6, and the other at SR 12, unless surrounded, in which case he will use a claw and his tail and parry with the other claw. The tail is a smashing attack, not a cutting attack. As can be expected from such a Chaotic creature, the Fiend of Cacodemon has several Chaotic features. They are:

%

Damage

SR

Bite

150

1D10+4D6

6

Right Sting

110

1D6+4D6 + poison

9

Left Sting

110

1D6+4D6 + no poison

10

Spit

100

Acid POT = hit points

1

10-point skin. .. Confusing appearance reduces attackers’ chance ..

to hit by –40%. Claws with systemic poison of potency 20. A bite with systemic poison of potency 20. Its spirit attacks its slayer in spirit combat for 10 melee rounds after the body is killed (POW×5%). 1D4+2 other Chaotic features, changing every time it is summoned.

.. .. .. ..

195

RuneQuest Weapon

%

Damage

SR

Claw*

100

4D6

6

Tail*

90

1D10+3D6

6

Bite

60

3D10

6

Kick

60

5D6

6

Wing*

60

2D10

6

It regenerates 4 hit points per melee round .. DEX .. +2D6. Agonizing screams when moving. .. Undetectable by use of magic. .. Absorbs any 1-point spells above the 7 points ..

reflected (see above), giving himself 1 point of POW per magic point cast at him.

* Can parry.

Incarnation of Cacodemon Hit Locations

Sample Incarnation of Cacodemon

Location

D20

Armor/HP

Tail

01–02

10/13

Due to his highly Chaotic nature, the features of a Fiend vary widely. A sample incarnation is given here:

Right Leg

03–04

10/13

Left Leg

05–06

10/13

C haracteristics

Abdomen

07–08

10/13

STR 45 CON 21 SIZ 40 INT 13 POW 40 DEX 21 Hit Points: 38 Move: 12/12 (Fly) Magic Points: 40 Base SR: 0 Chaotic Features: This incarnation of Cadodemon has the following Chaotic features:

Chest

09–10

10/13

Right Wing

11–12

10/12

Left Wing

13–14

10/12

Right Arm

14–16

10/12

Left Arm

17–18

10/12

Head

19–20

10/13

10-point skin. .. Confusing appearance reduces attackers’ chance ..

to hit by -40%. Claws with systemic poison of potency 20. Bite with systemic poison of potency 20. Its spirit attacks its slayer in spirit combat for 10 melee rounds after the body is killed (POW×5%). It reflects 7-point or lower spells back at the caster.

.. .. .. ..

196

Weapon

%

Damage

SR

Right Claw*

100

1D6+4D6

4

Left Claw*

90

1D6+4D6

8

Tail*

90

1D10+4D6

4

Bite

60

3D10

4

Kick

60

2D6+4D6

4

Wing*

60

2D10

4

45%

As weapon +1D4

4+

Any available* * Can parry.

Flora here is as much diversity in Gloranthan flora as with fauna. Like Gloranthan fauna, Genertelan flora is broadly comparable to that found in Earth’s northern hemisphere during the Pleistocene with some flora surviving from prior epochs.

Arrow-roots Arrow-root resembles an evergreen shrub 1–3 meters high. It has stiff, crooked, and intertwined branches with smooth polished bark, dark magenta or chocolate in color. Its small, rounded, glossy green-black leaves form dense clusters along the branches. Below ground, the plan produces a grouping of straight, arrow-like root shafts a centimeter in diameter, boring down 1–2 meters into the soil.

Athoforia This is a pleasantly scented flowering bush. The flowers are pink and a blue, and the leaves fuzzy and dark green. The plant blooms during Sea Season. This plant grows only in Aldryami forests. The plants will only produce seeds under the influence of a certain Aldryami ritual, which is unknown to outsiders. They will sell clippings or fertile seeds to friends. The flowers are quite spectacular, and the perfume will last for years in dried plants. They are sometimes used for sachet packets and the like. The bushes reach a SIZ of 1D3+1 and have 1D2 hit points.

Blackthorn Trees Blackthorn trees are like oak trees but tend to be larger. They have a striking jet-black bark and leaves, and their limbs are always twisted. The Dancers in Darkness plant these trees as part of a ritual to spread and maintain Delecti’s Marsh. The bark is covered with many minute thorns capable of puncturing skin and oozing a systemic POT 10 poison. The leaves are covered with a foul acid. Anything shaking the tree, like an axe, will cause 3D6 worth of acid to drip from the leaves. Each tree has a malignant, tortured dryad trapped inside, who can manifest to protect her home. She is a combination Darkness elemental/dryad, with all the abilities of both. If anything dies near a blackthorn tree, the tree will attempt to use its 5D6 POW to capture the spirit and bind it. Each tree will have 1D10 spirits currently bound into it. Friendly spirits will attempt to dissuade people from approaching anywhere near the tree, including warning them about other dangers nearby. Neutral spirits will not leave the tree unless it is directly threatened and then will become hostile. Hostile spirits will attempt to possess persons approaching within 50 meters of the tree. If successful, they will climb the tree, quickly killing the possessed host. For each spirit, roll twice on the Ghost Attitude and POW table—first to determine its attitude, second to determine its POW. Ghost Attitude and POW D100

Attitude

D100

POW

01–15

Friendly

01–10

1D6

16–40

Neutral

11–30

2D6

41–00

Hostile

31–80

3D6





81–00

4D6

197

RuneQuest

BloodRoots This white flowering plant is named for its large reddish root with bright orange sap. Bloodroot aids in the defense against spirits. If ingested, the eater gains the equivalent of 1D6 points of Spirit Screen for two minutes. This effect may be combined with Spirit Screen or Spirit Block. However, bloodroot is also poisonous if eaten with a systemic POT of 3D6. Alchemists use bloodroot to make a potion with the same effect but without the poisonous side effects.

Calfonilla This herb has small pink flowers and pale and dark green variegated leaves. The green berries form in early Fire Season. The berries of this plant are soaked in cool water (Aldryami dislike fire) to brew a mild tea, esteemed by elves. The berries can be dried, crushed, and used as a spice as well. The plant's tea and spice is pleasant enough for humans as well, and a large healthy plant can be sold for as much as 1 Wheel. Extremely high-quality inns and eating establishments consider it important to have this spice as a seasoning.

Aldryami use this plant as a warning alert for detecting Chaos creatures nearby. Intelligent Chaos monsters sometimes pick these plants and carry them to light their way in the dark. Darkfoil grows in open forests. It is nondescript and hard to identify except when blooming. The plant is rare and must be carefully cultivated by Aldryami gardeners. The blossom is the only part of the plant that glows, but various strains of the plant bloom year-round.

Dreamweeds This is a smallish herb with large grey flowers and tuberous roots. When the roots are eaten, they will give the eater visions and dreams. The user will fall into a sleep 20 or 30 minutes after eating the prepared root. Roll 2D6 on the Dream Result chart to see what the vision received is: Dream Result 2D6

Vision Received

2

Vision of the future; true and useful.

3

Vision of the present; true and useful.

4

Vision of the past; true and useful.

5

Random vision; true, but not useful.

Camphire

6–7

Allegorical and symbolic vision; true, but useful only if deciphered.

This large, thorny shrub can grow up to 6 meters tall, and is found at several of the oases of Prax and in the hills of western Prax. It is the source of a rich red dye favored by both the Orlanthi and the Praxians. The dye is believed to promote fertility. Praxians commonly rub it onto the lower legs of their female herd beasts and on the udders of their beasts. Esrolian and Heortling women use the dye on their feet and occasionally rub the dye onto their breasts.

8–9

Incoherent and incomprehensible vision; not meaningful.

10

Nightmare; lose 1 point of POW.

11

Temporary insanity lasting for (25–INT) hours.

12

Insanity; INT reduced by –1 point; insanity lasts until madness is cured either by Cure Disease skill or Cure All Diseases spell, INT loss is permanent, though.

Darkfoil By day, this small flower appears as a green herb with a single large yellow fuzzy flower, rarely more than a half-meter in height. It dates back to the Lesser Darkness. This plant glows brightly when creatures of Chaos are nearby; within meters equal to the plant’s POT (4D6). The plant retains this ability after it is picked, but the POT will decline at the rate of 2 points per hour, until it drops to nothing, at which point the light will go out. The light produced depends upon the plant’s current POT, and ranges from a barely noticeable glow to nearly as bright as a torch.

198

The dreamer will remain in his coma for hours equal to the plant’s POT. During the dream’s duration, the dreamer must remain undisturbed or the vision will be interrupted and forgotten. Each hour that the vision lasts will provide the dreamer with one major important fact or allegory. After awakening, the dreamer is exhausted; both CON and STR are reduced by the root’s POT, to a minimum of 1. The lost characteristics recover at the rate of 1 point per two hours of rest. For each extra root eaten past the first, add +5 to the total POT and add +2 to the Dream Result die roll. If the root is eaten again within the week, +1 is added to the Dream Result die roll. It has a SIZ of 2D3+1 and 1D3 hit points. The root’s POT is 3D6.

Flora

G rape Vines Grapes grow wild but are cultivated for winemaking throughout southern Genertela. White grapes need less heat than red to ripen; as a result, white wine is more prevalent in Dragon Pass and South Peloria, while red wine is more prevalent in Kethaela. There are several distinct styles of wine ranging from sweet and aromatic, to very dry. Wines from the Vinavale in Kethaela and the Nymie Vale in Sartar are the most valued; in general, wines from Kethaela have a better reputation than wines from Dragon Pass or South Peloria.

Hazia Hazia is a euphoric substance derived from the crushed stamens of a plant native to the Stinking Forest. It is highly addictive and produces the same effect as a Discorporation spell but lasting for 1D6 hours. It is usually smoked or inhaled, but some species, particularly trolls, like to eat it. Each pipeful of hazia has a POT of 1D10, which is then matched against the smoker’s CON. If more than one pipe is smoked per hour, the POT effect is cumulative. If the resistance roll is failed, the user is addicted and wants more. The craving lasts for days equal to the POT of the hazia taken. Each day the user goes without having more hazia, they must make a CON×3 roll or lose a point of CON and DEX. Characteristic loss continues until hazia is taken or the addict kicks the habit. The lost CON and DEX return gradually (at the healing rate per week) once the addiction is broken.

Ivory Trees This tall, graceful deciduous tree has a leafy crown. When cared for, ivory trees grow almost unnaturally straight. Immature trees have smooth slender trunks covered by thin orange-red bark, which later peels off to reveal a striking shiny-white bark. Mature trees often reach 35 meters in height. Atop the trunk is a burst of clean, green foliage, the glossy, leathery leaves of which are splashed with creamy-yellow white. Their extremely hard, gleaming wood is prized for sculpting, fine furniture, luxurious construction, and weaponry.

Jang Also called Arroin’s Eye, this spectacular flower ranges from Prax to Wenelia. It is a five-leafed perennial (although sixleafed jang is not unknown). The petals are a pure yellow color with pink stigmas and stamens. Each jang plant has

1D3 flowers at any time, except Dark Season. Flower size is seasonally dependent, being largest in Sea Season, just after their smallest size in Storm Season. Jang is a common healing plant. The POT of each flower is dependent on season. Sea = 1D12 healing, Fire = 1D6, Earth = 1D8, Dark = 0, and Storm = 1D4. The petals must be directly applied to a wound for a few days. They must be fresh unless refined correctly. Each flower represents one use.

Moon Flowers This small bush is covered with reddish flowers that bloom each Full Moon day. The flowers are poisonous with a POT of 16 if ingested. If CON is overcome by the POT of the poison, the victim also suffers from delirium for 24 minus CON hours. During this period, the victim suffers from complete inability to differentiate reality from fantasy; bizarre and possibly violent behavior; painfully severe sensitivity to light (like that of a trollkin or cave troll); and mild amnesia. Lunar alchemists refine Moon Flower into a potion that eliminates the physical harm and enhances aspects of the delirium and creates an effect like that of hazia (but without the addictive qualities).

Oaks There are many species of oaks in Glorantha, and the genus includes deciduous and evergreen species across Genertela, parts of Pamaltela, Jrustela, and the East Isles. Common species include the strong oak, the silver oak, the black oak, and the yellow oak. Some oak species may live over 1,000 years; a few specimens date to the Dawn. Most oaks grow from 9–25 meters in height and around 1 meter in diameter, but large trees may exceed 36 meters in height and 3 meters in diameter.

Oaken Warriors This plant is a large tree—obviously related to oak—which can uproot itself and engage in ambulatory activities. In its normal state, the tree is quiescent, only rarely rousing itself, but when aroused by a dryad or a wood spirit, it can be dangerous. If the tree is damaged or burnt, it will also activate. The oaken warrior has a POW of 3D6 and 2D4 branches which it can use to crush its foes. Each tree has a chance to hit equal to 90% minus (number of branches ×10). Thus, a tree with five branches has a 40% chance to hit with each branch. Both SIZ and STR of the tree will be 3D6+30 at maturity. When a branch hits a target, it will clinch up and slowly crush

199

RuneQuest the victim. Each round, the area struck will take damage equal to half the tree’s damage bonus. Armor will protect only until its armor rating is overcome, when it will splinter. The oaken warrior has a DEX of 4 and base SR of 5. It has hit points equal to 2D6+12 on each branch, and twice its SIZ across the trunk. Opponents can choose which area they wish to strike at. The trees general toughness and thick bark counts as 5 points of armor. If the trunk is cut through, the tree will die. Oaken warriors are found only in Aldryami forests. Elves know the secrets of waking them from their normal hibernation but can evidently only do this once every season or so. The trees do not normally activate for a period longer than a few days. The trees take over 30 years to grow to maturity, and have no special powers until then, so they are usually grown in a special interior grove while they are saplings, and then moved to a perimeter area when they mature. They are slow-moving, with a Movement Rate of 3.

Pines Pine trees are found in nearly every region of Genertela, and in Umathela. They are evergreen resinous trees (or sometimes shrubs) growing 3–80 meters tall, with most species reaching 15–45 meters tall. The yellow pine, which is among the tallest pines, can be found in mountainous regions across Genertela.

Princess Plants This is a bush with very large white leaves and white flowers. It is known to be fire-resistant. It is occasionally used by artisans, cooks, and smiths to protect against burns, usually by thatching the plant’s broad leaves into heat resistant mats. It is possible to construct entire garments out of the leaves,

200

but the plant is slow growing and rare, and elves reserve all such garments for themselves. The plant’s leaves act as armor vs. heat and fire with an absorption rating equal to the plant’s potency when the leaves are fresh. Like armor, it is not damaged by a single attack, and will continue to absorb and reduce fire damage round after round without limit. However, it is not resistant to normal damage, and any damage done to it by weapons will tear a gap in the garment, eliminating protection from that area. The garment can be worn under armor but will be torn by any weapon that penetrates armor. After the plant has been dead and dried out (a process taking about a week) the plant’s effectiveness is reduced to half POT. Princess plant blooms during Dark Season and grows yearround. It naturally grows in cool climates and mountains. The princess plant bush is normally SIZ 1D3+1 and can take 1D3+1 points of damage before the stalk is severed. It has a POT of 3D4.

Redwoods Groves of redwood trees can be found in humid climates with dry summers and snowy winters, typically in deep mountain valleys and gullies. Redwoods are columnar evergreens 40–120 meters tall. The high crowns of these trees form a canopy far above the forest floor covered with a wide variety of ferns, mosses, mushrooms, and strawberry trees. The redwoods are sacred to the Green Elves. They are very long-lived; a few date to the God Time, although most date to the early Third Age.

Flora

Silverwoods Silverwoods are giant trees with fat, irregular trunks and huge, tree-sized branches extending at irregular intervals along the trunks. They are less tall than the redwoods (40–80 meters at maturity), but their trunks are up to 30 meters in diameter. Silverwoods are relatively rare and extremely long-lived; many date back to the God Time. Aldryami worship individual silverwoods. Redwood and silverwood are marvelously resistant to disease, rot, fire, and insect pests. The wood is light and easily worked, although neither structurally strong nor durable.

Skullbushes The skullbush is the source of oilseed, the only food crop unique to Prax and its environs. The skullbush is a low shrub with a thick trunk and branches that grows in the betterwatered parts of Prax. It grows slowly and rarely reaches a height of more than 3 or 4 meters. The wood is dense and finely grained. Skullbushes bloom at night during Sea Season; its large, white fleshy flowers emit a strong, musty-but-fragrant odor. They are pollinated by bats, called skullbats by the nomads. The cult of Eiritha holds that it is taboo to slay a skullbat during Sea Season. At the end of Sea Season, the flowers close and wither. By early Earth Season, each flower remnant has given rise to three large oval seeds, clad in a thick green coat. They are extremely oily and are the only source of vegetable oil which the nomads possess. The seeds are edible when roasted in their own oil.

Windberry Trees These very rare trees only grow near the tree line. Every two years they produce a spikey orange fruit that is highly prized. A Search made on the tree shows that the fruit seems to shimmer slightly. If picked (requiring a DEX×5 roll) and eaten, one berry will give the same effect as a 1-point Shimmer spell. This effect lasts two minutes (10 melee rounds). In the raw state, even 20 berries do no more than one berry. However, these berries may be refined into a potion for Shimmer at no additional magic point cost with the use of the Alchemy skill and access to adequate equipment. Every ten berries included in the potion will give two doses of

Staff of Flight The staff works as a matrix for the Orlanth Flight Rune spell. However, duration is only 10 melee rounds and the magic point cost to operate the spell is 5 points. If the final Runes were carved into the wood on an Orlanthi holy day, the magic point cost is only 4. If carved on the Orlanth High Holy Day, the magic point cost is only 3 per usage. Extension may be stacked with this spell. A straight staff has a normal ENC 2, but there is a 70% chance that the staff will be crooked and thus ENC 3. The staff can take 7 hit points of damage before becoming useless.

Shimmer 2; 20 berries, two doses of Shimmer 4; 30 berries, two doses of Shimmer 6; etc. With the use of the Alchemy skill to preserve the berries, they will last for a season. Otherwise, they rot in seven days. To preserve them for potion making, the berries must be mashed, and the mash put in a sealed flask. The mash is now useless until refined into a potion. The fruit ripens on a two-year schedule. Ripe fruit will be present only during Fire Season every other year. After Fire Season, ripe fruit swiftly turn puffy and moldy, to be blown by the mercy of the winds of Storm Season to a possible fertile resting place. Perhaps the wind gods fertilize these seeds, since seeds planted by man or elf never germinate. Normally, there are only 1D100 berries available to be picked (in reach as it were, even by climbing the tree). If the tree is cut down, a ladder is available, or Flight is used, the number of berries may be doubled. Even more valuable than the berries are the boughs of the living Windberry tree. Each tree will have 1D3+1 boughs available that may be turned into a 2-meter-long Staff of Flight (as per the Orlanth Adventurous 1-point Rune spell). Each limb cut off has a 25% chance of killing the tree, making all further limbs dead and useless. To become a functional Staff of Flight, a certain ceremony must be performed. The bough must be stripped of all bark. Air and Mobility Runes must be carved into both ends of the staff. This must be performed within a day of cutting. The staff must then be thrust upright into the ground and left to the winds for at least a full week until the next Windsday. Upon Windsday, the staff is uprooted and the portions that touched the earth are cut off. Magic and Mastery Runes are then carved into the wood. It will now function as a Staff of Flight.

201

Alphabetical

Listing of Entries A Aldryami (Elves) 16 Black Elves 22 Blue Elves 23 Brown Elves 19 Dryads 18 Green Elves 20 Other Elves 22 Pixies 23 Runners 24 Yellow Elves 21 Animal Spirits 167 Antlions, Giant 130 Arrow-roots 197 Athoforia 197

B Baboons 28 Bears 140 Beast Men 29 Centaurs 30 Ducks 31 Fox Women 32 Manticores 34 Minotaurs 34 Satyrs 35 Beetles, Giant 131 Blackthorn Trees 197 Bloodbirds 141 BloodRoots 198 Brollachans 108 Broos 90 Bullsitches 96

C Calfonilla 198 Camphire 198 Cattle 142 Centaurs 30 Centipedes, Giant 132

202

Chaos Gaggle 193 Cliff Toads 108 Crabs, Giant 133 Crabs, Tree 133 Cranes, Giant 145 Crimson Bat 188 Crocodiles 142 Cwim, Spawn of Thed and the Devil 191

D Dancers in Darkness 97 Darkfoil 198 Deer 143 Black-tailed Deer 143 Elk 144 Demi-Birds 109 Demons 168 Dinosaurs 110 Allosaurs 110 Ankylosaurs 110 Brontosaurs 111 Deinonychuses 111 Elasmosaurs 112 Hadrosaurs 112 Magisaurs 113 Pteranodons, Giant 115 Triceratopses 115 Tyrannosaurs 116 Disease Spirits 169 Dogs 144 Dragonewts 35 Dragonewts, Beaked 39 Dragonewts, Crested 38 Dragonewts, Full Priest 41 Dragonewts, Inhuman King 41 Dragonewts, Tailed Priest 40 Dragonfly, Giant 133 Dragonsnails 98 Dreamweeds 198 Ducks 31

Index

E Eels, Giant 120 Embodied Spirits 176 Black Horses 182 Dehori: Babaka Fegh 183 Elementals, Air (Umbroli) 177 Elementals, Darkness (Dehori) 179 Elementals, Earth (Talosi) 179 Elementals, Fire (Urzani) 180 Elementals, Moon (Lunes) 181 Elementals, Moon (Selene) 181 Elementals, Water (Veredthi) 182 Hell Hounds 183 Hollri 184 River Horses 184 Thunder Brothers 185 Whirlvishes 186 Wraiths 187

F Fiends of Cacodemon 195 Fox Women 32

G Gargoyles 119 Genius Loci 170 Ghosts 170 Guardian Spirits 170 Landscape Spirits 171 Nymphs 171 Sprul-pa 172 Voughs 172 Wyters 173 Kogui 174 Snake Daughters 175 She That Strikes from Afar 176 Ghouls 98 Giants 45 Gorillas 46 Gorp 99 Grape Vines 199 Great Vrok Hawks 161 Griffins 121

H Harpies 100 Hazia 199 Healing Spirits 169 Hippogriffs 122 Honeybees, Giant 134 Horses 145 Cavalry Horses 146 Daron 147 Galana 147 Goldeneye 148

Mules 148 Riding Horses 146 Seredae 148 Warhorses 146 Huan To 100 Hyena 148

I Ivory Trees 199

J Jack O' Bears 101 Jang 199

K King Condors 149 Krarshtkids 102

L Leaping Bear 149 Lesser Hydras 103 Lions 150 Loper 150 Ludoch 66

M Maidstone Archers 47 Mammoth 151 Manticores 34 Mastodons 151 Men-and-a-half 48 Minotaurs 34 Moon Flowers 199 Morokanth 51 Mostali (Dwarfs) 53 Brass 59 Copper 57 Gold 59 Iron 59 Lead 57 Quicksilver 57 Rock 57 Silver 59 Tin 57 Mostali Creations 62 Gobblers 62 Jolanti 62 Nilmergs 64

N Newtlings 65 Nyctalopes 169

O Oaken Warriors 199

203

RuneQuest Trollkin (Uz) 77 Trolls, Cave (Romal) 79 Trolls, Dark (Uzko) 73 Trolls, Great (UZ) 76 Trolls, Sea 79 Trolls, Snow (Uzhim) 78

Oaks 199 Ogres 103

P Pig Dogs 152 Pines 200 Plant Spirits 170 Praxian Riding Animals 153 Bisons 153 Bolo Lizards 153 Herd-men 153 High Llamas 154 Impalas 154 Ostriches 155 Rhinoceroses 156 Sable Antelopes 156 War Zebras 156 Praying Mantises, Giant 135 Princess Plants 200 Pumas 157

R Redwoods 200 Revenants 123 Rock Lizards 123 Rubble Runners 158

S Saber-toothed Cats 158 Satyrs 35 Scorpion Men 104 Shadow Cats 159 Silverwoods 201 Skeletons 124 Skullbushes 201 Sky Bulls 124 Snakes 159 Solpugids, Giant 136 Spiders, Giant 137 Mobile Hunting Spiders 137 Web-Spinning Spiders 137 Stoorworms 105

T Titanothere 160 Triolini 66 True Dragons 117 Turtles, Giant 120 Tusk Riders 68 Tuskers 161

U Unicorns 125 Uz (Trolls) 71 Mistress Race (Uz) 76

204

V Vampires 105 Vrok Hawks 161

W Walktapi 107 Wasps, Giant 138 Water Lizards 126 Wild Boars 162 Wind Children 83 Windberry Trees 201 Wolfbrothers 84 Wolves 162 Wolves, Dire 162 Worms, Giant Ice 139 Wyrms 127 Wyrms, Water 128 Wyverns 128

Y Yaks 163

Z Zombies 129