Expanded Bestiary

Part 3

Maso Perez

A BESTIARY OF THE KNOWN WORLD Part 3 NATURAL BEASTS APES Apes are not native to the Middle Kingdoms, but can be found in both the more Northern and Southern environments of the Known World, with mountain apes in the north and jungle and forest apes found in the South. APP 3 STR 10 STAM 7 DEX 7 TECH 3 BODY 30 PER 7 WILL 3 MEM 3 IMAG 5 REAS 2 MIND 20 PRE 6 CONV 7 COUR 7 EMP 4 WIS 4 SPIRIT 28 SKILLS: Feral Tongue 10, Awareness 4, Acrobatics 5, Athletics 6, Stealth 3, Evade 5. GIFTS: None. BINDINGS: Lust 3, Fear large cats 5. WEAPONS: Hand-to-hand 3: Punch 2, Punch +2 Impact, Slam +5 Impact; Grapple 3, Clinch* +10 Impact. (Sometimes a crude club may be used as well) HIT LOCATION TABLE: Humanoid (treating Grievous Wounds to the feet as TECH instead of DEX). ARMOR: Fur: Overall 2/1/1, Exposed (Feet, Stomach, Hands, Face) 0/0/0. ENC: 0 MOVE: 36 (Runx2: 72, Climb: 35). NOTES: *Clinch damage interacts with armour as if it is Cut damage. Apes may roll INST tests as if they had INST 10, but roll REAS tests at REAS 2. The Characteristics above can be used for a number of primates, though fit the Chimpanzee Lineage of the jungles of Eastern Ramoristan and Vanimoria. The Orangutan of found in the Spice Isles is a common pet to collectors, due to its docile and sluggish nature, its Lineage adds +1 STR, +3 STAM, and -2 DEX for a Body of 32, +2 WILL and +1 MEM for a Mind of 23, +3 WIS for a Spirit of 31, and loses the Lust 3 binding. The White Gorilla of the chilled Pallithanes is larger, with a +4 STR, +2 STAM, and -1 DEX for a Body of 35, and has Berserkir Ekstasis 3. The Silverback Gorilla found in the great Rejaz jungles is even mightier its Lineage adding +6 STR, +3 STAM, and -1 DEX for a Body of 38, and has a Berserkir Ekstasis 3. The beautiful Mandrill of Samar Kess is not much larger than a Chimpanzee, but significantly more dangerous and vicious, its Lineage adds +3 APP and +1 STAM for a Body of 34, +1 PRE and +3 COUR for a Spirit of 32, with Berserkir Ekstasis 3. Apes may have specific Lineages (as shown above), Birth Signs, and Birth Omens.

MONKEYS APP 4 STR 3 STAM 6 DEX 8 TECH 3 BODY 24 PER 7 WILL 2 MEM 3 IMAG 5 REAS 1 MIND 18 PRE 6 CONV 7 COUR 3 EMP 4 WIS 5 SPIRIT 25 SKILLS: Feral Tongue 8, Awareness 4, Acrobatics 7, Athletics 4, Stealth 7, Evade 5. GIFTS: None. BINDINGS: Fear predators 5. WEAPONS: Hand-to-hand 2: Punch 1, Punch -5 Impact, Slam +3 Impact; Grapple 3, Clinch* +3 Impact. HIT LOCATION TABLE: Monkey. ARMOR: Fur: Overall 2/1/1, Exposed (Feet, Stomach, Hands, Face) 0/0/0. ENC: 0 MOVE: 28 (Runx2: 56, Climb: 31). NOTES: *Clinch damage interacts with armour as if it is Cut damage. Monkeys may roll INST tests as if they had INST 10, but roll REAS tests at REAS 2. The Characteristics above may be applied to most lineages of monkeys, particularly the Capuchin Monkeys of Ramoristan, the Red Monkeys of Vanimoria, and the Spider Monkeys of Galia. The Lion Monkey

Expanded Bestiary

Part 3

Maso Perez

Lineage of Amora adds +3 APP for a Body of 27. The Howler Monkey of the Rejaz jungles is larger, with a +2 STR and +1 STAM for a Body of 27, and Voice of Madness 4. Finally, the Baboons found roaming in large groups in the Gola, Southern Meretia, and in Amora are similar to the terrifying Mandrills on the other side of the Known World, their Lineage adds +4 STR, +2 STAM, and +1 DEX for a Body of 31, +7 COUR for a Spirit of 32 a Bite attack at +2 Puncture, Berserkir Ekstasis 3, and their Hand-to-hand 6 with a Punch 3 specialty.

OCTOPI Octopi are considered a delicacy to many coastal noblemen who take pride in the geography of their lands, and are a commonly-caught ‘trash-fish’ in fishermen’s nets elsewhere. APP 1 STR 3 STAM 4 DEX 7 TECH 3 BODY 17 PER 4 WILL 7 MEM 3 IMAG 5 INST 8 MIND 27 PRE 4 CONV 7 COUR 5 EMP 3 WIS 6 SPIRIT 25 SKILLS: Feral Tongue 5, Awareness 3, Contortionist 10, Stealth 7, Evade 5. GIFTS: None. BINDINGS: Fear sharks 6, Fear humans 4. WEAPONS: Hand-to-Hand 2: Grapple 4, Clinch* +3 Impact, or Ink Cloud special. HIT LOCATION TABLE: Squid. ARMOR: Cuttlebone and Flexible Body: Overall: 0/0/4, Strong (Mantle, Head) 4/4/1. ENC: 0 MOVE: Swim 17 (Fast Swimx2: 34, Jetx4: 76). NOTES: *Clinch damage interacts with armour as if it is Cut damage. Ink Cloud is a special attack available to all squids and octopi that can only be used effectively in the water; when used, they create a cloud of ink in the water equal in square feet to their WILL, which obscures PER of those caught in it by an amount equal to their STAM. Provided an opponent is roughly the same size, or smaller, as an octopus’ mantle it can grapple them only using one set of tentacles (four tentacles total). It rolls with its full bonuses even if grappling two opponents in this way. If an octopus grapples an opponent with both sets of tentacles, they may make two Clinch attacks against the opponent with no negatives. The above Characteristics can apply to many larger octopi commonly caught by fishermen, with two or three-foot-long mantles typically, particularly the Common Octopus Lineage. The Blue-Ringed Octopus Lineage found in the Mera Düré is a tad smaller, adding a -1 STR and -1 STAM for a Body of 15, but is also potently poisonous, anyone eating it receive a poison level 7 effect that deals its level in damage per minute for a number of hours equal to its STAM score. The Mimic Octopus Lineage is the same as above but adds +4 to its Stealth skill, and a Disguise 10 skill. The Giant Octopus Lineage, ranging mantle length four to six feet (8’-12’ in overall length), adds a +3 STR and +2 STAM for a Body of 22. Octopi may have specific Lineages (as shown above), Birth Signs, and Birth Omens.

SQUIDS More common than those off the coast would think, Squids swim throughout the Mera Argenta and surrounding seas, and come in many shapes and sizes. APP 1 STR 3 STAM 4 DEX 7 TECH 3 BODY 17 PER 4 WILL 7 MEM 3 IMAG 5 INST 8 MIND 27 PRE 4 CONV 7 COUR 5 EMP 3 WIS 6 SPIRIT 25 SKILLS: Feral Tongue 5, Awareness 3, Contortionist 5, Stealth 5, Evade 5. GIFTS: None. BINDINGS: Fear sharks 6, Fear humans 2. WEAPONS: Hand-to-Hand 2: Grapple 4, Suction Cup Hooks -5 Cut, Clinch* +3 Impact, or Ink Cloud special. HIT LOCATION TABLE: Squid. ARMOR: Cuttlebone and Flexible Body: Overall: 0/0/4, Strong (Mantle, Head) 4/4/1.

Expanded Bestiary

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Maso Perez

ENC: 0 MOVE: Swim 17 (Fast Swimx2: 34, Jetx4: 76). NOTES: *Clinch damage interacts with armour as if it is Cut damage. Ink Cloud is a special attack available to all squids and octopi that can only be used effectively in the water; when used, they create a cloud of ink in the water equal in square feet to their WILL, which obscures PER of those caught in it by an amount equal to their STAM. Provided an opponent is roughly the same size, or smaller, as a squid’s mantle it can grapple them only using a single arm or one set of tentacles (four tentacles total). It rolls with its full bonuses even if grappling multiple opponents in this way, and makes both Suction Cup Hook and Clinch attacks with is Grapple specialty. If a squid grapples an opponent with more than one arm or more than one set of tentacles they may make as many attacks as they have Hit Locations engaged in the grapple without penalty. However, it is worth noting that most squids only have hooks on their arms, not their tentacles. The above Characteristics can apply to many larger squids commonly caught by fishermen, with two or three-foot-long mantles typically, though most will lack tentacle hooks save the Hooked Squid Lineage. Smaller breeds of Squid, as well as certain Cuttlefish, use the above characteristics but add -2 STR for a Body of 15. The Giant Squid Lineage can range from six to eight feet in mantle length (33-43’ in total length) and add +7 STR, +3 STAM, and -1 DEX for a total Body of 22, as well as Berserkir Ekstasis 3, and their Ink Cloud attack creates a cloud equal in diameter to their Body score in feet. Finally, the terrifying Colossal Squid Lineage has a mantle length ranging from nine to fourteen feet (40’-60’ in total length) and add +12 STR, +6 STAM, and -1 DEX for a total Body of 34, as well as Berserkir Ekstasis 3, and their Ink Cloud attack creates a cloud equal in radius to their Body score in feet. Some say there are squids even larger lurking in the depths, or at the ends of the world, creatures the Panaghians know well as the Kraken, but such a beast would not be covered by these characteristics, and will only appear in later volumes. Squids may have specific Lineages (as shown above), Birth Signs, and Birth Omens.

WEASELS Common scourges to livestock throughout the Middle Kingdoms, weasels are fairly numerous and typically despised beasts by humans, particularly farmers and herders. Though most are small and nary a threat to humans, a few can be particularly fierce and difficult to deal with, especially if attacking their dens. APP 5 STR 3(5) STAM 5 DEX 5 TECH 1 BODY 19 PER 7 WILL 5 MEM 3 IMAG 3 INST 4 MIND 18 PRE 4 CONV 7 COUR 7(9) EMP 6 WIS 5 SPIRIT 29 SKILLS: Feral Tongue 3, Awareness 8, Track 5, Athletics 4, Stealth 7, Evade 5. GIFTS: Berserkir Ekstasis 2. BINDINGS: Fear wolves 3, Fear humans 3. WEAPONS: Hand-to-Hand 3: Bite -3 Puncture, Claws -3 Cut. HIT LOCATION TABLE: Four-legged Animal. ARMOR: Fur: Overall 2/1/1. ENC: 0 MOVE: 23 (Runx3: 69). NOTES: The above Characteristics block can be applied to most average weasel Lineages, dozens of which abound throughout the Known World. There are several notable varieties that Characters may encounter. The Middle Badger Lineage, the most common Badger breed of the Middle Kingdoms, adds +1 STR and +2 STAM for a total Body of 22, +1 PRE and +1 COUR for an average Spirit of 31, and usually has a Berserkir Ekstasis 4 Gift Level. The Vanimorian Mongoose Lineage is common in the lands of the Phoenix Court, and are routinely caught and raised by shady merchants for use in snake-baiting sport, where they set a single mongoose against three or more vipers; this lineage adds +1 STR and +1 STAM for a total Body of 21, +2 WILL and +1 INST for a total Mind of 21, and Immaculate Body 5. Few weasels are as mighty and terrifying as the Harath Wolverine, known to kill wolves foolish enough to attack it, whose lineage adds +3 STR, +3 STAM, and +1 DEX for a total Body of 26, +2 WILL for a total Mind of 20, +3 COUR for a total Spirit of 32, with Berserkir Ekstasis 5 and no Bindings of any kind. Weasels tend to be solitary, save when a female raises her young. Weasels may have specific Lineages (as shown above), Birth Signs, and Birth Omens.

Expanded Bestiary

Part 3

Maso Perez

WHALES Whales are an uncommon sight in the seas surrounding the Middle Kingdoms, save for in the spring in the Gulf of Galia migrating from the Mera Düré and occasionally off the Barren Coast in the winter. In both instances they are rarely hunted, but their oil and/or ambergris can catch a high price in the markets of Hemapoli and Palatia. APP 3 STR 30 STAM 20 DEX 6 TECH 1 BODY 60 PER 3 WILL 8 MEM 5 IMAG 5 INST 7 MIND 28 PRE 5 CONV 9 COUR 6 EMP 3 WIS 5 SPIRIT 27 SKILLS: Feral Tongue 8, Awareness 4, Stealth 3. GIFTS: None. BINDINGS: None. WEAPONS: Hand-to-Hand 0: Fin Slap +20 Impact, Tail Slap +30 Impact. HIT LOCATION TABLE: Shark (treating a roll of 7 as a hit to the Body Location). ARMOR: Hide: Overall 3/2/2. ENC: 0 MOVE: Swim 60 (Fast Swimx2: 120) NOTES: The whale is the gentle giant of the sea, rarely thought of with disdain, though sometimes thought of as a wonderful and demanding resource. The Characteristics above can be used for several kinds of whale, such as the Humpback Whale and the Gray Whale which are the two most common in the Mera Argenta, as well as the Bowhead Whale only found further North and South in the Unknown World. The Sperm Whale Lineage, which is found in all the seas of the Known World but typically keeps to its depths, also uses these Characteristics, save that it has a Stealth 6, a Bite attack at +28 Puncture or Impact, and a unique Sonar Pulse attack that counts as a ranged attack that stuns a target for a number of phases equally to net success on an Opposed test of the Sperm Whale’s PRE and Feral Tongue against the target’s STAM. The Blue Whale is the largest known whale in the oceans, and is typically found in the seas just east of Khael, some say that many live in and around the seas of the Dawn Isles. The Blue Whale Lineage is similar to above but adds +5 APP, +20 STR, and +10 STAM for a total Body of 95, with +3 PRE for a total Mind of 30, and the gift Unearthly Form 7, which is always active at no cost. Whales may have specific Lineages (as shown above), Birth Signs, and Birth Omens.

SUPERNATURAL BEASTS CENTAURS Half human and half-horse, centaurs are the four-legged descendants of Agdah’s couplings with mortal women during the Paradise of Creation. They are fairly rare, but can still be found in the Sea of Grass. Their distant cousins, two-legged satyrs, are more commonly found than centaurs, but centaurs are typically more powerful, and less seductive, than their two-legged brethren. APP 7 STR 10 STAM 10 DEX 6 TECH 6 BODY 39 PER 8 WILL 4 MEM 5 IMAG 5 REAS 5 MIND 27 PRE 5 CONV 5 COUR 5 EMP 5 WIS 7 SPIRIT 27 SKILLS: Awareness 6, Athletics 6 (Running 6), Persuasion 4, Dancing 4, Musicianship 4 (Lyre 4), Artistry 2, Craftwork 4 (Fletching 3), Navigation 5, Oratory 3, Inquiry 2, Campaigning 8, Skirmishing 4, Track 4, Follow 6, Folk Lore 2, Star Lore 2, and Evade 6. GIFTS: Animal Mask 6, Keen Eyes 4, Feral Tongue 4, Courageous Aura 6, Many Tongues 4, Enlightened Tongue 6, Wrathful Visage 5. BINDINGS: Lust Women 8. MAGIC: Invocation, Purification Ritual, Offering Ritual, and Star Reading Ritual INVOCATIONS: Adjia Luna 2, Agdah: Ammon Agdah 2, Adjia The Archer 4 WEAPONS: Hand-to-Hand 0: Fist +2 Impact, Kick +6 Impact, or Trample +11 Impact (prone opponents). Melee 3: Heavy Saber +7 Cut; Lance 2, Lance +9 Puncture. Marksmanship 6: Bow 3, Composite Shortbow +8 Puncture; or Thrown 3, Javelin +8 Puncture. HIT LOCATION TABLE: Centaur

Expanded Bestiary

Part 3

Maso Perez

ARMOR: Hide: Overall 3/2/2 Exposed Head, Face, Neck, Shoulders, Arms, Hands, Chest, Stomach 0/0/0 (Warparty centaurs will outfit their upper-bodies with armour just as humans would.) ENC: 0 MOVE: 44 (Run x4: 250) NOTES: Centaurs dwell in the Sea of Grass, and are intriguing creatures in their design alone. They have the body of a horse, but where the neck would begin and lead to a horse’s head, they instead have the torso of a man with the stomach meeting the forequarters of the horse body. They are, however, closer in size to a Middle Kingdoms pony for their horse half, rather than a full-size courser, but still remains horse-like in proportions. Their anatomy has yet to be studied properly due to the lack of universities nearby them, but they remain an Earthly Wonder. They are known to be more refined and intelligent than their satyr cousins, as well as stronger and more battle-ready; however, legend says they become mad with lust in the presence of women, and are known to be rather rapacious in that regard. Centaurs are only ever male, and reproduce by taking human wives, typically by force. However, despite this dark spot in their condition, they are known to be intellectual creatures with a love for debate and an otherwise staunch understanding of right and wrong. Unless one is trespassing, a horde of centaurs is a site most travelers would be relieved at, as they would drive off more monstrous creatures. The centaurs have no united front, but sometimes gather in massive war-parties lead by a champion of debate, and are known to join together especially when the Lokhites drift too close to their territories. Centaurs may have specific Lineages, Birth Signs, and Birth Omens.

CETEA Cetea are sea serpents so large it is said they destroy ships by constricting them with their massive body. Sometimes call Leviathans, they are mainly found in the Northern and Eastern Seas, devouring whales in between preying on ships. Little is known about their behaviour. APP 1 STR 30 STAM 15 DEX 5 TECH 1 BODY 52 PER 5 WILL 4 MEM 3 IMAG 4 INST 5 MIND 21 PRE 6 CONV 7 COUR 8 EMP 2 WIS 7 SPIRIT 30 SKILLS: Feral Tongue 5, Awareness 8, Follow 4, Stealth 6, Swimming 10, Contortionist 10, Evade 6. GIFTS: Dreadful Screech* 4, Veteran 3. BINDINGS: None. WEAPONS: Hand-to-Hand 6: Bite +29 Puncture, or Constrict +30 Impact. ARMOR: Cetean Scales: Overall 6/4/4. ENC: 0 MOVE: 52 (Runx1.5: 78, Swimx3:156). NOTES: *Identical to Dreadful Voice. Massive dark blue serpents that writhe in the deep, Cetea are quite possibly the most feared creature in the Known World. Hard to spot and harder to kill, Cetea have rough scales and teeth the size of swords, and a body so long and powerful they can constrict schooners and crush them if they wished. They dwell deep in the ocean mainly preying on whales, but sometimes come towards the surface in search of different prey. Most ships avoid them altogether by staying in shallower waters, which they are almost never found in due to their immense size. Little is known about their biology or behaviour, but one Khaelite scholar-by the name of Usuan Renalt-focused on their studies and traveled throughout the known world collecting accounts about them. They are dark-blue, much the same as the water they dwell in, and estimated at least two-hundred feet in length, and have large frills on their heads as well as six fins on their bodies and finned tail; to Usuan this suggested they are actually serpent-like fish. Of all twenty accounts from survivors of a Cetea attack, only one claimed the beast ate any of the crew, which lead Usuan to the conclusion that they prey on ships believing them to be a foreign animal, as a ship viewed from below looks like the shape of a large nut, and the sun or moon above the ship obscures it so the Cetea is unable to tell it is a wooden object. He has no advantages against the beast to offer in his work, unfortunately, and no ship has ever explicitly gone looking for a Cetea, so all of his descriptions are still held in skepticism by many other bestiaries and their writers. They may have specific Birth Signs and Birth Omens, but not specific Lineages.

CYCLOPES One-eyed anthropoids of great size, typically three times the size of a normal human man. Their origins are unclear, and most perished with the destruction of Ürüne Düré, but some still roam the most remote locations of the

Expanded Bestiary

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Maso Perez

Material World. They are noted as being master craftsman, even if they have never been formally taught, as well as being infamously ugly and strong. APP 2 STR 20 STAM 15 DEX 5 TECH 8 BODY 50 PER 5 WILL 5 MEM 5 IMAG 5 REAS 5 MIND 25 PRE 4 CONV 6 COUR 5 EMP 5 WIS 5 SPIRIT 25 SKILLS: Awareness 3, Athletics 4, Artistry 4, Craftwork 10, Blacksmithing 10, Engineering 8, Folk Lore 6, Yheran Cult Lore 4, Star Lore 3, and Evade 6. GIFTS: Dreadful Visage 4, Mind Afire 6, Sensitive Touch 4, Second Sight 2, Sustenance 2. BINDINGS: Shame 5. MAGIC: Folk Lore, Enchantment Ritual, Inscription Ritual, Purification Ritual; Yheran Cult Lore, Invocation; Star Lore, Reading Ritual. INVOCATIONS: Geniché Chthonia 4, Yhera The Creatrix 6, WEAPONS: Hand-to-hand 4, Fist +14 Impact, Clinch +20 Impact (Cut on Armor). HIT LOCATION TABLE: Anthropoid. ARMOR: Hide: Overall 3/2/2 (or appropriate Armor, typically none or clothing.) ENC: 0 MOVE: 54 (Run x2: 108) NOTES: Much like satyrs and centaurs, there are no female cyclopes. This is a strange occurrence for them, and leads many to believe that they are offspring of a coupling between Brage and Geteema, although there are no such tales of this occurring. The Cyclops race is not only said to have lived in Ürüne Düré, but also helped shape it and taught the men much of their crafting styles. They are known to be docile and gentle, despite their massive size, and typically are at least as intelligent as a man, however there have been cases of cyclopes becoming man-eating savages from years of maltreatment. Cyclopes are somewhat of a set of tragic figures, constantly longing for love and admiration, but usually failing to reach it due to their hideousness. Cyclopes may have specific Lineages, Birth Signs, and Birth Omens.

GRIFFINS Griffins are a dazzling and regal creature that many theologians consider innately divine. In heraldry, they represent a joining of the Heavenly (Eagle) with the Earthly (Lion) into a very appealing new beast; they are almost meant to represent a balance of intelligence and strength. They herald change typically and as such are seen as a tricky birth omen. Griffins themselves do not possess true reason but are said to be very intelligent for beasts, able to grasp abstract and complex concepts so long as they are currently facing them, and known to be able to create tactics when in a battle. They are rarely sited alone, either as a mated pair or as a full family, though there are not large groups of griffins such as a pride of lions. It is said that griffins mate for life, and will not find a new mate if their mate dies, which typically leads to what some refer to as a ‘feral griffin’; such lone griffins are typically far more aggressive and brash, which can make them very dangerous for travelers. APP 7 STR 12 STAM 10 DEX 7 TECH 2 BODY 38 PER 10 WILL 9 MEM 5 IMAG 6 INST 8 MIND 38 PRE 10 CONV 6 COUR 8 EMP 4 WIS 6 SPIRIT 34 SKILLS: Feral Tongue 8, Athletics 4, Awareness 8, Acrobatics 3, Follow 4, Track 4, Stealth 6, Foraging 6, Handto-Hand 8, Evade 8, Local Expert (Territory) 5. GIFTS: BINDINGS: None WEAPONS: Hand-to-Hand 8: Bite +5 Cut or +5 Puncture, or Talons +7 Cut HIT LOCATION TABLE: Winged Animals ARMOR: Feathers and Hide; Overall 6/4/4 ENC: 0 [STR x4 for ENC determination] MOVE: 37 (Run x3: 111; Fly: Soaring/Gliding x3: 111, Active x6: 222, Dive x15: 555) NOTES: Griffins are held as an intriguing and beloved creature by the nobility, and a feared and respected one by those who live within their territories. Griffins are most commonly found in Mountain ranges that are nearby forests, particularly the Djar Eduins, Manon Mole, and the Pavas Mole, and are known to act as though they are not only entitled to their territories, but also responsible for them. Griffins will monitor and explore their territories, making them excellent guides for those with the Feral Tongue gift, and are known to monitor populations of their prey within their grounds. If other predators (even those such as wolves or bears) are killing too much prey, the griffins of

Expanded Bestiary

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the area will hunt such predators exclusively until their preferred prey’s population bouncing back. They typically avoid humans unless they wander too close to their nests, but there have been reports of battles being interrupted or even postponed when large families of griffins (a dozen or more) have swooped down with the purpose to stop the fighting. Lone Griffins, called ‘feral’ by some, have none of these peculiar traits, and act more animalistic and aggressive. Male feral griffins have been known to act akin to wyverns and merely attack whatever suits them at the time, losing their dignity and seemingly seeking death with constant challenges against strong opponents. Female feral griffins act much the same, but have a variance depending on whether or not they are still raising children. If they are, they avoid confrontation and cease patrols of their territory, focusing on raising and nurturing their children. If their children have left, died, or they never had children, they will seek out weak animals and even humans, and forcibly bring them back to their nest to try and nurture them into strength. This can be a dangerous relationship as a female feral griffin will not allow such wards to leave before she is satisfied with their progress, and may mistakenly kill when trying to prevent them from leaving. Griffins are almost never allowed to be hunted, unless they are feral and being a nuisance. Griffins may not have specific Lineages, but they may have specific Birth Signs and Birth Omens.

HARPIES Harpies are winged women that were born in the mountain-gardens of Geteema, and are similar to Sirens in temperament and function, save that they are half-human half-avian. Like sirens, Harpies devour human flesh and attract victims with their beautiful bodies and enchanting voices; unlike sirens, they also are known to covet and attack people for their material riches, drawn to precious stones and metals for their beauty. APP 10 STR 5 STAM 6 DEX 7 TECH 5 BODY 33 PER 8 WILL 3 MEM 5 IMAG 5 REAS 5 MIND 26 PRE 8 CONV 4 COUR 5 EMP 2 WIS 5 SPIRIT 24 SKILLS: Old Emmetic 5, other human language 4, Awareness 6, Athletics 3, Stealth 6, Swimming 7, Persuasion 4, Singing 6, Navigation 8, Star Lore 4, Yheran Cult Lore 4, Hand-to-Hand 4, Evade 6 GIFTS: Feral Tongue 4, Spellbinding Form 4, Haunting Voice 10, and Honeyed Tongue 8 BINDINGS: Cruelty 4 (–4 to PER and EMP in social interactions with prey) MAGIC: Invocation, Offering Ritual, Sacrifice Ritual, Purification Ritual, and Star Reading Ritual INVOCATIONS: Yhera: Queen of Heaven 4, Yhera The Dread 2, Adjia The Huntress 4 WEAPONS: Hand-to-Hand 4: Claw –2 Cut, Wing Beat +0 Impact (or by weapon, usually none) HIT LOCATION TABLE: Winged Anthropoid ARMOR: Feathers: Overall 4/2/3 Exposed (Head, Face, Neck, Chest, Stomach) 0/0/0 ENC: 0 MOVE: 36, (Fly: Soaring/Gliding x3: 108, Active x6: 216, Dive x10: 360) NOTES: Harpies live in mountainous regions almost exclusively, being better acclimated to high climates and the cold, though they will sometimes travel to lowlands for feeding. They use their voices to lure travellers off the beaten path where they can ambush them from above; they typically only breed with attractive men, eating and killing all women and any men who do not meet their subjective standards. Harpies are usually encountered in small groups; in the Middle Kingdoms region, they are most likely to be seen in Daradja, mainly in the Harath Eduins but also in the Djar Eduins and the Marek Mole. Harpies may have specific Lineages, Birth Signs, and Birth Omens.

LAMIAS Lamias are creatures with the bottom half of their body being that of a massive red snake, and the top half being a beautiful woman, save that she also has six arms. Their origins are debated, some postulate that they are daughters of Thula, others claim they are warrior-women cursed by the Gorgonae. No matter their origins, they are rare, only being found Hazorat Rune mountain-range in Déskédré, and are known to feast on human flesh. APP 8 STR 6 STAM 6 DEX 8 TECH 5 BODY 33 PER 6 WILL 5 MEM 5 IMAG 5 REAS 5 MIND 26 PRE 8 CONV 4 COUR 5 EMP 2 WIS 5 SPIRIT 24 SKILLS: Old Emmetic 5, other human language 4, Awareness 6, Stealth 8, Swimming 3, Persuasion 4, Singing 6, Navigation 8, Star Lore 4, Occult Lore 4, Hand-to-Hand 4, Melee 4, Evade 6 GIFTS: Aura of Madness 2, Brazen Body 4, Evil Eye 3, Honeyed Tongue 2. BINDINGS: Hate Men 6, Cruelty 4 (–4 to PER and EMP in social interactions with prey) MAGIC: Invocation, Offering Ritual, Sacrifice Ritual, Purification Ritual, and Star Reading Ritual

Expanded Bestiary

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INVOCATIONS: Typically, those of Forbidden Gods. WEAPONS: Hand-to-Hand 4: Fist –3 Impact or Constrict +6 Melee 4: Multi-Weapon Fighting* 2; Light Sabre +3 Cut, Dagger +2 Cut/Puncture, Morningstar +4 Puncture. HIT LOCATION TABLE: Lamia ARMOR: Scales: Overall 6/3/5, Exposed (Head, Face, Neck, Shoulders, Arms, Hands, Chest, Stomach, Belly) 0/0/0, typically also a Cuirboilli Panoply: Overall 5/4/3, Exposed (Face, Neck, Hands) 0/0/0. ENC: 0 (6 with Cuiboilli Panoply) MOVE: 16 (Runx1.5: 32) NOTES: *Lamias have a unique weapons skill due to the fact that they have six arms. Despite the number of arms, they can only attack with three attacks per attack action, and so usually they will have a long weapon in a hand on each side, and a shorter weapon on one side, leaving three hands to use for other tasks during a fight. Like Harpies and Sirens, Lamias typically feed on men over women and try to draw men in with their seductive forms and voices; unlike them, they almost always are armed and armored. They hide within cave complexes and are typically found either completely alone or in trios, which further suggests a connection to the Gorgonae. A Lamia was once captured and experimented on by a Palatian magister, and it was found that Lamias do not actually require food, and therefore devour men solely out of their hatred for them, perhaps to make it more difficult for such men to avoid the Hells. They may have specific Lineages, Birth Signs, and Birth Omens.

MANTICORES Manticores are by no means a numerous creature, but the species makes up for its lack of numbers by its cold-blooded nature and cunning. It is essentially a large lion with the face of a man, a pair of leathery bat-like wings, and the tail of a massive scorpion. Many consider it the darker counterpart to the wise and knowledgeable sphinx, as they are both winged beast-like intelligent creatures. APP 2 STR 10(14) STAM 10 DEX 7 TECH 1 BODY 32 PER 10 WILL 4 MEM 7 IMAG 6 REAS 7 MIND 34 PRE 10 CONV 5 COUR 6(10) EMP 7 WIS 7 SPIRIT 35 SKILLS: Awareness 6, Letters 3, Ancient History 7, Tracking 2, Follow 4, Watch 4, Athletics 8, Stealth 8, Hand-toHand 6, Evade 5, Persuasion 10, Seduction 9, Acting 7. GIFTS: Terrifying Mask 8, Evil Eye 4, Dreadful Voice 3, Ghost Tongue 4, Honeyed Tongue 2, Many Tongues 6, Berserkir Ekstasis 4, Sustenance 10. BINDINGS: Cruelty to prey 5, Pollution 3d10+5. MAGIC: None by default, though some may be trained. INVOCATIONS: None by default, though some may be trained. WEAPONS: Hand-to-Hand 5: Bite +5 Cut or +5 Puncture, Claws +7 Cut, Tail Stinger +7 Puncture plus poison Level 10. HIT LOCATION TABLE: Manticore. ARMOR: Hide and Exoskeleton: Overall 6/5/5, Exposed (Face) 0/0/0, Strong (Tail, Stinger) 8/8/4. ENC: 0 MOVE: 40 (Run x2: 80; Fly: Soaring/Gliding x3: 120, Active x6: 240). NOTES: Manticores are an all-male race of monstrous creatures birthed into existence by Geteema for use in the Siege of Ürüne Düré, their poisonous tails killing foes en masse for the Queen of the Dark Earth. When the siege was complete Geteema seemed to almost completely forget about them and no longer begot new ones, meaning that their time as a species was limited by how long they could keep their numbers up. They could not breed due to all being male, despite what some folk might make you believe about them breeding with normal beasts to make more, and this lack of longevity drove them to be bitter and ruthless. At first, they massacred each other with in-fighting, but as they wound down to less than a thousand in the world territories became so much larger, and external threats so much more obvious. Manticores prefer to eat the flesh of humans, no doubt due to their original purpose, but can comfortably eat any meat, even poisonous or rotting meat. This, teamed with their self-preserving nature, typically steers them towards eating carrion when at rest, and ambushing their prey when desperate. When hunting humans, they typically use their talents and abilities to draw others in by imitating the voice of a person, sometimes stalking their prey long enough to learn to imitate the voice of someone dear to them… A Manticore’s tail stinger delivers a poison with strength Level equal to the Manticore’s STR, doing damage to the Body by the phase for a number of

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rounds equal to the Manticore’s STAM (or until an antidote has been introduced that lowers its effectiveness). They may not have specific Lineages, Birth Signs, or Birth Omens.

MYROTAURS Myrotaurs are the children of the Bull of Myrad (located in Part 2 of the Official Bestiary) and hapless human women occasionally captured by it. The process for how the Bull manages to impregnate them without killing them is unknown, but should they manage to carry the child to term, they are guaranteed to be killed by the birth. Due to this, and the Bull’s disinterest in its kin, most myrotaurs die long before they reach adulthood, and are found as infant or child corpses in the wilds of the Aurian lands. However, sometimes those out in the wilderness find or keep such hapless babes, and they grow into terrifying and powerful individuals with murderous habits. They are creatures with the bodies of furred, muscular men and the head of a black Auroch. They are always male and each myrotaur is unique, like a human, but start out with different characteristics and innate abilities: APP 5 STR 7 STAM 8 DEX 4 TECH 4 BODY 28 PER 4 WILL 3 MEM 5 IMAG 4 REAS 4 MIND 20 PRE 7 CONV 7 COUR 8 EMP 3 WIS 4 SPIRIT 29 SKILLS: None. GIFTS: Animal Mask 1, Dreadful Visage 3, Feral Tongue 2, Berserkir Ekstasis 3. BINDINGS: Hate Aurians 8, Cruelty 3. WEAPONS: Hand-to-Hand: Horn Gore +2 Puncture . HIT LOCATION TABLE: Anthropoid. ARMOR: Hide: Head 12/8/10, Exposed (Every Location save Head) 0/0/0. ENC: 0 MOVE: 28 (Runx2: 56) NOTES: Myrotaurs are considered a bad omen to see and even worse to encounter in a fight, this leads to almost everyone avoiding them save those with malicious intentions or lifestyles. Due to this, they are typically raised by bandits (most commonly Danian bandits), hermits and witches (who hate Aurian folk), or by Nameless Cultists. They typically delight in fighting and have aggressive or cruel tendencies. There has never been a case of a Minotaur siring a child, which most scholars suggest is either a sign of sterility or a lack of libido, and although their father is known to be rapacious, there have been no reports or even legends of myrotaurs engaging in such behaviour. Myrotaurs are all of the same Lineage through their father, but may also inherit Lineages from their mothers, and may have Birth Signs and Birth Omens.

MYRMEKES Myrmekes are giant ants that are reported to dwell in the Harath Eduins, the Dain Eduins, the Kaserat Nash, and the Daurus Mole, as well as possibly other mountain ranges. They operate almost identically to common ant colonies, but build their colonies in soft stone instead of sand. Though the myrmekes are no more malevolent than any other insect, but do not fear men and therefore sometimes cause issues with those living in the same mountain. They are found in four forms, with abilities and characteristics unique to each. The first form is the Grub, the maggot-like larva of the mymerkes, which is roughly the size of a dog: APP 1 STR 4 STAM 7 DEX 2 TECH 1 BODY 15 PER 2 WILL 2 MEM 1 IMAG 2 INST 2 MIND 9 PRE 3 CONV 7 COUR 2 EMP 4 WIS 5 SPIRIT 21 SKILLS: Feral Tongue 2, Awareness 1, Evade 1. GIFTS: None. BINDINGS: Fear non-myrmekes 3, Poor Hearing 2, Poor Sight 2. WEAPONS: Hand-to-hand 1: Bite -1 Cut. HIT LOCATION TABLE: Serpent. ARMOR: Soft Hide: Overall 3/0/0, Strong (Head) 3/2/2. ENC: 0 MOVE: 15 (Run x1.5: 22). NOTES: A Myrmekes Grub is typically three feet long and eight inches in diameter, they are maggot-like larvae with only the beginning stubs of their six feet. Their heads have the beginnings of a shell, making them harder to

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wound there. They have developed their mandibles to a degree, but have no other method of attack. The Grubs are asexual, and take on a future form and sex based on the food they are fed; if the colony requires more warriors they feed the grubs to become male, if it requires more workers they turn them into females. To become a Queen, it requires feeding the grubs the eggs of their brethren. Grubs are weak and fearful, and will almost never attempt to fight anything unless captured. The most common myrmekes encountered is a wayward Worker, close to the size of a mountain lion, with mandibles the size of knives, and fairly incredible strength. APP 1 STR 15 STAM 6 DEX 4 TECH 3 BODY 29 PER 6 WILL 3 MEM 4 IMAG 5 INST 5 MIND 23 PRE 5 CONV 7 COUR 5(7) EMP 4 WIS 5 SPIRIT 26 SKILLS: Feral Tongue 4, Awareness 4, Athletics 4, Craftwork 4, Foraging 8, Navigation 5, Stealth 3, Evade 4. GIFTS: Veteran 2, Sticky Legs* 8. BINDINGS: Poor Hearing 2. WEAPONS: Hand-to-hand 3: Bite** +8 Cut. HIT LOCATION TABLE: Insectoid. ARMOR: Exoskeleton: Overall 8/8/4, Exposed (Eyes) 0/0/0. ENC: 0 MOVE: 33 (Run x3: 99) NOTES: *Sticky Legs is a unique gift to the Workers, which allows them to cling to surfaces no matter the angle nor the material; a worker can indefinitely hold onto a pane of glass even if hanging upside-down, in addition they may add their gift level to any checks made to attempt to remove them from a surface (such as attempting to pull them off or push/trip them). **The Bite attack of a Worker follows as (STR/2)-4 twice, once for each mandible; as their mandibles are weaker than their other muscles, they do not benefit from their full strength scores. A Worker of a Myrmekes colony is a sterile female, and they make up the vast majority of their numbers. These should be the only myrmekes encountered outside of a colony. Though they are incredible foragers, the workers do sometimes get lots whilst in search of food for the colony, and as they do not fear many adversaries, have been known to attack travelers and livestock when they wander from their colonies. The most vicious of the Myrmekes are the males, or Warriors, of the colony. They are the size of a bear and roughly the same height of a bear on all fours, their mandibles are like short swords. Warriors typically remain within the colony and protect it from invaders: APP 5 STR 25 STAM 10 DEX 6 TECH 1 BODY 47 PER 6 WILL 5 MEM 4 IMAG 5 INST 4 MIND 24 PRE 5 CONV 7 COUR 8(11) EMP 2 WIS 5 SPIRIT 27 SKILLS: Feral Tongue 5, Awareness 4, Athletics 4, Stealth 2, Evade 6. GIFTS: Veteran 3, Sticky Feet* 8. BINDINGS: Fury 4, Poor Hearing 2. WEAPONS: Hand-to-hand 6: Bite** +22 Cut. HIT LOCATION TABLE: Insectoid. ARMOR: Exoskeleton: Overall 8/8/4, Exposed (Eyes) 0/0/0. ENC: 0 MOVE: 51 (Run x3: 153). NOTES: *Sticky Feet is a unique gift to the Warriors and Queen of the Myrmekes, who are too large to benefit from Sticky Legs, instead of granted climbing abilities, Sticky Feet grants additional stability, with the gift level acting a bonus to any tests made to try to forcibly remove them from the floor or hinder their stability (such as pushing, pulling, or tripping). **The Bite attack for a Warrior workers the same as a Worker, but changed to (STR/2)-2. A Warrior is a male myrmekes and there are only a few hundred to even the largest colonies. Their duty within the colony is to breed with the queen and protect the colony from outside invaders. Brutishly strong and more durable than the Workers, they are the types of myrmekes that no man wishes to meet. Although they rarely leave the colony, they can be found in tunnels dug out by the workers that make up a network in the mountains around the

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colony. They have no need to hunt but have an insatiable hunger and will attempt to kill and devour anything they cross their paths with. The final type of myrmekes is the Queen, but she is not so different from a male that she requires her own line of characteristics. Instead, she should be treated as a Warrior with +3 APP, +1 TECH, +2 MEM, +2 IMAG, +3 INST, and +4 PRE. In addition, her Fury binding works at level 8 when defending her egg sac or colony from invaders. This, of course, is a detached Queen, as a Queen is normally attack to egg sac forty feet in length and twelve feet in diameter, and is immobile while doing so. Attacking the egg sac will not wound her but may drive her to detach herself and attack if she has no Warriors nearby to protect her. The Queen will only fight personally if caught alone with enemies, and will release a pheromone that draws all Myrmekes with five miles to her location to aid her. They may not have specific Lineages, but they can have specific Birth Signs and Birth Omens.

NAGA The Naga are the western cousins of Mermaids and Sirens, found in both salt water and fresh water of the Kessite lands, near the Spice Isles, and Ramoristan. They are notably more powerful than the mermaids they are associated with, and more akin with eels and snakes than fish, and can be found in either gender. During the War in Heaven many Ramoristani people began to worship the Naga, much to the species’ dismay. They are typically benevolent, but will defend themselves when provoked or attacked. APP 10 STR 6 STAM 7 DEX 6 TECH 5 BODY 34 PER 6 WILL 5 MEM 7 IMAG 5 INST 5 MIND 28 PRE 8 CONV 6 COUR 5 EMP 4 WIS 6 SPIRIT 29 SKILLS: Old Emmetic 5, Awareness 6, Teaching 4, Stealth 6, Swimming 7, Persuasion 4, Singing 6, Navigation 8, Evade 6, Singing 5, Healing Arts 10. GIFTS: Animal Mask 3, Spellbinding Form 6, Brazen Body 3, Brazen Tongue 4, Enchanted Aura 3, Restoring Touch* 5, Many Tongues 4, Feral Tongue 5. BINDINGS: Fear (birds) 4, Pollution d3+2. MAGIC: Yheran Cult Lore 6, Invocation, Offering Ritual, Sacrifice Ritual, Purification Ritual; Folk Lore 5, Incantation of Ruling, Incantation of Making, Enchantment Ritual; Star Lore 4, Reading Ritual. INVOCATIONS: Varies. WEAPONS: Hand-to-Hand 4, HIT LOCATION TABLE: Mermaid. ARMOR: Scales: Overall 6/3/5 Exposed (Head, Face, Neck, Shoulders, Arms, Hands, Chest, Stomach) 0/0/0. ENC: 0 MOVE: On land 16, Swim 41. NOTES: *Restoring Touch is a unique gift to the Naga, which works identically to Healing Touch except they need only expend the activation cost of that given pool to give their gift level in points back to the target. The Naga are a kind and benevolent race for the most part, and typically prefer to live in caves and grottos where the earth acts as a natural shelter and fortress for their clans. Nagas are always found in groups of at least five, but typically more than twenty live in a given den, and they form settled clans that meet with and even trade with each other and sometimes even humans. It is rare for humans to target them with violence, given their beauty and their healing abilities, and many humans seek them out specifically for medical help. They may have specific Lineages, Birth Signs, and Birth Omens.

OGRES Lesser Giants found in the central-southern nations of Vanimoria, Metea, and Thelea, Ogres are twice to thrice the size of normal man and known for their isolated clan-based lifestyles. Similar to a pride of lions, Ogres live in large clans with a dominant male who is the only one allowed to mate, the other males only achieving this through secret couplings or by killing the patriarch. Despite the in-breeding, Ogres are neither less intelligent nor less attractive, and are seen with equal amounts of fear and reverence by the human cultures around them. Ogres can vary in characteristics and abilities, so the following is the average profile for an Ogre: APP 5 STR 12 STAM 8 DEX 5 TECH 3 BODY 33

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PER 5 WILL 5 MEM 5 IMAG 5 REAS 5 MIND 25 PRE 5 CONV 5 COUR 5 EMP 5 WIS 5 SPIRIT 25 SKILLS: Any Skills that are generically known to average members of the species, and typical Skill Levels: Speak Own Language 5, Awareness 2, Persuasion 2, Athletics 2, Local Expert (clan territory) 2, Wardrobe & Style (clan) 2, Any One Trade Skill 2, Evade 2. GIFTS: Berserkir Ekstasis 3. BINDINGS: Greed 3. MAGIC: Yheran Cult Lore 2; Offering Ritual. WEAPONS: Fist +7 Impact, Clinch +15 Impact (or appropriate, typically large clubs, staffs, or bows). HIT LOCATION TABLE: Anthropoid. ARMOR: Hide: Overall 3/2/2 (or appropriate Armor, typically clothing or Cuirboilli Panoply). ENC: 0 MOVE: 40 (Run x2: 80) NOTES: Ogres are civilized and calm despite their size and savage appearance. Many humans believe that they are not born from Geteema like most of the dark children of the earth, but rather what occurs when mountain tribes continuously inbreed; this is patently false, as any ogre will state, and ogres claim they are born out of Geteema’s garden, said to have been made from the coupling of Vani and Gigantes. No one is sure if that is true, but the Ogres are indeed their own distinct race from both humanity and giants. Due to this, they greatly worship Vani, and see a kinship between themselves and the humans of Vanimoria. They build and live in longhouses in the mountains, and live quite similarly to many more remote pockets of humanity, developing unique cultures and ideologies depending on the clan. They do not name these clans, typically differentiating by the name of their patriarch (ex. If a clan is led by a Patriarch named Korth, it is referred to as ‘Korth’s Clan’). Ogres rarely reach over fifty members to a single clan, and are somewhat xenophobic, but no more violent than humans typically. In Vanimoria, particularly, Ogres are seen as a sign of royalty, as the royal family’s sigil is that of an Ogre’s Fist. Several legendary Vanimorian kings are said to be raised by or accepted into ogre clans, marking them as true leaders of the nation. Most kings merely mark this symbolic connection by drinking enchanted ogre’s milk (from the breast of a female ogre) during their coronation. However, some kings go so far as to journey to ogre clans and attempt to join them fully until they can be suckled as a true son of the clan; it is not uncommon for ambitious lords or bandit kings to attempt this too, as it adds a layer of legitimacy to their claims or rules in Vanimorian culture. Ogres may be born with specific Lineages, Birth Omens, and Birth Signs. New Potion: Ogre’s Milk The breast milk of a female ogre, which has cultural significance amongst the Vanimorians as a sign of one’s right to rule or innate regality. It is not given so freely by most ogre clans, but some-particularly those close to Gallia-will sometimes trade for it and thus it can be bought in some markets in the Known World. It should always be rare and when found very expensive, a single dose’s worth being at least 10g in foreign markets. It may be enchanted either through Folk Lore or Herbal Lore traditions. Effect: + n bonus to PRE and STR for n days after being ingested.

PHOENIXES Phoenixes are birds of fire and light, famous for their gift of Rebirth. They are bigger than most Eagles (save the Golden Eagles used to hunt by the Kessites), but not so large that they pose a physical threat to humans. They are not possessed by reason, but very often are used as messenger birds or symbols of the divine, particularly favoured by Islik’s faithful and servants. There are three kept within the Phoenix Court of the Thessid-Golan Empire, who are trained to watch and protect Akkalion’s body while he continues to slumber, a fitting duty for immortal eagles. APP 10 STR 4 STAM 7 DEX 8 TECH 6 BODY 35 PER 9 WILL 5 MEM 15 IMAG 5 INST 5 MIND 39 PRE 8 CONV 10 COUR 10 EMP 4 WIS 7 SPIRIT 39 SKILLS: Feral Tongue 6, Awareness 6, Hand-to-Hand 8, Athletics 5, and Evade 6. GIFTS: Keen Sight 7, Rebirth*, Unearthly Form 5, Illuminated Mind 2. BINDINGS: None. WEAPONS: Hand-to-Hand 8: Beak –1 Cut, Talons +1 Cut

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HIT LOCATION TABLE: Bird ARMOR: Phoenix Feathers: Overall 6/3/3 ENC: 0 MOVE: 40 (Fly: Soaring/Gliding x3: 120, Active x6: 240, Dive x20: 800) NOTES: *A Phoenix’s Rebirth Gift does not have a level as it does not require a roll. Anytime a phoenix dies it automatically succeeds at being reborn, and is promptly reborn into the baby bird that rises from its ashes. A reborn Phoenix retains all memories and becomes fully grown within a week. When a phoenix is killed, it bursts into flame and ash, and anyone making physical contact with the bird when this occurs takes damage as if it was standing in Hot Intensity Fire for two phases, and any within ten feet receive the effects of Medium Intensity Fire for two phases. The tears of a phoenix are a coveted substance due to their incredibly healing properties, able to heal an amount of BODY points equal to their SPIRIT, and counteract a number of Poison levels equal to the Phoenix’s PRE. A phoenix is not intelligent but has a supernatural level of memory, and is undyingly loyal to any who give it reason to be; it may be the subject of the Guardian and Bonding rituals. Phoenixes may not have Lineages, Birth Signs, or Birth Omens.

SERPENTS Serpent is a term for a massive snake, which has grown beyond the natural amount that a snake could grow. In the Known World, there are few snakes that exceed twelve feet in length, save some exotic breeds from the deep forests of the Spice Isles. There are snakes that are roughly the same size as an unnatural serpent in the Unknown parts of the world but these creatures are not, in fact, serpents. Large snakes tend to have patterns on their bodies and kill by constriction, losing their venom in the process; Serpents are not only large, but also poisonous, and one of the easiest ways to identify them is they are always a single colour throughout their scales. The first set of Characteristics is meant to represent the smallest of serpents, which vary from ten to twenty feet in length, and therefore rarely prey on humans. These are Young Serpents: APP 1 STR 10 STAM 8 DEX 6 TECH 1 BODY 24 PER 7 WILL 5 MEM 5 IMAG 7 INST 4 MIND 28 PRE 6 CONV 5 COUR 3 EMP 6 WIS 7 SPIRIT 27 A more medium-sized serpent might fall roughly within twenty to thirty-five feet of length, and they are possessed by a level of Reason, though they are not particularly intelligent. They are Mature Serpents: APP 3 STR 12 STAM 10 DEX 7 TECH 1 BODY 29 PER 7 WILL 5 MEM 5 IMAG 7 REAS 2 MIND 26 PRE 6 CONV 5 COUR 3 EMP 6 WIS 7 SPIRIT 27 The Ancient Serpent is the most powerful, and is also the most intelligent stage, being able to speak and even outwit some humans. They typically never grow beyond fifty feet, but many are upwards of forty. These serpents are very rare, however, and are smart enough to avoid any groups of humans: APP 3 STR 16 STAM 12 DEX 7 TECH 1 BODY 39 PER 7 WILL 7 MEM 5 IMAG 7 REAS 6 MIND 31 PRE 8 CONV 5 COUR 4 EMP 7 WIS 7 SPIRIT 29 SKILLS: Feral Tongue 3, Awareness 8, Follow 4, Stealth 6, Contortionist 10, Evade 6. GIFTS: See NOTES. BINDINGS: Fear Humans 3 WEAPONS: Hand-to-Hand 6: Bite +2/+4/+8 Puncture plus poison level 3, or Constrict +10/+12/+16 Impact. HIT LOCATION TABLE: Serpent ARMOR: Scales: Overall 3/2/2 ENC: 0 MOVE: 24 (Run x2: 36) / 29 (Run x1.5: 44) / 39 (Run x1.5: 60) NOTES: Serpents may be found in nearly any colour and any location of the Known World; if they are affected by temperature extremes they do not show it in their behaviour. Each and every serpent is unique and a solitary being outside of occasional urges to mate, and as such there are no prominent species of serpent, however as they age they automatically gain certain gifts and abilities with their size and power growing. Every new iteration of the Serpent’s characteristics gain additional abilities as follows: Young Serpents use exactly the abilities listed above, with their

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variations of Bite damage and MOVE being the values before the slashes; Mature Serpents use the middle Bite and MOVE values and gain Second Sight 2 and Evil Eye 2; and Ancient Serpents uses the last values of Bite and MOVE and increase their Second Sight 4 and Evil Eye 4, and also gain Many Tongues 3 and Unearthly Form 2. A Cerastes, or Horned Serpent, uses the characteristics, gifts, and dimensions as Ancient Serpents, except with a Contortionist skill of 20. No matter how old a Serpent is its venom never becomes more powerful, staying at poison level 3, doing its damage per round for a number of rounds equal to its STAM, making it aggressive but typically not potent mainly serving to slow and weaken an opponent to die from bites or constriction. A Serpent’s Bite attack may occur at Reach 1 or 2 without penalties, and at Reach 0 at a -4. Serpents have no specific Lineages, but they do receive Birth Omens and have a Birth Sign, though they are rarely aware of it.

SERPOPARD Serpopards are strange and beautiful creatures, a hybrid of a cat and a snake, native to Thessidia and Vanimoria, particularly in the thicker brush surrounding the banks of the great Emerant river, but can be found in the menageries of the most foolhardy and decadent aristocrats throughout the Known World. They can reach anywhere from fifteen to twenty feet long, and typically weigh somewhere near a horse, but are surprisingly quick and agile creatures. They are also sometimes hunted for their potent venom, whose antivenom is far rarer, especially in the northern countries of the Known World. APP 8 STR 9 STAM 7 DEX 8 TECH 2 BODY 32 PER 8 WILL 7 MEM 4 IMAG 6 INST 4 MIND 29 PRE 7 CONV 8 COUR 8 EMP 3 WIS 5 SPIRIT 31 SKILLS: Feral Tongue 4, Awareness 6, Tracking 2, Contortionist 8, Follow 4, Watch 4, Athletics 5, Stealth 8, Hand-to-Hand 6, Evade 5. GIFTS: Flexible Anatomy* 5, Keen Eyes 3, Second Sight 4. BINDINGS: Fear (humans) 2. WEAPONS: Hand-to-Hand 6: Bite +4 Puncture plus poison Level 9, Fore Claw +4 Cut, and Hind Claw +8 Cut (after Grab). HIT LOCATION TABLE: Serpopard. ARMOR: Hide: Overall 3/2/2, With Flexible Anatomy: Overall 3/2/7. ENC: 0 MOVE: 37 (Runx3: 111) NOTES: *Flexible Anatomy is a unique gift to Serpopards that increases their protection from Impact attacks equal to their level in it; this level can vary, but the standard starts at Level 5. In addition, it allows the Serpopard to substitute its Contortionist skill for the Evade skill on Melee attacks. Only the foolhardiest collectors keep these beautiful creatures in their menageries. Foolhardy indeed, as the Serpopard boasts a terrifying venom in their fangs, as potent as the sting of a Wyvern, and are skillful at escaping bondage as well as holding. Mature serpopards become suicidal and depressed if taken from their mated partner, which they bond with in a grand mating ritual that takes place after their third year, and happens nearly every year; young serpopards taken before they can mate are agitated and aggressive during their third year and then tend to become extremely docile and torpid afterward, making them less ideal for the more eccentric collectors. Ultimately the Serpopard is a fearsome wild animal, but an animal all the same, and like most wild animals, is best kept at a distance and in the wild. The Serpopard’s bite may attack at Reach 0 or 1 without penalties and delivers a poison with strength Level equal to the Serpopard’s STR, doing damage to the Body by the round for a number of rounds equal to the Serpopard’s STAM (or until an antidote has been introduced that lowers its effectiveness). They may have specific Lineages, Birth Signs, and Birth Omens.

SPHINXES A Sphinx is a great beast with the head of a woman, the body of a lioness, the wings of an eagle, and the tail of an ox. No one is quite sure of the origins of the Sphinges, some claim they are the ill-gotten daughters of the Chimera, others believe they are far too intelligent and are more likely children of a pairing of between Daedekamani and Geteema, and yet others claim they were begotten by Yhera herself to act as general guardians and guides to the denizens of Ürüne Düré in the First Age of Man.

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APP 7 STR 17 STAM 10 DEX 8 TECH 2 BODY 43 PER 15 WILL 10 MEM 15 IMAG 15 REAS 10 MIND 65 PRE 10 CONV 15 COUR 5 EMP 10 WIS 20 SPIRIT 60 SKILLS: Awareness 15, Intrigue 16, Inquiry 20, Storytelling 10 (Riddles 20), Letters 10 (Ancient History 22), Writing (Labira Grammata) 20, Evade 10. GIFTS: Cryptic Mask 12, Enchanted Aura 10, Unveil 20, Enlightened Tongue 10, Many Tongues 10, Mind Afire 10, Dreaming Oracle 10, See the Path 5, Unmask Desire 10. BINDINGS: None. MAGIC: Yheran Cult Lore 20, Curse, Vow, Invocation, Offering Ritual, Sacrifice Ritual; Folk Lore 10, Hex, Sending, Warding, Entrapment Ritual, Oath Ritual; Hermetic Lore 10, Making, Ruling, Seeing, Inscription Ritual. INVOCATIONS: Daedekamani the Magician 12, Hathhalla Anath 10, Hathhalla the Judge 20, Yhera Invictus 20. WEAPONS: Hand-to-Hand 10: Bite +11 Cut/Puncture, Claw +14 Cut. HIT LOCATION TABLE: Winged Animal. ARMOR: Hide/Feathers: Overall 6/4/4, Exposed (Head, Neck, Belly) 0/0/0, Weak (Left wing, Right wing) 4/2/3. ENC: 0 MOVE: 43 (Runx3: 129, Fly: Soaring/Gliding x3: 129, Active x6: 258) NOTES: Less than twenty Sphinxes remain in the entirety of the world, and all but three remain petrified as statues beneath the waves, continuing to guard Ürüne Düré as they did in the past. The three that remain above the waves guard the entrances to three of the greatest temples in the Known World: one before the Great Temple to Yhera Cosmopeiia in the Oracle City of Khael, one before the gates of the Great Temple in Labira, and one before the Great Temple of the Divine King in Avella. Among the most powerful creatures in the Known World’s history, the origins of the Sphinxes is shrouded in mystery, though many believe they are daughters of Daedekamani and/or Hathhalla. It is said that it is impossible to fool a Sphinx, but they achieve nearly all their goals through deceit and riddles, and so few relish the challenge of conversing with them. Despite their cryptic natures and deceitful methods, it is said that in the time of Ürüne Düré the Sphinxes always acted as trickster-guides, keeping heroes and commoners alike on the path of wisdom and righteousness. They may not have specific Lineages, Birth Signs, or Birth Omens.

UNICORNS Unicorns are supernatural horse-like creatures with the body of a beautiful horse, the beard of a goat, and a single horn on their forehead similar to a narwhal’s horn. All Unicorns are male, and mate with mares to produce more of their number, though they are all sons of the Pegasus in his mating with mares. Their blood is said to be a cure-all antivenom, their horn can be fashioned into a spearhead that damages poisonous creatures, and their hides are tough and beautiful and as such make ideal clothing materials; due to these reasons Unicorns are hunted by any and all who find them. Despite their unerring desire to hunt them, Unicorns have avoided extinction with their incredible ability to escape would-be captors and hunters, as well as their supernatural auras and beauty. APP 10 STR 12 STAM 12 DEX 8 TECH 1 BODY 43 PER 5 WILL 8 MEM 5 IMAG 5 REAS 5 MIND 28 PRE 9 CONV 8 COUR 4 EMP 7 WIS 7 SPIRIT 33 SKILLS: Feral Tongue 6, Awareness 6, Foraging 10, Athletics 10, Evade 10. GIFTS: Bright Aura 3, Unearthly Form 5, Immaculate Aura 3, Immaculate Body 10, Weightlessness*. BINDINGS: Fear non-virgins 5. WEAPONS: Hand-to-Hand 6: Kick +8 Impact, Bite +0 Puncture, Horn +8 Puncture (+17 against poisonous creatures), and Trample (prone opponents) +13 Impact. HIT LOCATION TABLE: Four-legged Animal ARMOR: Unicorn Hide: Overall 6/4/4. ENC: 0 MOVE: 53 (Runx4: 162). NOTES: *Weightlessness is a unique gift that Unicorns have that negates any and all damage a Unicorn would typically receive from a fall, they may jump from any height and land without harm done to them, no matter the distance nor surface they land upon (this is instrumental in a Unicorn’s ability to escape pursuers). Unicorns possess a strength of mind that rivals that of humans, and are fully sentient though only able to speak the Feral Tongue. Their traits naturally destroy and damage poison and poisonous beasts, doing an additional 10 damage when attacking with their horn against poisonous opponents, and they are completely immune to the effects of poison. Some scholars speculate this may be a contradictory effect, that the Unicorn’s horn and blood contain some

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agent that counters the fundamental existence of poison, though the exact reasons are unknown. Unicorns also fear all people, save virgins; indeed, it is said that only a virgin can catch a Unicorn. If a virgin approaches a unicorn they will watch the virgin wearily, but will be kind if they discern that the virgin means no harm. Should ambushers appear after some time with the virgin, the unicorn will flee indefinitely. Their ability to land safely from any height is often used by Unicorns being pursued, and they tend to stay in highlands or nearby cliffs as often as they can to more easily use the change in altitude to escape those pursuing them. Until removed from their body, any and all of their enchanted body parts (such as the horn or their blood), operate at an enchantment equal to their PRE; so if a unicorn with 9 PRE is bitten by snake with level 6 poison, it does not affect the unicorn, as its blood counteracts up to 9 levels of poison, but if the blood is removed and bottled then sold as an antidote, it must be re-enchanted to take any effect. They may have specific Lineages through their mother, and may have Birth Signs, and Birth Omens. New Armour Material: Unicorn Hide White as snow and difficult to dirty, Unicorn Hide makes for decadent and incredible clothing, but is hide nonetheless. One can create Leather Clothing from it or where it as Fur and Hides replacing those armours’ Cutting, Puncture, and Impact resistances with that of the Unicorn’s 6/4/4, and of course such leather extremities can be added to other suits of armour. Furthermore, while wearing armour fashioned from enchanted Unicorn Hide, one may always attempt an opposed test against incoming poisonous attacks. Effect: Allows a test of wearer’s STAM + n vs the attacker’s STR + poison level before any effects of poison begin affecting the user. New Potion: Unicorn’s Blood The Horn of a Unicorn is already noted in the Core Rulebook (pg. 214) as a possible item for enchantment, however the Blood of a Unicorn is an equally potent material for use as a healing agent and antivenom, which acts as an antidote to any and all poisons with incredible effectiveness. Effect: Heals nx2 points of Body or counteracts nx2 Levels of Poison.

FAERIE SPIRITS MAKHAI (WARRIOR FAERIES) Though the Fae by and large typically avoid open conflict, it is difficult to go without it completely due to the Court of the Drowned Wood waging war and creating feuds with the other courts. Almost all Fae take up arms and armor in times of war, but the Makhai are specifically powerful Fae skilled at spirit combat that typically act as escorts and bodyguards to the Queens (or King, in the case of the Stone Court) of the various courts, and champion the Courts when facing other Fae. Specializing in spirit combat does not mean Makhai live only to fight, but that combat is their central duty to their given court. PER 6 WILL 7 MEM 8 IMAG 7 REAS 6 MIND 34 PRE 8 CONV 8 COUR 8 EMP 8 WIS 8 SPIRIT 40 SKILLS: Speak Faerie Tongue 8, Speak Old Éduinan 7, Speak Old Emmetic 6, Awareness 6, Stealth 4, Etiquette (home Court) 6, Inquiry 4, Intrigue 4, Persuasion 4, Seduction 4, Wardrobe & Style (home Court) 6, Dancing (home Court) 6, Musicianship 4, Singing 4, Storytelling 4, Craftwork 4, Heraldry 4, Letters 4 (Ancient History 6), Local Expert (home Court) 4, Navigation 4, and Evade 4. GIFTS: Animal Mask 2, Enchanted Aura 2, Haunting Voice 2 [Spirit Gifts related to appearance are PRE based when dealing with other Spirits and APP based when dealing with material creatures]. BINDINGS: None. MAGIC: Cult Lore 6; Folk Lore 8: Hex, Curse, Incantation of Binding, Incantation of Seeing, Incantation of Warding, Purification Ritual, Tapping Ritual; Star Lore 6: Star Reading Ritual. WEAPONS: Melee 5; Spirit Sword +4 (+12 Spirit Damage). HIT LOCATION TABLE: N/A. ARMOR: Spirit Armor: 4. ENC: 0 MOVE: 40 (Runx2: 80) NOTES: The Makhai characteristics listed here are for the Makhai who serve the Court of the Silver Wood and

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should be adjusted like any other Faerie in the book. The Makhai need not necessarily carry Spirit Swords, but in Spirit combat all weapons might as well be treated as static bonuses to damage. The Makhai are just as fickle and erratic in persona as most other fae, but are far less flighty and cautious. There are other Lineages amongst the great Courts of the Faerie: The Lineage of the Court of the Golden Wood adds +1 WILL for an average Mind of 35, +1 PRE and +1 WIS for an average Spirit of 37, and gains the Gifts Bright Aura 2 and Enlightened Aura 2. The Faerie of the Golden Court enjoy the company of mortals, and were said to be instrumental to the rise of the Golden Realm of An-Athair. The Lineage of the Court of the Brazen Wood adds +1 PER and –1 WILL for an average Mind of 34, +2 PRE and –1 WIS for an average Spirit of 36, and gains the Gifts Brazen Body 2, Brazen Tongue 2, and Love’s Grace 2. The Faerie of the Brazen Court often seek pleasure with mortals, often enticing them to enter the Otherworld. The Lineage of the Court of the Night Wood adds +1 IMAG for an average Mind of 35, +1 CONV and +1 WIS for an average Spirit of 37, and gains the Gifts Cryptic Mask 2 and Oracular Sight 4. The Faerie of the Night Court stand aloof from mortals and the Material World and prefer not to interact with them. The Lineage of the Court of the Stone Wood adds +3 WILL for an average Mind of 37, +1 PRE and –2 EMP for an average Spirit of 34, and gains the Gifts Imperious Mask 3 and Stone Heart 4. The Faerie of the Stone Court stand aloof from mortals, though not from the Material World, which they take some delight in. The Lineage of the Court of the Sable Wood adds +1 WILL and +1 MEM for an average Mind of 36, +1 PRE, +2 COUR, and –2 EMP for an average Spirit of 36, and gains the Gifts Cryptic Mask 2, Dreadful Voice 3 and Dreadful Visage 3. The Faerie of the Sable Court can be quite frightening, looking on both mortals and other Faerie with wicked disdain, seeking to corrupt others. The Lineage of the Court of the Drowned Wood adds +2 MEM for an average Mind of 36, +3 PRE and –3 EMP for an average Spirit of 35, and gains the Gifts Aura of Madness 4 and Ghost Mask 4. The Faerie of the Drowned Court often have Hate the living 5 and Hate other Faeries 5 Bindings, and they have on occasion gone to war against other Faerie Courts. They often have Occult Lore 6. Faerie Spirits may also have specific Lineages, Birth Signs, and Birth Omens applicable to the Otherworld.

CELESTIAL SPIRITS ORTHRAE Orthrus is the proper term for what is colloquially called a ‘Hellhound’; two-headed wolves that can fire bolts of fire from their mouths and can rip the soul from a mortal form. Orthrae are employed by Hathhalla, Irré, and Seedré, typically to hunt ghosts or undead that have garnered their attention and drag them back to Hell. Despite them being servants of the Gods, particularly Seedré, they are feared and considered among the worst omens to encounter. They possess full reason and sentience, and are as dangerous in the Material World as they are in the Other World. APP 8* STR 9* STAM 8* DEX 7* TECH 7* BODY -PER 10 WILL 5 MEM 5 IMAG 5 REAS 5 MIND 30 PRE 8 CONV 9 COUR 8 EMP 7 WIS 7 SPIRIT 39 SKILLS: Feral Tongue 7, Awareness 8, Track 8, Follow 8, Athletics 6, Stealth 6, Evade 10. GIFTS: Ghost Mask 8, Dreadful Howl 8, Aura of Madness 8, Many Tongues 5, Spirit-Walking 20. BINDINGS: None. WEAPONS: Hand-to-Hand 8: Bite** +6 Puncture. Breath Weapon 6: Flame Burst** special. HIT LOCATION TABLE: n/a or Four-legged Animal. ARMOR: Hide: Overall 8/4/6. ENC: 0 MOVE: 35 (Run x4: 140). NOTES: *Like most Spirits, Orthrae manifest a physical form and their Body characteristics are based on their Spirit characteristics, but like the Archai they can manifest these at no cost. **An Orthrus makes two Bite attacks or two Flame Burst attacks per attack action. Their Bite attacks may target either the target’s BODY or SPIRIT pools and should it inflict a Grievous Wound on the SPIRIT pool via a critical attack it rips the spirit from the body and is then able to grapple said spirit, the body becomes unconscious unless the Spirit is dragged into the Otherworld with the Orthrus, in which case the body dies instantly. Those with no connection to death technically have nothing to fear from the Hellhounds in theory, but the creatures are naturally terrifying and can drive men insane. Despite their

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animalistic appearance, they are intelligent and can speak every language, acting as emissaries and hunters of the unquiet dead for Seedré. They can be spoken to and reasoned with, and are mainly only merciless to escaped ghosts and the undead. They will stop at nothing to catch their quarry, whatever or whoever that may be; they typically work in pairs, and only take to packs if they are hunting a group of humans, always making sure they outnumber their quarry two-to-one. If an individual is hit by the Flame Burst attack they receive damage as if being caught in a Hot Intensity Fire, then for three phases after a Medium Intensity Fire, and then six phases after that a Low Intensity Fire. Like Dragons, Orthrae are immune to all forms of fire, including their Flame Burst attack and its effects. They do not have specific Lineages, Birth Signs, or Birth Omens.

UNIQUE THINGS THE BOAR OF CASCANE Cascane was a sorcerer-alchemist who lived in Cavalonia during the Bronze Age and was famous due to his obsession with beasts and creating abominations through the use of his lore. He was eventually executed after an order was formed to hunt his rampant beasts and catch him in the dark forests he hid within, but not before he had finished his opus, which had escaped the final confrontation without even a wound to mark it. This was the Boar of Cascane, a boar the size of an auroch, with tusks the size of sabres and runic armour permanently fixed to its body, though some believe its body is in fact simply made of iron and bronze. The mystery of how it was created has yet to be discovered though theories abound, and it continues to roam the lands of the League and Meretia, and is sometimes even sited in Grand Sekeret. APP 4(7) STR 18 STAM 10 DEX 7 TECH 1 BODY 40 PER 4 WILL 7 MEM 5 IMAG 4 REAS 7 MIND 27 PRE 5(8) CONV 6 COUR 10 EMP 2 WIS 6 SPIRIT 29 SKILLS: Feral Tongue 8, Awareness 4, Track 3, Stealth 4, Evade 5, Armor Training 20. GIFTS: Berserkir Ekstasis 5, Iron Body 5, Iron Mind 5, Iron Spirit 5, Unearthly Form 3, Renown 3. BINDINGS: Fury Men 5. WEAPONS: Hand-to-Hand 6: Tusk 2, Tusk +16 Puncture; Trample (prone opponents) +19 Impact; or Headbutt +16 Impact. HIT LOCATION TABLE: Four-legged Animal. ARMOR: Armored Hide: Overall 17/12/12, Weak (Legs) 4/3/3 (With Iron Body: 22/17/17 and 9/8/8) ENC: 0 (Armor Training alleviates all ENC) MOVE: 40 (Run x3: 120) NOTES: The Boar of Cascane is the largest boar known to exist and-much like the Bull of Myrad-it dwarfs most normal boars, falling closer in size to aurochs or the largest bears. It has proven to be immune to disease and is supernaturally tough, as well as having shining iron armour with bronze trim permanently fixed to its body. Many people will stand in Awe at the sight of it, and it is famous throughout the League. Those who have survived encounters with it (few though they are) note that it reacts to women in much the way that a normal boar would, but with men it flies into a berserk rage and will tear them limb from limb and devour them (it is omnivorous and will eat nearly anything available to it, though it prefers meat). The scholar Rotarro of Borisia claims that he had spoken to the Boar after escaping it by climbing a massive willow tree, waiting for the beast to calm down and then engaging it in Feral Tongue. Though its anger towards him for his sex persisted, he notes that it is quite eloquent and able to speak in complex sentences and even was convinced to leave him be after a prolonged conversation about his ‘crimes’ against the Boar; he suggests it may have the mind of a man, and an intelligent one at that. Against human men, the Boar of Cascane will typically trigger its Fury binding in addition to its Berserkir Ekstasis, giving it a full +10 to STR and COUR, as well as +10 to all its Hand-to-hand tests. However, when both of these are in effect, the Boar’s REAS characteristic converts into the INST characteristic, and its intelligence and behaviour during this rage should be treated as that of a clever boar.

THE CHIMERA The Chimera is one of the first children Geteema begot in her garden, and possibly the worst-formed. A three-headed, monstrous combination of Wyrm, Goat, and Lion to produce a massive and terrifying beast with claws like swords and the ability to breathe fire. She is a massive creature that measures roughly twenty-five feet in length

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from Lion’s snout to Goat’s rump, with a Goat’s head emerging from the middle of its back, a ten-foot tail ending in a Wyrm’s head, and eight feet at the shoulder. APP 5 STR 20 STAM 12 DEX 6 TECH 1 BODY 44 PER 10 WILL 7 MEM 2 IMAG 3 INST 10 MIND 32 PRE 15 CONV 12 COUR 20 EMP 1 WIS 7 SPIRIT 55 SKILLS: Feral Tongue 10, Awareness 8, Athletics 10, Foraging 8, Follow 10, Watch 9, Track 10, Stealth 5, Swimming 10, Hand-to-Hand 10, Breath Weapon 10, and Evade 10. GIFTS: Dreadful Roar 8, Evil Eye 6, Aura of Madness 10, Chaotic Aura 8, Spirit-Walking 5, Wrathful Visage 9. BINDINGS: None. WEAPONS: Hand-to-Hand 5: Lion Bite +18 Cut or +18 Puncture, Lion Claws +17 Cut, Goat Breath Special, Goat Kick +16 Impact, Wyrm Bite +12 Puncture plus poison Level 20. HIT LOCATION TABLE: Chimera. ARMOR: Hide and Scales: Overall 9/6/9, Weak (Goat Head, Hindquarters, Left Hindleg, Right Hindleg) 4/2/3, Strong (Tail, Wyrm Head) 12/9/12. ENC: 0 MOVE: 54 (Runx3: 162, Swim/2: 27). NOTES: Born in a screeching spasm of her mother, the Chimera was always a terrible beast to behold, malformed from three different creatures of other origins, she is monstrous and alien to all others she meets. Her role in the past is debated to this day by Yheran scholars, some claiming she was integral to the Siege of Ürüne Düré, other claiming she is the mother of the Manticores and/or the Sphinges, and yet others claim she merely prowled the great garden of Geteema and did not contribute to the world until after the Crime of the Horned Man. Nonetheless, the Chimera is active now, and is a scourge to all it meets. She mainly hunts the largest prey she can find, devouring aurochs en masse and even hunting more dangerous prey like ancient serpents, serpopards, and wyverns. She sleeps at least twelve hours a day, but prefers to sleep sixteen to eighteen hours. Immune to drowning and all forms of poison, the Chimera will even devour carrion and fresh corpses. She can be encountered anywhere in the world, and is generally aggressive, even if one takes pains to avoid her. The wyrm-head’s bite delivers a poison with strength Level equal to the Chimera’s STR, doing damage to the Body by the minute for a number of minutes equal to the Chimera’s STAM (or until an antidote has been introduced that lowers its effectiveness). Breathing fire is a full-phase Action that occurs at half the Chimera’s regular Initiative; it is also a strenuous operation for the Chimera, requiring the expenditure of Spirit Points. Furthermore, Goat Breath is emitted from the goat head in the middle of the Chimera’s back and is never shot towards her front or back for fear of hitting her other heads, she always tries to burn those around her flanks instead, and thus only uses the attack to her sides. The Chimera must spend 1 Spirit Point for every 5’ by 5’ area of surface that it wishes to cover in flame; her gout of fire can never be more than 10’ wide. So, if she wished to breath fire in a 5’ by 40’ line would have to spend 8 Spirit Points; if she wished to concentrate a bit more on a 10’ by 20’ area would also have to spend 8 Spirit Points. Anyone caught within the area affected by the Chimera’s fire must make either an All-Out Dodge or Sidestep move against her Goat Breath Attack, which is considered a ranged Aimed Attack (PER-based) using the special ‘Breath Weapon’ Skill. Only a shield made of Wyrm or Dragon Scales can be used to Block the Chimera’s Fire. A successful defense indicates you managed to get out of the way of her Breath; a failed defense means you’ve been hit by some of her Fire, which is the equivalent of being exposed to a Hot Intensity Fire (see page 183). The area covered by the Chimera’s fire continues to burn at the same Intensity for d10 phases (longer if there are actual flammables within the area, which will almost certainly be consumed in the fire), affecting anyone that enters the space the entire time, before dying down to a Low Intensity smolder for d10 minutes. The Chimera is immune to the effects of her own Breath attack, but not immune to the fire-covered area afterwards or damage from normal fire attacks.

DRAGONS – CAMPE Campe is the youngest dragon-child of Geteema, begotten shortly after Geniché’s flight from the Material World, after the Crime committed by the Horned Man. She was left there to guard Geniché’s garden from those who would try to further desecrate it, or learn too much of the Age of Creation. She is a powerful shapeshifter who resents her task, but sticks to it doggedly, having made herself comfortable within the mythic garden. The Drakaina (or she-dragon) has three forms she prefers to take the shape of: a human form, in which she

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is a beautiful woman; a half-dragon form, in which she resembles a centaur-like she-beast with a scorpion tail; and a full dragon form, in which she resembles most of the massive beasts. Due to this, she requires three sets of characteristics and abilities, starting with the human form: APP 8 STR 8 STAM 12 DEX 6 TECH 5 BODY 39 PER 15 WILL 10 MEM 12 IMAG 8 REAS 7 MIND 52 PRE 15 CONV 10 COUR 14 EMP 2 WIS 10 SPIRIT 51 SKILLS: Speak Old Edunian 10, Awareness 25, Track 16, Storytelling 10, Letters 10 (Ancient History 22), Writing (Labira Grammata) 20, Evade 5 GIFTS: Spellbinding Form 12, Forked Tongue 12, Shape-Shift 20, Enchanted Aura 10, Feral Tongue 20, Many Tongues 8, Unveil 12, Terrifying Mask 18 BINDINGS: Ennui 10 (-10 to WILL, IMAG, and CONV when not encountering something from outside the Garden), Cruelty 5 (–5 to PER and EMP in social interactions with prey). MAGIC: Folk Lore 22: Incantation of Sending, Incantation of Warding, Curse, Hex, Incantation of Making, Guardian Ritual, Purification Ritual, Summoning Ritual, Tapping Ritual; Star Lore 24: Reading Ritual INVOCATIONS: None WEAPONS: Hand-to-Hand 24: Punch +0 Impact; Breath Weapon 20: Fire Breath special. Melee 15: Sword 8, Heavy Sabre +6 Cut. HIT LOCATION TABLE: Humanoid ARMOR: Scales: Overall 16/12/16, Strong (Head) 20/16/20, Weak (Stomach) 12/9/12 ENC: 0 MOVE: 39 (Run x2: 78) The half-dragon form: APP 8 STR 16 STAM 12 DEX 6 TECH 5 BODY 47 PER 15 WILL 10 MEM 12 IMAG 8 REAS 7 MIND 52 PRE 15 CONV 10 COUR 14 EMP 2 WIS 10 SPIRIT 51 SKILLS: Speak Old Edunian 10, Awareness 25, Track 16, Storytelling 10, Letters 10 (Ancient History 22), Writing (Labira Grammata) 20, Evade 5 GIFTS: Spellbinding Form 12, Forked Tongue 12, Shape-Shift 20, Enchanted Aura 10, Feral Tongue 20, Many Tongues 8, Unveil 12, Terrifying Mask 18 BINDINGS: Ennui 10 (-10 to WILL, IMAG, and CONV when not encountering something from outside the Garden), Cruelty 5 (–5 to PER and EMP in social interactions with prey). MAGIC: Folk Lore 22: Incantation of Sending, Incantation of Warding, Curse, Hex, Incantation of Making, Guardian Ritual, Purification Ritual, Summoning Ritual, Tapping Ritual; Star Lore 24: Reading Ritual INVOCATIONS: None WEAPONS: Hand-to-Hand 24: Punch +8 Impact, Tail Stinger; +13 Puncture with poison level 8 Breath Weapon 20: Fire Breath special. Melee 15: Sword 8, Heavy Sabre +14 Cut HIT LOCATION TABLE: Centaur ARMOR: Scales: Overall 16/12/16, Strong (Head) 20/16/20, Weak (Belly) 12/9/12 ENC: 0 [STR x4 for ENC determination] MOVE: 47 (Run x2: 94) And finally, the Drakaina form: APP 8 STR 24 STAM 12 DEX 6 TECH 5 BODY 55 PER 15 WILL 10 MEM 12 IMAG 8 REAS 7 MIND 52 PRE 15 CONV 10 COUR 14 EMP 2 WIS 10 SPIRIT 51 SKILLS: Speak Old Edunian 10, Awareness 25, Track 16, Storytelling 10, Letters 10 (Ancient History 22), Writing (Labira Grammata) 20, Evade 5 GIFTS: Dreadful Visage 12, Dreadful Voice 12, Forked Tongue 12, Shape-shift 20, Enchanted Aura 10, Feral Tongue 20, Many Tongues 8, Unveil 12, Terrifying Mask 18 BINDINGS: Ennui 10 (-10 to WILL, IMAG, and CONV when not encountering something from outside the Garden), Cruelty 5 (–5 to PER and EMP in social interactions with prey). MAGIC: Folk Lore 22: Incantation of Sending, Incantation of Warding, Curse, Hex, Incantation of Making,

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Guardian Ritual, Purification Ritual, Summoning Ritual, Tapping Ritual; Star Lore 24: Reading Ritual INVOCATIONS: None. WEAPONS: Hand-to-Hand 24: Bite +20 Cut or +20 Puncture, Claw +22 Cut, Tail Stinger; +13 Puncture with poison level 8 Breath Weapon 20: Fire Breath special. HIT LOCATION TABLE: Dragon ARMOR: Scales: Overall 16/12/16, Strong (Crown) 20/16/20, Weak (Belly) 12/9/12 ENC: 0 [STR x4 for ENC determination] MOVE: 55 (Run x2: 110; Fly: Soaring/Gliding x3: 165, Active x6: 330) NOTES: Breathing fire is a full-phase Action that occurs at half a Dragon’s regular Initiative; it is also a strenuous operation for the Dragon, requiring the expenditure of Spirit Points. The Dragon must spend 1 Spirit Point for every 5’ by 5’ area of surface that it wishes to cover in flame; a Dragon’s gout of fire can never be more than 10’ wide. So a Dragon that wished to breath fire in a 5’ by 40’ line would have to spend 8 Spirit Points; a Dragon that wished to concentrate a bit more on a 10’ by 20’ area would also have to spend 8 Spirit Points. Anyone caught within the area affected by a Dragon’s fire must make either an All-Out Dodge or Sidestep move against the Dragon’s Breath Attack, which is considered a ranged Aimed Attack (PER-based) using the special ‘Breath Weapon’ Skill. Only a shield made of Dragon Scales can be used to Block a Dragon’s Fire. A successful defense indicates you managed to get out of the way of the Dragon’s Breath; a failed defense means you’ve been hit by some of the Dragon’s Fire, which is the equivalent of being exposed to a Hot Intensity Fire (see page 183). The area covered by the Dragon’s fire continues to burn at the same Intensity for 3d10 phases (longer if there are actual flammables within the area, which will almost certainly be consumed in the fire), affecting anyone that enters the space the entire time, before dying down to a Low Intensity smolder for 3d10 minutes. Dragons are immune to their own fire, however – indeed, to any form of fire.

THE PEGASUS Son of Ammon Agdah and Ami, father to Unicorns, and patron of purity, the Pegasus is a stallion as large as the finest warhorses and baring a pair of wings that dwarf those of any bird. Standing nineteen hands at the shoulder (six feet three inches) and holding a wingspan of more than thirty feet, he towers over most men and steeds alike, and possesses a supernatural strength that surpasses any horse on earth. APP 15 STR 22 STAM 20 DEX 12 TECH 1 BODY 70 PER 10 WILL 20 MEM 3 IMAG 5 REAS 7 MIND 45 PRE 20 CONV 10 COUR 10 EMP 10 WIS 10 SPIRIT 60 SKILLS: Animal Training 10, Athletics 20, Awareness 12, Evade 10, Feral Tongue 10, Foraging 10, Navigation 9, Persuasion 8, Oratory 6, Seduction 10, Storytelling 8, Teaching 7. GIFTS: Auspicious Aura 5, Bright Aura 10, Fortifying Aura 10, Immaculate Aura 5, Immaculate Body 10, Immaculate Mind 10, Immaculate Spirit 10, Many Tongues 5, See Bindings 10, Unearthly Form 10. BINDINGS: None. MAGIC: Yheran Cult Lore 10, Sending, Vow, Warding, Bonding Ritual, Guardian Ritual, Oath Ritual, Tapping Ritual; Star Lore 10, Purification Ritual, Reading Ritual. WEAPONS: Hand-to-Hand 10, Kick +18 Impact, Bite +10 Puncture, and Trample (prone opponents) +23 Impact. HIT LOCATION TABLE: Winged Animal. ARMOR: Hide: Overall 9/6/6. ENC: 0 MOVE: 90 (Runx4: 360, Fly: Soaring/Glidingx4: 360, Activex8: 720). NOTES: See Bindings is a unique gift the Pegasus has that allows him to view and understand the Bindings of any one target he denotes when activating it. The target may attempt to conceal their Bindings by resisting Pegasus’ PRE and Gift Level test with a WILL test of their own, though it is unlikely to succeed. Once read, the Pegasus can memorize a single binding and then must make a MEM test at a DR of 10 to remember any others thereafter; he also needs to reactivate the gift to read the Bindings on the same target again should he fail to remember. To look upon the Pegasus is incredible: he is pure white, where ‘white’ horses are truly light shades of grey, and has a mane and tail of ridiculous length, yet never seems dirty. He has no territory, galloping through any worlds he pleases, mating with mares and sometimes aiding the righteous and pure. He also serves as a mount of the

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Maso Perez

gods, Islik having ridden him into battle against Ishraha, Adjia routinely taking him with her on hunts, and occasionally even the Archai having a chance to use him as a means to more quickly mete out the justice of the gods. The Pegasus is benevolent, fearing and hating nothing, and will typically seek to aid any of those whose goals seem innocent, at least from his perspective.

VANARAJA, KING OF APES Deep in the Rejaz jungles near Rish lies an old, dishevelled temple of the time of Samarappa’s Celestial Court, once dedicated to Cyrus the Host. Now overgrown with heavy vines and dense foliage it is home to a strange priest of his order. A massive grey ape, more than twenty feet in height when standing (rare though that is), swollen in belly and unceasing in appetite. The locals revere him, monkeys and apes seem to follow him as though they worship him, and the peoples of the area call him Vanaraja, “the Simian King”. APP 4 STR 17 STAM 25 DEX 4 TECH 2 BODY 52 PER 7 WILL 2 MEM 10 IMAG 7 REAS 8 MIND 34 PRE 12 CONV 8 COUR 5 EMP 7 WIS 10 SPIRIT 32 SKILLS: Awareness 5, Intrigue 6, Inquiry 10, Teaching 8, Storytelling 10 (Comedy 10), Letters 10 (Ancient History 12), Language (Old Metic) 10, Language (Old Emmetic) 10, Writing (Éduinan) 10, Writing (Labira Grammata) 10, Healing Arts 10, Oratory 7, Persuasion 6, Evade 6. GIFTS: Auspicious Aura 3, Animal Mask 10, Unearthly Form 7, Glorious Voice 5, Cleansing Touch 10, Oracular Touch 10, Dream-Flight 6, Dreaming Oracle 4, Spirit-Walking 7, Renown 3. BINDINGS: Addiction alcohol 4, Addiction hashish 4, Vanity 3. MAGIC: Cyrusian Mystery Cult Lore 20, Invocation, Offering Ritual, Sacrifice Ritual, Purification Ritual, Summoning Ritual; Folk Lore 10, Curse, Hex, Making, Seeing, Sending, Entrapment Ritual, Oath Ritual, Tapping; Herbal Lore 10, Enchantment Ritual, Reading Ritual. INVOCATIONS: Cyrus the Lover 10, Cyrus the Host 20, Cyrus King of Frenzies 10, Cyrus the Drunken God 15. WEAPONS: Hand-to-Hand 5, Punch +9 Impact, Slam +12 Impact, Clinch* +17 Impact. HIT LOCATION TABLE: Humanoid (treating Grievous Wounds to the feet as TECH instead of DEX). ARMOR: Fur: Overall 2/1/1, Exposed (Feet, Stomach, Hands, Face) 0/0/0. ENC: 0 MOVE: 52 (Runx2:104, Climb: 52). NOTES: *Clinch damage interacts with armor as Cut damage. Vanaraja was once a member of Cyrus’ retinue in the Golden Age, once spritely and as quick with a fist as he was with his wit. Those days are long gone though, and when the Celestial Court of Jala crumbled Vanaraja stayed behind as his uncle Cyrus wandered forth. He is now guardian to his great shrine in the Rejaz, and spends his days in hedonistic bliss. Drugs, food, and drink are brought in for him by his simian servants as well as those who revere him from the nearby area, hundreds coming to his presence throughout each year in hopes of aid, study, or healing by the great ape. He holds his own Cyranalias, sparse and small though they may be, and is said to enter worship of his god each and every day. A common practice of the area is to give him a human concubine in exchange for his blessings to a specific community, as well as giving the girl a chance to learn great healing and magic from him in exchange for carnal pleasures. These women are never shunned when they leave his service (he is not interested in women older than thirty), in fact they are called “Apewife” and treated with great respect as healers and mages, albeit it can sometimes be difficult for them to find love. Vanaraja himself is prideful, to maintain your presence in his court you must be a constant flatterer, and he rarely takes students that will not give him pleasure in return for the lessons. That being said he is a mostly benevolent force who treats apes and monkeys as children and pets, humans as friends or foes, gods as superiors, Cyrus as a father, but no one as an equal.

Expanded Bestiary

Part 3

Maso Perez

CENTAUR HIT LOCATION TABLE (d20) Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Location Left Hind Leg Right Hind Leg Hindquarters Left Flank Right Flank Belly Back Left Foreleg Right Foreleg Stomach Chest Left Hand Left Arm Left Shoulder Right Hand Right Arm Right Shoulder Neck Face Head

Grievous Wound DEX DEX STR STAM STAM STR STR DEX DEX STR STAM TECH DEX STR TECH DEX STR STAM or Voice APP or PER MEM or REAS

ABP -4 -4 -4 –3 –3 –5 –3 –3 –3 –3 -4 –3 –3 –3 –3 –3 –3 -4 –3 –3

CHIMERA HIT LOCATION TABLE (d20) Roll 1 2 3 4-5 6 7-8 9-10 11 12 13 14 15 16 17 18 19 20

Location Left Hindleg Right Hindleg Wyrm Head Tail Hindquarters Left Flank Right Flank Belly Back Forequarters Left Foreleg Left Shoulder Right Foreleg Right Shoulder Neck Goat Head Lion Head

Grievous Wound DEX DEX PER or DEX DEX STR STAM STAM STR DEX or STR STAM DEX STR DEX STR STAM PER or INST PER or APP

ABP –4 –4 –5 -4 –4 –3 –3 –5 –3 –3 –3 –3 –3 –3 –4 –3 –2

INSECTOID HIT LOCATION TABLE (d20) Roll 1 2 3-6 7

Location Left Third Leg Right Third Leg Abdomen Left Flank

Grievous Wound DEX DEX STR STAM

ABP –4 –4 –4 –3

Expanded Bestiary 8 9-11 12 13 14 15 16 17 18 19-20

Part 3 Right Flank Thorax Left Second Leg Left First Leg Right Second Leg Right First Leg Mandibles Eyes Antennae Head

Maso Perez STAM DEX or STR DEX STR DEX STR TECH PER PER or EMP INST

–3 –3 –3 –3 –3 –3 –3 –4 –4 –2

Grievous Wound DEX STAM STR STAM TECH DEX STR TECH DEX STR STAM or Voice APP or PER MEM or REAS

ABP -4 -5 –3 -4 –3 –3 –3 –3 –3 –3 -4 –3 –3

LAMIA HIT LOCATION TABLE (d20) Roll 1-2 3-7 8-9 10-11 12 13 14 15 16 17 18 19 20

Location Tail Belly Stomach Chest Left Hand Left Arm Left Shoulder Right Hand Right Arm Right Shoulder Neck Face Head

MANTICORE HIT LOCATION TABLE (d20) Roll 1 2 3 4 5 6 7 8 9-10 11-12 13 14 15 16 17 18 19 20

Location Stinger Tail Left hind leg Right hind leg Hindquarters Left Flank Right Flank Belly Back Forequarters Left wing Right wing Left foreleg Left shoulder Right foreleg Right shoulder Face Head

Grievous Wound DEX DEX DEX DEX STR STAM STAM STAM DEX or STR STR STR STR DEX STR DEX STR APP or PER MEM or REAS

ABP -5 -4 -4 -4 -3 -3 -3 -5 -3 -3 -3 -3 -4 -3 -4 -3 -3 -2

Expanded Bestiary

Part 3

Maso Perez

MONKEY HIT LOCATION TABLE (d20) Roll 1 2 3 4 5 6 7 8 9 10-11 12 13 14 15 16 17 18 19 20

Location Tail Left foot Left leg Left thigh Right foot Right leg Right thigh Groin Stomach Chest Left hand Left arm Left shoulder Right hand Right arm Right shoulder Neck Face Head

Grievous Wound DEX TECH DEX STR TECH DEX STR STR STR STAM TECH DEX STR TECH DEX STR STAM or Voice APP or PER MEM or REAS

ABP -4

OCTOPUS HIT LOCATION TABLE (d10) Roll 1 2 3 4 5 6-8 9-10

Location Front Tentacles Back Tentacles Siphon Right Eye Left Eye Mantle Head

Grievous Wound DEX or TECH DEX or TECH STAM PER PER STAM or INST MEM or INST

ABP -3 -3 -3 -5 -5 -2 -3

SERPOPARD HIT LOCATION TABLE (d20) Roll 1-3 4 5 6 7 8 9 10-11 12 13 14 15 16 17-19 20

Location Tail Left hind leg Right hind leg Hindquarters Left Flank Right Flank Belly Back Forequarters Left foreleg Left shoulder Right foreleg Right shoulder Neck Head

Grievous Wound DEX DEX DEX STR STR STR STAM DEX or STR STAM DEX STR DEX STR STAM APP or REAS

ABP -2 -4 –4 -4 –3 –3 –5 –3 –3 –4 -3 –4 –3 -3 -5

Expanded Bestiary

Part 3

Maso Perez

SQUID HIT LOCATION TABLE (d12) Roll 1 2 3 4 5 6 7 8 9-10 11-12

Location Right Arm Left Arm Front Tentacles Back Tentacles Siphon Right Eye Left Eye Mantle fin Mantle body Head

Grievous Wound STR or TECH STR or TECH DEX or TECH DEX or TECH STAM PER PER DEX or STR STAM or INST MEM or INST

ABP -3 -3 -3 -3 -3 -5 -5 -4 -2 -3

Expanded Bestiary OUTLINE - SENTIENT APP 5 STR 5 STAM 5 DEX 5 TECH 5 BODY 25 PER 5 WILL 5 MEM 5 IMAG 5 REAS 5 MIND 25 PRE 5 CONV 5 COUR 5 EMP 5 WIS 5 SPIRIT 25 SKILLS: GIFTS: BINDINGS: MAGIC: INVOCATIONS: WEAPONS: HIT LOCATION TABLE: ARMOR: ENC: MOVE: NOTES:

OUTLINE - ANIMAL APP 5 STR 5 STAM 5 DEX 5 TECH 5 BODY 25 PER 5 WILL 5 MEM 5 IMAG 5 INST 5 MIND 25 PRE 5 CONV 5 COUR 5 EMP 5 WIS 5 SPIRIT 25 SKILLS: GIFTS: BINDINGS: WEAPONS: HIT LOCATION TABLE: ARMOR: ENC: MOVE: NOTES:

Part 3

Maso Perez

Bestiary - Part 3.pdf

STAM, and -1 DEX for a total Body of 22, as well as Berserkir Ekstasis 3, and their Ink Cloud attack creates a. cloud equal in diameter to their Body score in feet.

609KB Sizes 6 Downloads 203 Views

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