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JORGI’S BESTIARY

✦ THE LEGENDS ✦
A special thanks to the H
­ onourable Ones
who helped us fund this project.

Fredric Landén, Ian Edberg, Paul Atkin, Alexander Rodatos,


Bjarkathur, Tommy Nilsson, Robin Idebrant, Mathias Hansson,
Nicolas Vandemaele-Couchy, Martin Legg, Per Stalby, Lars
Lindegaard Sørensen, Morten Strårup, Lodhagen Dimtunga,
Robert Barkhald, Jonas Hällström, Mikael Chovanec, Craig
Denham, Matt “Devilboy” Murray, James W. Keller, Erik Franzon,
Pedrini Andrea, Kemwrath, Jan Artoos, Henrik Widforss, Anders
Stafberg, Markus Kollas, AJ Thornton, BB Fuge, Brandon
“Guplu” Margicin, Jeff ‘Sage’ Trisoliere, Don E Ward, Alan Reid
of Harvest Wood, Jacob Guldbrandsen, Whitford Bates, Edouard
Negre, Marcus Stahl, Unek85, Andrew Coulton-Knight, Jakub
Rozalski, Kaspar Tamsalu, Dr. FJ H. Calvin, Maximilien
Leclercq, Thomas Biskup, Alexander Höptner, Daniel Lindblom,
Filip Marzuki, Massimiliano Cappelletti, John Tommy Irving,
Kurt Olson, David Kaufman II, Mike Schaefer, Fredrik
Caligula Bermar, Per Andersson, Alexander Bjursell, Ailin
Rolon, Xavier Brinon, Heath Harger, Lutece, Markus Scheller,
Michael Allenson, Jack Conroy-Murphy, Randy Bias, Demetrios
Hadjistavropoulos, Andreas Mellwig, Christer Malmberg, Joel
Hallin, Spelföreningen Vita Ulven, David S. Robinson, Timothy
A. Lyons, Darien Liddelll, Kalevala, Wilhelm Murdoch, Adrian
Leegaard Jensen, Freke Räihä, Ian L McNesby, Robert John
Litchfield, Aaron Neilson, Fabrice Gatille, Claas van Koeverden,
Robin Lange, Jason Owens, Elias Ferdinandsson, David Brown,
Sergey Koptev, Daniele “Chojin” Cappelletti, Marco Alan
Meredith, Connor Kelly, Jason Lissner, Zach Ford, Cody Lucas,
Michael Buonagurio, El Principal, David Larsson, Alexander
M Croteau, Zachary Andrew Forsyth, Benjamin White, Nils
Davidson, Chang Hsuan Tai, Doug Bailey, Mike Shema, Andrew
Hurley, Nick Nyaiesh, Patrick Kamuela Hicks, Charlie Paxton,
Linnea Östergren, Martin Dahl Nielsen, Lenny Manis, Marco
Bassi, Taylor, Marvin L. Sims, Lars Enflo, Pernilla Sparrhult,
Gabriele Sandoni, DrShagend, Dávid Csobay, James R Jones,
Peter Landén, François Colin, Brett Bozeman, Martin Buresch,
Alexander Welsz, Joel Andreasson, Kasper Bøgh Pedersen,
Rasmus Nord Jørgensen, Michael O. Sanders, Paul Haberstock,
Rob David wilson Barclay, Chad Guthrie, Carsten Chalk, David
Goncalves, Dennis Edgren, Nils Ödlund, Viktor Gustafsson,
Kenneth Svendsen, Jon-Erik “Hrafne” Karlsson, Fache
Guillaume, Joe McLean, M. Cory Winn, James Charlesworth,
Mattias Wäppling, Jude Rowe, David Futterrer, Sir SaiCo,
Eszrah, Adam Zomada Kramer, Lisa Mari Taylor, Henrik Falk,
Ryker Lowmiller, Ugo Greevy, Pedro Martins, Jacob Richardson,
Daniel Klimmeck, Ian Warner, LeifDaViking, Harry J J Gardner,
Dan Rasmusson, Dr. Markus Pillmayer, Ben W, Ryan Tutterow.
✦ CREDITS ✦

Concept and Design


Theodore Bergqvist and Magnus Malmberg

Writers
Theodore Bergqvist and Magnus Malmberg

Additional Writers and Helpers


Luca Cherstich, Ray Vallese, Max Herngren, David
Malmström, Robert Frick, Kevin Tompos
and the Proofreaders’ Guild

Translation
Max Herngren

Art Direction
Theodore Bergqvist

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Thomas Wievegg, Justin Gerard
and Paul Bonner

Additional Kudos
Thanks to all the Kickstarter pledgers and to all the
backers who made this project come to life.

Our style is to use “they” as a singular gender-neutral p­ ronoun


when possible. This usage continues to gain m ­ ainstream
acceptance, including among major style guides such as The
Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Chronicles books also
use “he” or “she” when helpful for added clarity.

isbn: 978-91-977263-8-2
Table of Contents

JORGI’S BESTIARY 7 BEASTS 13 BEINGS OF THE MIST 41 CREATURES OF NATURE 75


Nonplayer Characters............................. 7 Brotbeast.................................................. 14 Barrow Wight........................................42 Byse........................................................... 76
Creature Size............................................. 7 Galtir........................................................ 16 Beinbaiter.................................................46 Fairy.......................................................... 78
Attacks on Large or Small Creatures.8 Giant Snake............................................. 18 Dark Dweller..........................................48 Firbloodrisk............................................80
Creature Speed......................................... 8 Giant Spider............................................20 Demon......................................................52 Grendel.....................................................82
Creature Actions...................................... 8 Gryphon...................................................23 Physical Demon......................................52 Happja.......................................................84
Creature Skills.......................................... 9 Mantikora................................................25 Intangible Demon..................................55 Hulder.......................................................86
Creature Damage..................................... 9 Night Ulm...............................................27 Diser..........................................................56 Kelpie........................................................90
Large Creatures and Objects................ 9 Thorn Beast............................................29 The Wicked.............................................56 Log Troll..................................................92
Creature Statistics................................. 10 Troll Bull.................................................32 The Lost...................................................58 Logi...........................................................94
Modifying the Creatures..................... 10 Troll Wolf................................................34 The Helpful.............................................58 Lomed.......................................................96
Introduction............................................ 11 Warg Beast..............................................36 Draugr...................................................... 61 Mare..........................................................98
Lyktgubbe................................................65 Nymph....................................................101
Myling......................................................67 Skjuld......................................................104
Sálhele.......................................................70 Stonehinje..............................................106
Yggdras..................................................109
DRAGONS - WURMS 113 JOTUNS AND TURSIRS 137 TROLLS 153
Braskelwurm......................................... 114 Firdtursir...............................................138 Fjol Troll................................................154
Huvfurwurm......................................... 116 Hrimtursir.............................................140 Forest Troll...........................................157
Hrimwurm.............................................120 Logrjotun...............................................143 Goblin.....................................................160
Jarnwurm...............................................123 Muspeljotun..........................................146 Gray Troll..............................................162
Lindwurm..............................................126 Vidrjotun................................................149 Hrim Troll.............................................165
Logiwurm..............................................130 King Troll..............................................170
Yggwurm...............................................133 Ogre........................................................ 174
6 | chapter 1. jorgi’s bestiary
Chapter 1

✦ JORGI’S BESTIARY ✦
Monsters and beasts are key ingredients in Trudvang Chronicles.
The official game world of Trudvang is populated with a menagerie
of different creatures. This chapter describes some of the most
common beasts that heroes may encounter during their adventures.

Nonplayer Characters Creature Size such as cairn stones or barrels of grain


Non-player characters (also known as All creatures’ sizes are described in are used as well. As for more unusual
game master or GM characters) are all the terms of how they appear in comparison creatures such as dragons, they are
­creatures and denizens the player ­characters with a human, since they are evaluated most often described using both height
encounter throughout their adventures. from that perspective. It is also much and space comparisons. So a dragon is
Not all of the GM c­haracters have to be easier to picture the size of a creature as tall as a shrine and as big as a double
evil or opponents of the c­haracters; some that is said to be as tall as a fir tree rather “Wildfylking” (a Stormlander fighting
may provide assistance or just be in the than one said to be 13 meters tall. Any formation), while a mastomant is as tall
background. But regardless of their role in creatures roughly as large as a standard as a ship’s mast and as large as a small
the adventure, the more the game master human are considered to be human- longhouse.
prepares them ahead of time, the more fun sized. A c­reature that is twice as tall Therefore, the sizes used to describe
they will be to meet. Every GM character as a person is equivalent in height to a beasts and creatures are highly
should be vivid and b­ elievable. ship’s mast. A giant can be described as subjective and may be perceived or
­
Game master characters who are not the width of a church and as tall as two described in wildly different ways. The
monsters or beasts should be created in firs. One ­creature might be as large as a only truly accurate measurement of
the same manner that the players use to longhouse, while another is the size of a creature size is determined by its Body
create their characters. common stone cairn. Points, its natural protection, and the
Monsters and other dangerous creatures When a creature is humanoid in damage it can inflict. A high number of
are also important ingredients for making form, only a measure of height is Body Points implies a large body mass,
an adventure exciting and challenging. stated. Other dimensions such as and low Body Points the ­opposite. Large
In this book is a selection of common thickness and width can be imagined creatures also have a high Protection
creatures in Trudvang that may be used by enlarging or reducing a vaguely Value due to their relatively thick
by the GM when running ­adventures. human shape. Four-footed animals are skin and a bulky layer of blubber. The
The creatures are basic examples, and ­usually described with a measurement damage they do hits a massive area with
it is up to each game master to modify of width, which is normally compared incredible force, which is represented
them according to their taste or add new to different animals such as pigs, dogs, by large creatures having more damage
creatures that they imagine. piglets, or oxen, though other terms dice than human-sized creatures.

chapter 1. jorgi’s bestiary | 7


Attacks on Large or SIZES OF HUMANOID CREATURES
Small Creatures Humanoid Height Corresponds to In Tables
Differences in size between attacker and Boot height One sixth of a human <1/3
target may cause an SV modifier to be
Knee height One third of a human 1/3
applied to each specific attack. Because
it is harder to hit a smaller creature, The Waist height Half of a human 1/2
attacker may suffer a penalty from -1 SV to Equal height Human 1t
-7 SV to each attack. On the other hand, it Main part of an oar One and a half times as tall as a human 1.5 t
is easier to hit a larger creature, resulting Tall as a ship’s mast Twice as tall as a human 2t
in a bonus from +1SV to +7 SV per attack.
Tall as a shrine Four times as tall as a human 4t
These modifiers do not augment or
diminish the total number of CP, but they Tall as a fir tree Seven times as tall as a human 7t
are SV modifiers, to be applied to each Tall as a mountain peak More than ten times as tall as a human >10 t
single attack, whatever is the number of
attacks and the CP dedicated to each attack. SIZES OF FOUR-FOOTED CREATURES
The table on the next page shows Four-Footed Animal Corresponds to In Tables
the modifiers associated with attacking Size of a piglet One sixth of a human <1/3
creatures of certain sizes. Find the row
Size of a lamb One third of a human 1/3
with the attacker size, and then read
across to the column of the target size. Size of a foal Half of a human 1/2
The number in that cell is the modifier Size of a calf Human 1t
on the attack. Size of the largest domesti- One and a half times as big as a human 1.5 t
A typical player character is normally cated pig
equal to 1 t in size on the table (the size Size of the largest domesti- Twice as big as a human 2t
of a standard human). cated sow
This means that if a PC attacks a Big as an ox Four times as big as a human 4t
creature that is twice the size of a man
Big as a mastomant Seven times as big as a human 7t
(2t in size), the PC has +1 SV bonus per
attack. At the same time, the 2t-sized Big as a small dragon More than ten times as big as a human >10 t
creature suffers a penalty of -1 SV on all SIZES OF EXTREMELY LARGE CREATURES
its attacks against the character. Extreme Size Corresponds to
Any creature that fall between the size Size of a rowboat Three times as big as a human
differences on the table should use the
Big as a stormhall Five times as big as a human
modifiers of nearest smallest size listed in
the table. For example, a creature that is 6 Big as a longhouse Ten times as big as a human
times the size of a human would be treated Big as a Wildfylking (Storm- Fifteen times as big as a human
as 4 t, and a creature that is 8 times the size lander fighting formation)
of a human would use the 7 t row.

✦ Land speed (four legged with the Like characters all creatures also have
Creature Speed “Fast” feat): 2 CP = 4 x size in meters a Maximum Movement rate and they can
A Human-sized creature can move ✦ Flying speed: 2 CP = 2 x size in meters move up to it for free if they do not spend
walking 1 m per 2 Combat Points. ✦ Flying Speed (Fast feat): 2CP = 4 x any CP, DP or VP in the same round.
However there are creatures of different size in meters
sizes or which use movement methods ✦ Swimming speed (land creature):
other than walking or running. 2 CP = 1/2 size in meters Creature Actions
The following movement costs apply to ✦ Swimming speed (acquatic The larger a creature is (relative to
creatures. Remember to treat all ­creatures c­ reature): 2 CP = size in meters human size), the fewer actions it can
smaller than “1t” as 1t c­ reatures, but only ­perform per action round. This is easy
for the sake of m
­ ovement cost. For example, a King Troll (size 3t) can to see if you compare a large elephant’s
move on foot at the rate of 3 m (= to its capacity to move with that of a dog.
✦ Land speed: 2 CP = Size in meters size) per 2 CP spent. On the other hand a The dog will likely be able to bite the
✦ Land speed (four legged): 2 CP = 2 x Gryphon (size 3t) can fly at the cost of 6 elephant a couple of times before the
size in meters m ( 2 x 3) per 2 CP spent. elephant can try to chase the dog away

8 | chapter 1. jorgi’s bestiary


with its trunk. Larger objects are more ATTACK MODIFIERS AGAINST TARGETS OF DIFFERENT SIZES
difficult to move and it also takes more Target Size
time to do so. Attacker Size <1/3 1/3 1/2 1t 1.5 t 2t 4t 7t 10+ t
Normal, human-sized creatures spread
<1/3 - - +1 +2 +3 +4 +5 +6 +7
all their Combat Points among different
actions during one round and, when a new 1/3 - - - +1 +2 +3 +4 +5 +6
round starts, their CP will be regenerated. 1/2 -1 - - - +1 +2 +3 +4 +5
Creatures twice the size of a human will 1t -2 -1 - - - +1 +2 +3 +4
be more sluggish in their movements 1.5 t -3 -2 -1 - - - +1 +2 +3
compared to the human. Instead of using
2t -4 -3 -2 -1 - - - +1 +2
all their Combat Points during a single
action round, these ­ creatures have to 4t -5 -4 -3 -2 -1 - - - +1
spread out their Combat Points over 2, 3, 7t -6 -5 -4 -3 -2 -1 - - -
or even 4 action rounds and their CP will 10+ t -7 -6 -5 -4 -3 -2 -1 - -
be regenerated only after that number of
rounds has passed.
Please note that a large creature
can still perform combat actions that UNARMED DAMAGE OF CREATURES BY SIZE
don’t require any Combat Points, even Size Unarmed Bite Claw
in action rounds in which all of their <1/3 – 1d2 1
Combat Points have been exhausted.
1/3 1d2 1d5 1d3
NUMBER OF ROUNDS USED TO 1/2 1d3 1d10 1d5
SPREAD COMBAT POINTS 1t 1d5 1d10 (OR 10) 1d10
Size Action Rounds 1.5 t 1d10 1d10 (OR 9-10) 1d10 (OR 10)
>2 to 5 times 2 rounds 2t 1d10 (OR 10) 2d10 (OR 9-10) 2d10 (OR 10)
>5 to 10 times 3 rounds 4t 2d10 (OR 9-10) 2d10 (OR 8-10) 2d10 (OR 9-10)
>10 times 4 rounds 7t 2d10 (OR 8-10) 3d10 (OR 8-10) 3d10 (OR 9-10)
10+ t 2d10 (OR 8-10) 3d10 (OR 8-10) 3d10 (OR 9-10)

Creature Skills
Any creatures that walk on two legs WEAPON DAMAGE OF CREATURES BY SIZE
and have two (or more) arms have the Size One-Handed Light One-Handed Heavy Two-Handed
opportunity to gain the same skills and <1/3 1d2 1d3 1d5
knowledge as any player character. Other
1/3 1d5 1d5 1d10 (OR 10)
creatures can gain skill levels only in
skills that would be considered natural to 1/2 1d10 1d10 (OR 10) 1d10 (OR 9-10)
them. A garm, for example, can have the 1t 1d10 (OR 10) 1d10 (OR 9-10) 1d10 (OR 8-10)
Agility skill since a garm is naturally able 1.5 t 1d10 (OR 9-10) 2d10 (OR 9-10) 2d10 (OR 8-10)
to move with agility and discover things. 2t 2d10 (OR 9-10) 2d10 (OR 8-10) 2d10 (OR 7-10)
Game masters have to use common sense
4t 3d10 (OR 8-10) 3d10 (OR 8-10) 3d10 (OR 7-10)
in cases where they want to award skill
levels and knowledge to creatures. 7t 3d10 (OR 7-10) 3d10 (OR 7-10) 4d10 (OR 7-10)
10 + t 3d10 (OR 7-10) 4d10 (OR 7-10) 4d10 (OR 7-10)

Creature Damage
A larger- or smaller-than-human creature unarmed attacks/natural weapons
is likely to cause amounts of damage (such as claws or bite) and with armed
L arge Creatures and
different from those caused by human- attacks. Since humans are often used as Objects
sized creatures. The bigger and a baseline for standard damage, they Huge creatures use larger objects. For
­stronger a creature is, the more damage are represented by the “1 t” rows. Any the sake of simplicity keep the same
it can deal to its opponent. The tables bonuses from exceptional Strength are PV/BV values for objects which are
above show creature damage with added to the above values. designed for creatures smaller than 4t.

chapter 1. jorgi’s bestiary | 9


On the other hand, objects for creatures The second value indicates the Fear Factor
which are 4t or larger should have ­ aximum number of meters a creature
m This describes the amount of fear a
double values. For example, if a can move during a single round (while person experiences when encountering
hardened leather armor, usually PV/BV not engaged in combat). the creature. A high fear factor with a
3/30, is crafted for a giant, it will have Some creatures will have more large risk of an open roll indicates a truly
PV/BV 6/60. than one set of stats if thet have more frightening creature, and a low value
types of ­
movement (walking, flying, suggests the opposite.
­swimming, etc.). The following table works well as a
Creature Statistics template:
Each creature description in this book
includes information about its behavior Natural Armor CREATURE FEAR FACTOR
and traits. The various section headers Creatures often have natural armor Creature Fear Factor
are explained below. in the form of thick skin, fur, and so Moderately frightening 1d6
on that absorbs a certain number of
Frightening 1d10
damage points.
Type Really frightening 1d10 (OR 10)
The creatures of Trudvang are Terribly frightening 1d10 (OR 8-10)
­categorized into the following types: Body Points Extremely frightening 1d10 (OR 6-10)
The statistics give a range of Body
✦ Humanoid Points (BP). A typical creature of the
✦ Bird type can have Body Points anywhere in Feats
✦ Quadruped this range. This section describes a creature’s special
✦ Quadruped winged creature traits and powers. These usually do not
✦ Winged humanoid Body Points for Beings of the Mist cost CP to be activated, unless specified.
✦ Entity All beings of the mist (the undead
✦ Other creatures) have a Body Point value, Initiative Base
even if they don’t have a physical form. This values includes all the modifiers which
These incorporeal creatures cannot are always applied like Dexterity, Fighting
Age be damaged with ordinary weapons, Disciplines or Specialties, as well as unique
The first value denotes the typical age at but instead require other methods to bonuses for naturally quicker monsters (+1
which a creature is considered an adult damage it (which are indicated in the to +6) or penalties for slower creatures
or an arbitrary age at a point in its adult creature’s description). (-1 to -6). The Initiative (Base) must be
life. The other value is the maximum age modified with the IM of the chosen weapon,
of the creature. The game master can shield or tactics in order to have the Total
change these values as desired. Vitner Craft Initiative Modifier.
Some creatures have learned to use
vitner. These creatures should get s­pecial Weapons
Size attention from the game master. The stats This is the list of available weapons with
There is no standard value that describes offered are a suggestion, and it’s up to the damage values and Initiative modifiers.
how big a creature is. It is instead GM to decide the final stats for ­vitner-
described from a human perspective, weaving creatures. It is easier for some
relating it to something commonplace creatures to see and call for the vitner. Modifying the Creatures
that shares the same stature or height These ­creatures get more Vitner Capacity The creatures in this book have only
(see Creature Size, above). than other ­creaturers and persons normally basic statistics.
get from the Vitner Craft skill and Call of The game master can personalize them
Vitner discipline and its specialties. by giving them skills, knowledge, and
Move ­equipment. For example, it is not often
This stat is divided in two parts. The practical or interesting to know how
­
first value represents how many meters Character Traits good a troll is at tracking, catching fish,
the expense of 2 Combat Points allow Most creatures have some sort of or ­repairing armor. But in cases where
the ­creature to move while in combat ­character traits. They are the same as the troll needs to use such knowledge in

without considering hindering factors for player characters but have a greater an adventure, it’s up to the game master
like terrain and weather which could range. The recommended range for any to assign the troll the right set of skills
raise the CP cost). one ­character trait is -10 to +10. as seems appropriate.

10 | chapter 1. jorgi’s bestiary


✦ INTRODUCTION ✦

T
he majority of you know me as Jorgi Gronfjard, but my true name is Horg
Groen. No matter what has been said about me in the past, I hail from Mittland,
and my Westlander name I was given the day my father left me in the hands of
the school of Gave in Erviddor, for he thought my life was to be better spent in
the service of the one true god than in the halls of warriors and houses of vitner-weavers, as
my brothers before me.
Throughout the years I have labored to create many versions of my great work, that is
commonly known as Jorgi’s Bestiary. For more than sixty years I have noted down my testament
to share my knowledge of the beasts and creatures of Trudvang. But know this, in your hands
now lies the last writing that left me before I finally laid down the pen and received the light
of Gave. I know, for it burns so fiercely in my chest, that when I lay down my utensils, I do so
to go to rest and await the light.
My journeys began in Westmark and brought me to the faraway Stormlands, across ice-
cold alpines and dangerous seas. I met good-hearted and generous creatures, but also those
who were wretched and hateful. With Gave by my side, I was awarded the opportunity to
witness the beauty and grand scale of Trudvang, as well as its wild and dark side. When, in
the autumn of my life, I went to retire in the monastery of Erviddor, I recalled the dangers of
the wild, the mystery of the forests and the toils of the roaring oceans.
What you hold in your hands is more than just my work. It is the work of hundreds,
possibly thousands of men, elves, dwarves and all other beings that have shared their ancient
knowledge in ways both great and small. May this bestiary be of aid to all wanderers and
adventurers who dare venture into the untamed wild of Trudvang.

chapter. introduction | 11
12 | chapter 2. beasts
Chapter 2

✦ BEASTS ✦

T
he vast wilderness of Trudvang is so filled with beasts and animals of different
kinds that I would require several books on the subject just to describe a small
portion of them. I would write about the horrible bjarnirn that makes the largest
bear look small, the massive mastomant in the north with its large tusks and
incredibly thick fur, the vura ox in Ovanga that are trained to be fearsome riding animals,
the black-headed logr eagle that is known for flying off with children and pets, the cunning
daugulon, the mythical loomed, the great silver moose whose crowns can be several fathoms
broad, or all the many forms of swine, such as the frostboar, brut hog, and tunnel swine, just
to name a few in the great breadth of Trudvang’s fauna. Alas, I chose to include only some of
the more spectacular beasts in this tome.

chapter 2. beasts | 13
Beasts

✦ BROTBEAST ✦

O
ld Dwarves use to warn the youngsters of it does not matter as far as the stones have ore inside. When
their race by murmuring about the unknown the vein extinguishes the Brotbeast looks for more, continuing
horrors which lie hidden in the underground, digging its infinite tunnels. However, to supplement this
just awaiting for unlucky miners, blinded by diet, the Brotbeast occasionally seeks out living beings, both
their greed, to dig too deeply into the earth’s womb. One large and small, in order to get the energy needed to keep
of these nightmares is the so-called ”Brotbeast”, a primitive on digging and chewing stone and earth. This is the reason
creature whose origin lies in the mysterious times when why Brotbeasts are scourges and nightmares for miners of
Trudvang was young. every kind. More than one dwarven community has been
Brotbeasts are enormous monsters living deep in the destroyed by these beasts, and this is the reason why the
underground, forever bound to dig titanic tunnels, looking Dwarves always carefully keep records of Brotbeast sightings
for the nourishments that they long for. In fact, a Brotbeast to prepare adequate defences. This is unfortunately less true
feeds on the ore that it extracts from the stone crunched by its for the human miners, who tend to be less prepared to fight
powerful jaws. Iron, copper or even gold and exotic minerals: such beasts


The Brotbeast is a titanic creature, close each day more ore is required, keeping the the Brotbeast has no natural enemies and
to twelve-arms high and twenty-arms Brotbeast in a never-ending cycle of ore- therefore they do not know what fear is
long with a thick skin resembling stone. searching and stone-crushing. like. This means that all Brotbeast fight
Its four legs end up in mighty hoofs that Nobody knows how long a Broatbeast to death, driven by their neverending
the beast uses to both crush its enemies can live but their number is, fortunately, hunger for both ore and meat. However,
as well as stones. Its mouth is filled with kept low by both their feeding requirements the underground may be a hard place
an incredible number of hard, shiny and and their reproduction type. Each Brotbeast to live even for the Brotbeasts, and
metallic-looking teeth, meant to crush is genderless and, once every hundred sometimes these creatures may even dig
the heaviest rocks. Despise being able to years, it gives birth to three identical calves too deep or be blocked in places where
break stone, the Brotbeasts’ teeth are not through virgin birth. These newborn are both meat and ore are lacking, and
eternal and many are broken, dropped and immediately abandoned to survive, which their strength is therefore diminishing.
lost in the continuous process of stone- is extremely rare, since usually there is To solve the problem, during their
chewing, only to be substituted by new usually not enough ore for all the three to millennia-long evolution, the Brotbeasts
ones. The many teeth and the skeleton get properly nourished, although some have developed a hibernation mechanic
are made of a special substance that could dwarves report stories of hungry Brotbeast which help them to slowly recover their
almost resemble metal, in terms of both calves feeding on each other. After giving forces. They can sleep for years or even
hardness and appearance. The creature birth to the three calves, the adult leaves centuries, according to some loremasters,
continuously regenerate this substance, the area looking for food and it is usually effectively becoming hidden threats for
as long as it feeds on the required ore. in this period that the Brotbeast prefer unaware miners. In fact, even if nobody
This teeth regeneration is so fast that all feeding on meat, often looking for colonies knows how long a Brotbeast can remain
teeth are replaced every three months. In of underground creatures, like trolls and in hibernation, it is certain that when the
practice, this means that every day an old dwarves. creature is disturbed, it tends to wake
tooth is replaced by a new one, but also In its original, underground habitat up violently, immediately looking for
victims to slay among the invaders.

14 | chapter 2. beasts
Dark Night Sight Granite Skin hungry and feeble in desperate situations.
Brotbeasts can see in the dark up to 100 A Brotbeast’ skin is so thick to resemble In cases like these the Brotbeast enters an
meters as if it were bright daylight. Beyond stone. Everytime the creature is hit by hibernation to slowly regenerate itself.
that range the sight gradually decreases to a weapon of quality less than ”capital” It is up to the GM to establish how long
completely disappear at about 300 m. the GM rolls 1d10. On a ”1” the weapon it takes, but at least one year is required.
suffers 1d10 (OR 8-10) damage to its BV, When awakened from this status (e.g.
to be diminished by PV as usual. if disturbed by intruders) it will attack
Brotbeast Metal on sight. A Brotbeast waking up from
Dwarven craftsmen know how precious hibernation will have only 1/3 of its total
Brotbeast teeth and bones are, since they Hibernation BP (e.g. 100 BP for a standard 300 BP
are as hard as steel, albeit weighing only Brotbeasts never run away from combats Brotbeast) but if it eats enough, the beast
half as much. but sometimes they find themselves alone, will recover its full BP in a few days.
A single bone or a long dropped
tooth can be used to craft a single metal
weapon with half its weight and IM STATS: BROTBEAST
modifier bettered by +1. Type: quadruped creature; Age: unknown, virtually ageless; Size: 12t; Movement: 2 CP per 24 m
To craft a whole armor of Brotbeast (Max 48 m); Natural Armor: 4 (tough skin); Initiative (Base): -4; Fear Factor: 1d10 (OR 8-10).
metal one needs a large number of bones Body Points: 275-325
and teeth, and usually the skeleton of an Damage Levels (for 300 BP): 1-75 (0) / 76-150 (-1) / 151-225 (-3) / 226-300 (-7) / > 300
adult Brotbeast cannot be used for more (Dying).
than two armor sets. These armors are Character Traits: Constitution +10, Strength +10, Intelligence -4.
identical to normal metal armors but
Feats: Dark Night Sight, Brotbeast Metal, Granite Skin, Hibernation.
their heft is diminished by 3. It is worth
remembering that to have this effect Natural Weapons: Damage: Initiative:
only armors mostly made of metal can Bite 3d10 (OR 8-10)+10 0
be crafted with Brotbeast Metal. For Hoof 3d10 (OR 9-10 +10) 0
example applying Brotbeast metal to a Number of Rounds to Spread Combat Points: 4
metal-reinforced leather armor will not
Combat Points: Free 8 / Bite 14, Hoofs 16.
have any sensible effect, while a banded
armor will definitively get the benefit. Samples of Attacks: (each to be spread in 4 rounds)
All objects crafted in Brotbeast metal • (IM -4) Bite SV 11, SV 11, Hoof SV 8, SV 8
have tehir values multiplied x 50. • (IM -4) Bite SV 16, SV 6, Hoof SV 11, SV 5

chapter 2. beasts | 15
Beasts

✦ GALTIR ✦

P
ut two cows’ eyes on a plate in the forest and The galtirs are hunters that have no issues with eating their
come back the following day. If the eyes are own kin, the wild boars, but they prefer to eat moose and wild
gone, there are galtirs about. (If the plate is deer. They are violently strong and resilient beasts that are
gone, one can be sure that there are trolls.) hard to defeat once they choose to fight. Their fearlessness
There are many ways to know whether there are galtirs in drives them into a sort of frenzy when they hunt and enter
a forest, for this hard-necked fighter loves to stumble about battle that can be likened to that of the berserkers of the
for food. Usually the people of the woods make a sign in the Stormlands.
shape of two crevices in a tree to warn other wanderers about They live in small groups of three to 15 individuals that
galtirs. If there are four crevices, this means the galtirs are led burrow into their earthly dens under great rocks in the deepest
by a king galtir, and the fool who wasn’t afraid before has forests. It is very unusual for galtirs to mingle with other
perhaps found a reason to be. races, even trolls, they prefer to stick to themselves. They have
Galtirs are found in eastern Darkwood and get their no developed language but communicate through advanced
aggressiveness from the wild boars that live there. A Galtir grunts and sounds.
is a little humanoid, somehow smaller than a dwarf, which Sometimes several galtirs gather in the same place and
resembles a strange cross betwen a little troll and a boar. The run through the land. This is called a “galtwalk” and it
people of the east have no good explanation as to why these is considered dangerous to be around such a gathering.
beasts exist, other than that the trolls might not have noticed Why they gather and to what purpose is uncertain, but
the difference between one of their own kind and an animal, most likely it is some sort of mating ritual. The galtir
and therefore this cross-breeding has taken place. We know that impresses the most is the one that travels the greatest
that trolls are dumb creatures, and I suppose that this is a distance at the greatest speed. These galtwalks can last for
possibility, even if it is a strange one. several moon cycles.


Deep Bellow perform the deep bellowing together, Fearless
Galtirs in the thick of combat will often the easier it is for the sound to spread. Just like forest trolls, a galtir does not
roar for as long as they can, a so-called Galtirs ­belonging to the same tribe, have the ability to feel fear. Once they
deep bellow. To humans, it will not sound and sometimes other tribes, will hurry engage in combat, they remain there
too strange, but during the bellowing, to the rescue as they answer with their until they die or strike down their foe.
there is a deep sound that humans and own deep bellowing. When many galtirs
similar creatures cannot hear. This perform the deep bellow together, they
deep bellowing can be heard by galtirs can form a great herd that will attack
far and wide. The more galtirs that anything that comes close to them.

16 | chapter 2. beasts
STATS: GALTIR
Type: Humanoid; Age: 15, max 35; Size: 1/2; Movement: Land 2 CP Combat Points: Free 4; Armed 1 (Two-Handed Weapons 2);
per 1 m (Max 8 m, 7 when wearing armor); Initiative (Base): -1 (-2 Natural Weapons: Bite 4; Tusks 6
when wearing armor); Fear Factor: 1d5. Samples of Attacks: 2 actions per 1 round1
Body Points: 21–26 1 action per 1 round2
Damage Levels (for 23 BP): 1-6 (0) / 7-12 (-1) / 13-18 (-3) / 19-23 (-7) • 1 (IM -1, -2 with armor) Bite SV 8, Tusks SV 6
/ >23 (Dying) • ² (IM -6, -7 with armor) Two-Handed Club Axe SV 7
Character Traits: Dexterity -1, Intelligence -4, Strength +2 Skills: Care SV 5, Entertainment SV 3, Faith 1, Vitner Craft SV1.
Feats: Deep Bellow, Fearless Fighting SV 4 Armed Fighting 1 (Two-Handed
Weapons: Weapons 1)
Bite/Tusk, WA 4, Dmg 1d10+2 Strength, IM 0, PV/BV - Knowledge SV 3 Language 1 (Mother Tongue
Two-Handed Club, WA 2, Dmg 1d10 (OR 9-10) +2 Strength, IM -5, (Bastjumal) 1)
PV/BV 6/60 Shadow Arts SV 7 Shadowing 1 (Camouflage and Hiding 3)
Armor: Leather, PV 2 / BV 20, IM -1

chapter 2. beasts | 17
Beasts

✦ GIANT SNAKE ✦

T
he strange tracks led me down to the little lake. understood that a fight was taking place below the surface,
There I saw more tracks that showed me that the and even though I was curious I left my hiding place and
beast had its home there, for several tracks led quickly escaped the dreadful location.
down into the lake and out from it farther into There are several types of snakes, big and small, poisonous and
the woods. At first I thought that I had found the tracks of a non-poisonous, in the wilderness of Trudvang. In the great oceans,
lindwurm, but as far as I know, lindwurms do not dwell in water. one will find the sea serpents, and in lakes and ponds one will find
I had heard of giant snakes before, but I had never seen the lake serpent that can change color to adapt to its background.
one. Therefore I decided, somewhat stupidly one might think High up in the branches in the great forests lurks the forest snake,
after the fact, to hide in a tree that stood by the edge of and in the underground of Trudvang lives the cave serpent, a black
the lake. Honestly I do not know what I was thinking when menace that slithers around the unending caves in the hunt for food.
climbing up that tree. After adept studies about various All these snakes function in essentially the same way but
snakes, I should have known that they had an excellent sense have various distinct abilities.
of smell and were also skilled tree climbers. But I must blame The sea wurm is the largest of all snakes. There are stories
a momentary confusion, for when I sat there hugging the tree that say some are so big that they have swallowed entire ships
trunk I was quite satisfied with my hiding place. in one bite. Many people say that the sea serpent is not a type
I do not know how long I sat there. I had even started to of snake at all, but its own creature.
slumber for a moment when I heard something from the ground The forest snake is the second largest type. It has light yellow
below. I barely managed to catch a glimpse of the giant snake’s skin, almost like an albino, and lives high up among the
tail slither away from the lake and farther out into the forest to crowns of the trees. In spite of its large size, it is an excellent
search for food. I cursed myself that I had fallen asleep during hunter and sneaks up on its victims from above.
my guard, but I decided to remain in the tree for some time. The cave serpent comes third in size of the great snakes. Its
The snake should return to the depths of the lake, I thought. scales are black, and its eyes are the color of glowing amber.
I soon realized my mistake. The snake must have caught my It resides in underground tunnels and caves, where it lives off
scent, for it did not take much time before I saw it come out of the the few creatures that dwell there. Because there is not much
forest with its great head high above the ground, pointed toward food in the tunnels, the cave serpent is constantly on the hunt
poor me. However its body slithered around rock and tree, it always for more. In contrast to the forest serpent, the cave serpent is
held its head pointed straight at where I sat petrified by horror. I an excellent swimmer, and it uses this skill in the rapids of the
realized that I would not be much of a match for the snake and underground when it hunts for fish and other food.
cursed the foolishness that would now lead to my death. The lake serpent’s scales are normally dark green with nuances
The great snake had reached the tree in which I sat and just started of brown spots. The scales have the same character as fish scales
its advance up the trunk when it suddenly stopped. It was as if it had and can therefore become dry. The lake serpent lives on the bottom
smelled something, and suddenly it pointed its attention out onto the of lakes where it will lie dormant in wait for any animal to come
lake. I searched with my eyes in that direction, but all I could see were to drink. Since the serpent needs air to breathe, it will let its nose
rings scattered on the black and calm surface of the water. stick up above the surface. The lake serpent cannot spend prolonged
The snake suddenly left the tree and graciously slithered time on land because its scales will quickly dry up. A stranded lake
into the lake. Soon thereafter the lake began to boil! I serpent will die from dehydration within a few hours.

18 | chapter 2. beasts
Constricting
If the snake manages to slither around
its victim (skill value 10, victim’s
Dexterity modifiers apply), it wraps
­
the victim in its great grip. The victim
takes damage equal to the snake’s
damage modifier (which is 6 in the
stats below) each round, though armor
offers protection.
The victim can break free only by
succeeding on a situation roll with
a ­ situation value of 10 (± possible
modifiers from the Strength trait). If
­
the victim fails his situation roll, he can
then try again to loosen himself once per
action round, but for each new round,
a cumulative modifier of -1 is applied
(three action rounds later, the situation
value for getting loose is thereby 7). For
each person that tries to help the victim,
the situation roll is also modified by +1.
If the ones helping have exceptional
strength, the bonus from their strength
is added to the skill roll.
Each round of combat that the snake
spends constricting its victim, the snake
can do nothing else. The snake can
choose to try to bite another opponent
instead of continuing to hug its victim.
When this happens, the victim remains
in the grip of the snake but takes no a situation value of 6 (Psyche modifiers suffer no damage. The snake will lose
damage for that round. apply) to avoid being paralyzed for 1d3 only 1 round: if its stare is ­successful,
action rounds, during which he can do it can act during the later rounds of
nothing at all. ­paralysis of the victim.
Hylja During the round in which the snake If the snake tries to constrict a
Some snakes (mostly the lake serpent) uses the paralyzing stare attack, it cannot paralyzed victim, it will automatically
­
have the ability to change color to mimic do other things and constricted victims succeed and the victim cannot try to get
the environment. The snake will adapt will remain in the grip, albeit they will free when paralyzed.
to the background to such a degree that
a skill roll on the Shadow Arts skill with
a modifier of -10 is required to discover STATS: GIANT SNAKE
the snake, if it lies still. If the snake Type: other; Age: 30, max 60; Size: 3t; Movement: Land & Water 2 CP per 3 m (Max 24 m);
is in motion, the modifier becomes Natural Armor: 2; Initiative (Base): -4; Fear Factor: 1d10 (OR 10).
-5 instead. Body Points: 84–105
Damage Levels (for 95 BP): 1-24 (0) / 25-48 (-1) / 49-72 (-3) / 73-95 (-7) / >95 (Dying)
Feats: Constricting (SV 10), Hylja, Paralyzing Stare
Paralyzing Stare
Natural Weapon: Damage: Initiative:
Some snakes (mostly the forest snake)
have the ability to paralyze their victims Bite 2d10 (OR 9-10)+6 0
with their gaze. Number of Rounds to Spread Combat Points: 2
First the snake must get the attention Combat Points: Free 7; Natural Weapons: 11
of its victim so that it meets the gaze Samples of Attacks: 2 actions per 2 rounds
of the snake. If the snake succeeds, the
• (IM -4) Bite SV 10, SV 8
victim must make a situation roll with

chapter 2. beasts | 19
Beasts

✦ GIANT SPIDER ✦

I
n many tomes, there are inaccuracies written The yggdras replied that all that I said had truly happened.
about how giant spiders are intelligent and highly But it quickly added that it was not the spiders that wielded
dangerous beings. That they are dangerous I very such power. It was the mighty demons that were behind the
much agree with, but whether they are greatly mark the spiders had made on history. I was baffled. Demons?
intelligent, I must question. You may ask how I can be so sure The yggdras explained unto me that the demons had an
of this. I shall tell you. easier time possessing giant spiders than any other creature
It was when I was traveling through the dragon forest that in the world. It had something to do with the eyes of the
I ended up in the net of a giant spider. If you only knew how spiders, though what that was, I could not quite understand.
hard those nets are to discover, you would perhaps not laugh But for some reason, it was easier for a demon to take control
at how my fate almost ended there. Each attempt I made to of a creature with more than one set of eyes. I asked if the
get loose only seemed to further cement my captivity as it demons can be found in even the smallest spiders, and the
became harder and harder to free myself from the sticky and yggdras answered that yes, it was so, but in the form of a
thick webs. The horse I had ridden was strong enough to get small spider, a demon cannot cause as much damage. This
loose, but no matter how I tried to lure the poor nag to me, she was something I of course agreed with. I then asked if the
refused to come closer to the net. She just stood there snorting spider that lived in this forest was possessed by a demon,
while I tried everything to get her closer to me. and the answer was no.
When night came, once I had given up my attempts to Just as I was about to ask a new question, the yggdras
free myself, I heard something move in the branches of the stopped me and said that it felt that the spider was on its way
forest. Of course I thought this was the spider coming to see back to inspect its net, and I would do best to find my way
whether it had caught anything in its webs, and I prayed that out of there.
my end would come swiftly and painlessly. How absolutely There are two types of giant spider: net spiders and eye
gobsmacked I was when I saw a knot on the tree trunk in spiders. Both species are very dangerous and can use their
front of me suddenly take form to shape itself into a face. special abilities to devour great prey.
I understood at once that this was an yggdras. Suddenly The net spiders can fire a heavy net to ensnare their victims.
something calming came over me in the company of this The eye spiders use their hypnotizing gaze to paralyze their
being of supreme knowledge, and what I felt when the branch victims. Both species have great jaws that they attack with.
hands of the yggdras freed me is indescribable, and thus I The giant spiders live in the shadows of the forest, where
will not attempt to do so. they build their nests high up in the trees or down in earthen
After seeing to my horse and giving her some care, I sat dens. The net spiders prefer the tops of the trees, while the eye
on the ground in front of the tree to speak with the yggdras. spiders prefer the cool and underground dens.
It was then that I learned the truth about the giant spiders. The giant spiders live alone in the forest. Often they will
The yggdras told unto me that giant spiders are no smarter hang their prey from trees so it will rot and be easier to eat
than the small ones we see in our everyday lives. Of course, later.
they are far more dangerous, but far from smarter or more From time to time, humans and trolls gather around an
knowledgeable. Then I asked why people believed that the old spider. This usually has to do with different cults of
yggdras had been forced to leave their forest because of the worshippers that live in the forests and make sacrifices to
giant spiders, how the giant spiders were able to wield vitner honor the spider.
like the great vitner weavers, and how they were even able to Nine out of ten times, giant spiders will attack with surprise
ensnare a dragon. For all this I had indeed read. from the trees.

20 | chapter 2. beasts
These sexless creatures lay eggs once every five hundred its insides lies on top of the shell and becomes an extra
years. During their long lives, the creatures’ already-hard defense. The shell can withstand both fire and steel. It is
exterior transforms into an almost stone-like skin. An not unusual that both moss and mushrooms will grow on a
organic mass that the spider sends out through pores from giant spider.

chapter 2. beasts | 21
Attack Web
Apart from its bite, the net spider will
attack with its sticky net making a
SV 9 roll. If the spider succeeds with
the attack, everyone within an area that
is approximately 8 meters long and
3 meters broad will be hit by the net.
­Victims must make a situation roll with
a situation value of 7 (Strength modifiers
apply) to break free from the web. The
net spider can use this attack three times
per day.
The net has legendary capabilities.
From it, one can make silky ropes and
bowstrings. A silky rope from a great net
spider weighs a fourth of a normal rope’s
weight and holds double the load. A
bowstring made from a net spider’s web
increases the damage of the bow, which
increases the chance of an open roll by 1.
Making a rope can take more than a
month’s time. Making a bowstring takes
two to three months of time. The rope
or bowstring is always black. Some of
Trudvang’s most well-known elven
bows, such as Verisias, the silver dragon,
are said to have a bowstring made from
the attack web of the great net spider. Spin Cocoon who wants to break free must make three
Both the eye spider and the net spider have ­situation rolls with the situation values of
the ability to wrap their victim in cocoons 3, 7, and 11 (Strength modifiers apply) to
Night’s Sight of web and hang them upside down in the break free. The successful rolls do not need
A giant spider can see without a light forest. As soon as the giant spider has to be in a row. One or more failures can
source as if it were day. either paralyzed its victim or trapped it in ­separate them. But the three successes must
a net, it will begin to ­encapsulate its prey be in the order of SV 3, SV 7, and SV 11.
in a cocoon, assuming that nothing else is If the victim fails to break free, it
Paralyzing Stare calling for its attention. remains in the deadly cocoon and might
The eye spider likes to use the paralyzing The cocoon takes 1d10 + 10 action soon die of starvation or being eaten by
power of its eyes. Each action round, the rounds to create, and a trapped victim the giant spider.
spider can try to hypnotize a victim. The
victim must make a situation roll with STATS: GIANT SPIDER
a situation value of 7 (Psyche modifiers Type: other; Age: 3.500, max 5.000; Size: 5t; Movement: Land 2 CP per 10 m (Max 50 m);
apply) to avoid being paralyzed. If the Natural Armor: 2; Initiative (Base): -4; Fear Factor: 1d10 (OR 8-10).
roll fails, the victim will be paralyzed for Body Points: 84–105
1d3 + 2 action rounds (Psyche ­modifiers Damage Levels (for 95 BP): 1-24 (0) / 25-48 (-1) / 49-72 (-3) / 73-95 (-7) / >95 (Dying)
apply to the duration). A paralyzed Feats: Attack Web (SV 9), Night’s Sight, Paralyzing Stare, Spin Cocoon.
victim cannot do anything else but stand
Natural Weapons: Damage: Initiative:
and stare at the spider. If the spider
­disappears or dies, the spell is broken. Bite 2d10 (OR 9-10)+6 0
During the round in which the spider Impaling Leg 1d10 (OR 7-10)+6 0
use the paralyzing stare attack, it cannot Number of Rounds to Spread Combat Points: 2
do other things. The spider will lose only Combat Points: Free 8; Natural Weapons: (Bite 6; Impaling Leg 12);
1 round: if its stare is successful, it can
Samples of Attacks: 3 actions per 2 rounds
act during the later rounds of paralysis
of the victim. • (IM -4) Bite SV 8; Impaling Leg VS 10, SV 8

22 | chapter 2. beasts
Beasts

✦ GRYPHON ✦

T
he Wildfolk on the plains of Mittland that call fierce in its frenzy, and it will not shy from attacking hrim trolls
themselves the Okis both fear and hate the mighty and in some cases firdtursirs. The knights told me that the silfers
gryphon, a creature with the body of a lynx and the gryphon, as it is called, has claws that are much sought after
wings of an eagle. It is a powerful beast that attacks since one can use them to make knives, spears, and beautiful
both cattle and humans but is hunted by the Okis for its beautiful jewelry. A knight that carries a gryphon claw around his neck
feathers and skin. From the time that they are children, the Okis will increase his reputation and his standing, since most people
learn the mighty art of hunting trolls and other creatures of know how hard it is to capture a silfers gryphon.
mischief with younger gryphons, but the most skilled Okis hunters The Mittlander gryphon has a wingspan of 10 to 15
will manage to tame their own gryphon that they ride through the meters. The Okis speak of old gryphons with up to 20 meters
air. To catch a young gryphon and tame it is a long and arduous between the tips of their wings. Their eagle-like giant claws
journey that often ends in the gryphon killing the hunter. are very sharp and can burrow deep into the flesh of an
During my travels I encountered an Okis on many enemy. The gryphon’s great beak is as hard as flint, and its
occasions, and sometimes I was allowed to come along for eyes can see prey in great detail when it is high up in the sky.
gryphon hunting. But my strongest memory of an encounter The Mittlander gryphon lives mostly in earth dens upon the
with a gryphon was when I and the knights of the House of great steep, while the silfers gryphon lives in nests that are
Valsong in Silvtronder were hunting gryphons high up in the very much like the ones that eagles build upon the high cliffs.
mountains. In the Silferspiir mountains there lives a breed of A gryphon has the head and front legs of an eagle, the body
gryphon that is smaller than the Mittlander variety but more of a warg, and wings. It is aggressive and constantly on the hunt.

Attack From Above


If a flying Gryphon circles around its
prey for 3 rounds, it can attempt to make
a diving attack during the 4th round by
making its normal attack rolls. However,
if an SV 8 roll is also succeeded, the
Gryphon’s natural attacks for that round
will get the damage OR range raised by
one: e.g. 2d10 (OR 10) + 4 becomes 2d10
(OR 9-10) + 4.
One who wishes to attack a gryphon
performing a flyby attack has a modifier
of -3 on all attacks. However, it is easier
to see where the gryphon will attack,
which means the victim has a modifier
of +2 when parrying the attacks of a
gryphon.

chapter 2. beasts | 23
Night’s Sight STATS: GRYPHON
A gryphon can see for 10 meters in Type: quadruped winged creature; Age: 25, max 40; Size: 3t; Movement: Land 2 CP per 6
complete darkness as if it were daylight. m (Max 18 m); Flying 2 CP per 6 m (Max 36 m); Natural Armor: 1; Initiative (Base): -2;
This sight diminishes at longer distances Fear Factor: 1d10 (OR10).
and d
­ isappears completely about 60 meters Body Points: 78–96
away. Damage Levels (for 87 BP): 1-22 (0) / 23-44 (-1) / 45-66 (-3) / 67-87 (-7) / >87 (Dying)
Feats: Attack From Above, Night’s Sight
Natural Weapons: Damage: Initiative:
Bite 2d10 (OR 9-10)+4 0
Claws 2d10 (OR 10)+4 0
Number of Rounds to Spread Combat Points: 2
Combat Points: Free 6; Natural Weapons: (Bite 6; Claws 14)
Samples of Attacks: 3 actions per 2 rounds
• (IM -2) Bite SV 8; Claws SV 10, SV 8

24 | chapter 2. beasts
Beasts

✦ MANTIKORA ✦

I
n the waiting room to the perpetually intoxicated As I woke up the following morning, my body was aching
steward Veitron Stovflys’ audience chamber, placed with both shivers and fever, but curiosity still forced me to once
on an elevated pedestal, was a stuffed creature which again examine the stuffed creature.
looked more like a joke than something found in the I found the mantikora to be somewhat of an abnormality
wilds. I went closer to examine the beast but was disappointed next to the other animals. Examined as a whole, the body
in myself when I could not find any traces of fabrication. and appearance of the beast looks like a compilation of
Veitron had approached my stealthily and displayed a big several other beings. The head of the manticore carries a clear
toothless grin as he pointed at the creature and thumped his resemblance to that of an ugly human with beastly fangs. The
chest. I understood quite clearly what he was trying to say tail has no likeness in any animal, being long and thin by
with this somewhat laughable gesture, but still asked if he was the root and then growing thick by the tip which is covered in
the one who had felled the beast. Veitron, shone up like a sun, finger-long stings. The closest resemblance to the mantikora's
put his arm around my shoulder and waved to a servant to tail that I can come up with is the warrior’s spiked maul. And
bring more refreshments, all the while he swept me towards his according to the drunken words of Veitron, that was exactly
audience chamber. I knew then that it would be a long night. how it was used.

The mantikora lives primarily in the to utilize if given the opportunity. The anew and does everything in their power
southern forests but there is also a tail can grow up enough to give it to protect the pack leader. Only then will
smaller variant in the north. The decent reac and the thick tip takes the the rest of the mantikoras retreat from
mantikora of the south are large and shape of something resembling a flail. battle.
covered in a cropped maroon fur, whereas The mantikora is an exclusive
the northern mantikora is darker in color carnivore, often hunts large prey and is Mantikora's Tail
with a somewhat longer fur. Excluding very aggressive when hungry. The barb, spines or spikes at the end
the differences in size and fur, they are The mantikora can live in a pack of the Mantikora's tail are filled with
the same creature. consisting of one male and up to six poison.
The kinship with both the lynx females but also in solitary exclusion Depending upon the beast, the poison
and the wolf has caused the unusual from other individuals of its species. A in its sting, spine or spike may vary.
appearance which characterizes the pack always hunts together and never If the mantikora hits with its tail
mantikora. The intelligence of the stay in one place. Their language gives attack, and the damage penetrates any
mantikora has given it the possibility the mantikora the ability to communicate protection, The victim must roll to
to develop a primitive language, which with each other during battles. If a determine effects, using the Constitution
it uses often. The body looks like a mantikora manages to kill an enemy trait, as per usual rules for extracts (as
mix between a feline and a canine. and the pack leader considers the risk of described in the Gamemaster's Guide).
Despite its strange and large body, the injury too great, the pack leader will try The following stats represent a typical
mantikora is a quick and dexterous to grab the felled prey and drag it with mantikora's venom, although the GM
hunter. The maul-like tail is a weapon them. While the pack leader escapes with may want to customize the effects for
that the mantikora is more than happy the prey, the rest of the mantikoras attack different mantikora breeds..

chapter 2. beasts | 25
EFFECT OF VENOM
Mantikora’s Venom effect, possibly resulting in an SV 1d10+damage Effect
modifier to all skill rolls and situation 1-3 Mild Effect:
✦ Type: Poisonous rolls. The effects are usually applied Damage 1d6.
✦ Strength: 3 at the start of the round following
4-6 Moderate Effect:
✦ Appearance: a black liquid, very the one in which the victim has been Damage 1d10 and -1 SV
fluid. hit. If a target is hit more than once,
7-9 Substantial Effect:
✦ Preparation: these stats represent apply the damage each time, and sum
Damage 1d10 (OR 10) and
the substance injected by living up all the SV modifiers. A total SV -3 SV
mantikoras. Expert alchemists modifier of -20 means that the victim
>9 Complete Effect:
are known to extract it from dead has lost consciousness.
Damage 1d10 (OR 9-10)
mantikora’s tails (each beast gives ✦ Value: c. 300 sc per dose. and -5 SV
one dose), albeit in those cases the
Strength should be diminished to no
more than 1. STATS: MANTIKORA
✦ Application: injecting into a wound, Type: quadruped creature; Age: 15, max 60; Size: 12t; Movement: 2 CP per 4 m (Max 32 m);
usually by the beast’s tail. If spread Natural Armor: 4 (tough skin); Initiative (Base): +2;; Fear Factor: 1d10 (OR 9-10).
on a slashing or piercing weapon Body Points: 45-55
the GM should roll 1d10 after each Damage Levels (for 50 BP): 11-13 (0) / 14-26 (-1) / 27-38 (-3) / 39-50 (-7) / > 50 (Dying).
attempted hit, whether the weapon Character Traits: Perception +2
hits or not: with an even result the
Feats: Mantikora’s Tail.
poison is gone.
✦ Duration: 6 hours (for the SV Natural Weapons: Damage: Initiative:
modifier, while damage is immediate). Bite 2d10 (OR 9-10) 0
✦ Effect: Victims must use their Claw 2d10 (OR 10) 0
Constitution trait to resist the effects. Tail 2d10 (OR 10) 0
If more than one mantikora-poisoned
Number of Rounds to Spread Combat Points: 4
hit has been dealt, the victim must
make a separate effect roll for each Combat Points: Free 10 / Bite 14, Tail 10.
hit. The mantikora’s venom is Samples of Attacks:
damaging to the victim’s organism, • (IM +2) Bite SV 14; Tail SV 10, SV 10
but it has also a slightly paralysing • (IM +2) Bite SV 7, SV 7; Tail SV 15, SV 5

26 | chapter 2. beasts
Beasts

✦ NIGHT ULM ✦

M
any a strange thing I have seen and heard In Whistergalp there is an old myth about a knight named
from people all over Trudvang, and one Thodonn who fell victim to a night ulm and became a rugtanne.
story that has forever etched itself onto He was driven by hatred and a thirst for blood and would shut
my mind (even though it was many years himself in his farm for many years. He brought nothing but
since I heard the story) is that of the blood-sucking rugtannes. death to the community where he lived and many innocent
According to the traditions of Westmark, a rugtanne is souls paid with their lives. Eventually the people managed to
created after having been infected by a night ulm, for the bite drive him from the land. With fire and silver they hurt the
of the night ulm is very dangerous and puts the victim in a knight until he fled. It is said that a rugtanne, like a night ulm,
sort of undead state where they only have a taste for blood. can be damaged only by fire or weapons forged from silver.
The night ulm is hunted for its long claws, since it is said The night ulm lives alone or in groups of up to thirty
that a potion from these will create a universal cure to heal individuals. The creature is most active during the night, as
flesh and cure diseases. But the night ulm is a shy creature it hates sunlight. The night ulms nest deep in caves where the
that hides in the deepest forest. It hunts high up in the crowns rays of the sun cannot reach them. They sleep hanging from
of the pines and glides between trees on its bat-like wings, the roof by their gripping feet.
but has its nests in underground caves where they can live in Night ulms have not developed much ability to think. They
great numbers. live on blood from all types of warm bodies.

Bloodsucker Sometimes several night ulms suck


A night ulm can approach a sleeping the blood from the same creature. If the
victim and try to suck the victim’s blood. victim does not awaken during the first
This ability is used outside of combat. 5 action rounds that are described above,
A night ulm will suck blood over 5 the victim has -2 on the situation roll
action rounds. In the first round, the that follows for the next bloodsucker.
victim will take 1d3 points of damage
from the bite. During the next 4 rounds,
the victim will take 1d6 points of damage Night’s Sight
per round due to loss of blood. In each A night ulm can see without a light
action round, there is a ­possibility that source as if it were day.
the victim will awaken and discover
the night ulm by ­ succeeding on a
­situation roll with a situation value of Numbing Saliva
8 (­Perception modifiers apply). If the A night ulm seldom attacks creatures
victim discovers the night ulm, it will that are fully alert but prefers those who
instantly flee. A night ulm will fight are sleeping or so woozy that they will
only if it is forced into a corner. Then it not notice that they are being attacked.
will use its bite and claws. Thanks to its great dexterity, the night

chapter 2. beasts | 27
another warm-bodied creature. The bite
and the bloodsucking works the same
way for the rugtanne as it does for the
night ulm.
A rugtanne can live up to four times
as long a human, which means that it
has much more time for learning things.
According to some myths, a rugtanne
can have great magical capabilities and
powers, such as being able to transform
into a bat or a great black stallion. These
are nothing but superstitions. However,
if mighty wizards are transformed into
rugtannes, they still can wield their
magic, creating horrid bloodsuckers with
powers that few men hold.
When a player character becomes a
rugtanne, the following aspects change:

✦ The traits Constitution, Psyche,


Strength, and Dexterity are increased
by two levels. If the character already
has the highest level in one or more
of these traits, its effects are increased
by +4.
✦ The rugtanne gains Protection Value
1 from natural protection (skin).
✦ The rugtanne gains the ability Night’s
Sight and can see in complete darkness
as if it were daytime for up to 10
ulm moves undetected toward a sleeping A victim who is infected by the disease meters, after which the sight slowly
victim and spits saliva on the victim’s will transform into a rugtanne (a strange fades and disappears completely about
neck. After 2d6 action rounds, the skin mix between a human and a night ulm) 60 meters away.
is so numb that it will require a ­situation within 2d3 days. A rugtanne can live only ✦ A rugtanne takes damage just as it
roll with a situation value of 8 (­Perception during the night. If exposed to sunlight, did before the transformation, and
modifiers apply) for a s­leeping victim it dies instantly from the shock when it therefore it is as mortal as it was when
to discover that they are being bitten is hit by the rays of the sun. Every fifth it was still human, but its Body Points
(this roll is already c­onsidered in the night, they must feed on blood from change to match the new traits.
“­
Bloodsucker” rules above). In other
situations, it is up to the game master to
decide the situation value or whether the STATS: NIGHT ULM
victim notices the saliva or the attack. Type: Winged humanoid; Age: 15, max 25; Size: 1/2; Movement: Land 2 CP per 1 m (Max 10 m);
Flying 2 CP per 2 m (max 20 m), flying 18 m; Initiative (Base): +2; Fear Factor: 1d10 (OR 10).
Body Points: 22–27
Rugtanne Infection Damage Levels (for 25 BP): 1-7 (0) / 8-13 (-1) / 14-19 (-3) / 20-35 (-7) / >25 (Dying)
Every other action round in which a night Feats: Bloodsucker, Night’s Sight, Numbing Saliva, Rugtanne Infection
ulm sucks blood from a victim, there is
Natural Weapons: Damage: Initiative:
a chance that the victim will develop a
rare disease. After two action rounds, the Bite 1d10 0
chance is 1 in 20 (the roll of 20 on 1d20). Claws 1d5 0
After four action rounds, the chance is 2 in Combat Points: Free 8; Natural Weapons: (Bite 5; Claws 11);
20 (the roll of 19-20 on 1d20). For some Samples of Attacks: 3 actions per 1 round
inexplicable reason, only humans can be
• (IM +2) Bite SV 8; Claws SV 8, SV 8
infected by the disease.

28 | chapter 2. beasts
Beasts

✦ THORN BEAST ✦

M
any a time I have asked myself how a our world would be littered with this most terrible and
small bat can grow into a horrid beast highly unpleasant beast.
whose pure stench can make the hardiest The oversized winged lizards have fed on thornroot and
warriors fall to their knees and beg for human flesh for so many thousands of years that they have
their sweet mother’s mercy. The answer is: thornroot. mutated into a completely different race. Not even if their diet
For a long time, it was a well-hidden secret that the was changed would the bloodthirst and hunger of the thorn
wild Arks fed bitter thornroot to little bats and in this beasts change.
way created a beast that Trudvang would have done well Large, strong tusks grow from its mouth, and its empty eyes
without. Ever since the Age of the Jarnwurms, the Arks reflect a corpse-pale light during the night. A normal-sized
have used thornroot as a means of inebriation, and it was thorn beast measures 10 to 15 meters from wingtip to wingtip
known that the root makes barbarians numb and violent, and has a ground height of 2.5 meters.
but the effect on the bats were unknown. It seems as if eating Like many other winged beasts, the thorn beast prefers to
the thornroot is a direct cause of aggression and growth attack from the air and engage its enemies while flying. It
that has greater effects on the bats. When the small winged most often approaches from a low altitude and attacks by
creatures consume thornroot, they grow quickly into great lunging with its strong bite when it is side by side with its
dangerous beasts that the Arks can then mate with similar victim. That the thorn beast seldom lands during conflict
beasts, and thereby a thorn beast is born. makes it less vulnerable. The thorn beast can, of course, attack
The thornroot makes the beast thirsty for blood and with its feet firmly placed on the ground. At such time it often
hungry in the most unnatural and gluttonous way. Its body uses its bite and two claws.
is constantly rotting from within, producing a pungent Wild and free-roaming thorn beasts are usually much
stench of death and decay, which in turn makes the beast larger, more aggressive, and more bloodthirsty than those
all the more aggressive. I thank the light of Gave upon kept in captivity. Thorn beasts kept in bindings will obey
Trudvang that the thornroot is an unusual vegetable that their caretaker and rider blindly to a degree that makes them
grows only in certain caves in the barren and unreachable prepared to die for their master. Very few individuals succeed
lands to the northwest. I also thank all the holy kings in the in taming a thorn beast, even if it is very young. In Trudvang,
west that the lifespan of a thorn beast is limited to around this is usually attempted only by Arks. In rare cases, a mighty
twenty years, for if like the dragons it had a longer lifespan, wizard can successfully tame a great thorn beast.

Attack From Above round will get the damage OR range will attack, which means the victim has
If a flying Thorn Beast circles around its raised by one: e.g. 2d10 (OR 8-10) + 6 a modifier of +2 when parrying the
prey for 5 rounds, it can attempt to make becomes 2d10 (OR 7-10) + 6. attacks of a thorn beast.
a diving attack during the 6th round by One who wishes to attack a thorn
making its normal attack rolls. However, beast performing a flyby attack has a
if an SV 8 roll is also succeeded, the modifier of -3 on all attacks. However,
Thorn Beast’s natural attacks for that it is easier to see where the thorn beast

chapter 2. beasts | 29
Night’s Sight Terrifying Stench can detect the stench at a distance of
The thorn beast can see with a weak light The inner organs of a thorn beast are 50 meters. Anyone who approaches
source (stars, moonlight, torchlight, and in a constant process of rot due to the the beast closer than 5 meters gains
so on) as if it were day. unpleasant effects of the thornroot. 1d10 (OR 9-10) Fear Points due to the
This means that the great winged stench. This does not apply to tamers
lizard carries a horrid and pungent and expert riders which usually get
stench of dead flesh and decay. A human used to the stench due to the long time
being with a normal sense of smell spent with the beast.

30 | chapter 2. beasts
STATS: THORN BEAST
Type: Winged creature; Age: 70, max 150; Size: 6t; Movement: Land Weapons:
2 CP per 6 m (Max 18 m); Flying 2 CP per 12 m (Max 36 m); Natural Bite 2d10 (OR 8-10)+6 0
Armor: 3; Initiative (Base): +4; Fear Factor: 1d10 (OR 7-10).
Claws 2d10 (OR 9-10)+6 0
Body Points: 153–188
Damage Levels (for 171 BP): 1-43 (0) / 44-86 (-1) / 45-129 (-3) / 130-171 Number of Rounds to Spread Combat Points: 3
(-7) / >171 (Dying) Combat Points: Free 7; Natural Weapons: (Bite 6; Claws 14);
Feats: Night’s Sight, Terrifying Stench. Samples of Attacks: 3 actions per 3 rounds
• (IM +4) Bite SV 12; Claws SV 8, SV 7

chapter 2. beasts | 31
Beasts

✦ TROLL BULL ✦

I
n Bysent I learned that what we call a troll bull wild beasts. Supposedly, the hrim bulls once were tamed by
is there called a minokks, probably after the elvish the dwarves for war. With fire and mitraka, they made the
word nokka, which means horn. One can hear about monsters bow and serve them in battle.
troll bulls across all of Trudvang, but what sets the One can find troll bulls all over Trudvang, but they are
minokks apart is that troll bulls from the north have more most frequent on the great plains in the western lands. They
fur than those in southern Trudvang. The troll bulls that live have no set places where they live, but wander seasonally to
on Soj have longer horns than those that live in Darkwood. new hunting grounds.
Like the galtirs, troll bulls are aggressive and dangerous. A troll bull is a large humanoid that has a highly
They lack a developed language but are said to be skilled developed musculature. On its tall and fur-clad body sits an
craftsmen, which I think seems quite odd. How can a creature impressive bull’s head with long horns that it uses in combat.
that has not learned to speak forge a sword? Troll bulls eat everything but prefer a diet of grass, dead animals,
I have heard of and even met troll bulls many times during and game that they hunt. The human body has only one belly,
my travels. On two occasions, my traveling company ended up but a troll bull has four smaller bellies. It is not rare that troll bulls
in frenzied battles with troll bulls. One time I was so close to eat individuals of their own kind, but never from the same herd.
death that it must have been by the grace of Gave that I was not Their heart, especially, is highly prized as a piece of food, since it is
put on the pile of dead. One other time, I myself plunged a spear believed that this organ has supernatural powers.
into a troll bull. The men of Bydland then quickly cut out its The troll bull is a herd animal that gathers in groups. Its
heart and offered it to me to eat. According to their traditions, limited intelligence makes it hard for them to live and think
this would fill me with some of the creature’s spirit and vitality. like humans, even if they have many of the attributes and
In truth, I have never felt as invigorated and strong as I did abilities that humans have. They seldom abandon their herd,
after eating the heart, a feeling that lasted for weeks. which is why it is unusual to encounter fewer than ten to
Most feared of all troll bulls is the mythical hrim bull. It is twenty individuals at a time.
said that they are a huge breed of troll bull that uses magical Troll bulls are generally not a species of war and battle.
abilities to protect themselves from harm. It has been several However, the bulls of the herd, the males, are very aggressive
hundred years since anyone claimed to have seen a living and will attack if someone steps onto their turf. Often they will
hrim bull, but many knights of Silvtronder still speak of the fight with their horns and with great iron clubs.

Charge charge is resolved spending CP for with a situation value of 10 (Dexterity


Troll bulls will begin their attacks with movement plus CP for an attack with modifiers apply) to avoid ­ dropping
a charge. They lower their heads and natural weapons (Horn). whatever items they are holding.
charge straight into victims to deal The charge cannot be parried but
damage and knock them off balance. only evaded. Anyone hit must suceed
Due to the bull’s weight, high speed, an Agility skill roll with -5 SV or fall Troll Bull Heart
and sharp horns, the charge will deal prone. A victim who falls over from If someone eats from the heart of a troll
2d10 (OR 9-10) points of damage. A the charge must make a situation roll bull, they are filled with courage and inner

32 | chapter 2. beasts
STATS: TROLL BULL
Type: Humanoid; Age: 40, max 75; Size: 2t; Movement: Land 2 Samples of Attacks: 2 actions per 1 round1
CP per 2 m (Max 16 m, 15 m if wearing armor); Natural Armor: 2; 3 actions per 1 round2
Religion: Haminges; Initiative (Base): 0 (-1 when wearing armor); Fear • 1 (IM 0, -1 with armor) Horns SV 13, SV 10
Factor: 1d10 (OR 10) • 1 (IM 0, -1 with armor) Brawling SV 12, SV 10
Body Points: 52–64 • 2 (IM -5, -6 with armor) Battle Mace SV 13, SV 13
Damage Levels (for 58 BP): 1-15 (0) / 16-30 (-1) / 31-44 (-3) / • 2 (IM -7, -8 with armor) Battle Mace SV 16, SV 10; Shield SV 15
45-58 (-7) / >58 (Dying) • 2 (IM -6, -7 with armor) Two-Handed Sword SV 14, SV 10
Character Traits: Constitution +4, Strength +4 Skills: Agility SV 9; Entertainment SV 2, Faith SV 5, Shadow Arts
Feats: Charge, Troll Bull Heart SV 6; Vitner Craft SV 1, Wilderness 8

Weapons: Care SV 7 Handicraft 1 (Hard Materials 2; Soft


Materials 2)
Horns, WA -, Dmg 2d10 (OR 10) +4 IM 0, PV/BV -
Unarmed WA -, Dmg 1d10 (OR 10) +4, IM 0, PV/BV - Fighting SV 10 Armed Fighting 3 (One-Handed Heavy
Battle Mace, WA 3, Dmg 2d10 (OR 8-10) +5, IM -5, PV/BV 10/100 Weapons Right Hand 4; Shield Bearer 2;
Two-Handed Sword, WA 2 augmented to 3, 2d10 (OR 7-10) +4 , Two-Handed Weapons 3); Battle
IM -6, PV/BV 10/100 Experience 1 (Armor Bearer 1; Fighter 2);
Medium Shield WA 2, Dmg 1d10, IM -2, PV/BV 5/50 Unarmed Fighting 1 (Brawling 3)

Armor: Fur Armor, PV 2/BV 20, IM-1 Knowledge SV 5 Language 1 (Mother Tongue (Bastjumal) 3)

Combat Points: Free 11 / Attacks & Parries 4 / Armed 3 (One-


Handed Heavy Weapons Right Hand 8, Shields 4, Two-Handed
Weapons 6) / Unarmed 1 (Brawling 6) / Natural Weapons 8

strength. They instantly lose


1d10 (OR 10) of gained Fear
Points and they feel more alive
and protective of their friends.
If an enemy threatens one
of those friends, there is a
risk that the devourer will
instantly charge that
enemy and attack.
The devourer
must make a
situation roll
with a situation
value of 10
(Psyche modifiers
apply) to avoid being
compelled to charge the
enemy.

chapter 2. beasts | 33
Beasts

✦ TROLL WOLF ✦

A
s I, in the autumn of my life, look back to write He knew that my life’s calling was to chart all the strange
down all of my deeds and travels, I seem to creatures and beasts that walked the lands of Trudvang. He
recall a certain event. I’ve long since forgotten led me up on the palisade encircling the village and pointed
in which land I was at this particular time, towards the edge of the woods a good hundred fathoms away.
although it might have been in Wildland, or possibly Dranvelt. First, I saw nothing, but then, when my eyes had gotten used
The journey, however, I recall very well as I, at this particular to the cold morning, I saw the beast. It looked like a wolf, but
time, was travelling with an especially interesting character – a with a considerably larger head. My first thought was that
savage bult bard from Sylvan whose stories could gather an it looked as if someone had put a troll’s head on a wolf. The
entire village around the fires at night. Often his stories were thrall pointed at the beast again and said “varfen, varfenscroll”,
about grand heroics and horrific beasts. One of these nights, which was their word for "troll wolf". Then, the thrall spat on
we were visiting a small village in the middle of the winter. the ground and pointed at the spit as he drew his other hand
The rooftops had been covered with thick layers of snow and across his neck as if to show that someone was about to die.
the nights were as glittering as they were cold. Bearskins had Later, I was told that while this beast may be a dangerous
turned into precious gifts this winter as we all spent most of foe with its sharp claws and teeth, it was the wolf troll’s saliva
our time trying to stay warm. It was at the end of this winter that was its most dangerous weapon. Some say that the saliva
that I saw this strange creature for the first time, and it would is dangerous because even a drop of it would prove fatal if it
unfortunately turn out to be the last time as well. The villagers touched your skin, others instead say that the saliva might turn
called the beast ‘trollsnout’, but I learned that it was also called you into a similar beast unless you are resilient enough. Later
"troll wolf". There were plenty of wolves and trolls luring near that week I learned that a few hunters had tracked the troll
the village this winter and if my memory hasn’t failed me, I wolf and killed it. Even though furs and skins were precious
seem to recall that at least three villagers, two children and one that winter, I was told by the villagers that the hunters had
adult woman, fell victim to either trolls or wolves this winter. In burned the body as soon as they had killed the troll wolf and
any case, I was awoken early one morning by a house thrall. that nothing had been saved for fear of infection.

Jump Attack Night’s Sight damage overcomes armor, the victim must
When a troll wolf initiates a combat, it will Troll Wolves can see with a weak light roll to determine effects, using the rules for
jump at the prey and attack both with its source (stars, moonlight, ­torchlight, and extracts, as described in the Gamemaster's
bite and with its claws. The jump attack so on) as if it were day. Guide. The Psyche trait must be used
means that the beast gains an extra attack instead of Constitution for resisting the
with its hind legs and claws in this action effect, as the saliva is supernaturally cursed.
round (SV 10 claws) without spending Poisonous Saliva The following stats represent a typical
­further CP. This is valid only for the round The saliva of the troll wolf is extremely troll wolf' saliva, although the GM may
when the jump attack happens. poisonous and when the beast bites, if any want to customize it to represent specific
troll wolves.

34 | chapter 2. beasts
Troll Wolf Saliva
✦ Type: Poisonous
✦ Strength: 2
✦ Appearance: a sticky and stinky, light
reddish liquid.
✦ Preparation: these stats represent the
substance injected by the bite of a troll
wolf. Expert alchemists know how to
extract it from the mouth of a dead troll
wolf (one dose can be extracted from each
beast), albeit in those cases the Strength
is reduced to 0.
✦ Application: injecting into a wound,
usually by the beast’s bite. If spread on
a slashing or piercing weapon the GM
should roll 1d10 after each attempted
hit, whether the weapon hits or not: on
result of 8-10 the poison is gone.
✦ Duration: one month.
✦ Effect: The troll wolf saliva is inherently
cursed, as it inflicts a kind of supernatural
illness, therefore victims must use their
Psyche (and not Constitution) trait to
resist it. If more than one saliva-infected
bite was suffered, the victim must roll to
resist the effect of each wound and sum
up all the working effects (augmenting, in
this way the recurring damage suffered).
If effects greater than “Mild” are
working, the victim will wake up each
morning, feeling incredibly ill, suffering EFFECT OF VENOM
a certain amount of BP in damage. This 1d10+damage Effect
damage should be suffered after the 1-3 Mild Effect: Damage 1d6.
regular daily BP healing (after 8 hours
4-6 Moderate Effect: Damage 1d10 and -1 SV
of sleep) has been applied, which means
that the daily healing cannot cure the 7-9 Substantial Effect:Damage 1d10 (OR 10) and -3 SV
damage dealt in the same morning. >9 Complete Effect: Damage 1d10 (OR 9-10) and -5 SV
Some people believe that those who die
from such an illness, will raise again as a STATS: TROLL WOLF
troll wolf, but this is not always true (the Type: quadruped creature; Age: 10, max 25; Size: 1.5 t; Movement: 2 CP per 3 m (Max 30 m);
Game Master should decide about it). Initiative (Base): +1; Fear Factor: 1d10 (OR 9-10).
This magical illness can only be stopped Body Points: 37-44
by divine abilities which remove serious Damage Levels (for 40 BP): 1-10 (0) / 11-20 (-1) / 21-30 (-3) / 31-40 (-7) / > 40 (Dying).
diseases and curses (it does not matter Feats: Jump Attack, Night’s Sight Poisonous Saliva
which religion they belong to). Examples
Natural Weapons: Damage: Initiative:
are Gerbanis’ Breath of Sunvei or Tenet
of Nid’s Will of Bete Wiemdas and Hand Bite 1d10 (OR 9-10) +1
of Gave. Other divine or vitner powers Claw 1d10 (OR 10) +1
may solve the problem if the Game Combat Points: Free 12 / Bite 14, Claws 10.
Master allows it, but remember that the Samples of Attacks:
cure should always be rare.
• (IM +1) Bite SV 16, SV 10; Claws SV 10
✦ Value: c. 500 sc per dose.
• (IM +1) Bite SV 13, SV 13; Claws SV 5, SV 5

chapter 2. beasts | 35
Beasts

✦ WARG BEAST ✦

W
ithout a doubt the warg beast is one of beasts gather around farms and await the humans that live there.
Trudvang’s most horrid predators. Garm, The hide of a garm is especially sought, as it is said to be
skoll, warg, the beast has many names, protection for the cold in the great ice plains. The fur is thick
and it is tamed by the wild and troll folk and good but much lighter than the fur of a mastomant.
as a riding animal. The garm is the greatest of all warg I have been told that giving someone the fur of a garm in
beasts, the skoll is double the size of a normal wolf, while the the Stormlands is like giving away a well-made blade in
warg itself is the smallest one, not considering the normal Mittland. Or, as a Stormlander once said to me, “I need no
wolves, which are the lesser cousins of warg beasts. It is said blades to kill, for I have my hands and my strength. But
that there once were garms that had a back height of more a winter without fur, and I shall walk beside Stormi before
than 7 meters and that they hunted giants and other great night turns to day.”
beasts. Fortunately, this was a long time ago. Today the most In the uttermost northeast, in a cold and desolate
common garm has a back height of 2 to 4 meters, and the kingdom that the Stormlanders have named Wildland, the
warg itself is only as large as a wolf but has a stronger body warg beast had a prominent role in human’s lives. There
and a larger head than its smaller cousin. are many tribes that worship this dangerous beast as some
I could not possibly list all the times that I have seen warg did before Gerbanis took hold of the land. Here there are
beasts or heard their howling from my camp. Perhaps it’s as people that tame garms to ride, in the same way that we in
many times as I have encountered trolls. Without a doubt, the the west use horses. One time I saw four wild berserkers from
warg beast is the most common danger that one will encounter Wildland riding garms. It was truly a mighty sight. The
in the wild. They like to prowl around settlements, and in the great and dangerous beast bent to the will of the warriors
Stormlands one should especially beware. When the deep and and did as they commanded. I have heard that the wild
long winters come, it is not unusual that great packs of warg Amurs in Fjaal do the same.

Fast move farther than its total movement Night’s Sight


A Warg beast knows how to get the best capability per action round. Some warg beasts can see with a weak
from its four legs, which it can easily light source (stars, moonlight, ­torchlight,
coordinate during combat better than and so on) as if it were day.
other quadrupeds. A warg beast that Jump Attack
wishes to move during combat while When a warg beast initiates a combat, it
maintaining control of its surroundings will jump at the prey and attack both with Warg Sickness
can move up to double the rate that its its bite and with its claws. The jump attack Warg beasts carry a disease that is called
size would allow. means that the beast gains an extra attack “warg sickness.” It is spread through
This means that Wolves, Wargs and with its hind legs and claws in this action their bite, and victims are at risk of
Skolls can move up to 4 m per 2 CP spent round (SV 10 claws) without spending becoming werewargs (described below
while 3t-sized Garms can move up to 12 ­further CP. This is valid only for the round the statistics). The risk of i­nfection
m per 2 CP spent. However, it can never when the jump attack happens. ­differs depending on what breed of warg

36 | chapter 2. beasts
chapter 2. beasts | 37
beast bites the victim. One infection roll the moon’s strange pull, but sometimes Each time the moon grows bright in
is made for each warg beast no matter great fear, unusual stress, or extreme the night sky (though it does not need
how many times it bites the same victim hunger will be enough for the warg to be visible), the sickness will break
(Constitution modifiers apply). The bite sickness to sprout in the body of the out, causing the transformation. The
is to be considered infectious if the roll victim. It is totally up to the GM to victim must make a situation roll with
gets a result in the ranges described in decide when the infection will manifest, the situation value of 6 (­ Constitution
the chart below. preferably during a dramatic moment and Psyche modifiers apply) to resist the
will make the story memorable. warg sickness and avoid transforming.
RISK OF WARG SICKNESS If the victim sees the full moon, the
Warg Beast 1d20 situation value is lowered to 4. For
Werewarg people with a negative Psyche trait,
Wolf —
When the warg sickness sprouts in the there is a risk that the warg sickness will
Warg 1–2
body of a victim who was bitten by a sprout during stressful situations. When
Skoll 1–3 warg beast, they can be transformed into a victim is in such a situation, they must
Garm 1–5 a cross between a human and a warg make a situation roll with a situation
beast, which results in a horrid creature value of 8 (Psyche modifiers apply) to
The sickness will lie dormant in the with traits from both species. Their face resist transforming.
victim like a curse that never disappears is covered in fur and looks like a warg’s While transformed into werewargs,
but instead grows in strength. Most face. Great claws grow out on their victims cannot use the abilities and traits
often the sickness will course through hands and feet, and long, sharp fangs they had before. They lose the ability
the blood without affecting the creature, grow in their mouth. Some werewargs to think clearly and are now slaves to
but sometimes there is something that prefer to walk on all fours, while some bloodthirsty instinct, like a famished warg
makes it sprout. Usually, the trigger is move like a human. beast. Just like a warg beast, a werewarg

38 | chapter 2. beasts
can spread the s­ickness. Each humanoid The stats of a transformed werewarg The werewarg also gains also the
creature bitten by a werewarg has a risk are usually changed as follows: following properties.
of c­ontracting the disease (1-3 on 1d20;
Constitution modifiers apply). In c­ ontrast ✦ Apply the following changes, which ✦ Size: 1.5
to the warg beast’s bite, there is a small influence also other stats (e.g. BP, ✦ Natural Armor: 2 (skin)
risk (1 on 1d20) that a victim infected damage modifiers, Movement and ✦ Night’s Sight: Sees with a weak light
by a werewarg will not be able to to Initiative): +4 to Strength (max +6 source (stars, moonlight, torchlight,
change back out of werewarg form after in total); +4 Dexterity (max +6 in and so on) as if it were day.
it transforms for the first time. These total);-2 Psyche (minimum of -6 in ✦ Skill Bonuses: + 2 SV Brawling, +6
beasts that live constantly in the shape of total); +6 Constitution (max +6 in SV Agility and Wilderness.
a werewarg cannot spread the sickness to total); -4 Intelligence (minimum of -6 ✦ New natural weapons: Bite (damage
others, but they are dreaded nonetheless. in total). 1d10 OR 9-10 + Strength), and Claws
(damage 1d10 OR 10 + Strength) to
be used as Brawling.
✦ Bonus CP: Bite 5, Claws 10.
✦ Fear Factor 1d10 (OR 9-10)

STATS: WOLF STATS: WARG


Type: Quadruped; Age: 6, max 14; Size: 1/2; Movement: Land 2 CP Type: Quadruped; Age: 8, max 18; Size: 1/2; Movement: Land 2 CP
per 4 m (Max 20 m); Initiative (Base): +2; Fear Factor: 1d5. per 4 m (Max 24 m); Initiative (Base): +2; Fear Factor: 1d10.
Body Points: 14–18 Body Points: 16–20
Damage Levels (for 16 BP): 1-4 (0) / 5-8 (-1) / 9-12 (-3) / 13-16 (-7) Damage Levels (for 18 BP): 1-5 (0) / 6-10 (-1) / 11-14 (-3) / 15-18 (-7)
/ >16 (Dying) / >18 (Dying)
Feats: Fast, Jump Attack, Night’s Sight Feats: Fast, Jump Attack, Night’s Sight, Warg Sickness
Natural Weapons: Damage: Initiative: Natural Weapons: Damage: Initiative:
Bite 1d10 0 Bite 1d10 0
Claws 1d5 0 Claws 1d5 0
Combat Points: Free 8; Natural Weapons: (Bite 10; Claws 8); Combat Points: Free 8; Natural Weapons: (Bite 10; Claws 10);
Samples of Attacks: 2 actions per 1 round1 Samples of Attacks: 2 actions per 1 round1
3 actions per 1 round2 3 actions per 1 round2
• 1 (IM +2) Bite SV 16; Claws SV 10 • 1 (IM +2) Bite SV 16; Claws SV 12
• 2 (IM +2) Bite SV 12, SV 8; Claws SV 6 • 2 (IM +2) Bite SV 12, SV 8; Claws SV 10

STATS: SKOLL STATS: GARM


Type: Quadruped; Age: 10, max 22; Size: 1t; Movement: Land 2 CP Type: Quadruped; Age: 12, max 26; Size: 3t; Movement: Land 2 CP
per 4 m (Max 32 m); Initiative (Base): +1 ; Fear Factor: 1d10 (OR 10). per 12 m (Max 48 m) Natural Armor: 2; Initiative (Base): 0 ; Fear
Factor: 1d10 (OR 9-10)
Body Points: 29–35 Body Points: 65–79
Damage Levels (for 32 BP): 1-8 (0) / 9-16 (-1) / 17-24 (-3) / 25-32 (-7) Damage Levels (for 72 BP): 1-18 (0) / 19-36 (-1) / 37-54 (-3) /
/ >32 (Dying) 55-72 (-7) / >72 (Dying)
Feats: Fast, Jump Attack, Night’s Sight, Warg Sickness Feats: Fast, Jump Attack, Night’s Sight, Warg Sickness
Natural Weapons: Damage: Initiative: Natural Weapons: Damage: Initiative:
Bite 1d10 (OR 10) 0 Bite 2d10 (OR 9-10) 0
Claws 1d10 0 Claws 2d10 (OR 10) 0
Combat Points: Free 10; Natural Weapons: (Bite 14; Claws 10); Number of Rounds to Spread Combat Points: 2
Samples of Attacks: 3 actions per 1 round Combat Points: Free 12; Natural Weapons: (Bite 15; Claws 12);
• (IM +1) Bite SV 14; Claws SV 10, SV 10 Samples of Attacks: 3 actions per 2 rounds
• (IM +1) Bite SV 12, SV 12; Claws SV 10 • (IM 0) Bite SV 16, SV 11; Claws SV 12
• (IM 0) Bite SV 14, SV 13; Claws SV 12

chapter 2. beasts | 39
40 | chapter 3. beings of the mist
Chapter 3

✦ BEINGS OF THE MIST ✦

A
s my old friend and vitner weaver Ristermann has said several times, there is
a strong connection between the mist and the beings that originate from it.
It’s as if the border to the realms of the dead lie particularly close when the
mist of Trudvang grows thick. And perhaps that is the case. The Mittlander
knowledge-seeker Iwelyn Merrwhinna, who devoted her life to the study of beings of the mist,
wrote that the mist in Trudvang in reality is part of “Misthal,” a type of connection that defies
the laws of the world and penetrates the world of the living.
But what I cannot understand or find anything about in the writings of Iwelyn is why there
are so few mighty beings of the mist but so many weak ones here in Trudvang. For it is true
that there are far more sálheles than wights in Trudvang. This goes against the belief that only
the strongest can take hold and manifest in the world of the living. Of course, that there are
few wights and draugr but more lyktgubbe and sálheles is better than the other way around.
But one would think that strong beings of the mist like wights and draugr would have an
easier time entering our world and remaining here.
Many thinkers have their own theories on this question, but there is much wisdom in the
words that Iwelyn has noted in her many collections. From what I can gather after having
read more than half of her material, and even if she never spells it out clearly, I believe that
the reason for this contradiction is that the watchers of Misthal are occupied with controlling
the beings that can cause the most trouble in Trudvang and thus allow the weak ones to pass.

chapter 3. beings of the mist | 41


Beings of The Mist

✦ BARROW WIGHT ✦

E
ven though I had rarely seen the phenomenon terrible shriek that forced me to clutch my ears and curl into
known as “elven shimmer”, I understood that the fetal position. I cannot remember how long the shriek went
what was moving across the nighttime sky was on, but the absolute horror I felt in that moment made my
something very special. My traveling company heart beat hard and my stomach ache so that I spilled the
told me, while we stood mesmerized watching the strange light evening’s supper onto the grass. Silence once again lay like a
phenomenon, that out of all the elven shimmers they had seen thick cloak over the field and I crawled up from the ground,
dress the nighttime sky here in the north, this was the biggest still trembling with fear. For a moment I thought to run
and most awe inspiring of them all. Everyone was certain that for the darkness to see what had happened to my traveling
there was something far greater at work here. companions, but my feet could not bear my weight and I
I am rather sure that no one could have predicted what found myself sitting with my back against the ruin, clutching
would take place later, much less connect it to the great things Swein’s short sword.
that were in motion at the time. For, as far as I know, elven I’m sure I need not add that I did not sleep at all that night,
shimmer has nothing to do with beings of the mists, and yet and when the sunlight again spread across the field, I took my
the days passed and each night we could see the heavenly gear and departed as fast as I could. When I later returned to
phenomenon in its unchanged strength. It was on the fourth a village nearby and told of what had happened by the ruins,
day that we reached a field filled with ruins from long-lost I was informed that they were in fact haunted by a barrow
times and cultures. No one from our troupe saw any harm in wight. According to the village elder, the wight had been there
sheltering overnight in an old ruin, but in hindsight I regret since the prehistoric times of the world. She warned me not to
the choice of resting place. visit the ruins during the night, for the wight hated the living
We had just gotten to supper as the elven shimmer grew and would slay any who ventured there at night.
in rhythm with the darkness surrounding us. At first Janulf The barrow wight is a type of wight that is heavily tied to
thought he heard something out in the fields. Then his brother, the place where it was buried, often a barrow, cairn, or other
Swein, swore that he too had heard something. But no matter enclosed place, though it can also be a tomb or a mound of
how much I concentrated, I could not hear anything and rocks. In the elder days, before Gave was at our side, people
disregarded their concerns as nothing. believed that the barrow wight was an undead that had come
The evening soon rippled into night and many times both again because someone had not sent enough gifts with the dead
Janulf and Swein suddenly stopped whatever they were doing and therefore they could not travel to the supposed other side.
just to listen. I was observing some parchment when I suddenly Others spoke of wights that awoke because of the powerful
noticed that Swein rose up and left the camp without speaking objects and artifacts that had been buried with them, which
a word to any of us. He continued out into the darkness without made it hard for the dead one to let go of our world.
paying any mind to our calls. Janulf remarked that he was The barrow wight awakens to life because of its powerful
most likely going out to relieve himself, but in Swein’s eyes I longing for something or someone that is in the dead one’s
saw that he was worried. A great amount of time passed and tomb. It can be an object, another body, or even the burial
we started calling for Swein, with no reply. Janulf grabbed his place itself. It is not unusual that several barrow wights are in
weapon and went to see what had happened, and then he too one place at the same time since many great men and kings are
disappeared into the complete darkness. often buried in the same place.
A long time passed and I sat there, watching the darkness Only humans and elves can become barrow wights. Since the
without really seeing or hearing anything. I once more called wight awakens to life relatively soon after the dead one has been
for the brothers without any answer. Suddenly, I heard a buried, it keeps much of the appearance of the dead person.

42 | chapter 3. beings of the mist


chapter 3. beings of the mist | 43
Often both flesh and skin remains on the wight. The empty reclaim an object or artifact that was stolen from the
black eyeholes, however, glow with bone-white light when the tomb, get revenge on the one who slew the dead person, or
sun has set. something along those lines. These barrow wights are very
Like most undead, barrow wights are most active during dangerous since it is hard to know them for what they are.
nighttime or in the fog since the bonds to Misthal are strong The only external sign might be the glowing eyes, which
there. The wight carries a hatred against all living things and can easily be disguised by a hefty hood. These barrow
will not hesitat to kill anyone who trespasses in its burial place. wights often intermingle with people in taverns that lie on
Very rarely, barrow wights leave their tombs and go out the border of the wilderness to gain information about the
into the world. These wights have sworn to, for example, thing that made them leave their tomb.

44 | chapter 3. beings of the mist


Dark Vitner Night’s Sight aware of it. The fog is thick, cold, and
A barrow wight has access to dark vitner A barrow wight can see without any sometimes moist, and anyone who stands
and the power to wield it. The vitner skills light source as if it were day. within it must immediately make a
(tablets, capacity, etc.) will differ from ­situation roll with a situation value of 10
wight to wight (the GM should judge (Psyche ­modifiers apply). If the roll fails,
them carefully). Their Vitner Capacity is Shriek the victim becomes woozy and barely
always augmented by +10 VP. A barrow wight can let out a horrid aware of what he’s doing. The victim
shriek once per day, and everyone who will then be pulled toward the core of the
hears it is filled with horror. The victim area, which most often is the site where
Durable takes 2d10 (OR 9-10) Fear Points. the barrow wight is buried. A victim who
The barrow wight is an undead ­creature takes damage will be awoken ­immediately
that lacks any emotion or sense of f­ eeling from the slumber that the fog creates.
since it is made of energies from the Summon Fog Depending on how strong the barrow
realms of the dead. Thus, it has high Barrow wights have a special ability wight is, the fog can cover an area with a
Body Points and does not suffer the same that allows them to fill great areas with radius of 100 to 10,000 meters, ­according
damaging effects as other creatures. fog. Often the fog will lie thick around to the GM’s ­ judgement. The barrow
This means that it is worthless to trace each place the wight has visited, since wight can remove the fog at any time,
Damage Levels since the barrow wight the ­ability is dormant and can activate at which point it completely disappears
will not suffer penalties from wounds. sometimes without the wight being
­ within a few minutes.

STATS: BARROW WIGHT


Type: Humanoid; Age: Varies, Max varies; Size: 1t; • 1 (IM +2, 0 with armor) Brawling SV 15, SV 10
Movement: Land 2 CP per 1 m (Max 10 m , 8 m if wearing • 2 (IM -2, -4 with armor) Broadsword SV 14, SV 7, SV 7
armor); Initiative (Base): -2 (0 if wearing armor); Fear • 3 (IM -4, -6 with armor) Broadsword SV 14, SV 14, Shield SV 10,
Factor: 1d10 (OR 7-10). SV 10
Body Points: 78–96 Skills: The same skills as when the wight was alive.
Character Traits: Strength +4 Fighting SV 10 Armed Fighting 2 (One-Handed Heavy
Feats: Dark Vitner (Vitner Capacity +10), Durable, Night’s Sight, Weapons Right Hand 3; Shield Bearer 4);
Shriek, Summon Fog. Battle Experience 2 (Armor Bearer 2;
Fighter 4); Unarmed Fighting 1
Weapons: (Brawling 2)
Unarmed WA 4, Dmg 1d5 +4, IM 0, PV/BV - Knowledge SV 6 Language 1 (Mother Tongue (..) 3)
Broadsword WA 3, Dmg 1d10 (OR 9-10) +4, IM -4, PV/BV 8/80
Medium Iron Reinforced Shield WA 2, Dmg 1d10, IM -2, PV/BV Shadow Arts SV 7 Shadowing 1 (Camouflage and Hiding
7/70 3);

Armor: Chain Mail, PV 5/ BV 50, IM -2 Vitner Craft SV 10 Call of Vitner 1 (Darkhwitalja 2);
Vitner Shaping 3 (Galding 3; Sejding 2,
Combat Points: Free 12 / Attacks & Parries 8 / Armed 2 (One- Vitner tablet (Dimvitner) 3; Vitner tablet
Handed Heavy Weapons Right Hand 6, Shields 8) / Unarmed 1 (Flame Craft) 3; Vitner tablet (Power of
(Brawling 4). Vision) 3; Vitner tablet (Vitner Craft) 2;
Samples of Attacks: 2 actions per 2 round1 Vitner tablet (Witchcraft) 2)
3 actions per 2 round2 Vitner Capacity: 65 Galding SV 19, Sejding SV 17
4 actions per 2 round3

chapter 3. beings of the mist | 45


Beings of The Mist

✦ BEINBAITER ✦

I
f I could regret only one thing of all the foolish things I is that the beinbaiter feeds on corpses when it is awake during
have done during my travels across Trudvang, it would the night and hides in earthy dens and bushes during the day.
be the first one. Since childhood, we Westlanders have It lives on the marrow from dead humans and animals, most
heard horrible stories about the beinbaiter, and as likely also from elves and dwarves, and mayhaps also trolls,
scared as I was when I was a little boy, I was just as determined but this is nothing that I have confirmed. For some reason, it
to reveal once and for all that there in fact was no gnawer of the is always where humans are buried that I have encountered a
dead. My first mission as a beastologist was therefore not to study beinbaiter.
this creature but to prove that it did not exist at all. Something I In Viranne they say that one can destroy a beinbaiter only
would come to regret. with prayers of power, but I have not confirmed this either.
It was said that in Silvtronder, on the plains below the What I do know is that the beinbaiter carries with it a horrid
Silferspiir Mountains, there was a place where a beinbaiter stench. It is unlike any stench of trolls or outhouses, but more
dwelled, for it was an old burial site and all knew that it was like the farts of Queen Raugards, if you know that fairy tale.
in such places that one would find the creature. Armed with It took me a good week to be rid of the stench that permeated
confidence, two horses, and a tracker, I left the monastery in my clothes when I encountered my first beinbaiter, and I still
Erviddor and ventured into the land of the knights in the feel sick to my stomach thinking about it all now.
north. I shall not spend too many lines on the journey itself, The beinbaiter is a primitive beast, created from a man who
for no matter how much I wish it to be otherwise, I cannot be has been infected with the death plague. It dwells exclusively in
blind to the fact that I was wrong. The beinbaiter is real and places where it can suck the marrow out of the bones that make
very much exists. What I discovered there, and even later on, up its diet. The beinbaiter is utterly aggressive and hard to battle.


Bein Stench chart below shows how long (in action victim slowly loses life in the form of 1
Anyone who comes within 5 meters of rounds) a victim is afflicted by the stench. point of damage per week. The plague
a beinbaiter is inflicted with the bein prevents wounds from healing, whether
stench. The longer a person has been STENCH DURATION through mending, extracts, or natural
close to it, the longer the stench remains. Contact Duration healing, as long as the victim carries
The stench is impossible to clean away 1-2 AR 1d3 days
the sickness. The only way to cure the
and is so terrible and sharp that all who sickness is to visit a holy person of some
3-10 AR 2d3 days
come within 10 meters of the inflicted religion who can heal the damage.
halt instantly. If one wishes to lessen 11-20 AR 2d6 days A person who dies from death’s
the stench, all permeated clothes must >20 AR 4d6 days ­sickness awakens after one cycle of moons
be burned and then one should cover with a terrible hunger for bone marrow.
­oneself in ash. As long as the ash remains A victim’s chance of contracting the
on the body, the range of the stench is Death’s Sickness sickness depends on how much damage the
lessened by 5 meters. A victim that has been bitten or scratched beinbaiter has inflicted to the victim during
The Charisma trait of the victim is by a beinbaiter runs the risk of dying the combat. Compare the suffered damage
lowered by 2 levels for the duration. The from the dreadful death’s sickness. The with the chart below, then roll 1d10. If

46 | chapter 3. beings of the mist


the die result is in the range given in the STATS: BEINBAITER
“Points 1d10” column, it means that the Type: Humanoid; Age: Varies, Max varies; Size: 2t; Movement: Land 2 CP per 2 m (Max 24 m);
person has been afflicted with the sickness. Initiative (Base): 0; Fear Factor: 1d10 (OR 8-10).
Body Points: 78–95
DAMAGE DEATH SICKNESS Damage Levels (for 87 BP): 1-22 (0) / 23-44 (-1) / 45-66 (-3) / 67-87 (-7) / >87 (Dying)
Damage Points 1d10 Character Traits: Charisma -2, Constitution +2, Strength +2
1-5 1 Feats: Bein Stench, Death’s Sickness, Night’s Sight.
6-10 1-3 Natural Weapons: Damage: Initiative:
11-20 1-4 Bite 2d10 (OR 9-10) + 2 0
21-30 1-5 Nail Scratch 2d10 (OR 10) + 2 0
>30 1-6 Combat Points: Free 10/ Bite 5, Nail Scratch 7.
Samples of Attacks: 2 actions per 1 round
Night’s Sight • (IM 0) Bite SV 12; Nail Scratch SV 10
A beinbaiter can see with a weak light Skills: Agility SV 8
source (stars, moonlight, torchlight, and Shadow Arts SV 7 Shadowing 2 (Exploring 2; Camouflage and Hiding 3; Walk in
so on) as if it were day. Shadows 3)

chapter 3. beings of the mist | 47


Beings of The Mist

✦ DARK DWELLER ✦

U
nwillingly I witnessed the madness that took The villagers stood as if bewitched and watched as the priest
place in a small village. The blood priest who skinned the gray troll, and I think that no one but me noticed
held the village in an iron grip had promised his how the ground began to shake. First it was a weak shake and
followers the greatest of harvests and the richest then several times again harder and harder.
hunting ever if they made great sacrifices to their gods. I could hardly believe my eyes when I saw how the ground
The bloodthirsty villagers had captured me about one day’s began to tremble and move beneath the sacrificial pole. Up
march away from the village, and at first I did not understand from the ground rose a large and terrible creature consisting of
that they meant any harm upon me. But soon I understood old bones, roots, branches, and earth, all soaked in the day’s
that I was to be sacrificed to their gods. In a wooden cage I blood. The blood priest and his disciples stood as if they were
stood horrified, watching the priest cut open one poor animal bound by some spell, staring at the horror that rose from the
after another and letting their blood flow down upon the great earth.
sacrificial pole. The dark dweller, for I at once understood that this was such
As the animals that were killed became bigger and bigger, a creature, grabbed the blood priest with one giant hand, and
and therefore more valuable, I could see a change in the blood with the other it ripped the head from the priest’s shoulders.
priest and his acolytes. At first silent and calm, they were now Enraged, the dark dweller threw the body through the air, and
a shouting crowd that roared and cheered as the blood washed by luck it landed on the cage within which I was trapped,
down upon them and the sacrificial pole. The ceremony, or breaking it.
whatever it was that I involuntarily took part in, soon became As the dark dweller killed everyone and everything it came
an inferno of blood and lusty screams. upon, I managed to flee the village, never looking back. The
I had heard of excessive sacrifice before, and I was certain screams of death and horror followed me for a long time as I
that this was such a sacrifice. For the ceremony had clearly ran across the open fields. Long after the screams had died, I
gone overboard when the gray troll, or perhaps it was a poor fell to the ground, unable to take another step.
half-breed, was carried forth to the priest. With horror I In some cases, I have heard of Wildfolk in the innermost parts
watched as the howling troll was brutally trapped in the chains of Darkwood that have been able to tame dark dwellers with
that crowned the top of the pole. promises of more sacrifices and blood. In this way, they have
Troll or no troll, I could not help it. At that moment I felt one gained horrid allies in arms for when they decide to conquer
with him and lost two tears when I watched the poor creature new lands or small villages. In some places, things have gone so
being lifted up by the pole. far that people worship the dark dwellers and make sacrifices in
Suddenly the villagers and the priest grew silent so that the their honor. Whether or not this is true, I cannot account for
only thing that was heard was the troll’s horrid cries for help. here, since I have not witnessed any of this with my own eyes.
After a moment or two, the most macabre ceremony that I have The dark dweller is a horrid undead creature that is awakened
ever witnessed in my life began. The details are so horrible and through sacrifice. From the blood that pours down into the
utterly dreadful that I chose not to write a single word about ground, a beast is created that consists of everything that lies in
them. the earth. Normally this includes branches, earth, bone parts,
In the middle of this ritual, I met the gaze of the blood priest, and other things that have ended up in the ground beneath a
who watched me with hungry eyes, drool pouring from his sacrificial place, but there are also dark dwellers made from
mouth. I then understood that this would have been the high half-rotting corpses and sacrificial logs. It is easier to awaken
point of the ritual. But now it was only dreadful foreplay before new dark dwellers in places where one has been awakened
I was to be sacrificed as the climax of the evening. previously. The more blood that has been spilled in the ground,

48 | chapter 3. beings of the mist


the greater the dark dweller will be. It is not unusual for several dweller is up to chance. Some walk on two legs, others on four,
dark dwellers to be awakened if the blood has flowed in great but it is not unusual for dark dwellers to make their way forth
amounts and the ground is rich with components. with three, five, or six legs. In the same way, there is nothing
The attributes of a dark dweller shift depending on what type that says that dark dwellers must have two arms and a head.
of landscape has bred it forth. The most common dark dweller It is just as likely that one will have three arms and two heads
has a body like that of a human or an animal and one or or more.
more heads that can come from both humans and animals. In The dark dweller grows and will become more dangerous as it
addition, dark dwellers usually wear several body parts from tastes more blood. By lying down on its victim, the dark dweller
humans or animals to make up their protection and armor. will meld with the victim and thus grow larger and stronger.
A dark dweller can have a variety of appearances. Since Since new victims mean more body parts, the dark dweller’s
they often are awakened in places that are plentiful with bits appearance will change every time it grows, and it can gain
and pieces of corpses from past sacrifices, the shape of a dark new attributes and abilities thanks to the newly gained parts.

chapter 3. beings of the mist | 49


50 | chapter 3. beings of the mist
Blood Taste DARK DWELLERS’S PHYSICAL TRAITS
The dark dweller becomes more 1d10 Traits
­dangerous the more blood it tastes. Each 1 The dark dweller has an extra leg, which means that it walks on three legs. The
time it attacks and does more than 5 only effect is that if the dark dweller loses a leg, it can still move normally.
points of damage, the SV for an attack is
2 The dark dweller has an extra pair of legs, which means that it walks on four
increased by +1 for the rest of the battle. legs. This increases its movement ability by +5 meters per action round.
The first time this happens, the SV is
3 The dark dweller has two extra pairs of legs, which means that it walks on six
increased for its first attack; the second
legs. This increases its movement ability by +10 meters per action round.
time it happens, the SV is increased for
its second attack; and the third time 4 The dark dweller has an extra head, which can be practically anywhere on its
body. The dark dweller gains an extra attack per action round (bite, SV for the
this happens, the SV is increased for its
attack is up to the game master).
third attack. When all attacks have been
increased once, the SV for the first attack 5 The dark dweller has an extra arm. The only effect is that if the dark dweller
loses one arm, it can use this one instead.
is increased by another +1, and so on.
6 The dark dweller has an extra pair of arms, which allows it to make another
attack per action round (brawl or armed attack, SV is up to the game master).
Durable 7 The dark dweller is constantly followed by a swarm of flies. An opponent has -2
The dark dweller is an undead c­ reature on all attacks on the dark dweller.
that lacks any emotion or sense of 8 The dark dweller’s chest is immense, which gives it more Body Points (deter-
­feeling since it is made of energies from mined by the game master).
the realms of the dead. Thus, it has high 9 The dark dweller has very strong bark that protects its body, which gives an
Body Points and does not suffer the same added Protection Value of +3.
damaging effects as other creatures. 10 The dark dweller looks so horrid that it generates 1d10 (OR 7-10) Fear Points. This
This means that it is worthless to trace replaces the normal roll that everyone has to do when they face a dark dweller.
Damage Levels since the Dark Dweller
will not suffer penalties from wounds.
STATS: DARK DWELLER
Type: Humanoid; Age: Varies, Max varies; Size: 3t; Movement: Land 2 CP per 3 m (Max 33 m);
Night’s Sight Natural Armor: 2; Initiative (Base): -2; Fear Factor: 1d10 (OR 8-10).
A dark dweller can see in complete Body Points: 80–100
­darkness as if it were day.
Character Traits: Constitution +1, Intelligence -4, Strength +4
Feats: Blood Taste, Durable, Night’s Sight
Physical Traits Weapons:
This table assumes that the dark dweller Bite, WA 4, Dmg 2d10 (OR 9-10), IM 0, PV/BV -
has two legs, two arms, a body, and a Unarmed, WA 4, Dmg 1d10 (OR 10), IM 0, PV/BV -
head. Roll one or two times to determine Battle Axe, WA 3, Dmg 2d10 (OR 8-10), IM -4, PV/BV 7/70
the full appearance. Number of Rounds to Spread Combat Points: 2
Combat Points: Free 10 / Armed 13 / Unarmed 8 (Bite 6)
Samples of Attacks: 2 actions per 2 rounds
• (IM -2) Bite SV 14, Brawling SV 10
• (IM -2) Battle Axe SV 13, SV 10

chapter 3. beings of the mist | 51


Beings of The Mist

✦ DEMON ✦

W
hen I was a small boy, my father and I had accumulated. Some demons were so physical that they
participated in a winter fair in Erviddor assumed a real body, and others existed by consolidating
where I first heard about the creatures of power in thoughts, winds, emotions and other things that
darkness. It was the knowledge-hungry were fleeting and volatile. The physical demons hid in the
Gavlian Ekhord Rause who told me about the dark time crevices of time and could enter Trudvang only by powerful
before Gave, about the time when people lived with murky rituals and portals. The intangible demons were easier to
minds. Ekhord told about the demons’ horrific forces and destroy but all the more treacherous, as they could hide in
their horrible influence over everything that was weak and a good man’s dark thoughts, in the center of storms, or in
ignorant. Many years later I learned that Ekhord Rause the capricious forces of the seasons.
had written a tome about demons, the mighty Ioijon, the Ekhord Rause became an old man, and when I in my elder
book of demons. Ekhord was the first to use the word “ioi” days took up the task to map out the beasts and creatures of
when speaking of demons. Ioi is an abbreviation of the elvish Trudvang, the old Gavlian summoned me. He laid on his
word “ioifalinijen,” which means “dark force” or “obscure deathbed and wished to speak with me. With a swift horse I
body.” Ekhord said that there were cosmic beings, gods, of made my way from Erviddor to the small village of Ljusafal
which Gave was the supreme and only, and then there were to meet with him. During what became Ekhord’s last night
spirits, those who could walk between worlds. Lastly Ekhord in this life, he shared with me further knowledge about the
described demons, the ones that were created out of darkness dreadful creatures that are the demons. He told of places
and belonged neither to gods or spirits. The demons could in Trudvang where he thought one or several demons were
hide themselves in the cosmic world, in the world of spirits, hiding, places that I had never heard of but which I was
and everywhere where there was darkness. Often, demons given the opportunity to visit later in life.
were volatile creatures that could be destroyed with light Ekhord also delivered a prophecy that frightened me. He
and knowledge, but sometimes the darkness was so compact said that Westmark again would be thrown into war and
that it created a body, an entity of pure evil. The demon was darkness when the might of silver had become too great.
then described as a manifestation of all the darkness that it

Physical Demon Some physical demons like to carry have, and it can also use a considerable
The physical demon either travels from mighty weapons to wield in combat, amount of spells. The stats for the ­physical
Bloodheim to Trudvang or awakens such as swords of flame, spears of ember, demon should be seen as an example, and
from a long slumber. Regardless, it and colossal axes. It is not unusual that a the game master should modify the stats
is always a beast whose only purpose weapon is possessed by another demon to suit their needs. Here follows a list of
in this world is to kill and lay waste. that failed to enter Trudvang in its possible abilities that a demon can have.
The demon will try to reach its goals ­physical form. Other physical demons do
with force and strength. How ­powerful not need any weapons but are satisfied
a physical demon is depends on the with claws, horns, and teeth. Acid Blood
­abilities that it wields: no one demon is The sections below are examples of The demon’s blood functions like acid.
like another. attributes and abilities that a demon can People who, in close combat, create a

52 | chapter 3. beings of the mist


wound on the demon can have the acid person can avoid this by succeeding with points (armor protects). The acid blood
blood spew onto them (roll a luck roll a skill roll for the skill Agility, ­preferably lessens the BV on the weapon that caused
with 1d10 where 1-3 means that the with the Evade specialty. Should the the damage by 1d6, the same goes for
person gets acid blood on them). The roll fail the character takes 1d6 damage armor that is exposed to the acid blood.

chapter 3. beings of the mist | 53


Body Transformation mean that the demons has extra Combat When the Break Value is lowered to 0
The demon can transform into a creature Points for attacks with these arms. the person starts to take damage like
of its choice. normal and if the petrified person takes
as much damage as double its Body
Fire Body Points this stone statue will be broken
Breath Weapon The demon is on fire. Depending on how and the victim will die.
The demon can breathe fire, acid, ice or even close someone stands to the demon, they A creature that is petrified is in a
stone lava against its enemies. The demon obtain different amounts of damage points constant state of sleep and cannot
­
can perform 1d3 breath attacks per day, after each action round according to the chart. comprehend time that passes or what
which it must wait until the next day before happens around him or her. The victim
it can perform the attacks again. This breath FIRE BODY DAMAGE cannot affect anything that happens in
weapon does not cost Combat Points. The Distance Damage its surroundings. When the duration has
range for the breath weapons is 1d10 (OR >1m 1d10 (OR 7-10)
run out the victim returns to its original
9-10) +20 meters and forms a giant cone form. One can set free a petrified person
1-2m 1d10 (OR 8-10)
that in its largest reach has a diameter of with the spell Remove Petrification
6 meters. All creatures within the range 2-3m 1d10 (OR 9-10) (Braskelbrotja).
obtain 3d10 (OR 8-10) in damage. 3-5m 1d10 (OR 10) A petrified creature is not stuck in the
5-10m 1d10 ground in any way, but it can be moved
by someone strong enough to do so. The
Damage Shift Immune petrified creature weighs around ten
The demon has the ability to chose if times the victim’s original weight.
someone else is damaged instead of it when The demon is immune to poison, spells or
it is damaged in battle. The victim must be prayers. It can also be immune to normal
within sight of the demon. Sometimes an weapons and can only be damaged by Spiked Body
evil burn will show on the person that is magical weapons. The body is covered in spikes which the
chosen to receive the damage. demon can thrust at its victim without
spending Combat Points. In total the
Night’s Sight body has 2d20 spikes that can be thrown
Durable Some demons can see with a weak light with a SV 12 roll. They have range 14
The demon is an undead creature that lacks source (stars, moonlight, torchlight, and so meters and inflict 1d10 (OR 9-10). The
any emotion or sense of feeling since it is on) as if it were day, while others can see demon usualy does not throw more
made of energies from the realms of the dead. without any light source as if it were day. than 1 spike per round, unless the GM
Thus, it has high Body Points and does not decides otherwise.
suffer the same damaging effects as other
creatures. This means that it is worthless to Petrify
trace Damage Levels since the demon will The demon can petrify a victim that Armored Body
not suffer penalties from wounds. stands within 30 meters of the demon The body of the demon is covered in
(SV 14) without spending Combat ­powerful iron scales which give the demon
Points. The ability can be used 1d3 a very high armor value, between armor
Tough times per day and the duration of the value 5 and 15 in ­ natural ­protection,
The demon’s tolerance of pain is higher ­petrification is 1d10 (OR 7-10) days. The according to GM’s j­udgement.
than that of normal demons, therefore armor of the victim and their clothes are
this demon has double Body Points. also petrified; however, no magical object
is affected. Regenerate
The victim can try to resist the The demon regenerates 1d10 (OR 10)
Explosive Body petrification by succeeding with a
­ Body Points per action round. This
When the demon dies the body explodes. ­situational roll with a situation value of ­ability is automatic and does not need
Everyone within a radius of 10 meters 6 (the trait Psyche modifies the roll). If any activation or Combat Point expense.
obtain 1d10 (OR 7-10) damage points. the roll fails the victim is turned into
stone. The stone that the victim is
petrified into is very hard and close to Speed
Extra Body Parts unbreakable. Ín practice this means that The demon moves very fast. The demon
The demon has one or several body parts the petrified person gains a protection always attacks first during an action
apart from their original ones. This can value of 20 and a Break Value of 200. round.

54 | chapter 3. beings of the mist


Winged Intangible Demon on a lake or like a forced thought that
The demon has wings that make it so An intangible demon is most often one wanders between the minds of creatures.
it can fly (movement is up to the game that did not manage to embody itself The intangible demons can be a disease,
master to decide). when it entered the world of Trudvang. a cloud of rain that drenches the land
It can also be one of the demons that with sour rain, a song that makes people
chose to utter mighty curses when it was kill when they hear it, a poem that makes
banished from Trudvang and that waits people ruin their lives when they say it
to be embodied again, living in the fog out loud, or a story that makes all who
hear it turn blind.
Killing the one who whistles the song
STATS: PHYSICAL DEMON or tells the story does not destroy the
Type: Humanoid; Age: Varies, Max varies; Size: 3t; Movement: Land 2 CP per 3 m demon. This is a demon that cannot
(Max 45 m, 43 m if wearing armor); Initiative (Base): +2 (0 when wearing armor); die, but instead wanders the world
Fear Factor: 1d10 (OR 6-10). ­unnoticed and invisible. Only the most
Body Points: 162–201 skilled demon hunters have a small
Character Traits: Constitution +6, Intelligence -4, Strength +5, Psyche +6
chance of unveiling it and, with the use
of prayers, banishing it to Bloodheim
Feats: (The Game Master chooses some of the abilities listed above), Durable, Night’s Sight
where it will stay until it has grown
or Normal Vision (Choose one).
strong enough to enter the world of the
Skills: Agility SV 10; Care SV 10, Entertainment SV 10, Faith SV 1, Wilderness SV 10 living anew.
Fighting SV 10 Armed Fighting 3 (One-Handed Heavy Weapons Right Hand 5, The intangible demon infiltrates the
Shield Bearer 4, Two-Handed Weapons 4); Battle Experience 2 soul and the mind. It is not unusual
(Armor Bearer 3; Fighter 4); Unarmed Fighting 1 (Brawling 1; for one to force thoughts of suicide in
Wrestling 1)
a host, to make them never feel full no
Knowledge SV 10 Culture Knowledge 3 (Lore and Legends (..) 3; Lore and Legends matter how much they eat, or to make
(..) 2; Religion (..) 4; Religion (..) 3); Language 4 (Mother Tongue them always feel full so they cannot
(..) 5; Foreign Tongue (..) 4; Foreign Tongue (..) 3; Silver Tongue 3);
eat anything. These intangible demons
Learning 2 (Insight (..) 4; Insight (..) 3; Insight (..) 3)
can make c­ reatures do almost anything
Shadow Arts SV 10 Shadowing 1 (Camouflage and Hiding 3) once they have p­ ossessed their victim.
Vitner Craft SV 10 Call of Vitner 1 (Darkhwitalja 4); Vitner Shaping 1 (Galding 3; A character must make a situation
Sejding 3; Vitner tablet (Dimvitner) 5; Vitner tablet (Flame Craft) roll to determine whether the demon
5; Vitner tablet (Power of Vision) 5; Vitner tablet (Vitner Craft) 4;
succeeds in controlling them. The SV
Vitner tablet (Witchcraft) 4; Vyrding 3)
is determined by the GM following
Vitner Capacity: 95 Galding SV 17, Sejding SV 17 Vyrding SV 17 the demon's power modified by the
Weapons: higher between the victim's Psyche or
Horns / Claws, WA -, Dmg 2d10 (OR 10) +5, IM 0, PV/BV - Constitution modifiers. For example, if
Bite, WA -, Dmg 2d10 (OR 9-10) +5, IM 0, PV/BV - the demon is a song of medium power
Unarmed, WA -, Dmg 1d10 (OR 9-10) +5, IM 0, PV/BV - (situation value 10), a person with a +2
Troll Chain, WA 3, Dmg 2d10 (OR 8-10) +5, IM -6, PV/BV 8/80 Psyche modifier who hears it must make
Two-Handed Axe, WA 2 augmented to 3, 2d10 (OR 7-10) +5 , IM -6, PV/BV 9/90 a situation roll with an SV 12 (=10+2).
Medium Iron Reinforced Shield WA 2, Dmg 1d10, IM -2, PV/BV 7/70
If the roll is under the SV, the song is
Number of Rounds to Spread Combat Points: 2 stuck in the victim's subconscious mind,
Combat Points: Free 12 / Attacks & Parries 8 / Armed 3 (One-Handed Heavy Weapons and they begin to hum, and the desires
Right Hand 10, Shields 8, Two-Handed Weapons 8) / Natural Weapons 8 /Unarmed 1 of the demon are fullfilled. If the roll
(Brawling 2, Wrestling 2). is above the SV, the victim ignores the
Samples of Attacks: 2 actions per 2 rounds1 song and with it the demon.
3 actions per 2 rounds2
4 actions per 2 rounds3
• 1 (IM +2, 0 with armor) Bite SV 12; Horns SV 16 Night’s Sight
• 1 (IM +2, 0 with armor) Brawling SV 13, SV 10 Some demons can see with a weak light
• 1 (IM -4, -6 with armor) Two-Handed Axe SV 16, SV 15 source (stars, moonlight, torchlight,
• 2 (IM -4, -6 with armor) Two-Handed Axe SV 11, SV 10, SV 10 and so on) as if it were day, while others
• 3 (IM -10, -12 with armor) Troll Chain SV 17, SV 16; (Shield SV 10, SV 10)
can see without any light source as if it
• 3 (IM -10, -12 with armor) Troll Chain SV 15, SV 12; (Shield SV 13, SV 13)
were day.

chapter 3. beings of the mist | 55


Beings of The Mist

✦ DISER ✦

T
he Stormlanders commit sacrifice often and who wanted nothing more than to see her grandson. Her
willingly to their gods, to receive divine abilities will to do this had been so strong that she managed to get
or to ask for a favor. However, one sacrifice is to the world of the living. The people of the village where
not related to their religion: the so-called diser I found her were far from happy. They had had problems
sacrifice. A diser is a spirit that does not walk as a reanimated with the restless spirit for some time. The villagers told me
corpse but lacks a physical body altogether. Often one cannot how the ghost always appeared alongside a child’s crib and
see or hear a diser. Men and women with whom I have spoken had scared all the young’uns, who now refused to go to bed
that claim to have encountered a spirit from Misthal speak at night. Since no one had the courage to confront the diser,
of shivers moving slowly up their spines, but it is seldom that I did the only right thing and set a trap. After long and
such folk tell of actually seeing the spirit. laborious persuasions, I was given permission to borrow a
To sacrifice in the honor of a diser is to attempt to be rid child whose crying never seemed to cease, for I figured I could
of a diser that has settled down in a place and haunting the use that to lure forth the diser. I gave the child a concoction
ones who live there. The sacrificial gifts are often fine jewelry, that made her fall asleep, and it was not long till the ghost
fruit, or handicraft in different shapes. Putting out a mug of appeared. I spoke with the diser for a while, and she explained
milk is considered to keep the diser at bay. her anguish. I asked her to come back the next night just
To my knowledge, most disers are neither dangerous nor after dusk, and then the very nice ghost of the old woman
evil. For some unknown reason they have a hard time cutting disappeared. I strode directly to the village’s spokesman and
the bond with our world and therefore they remain here. told him that the diser was searching for her grandson. It
Some disers, the dark disers, are made from dark vitner and turned out that the family had moved to another village after
considered to be dangerous. They can also take on a physical the old woman had passed away. A message was sent to the
shape, often in the form of a skeleton, but that type of diser is neighboring village, and right before dusk the day after, the
rare. I have been told that a dark diser can be destroyed only family rode into the village. It was a loving reunion that I
with prayers of power or with vitner that is pure and bright; witnessed when darkness fell. Since that night, the children
neither cutting weapons nor force can help against them. of the village have always gone to sleep with a smile on their
The diser is a disembodied ghost whose spirit and power faces.
are derived from a deceased person. These ghosts come in Since seven well-filled books would not do to describe the
a variety of guises, some evil and violent, others loving and many faces of the disers, I have chosen to generalize them into
helpful, and some most easily described as lost and brooding, three categories: the Wicked, the Lost, and the Helpful.
with no knowledge of why they are there or how they can get
away. In the mighty forest of Havma, I had the misfortune The Wicked

T
to encounter a sinister diser whose only purpose in Trudvang
was to feed on the souls of the living. This particular diser was here can be a breadth of reasons for a wicked
so strong that it even sucked the power out of the surrounding diser’s wrath. Perhaps someone was killed and the
nature, which was reflected in that the colors around the diser deceased felt a need to return to the world of the
disappeared. living to seek revenge. Perhaps the deceased already carried
But on other occasions, I have encountered disers whose great seeds of evil that bloomed when the person’s soul left the
purposes have been far from unpleasant. Once when I was world of the living. Whatever reason a ghost has to return to
little, I met my dead great-grandfather, who told me to be our world, their evil is always wreathed. A soul that was only
strong in my faith. Another time, I met an old woman’s spirit somewhat annoyed when they lost their life becomes furious
when they return to their earthly life. A soul that was furious

56 | chapter 3. beings of the mist


chapter 3. beings of the mist | 57
when they left Trudvang becomes lost beyond control when One should always try to aid a lost diser, partly because one
they return with their minds wreathed. The hate for the living should be good and partly because the ghosts often reward
is so strong that the diser forgets the original cause of their those who help them reach some insight. What reward this
anger and wreaks havoc on everything that they encounter. might entail can differ from case to case. The worried one can
And for each soul that they devour, their hatred for the living become filled with peace, the poor one can find a silver coin,
increases. and the almost blind one can be granted her sight back. In
Often the wicked will haunt a place not far from the one the case of the lost old lady who wanted to meet her grandson,
where they died. Sometimes through a trick of destiny, they the reward was that the children in the village always fell
can be ripped from the world of the living to a seemingly asleep with a smile on their faces. For my own account, after
random place here in Trudvang, like the diser I met in the I once helped a small child’s spirit return to the realm of
forest of Havma. the dead, I received a revelation about where I could find a
particular book that I never thought I would find.
The Lost
The Helpful

T
he lost ghosts are the disers that for one reason or

I
another have remained in the world of the living. t is often when someone has been robbed of life in a
Honestly, I cannot understand why this happens. bad way or has been exposed to great evil that their
Perhaps it is some manipulation of vitner that makes it soul returns as a helpful spirit. It does this to take
hard for the spirits to leave Trudvang, or their raud was so vengeance upon those who tormented or killed them. Their
nonexistent that they simply missed Misthal when their thin willpower is so strong that they return to Trudvang without
thread of fate was broken. Often the lost do not remember being wreathed by evil, but they are often incapable of
their past lives, remaining filled with worry and without rest claiming this revenge themselves. Therefore, these spirits try
in the places that they once visited. Sometimes they continue to help other people who also have suffered at the hands of
their lives without understanding that they are actually dead. the same killer. How they offer their help depends on the
When you encounter such lost souls, you should not fear strength of the ghost. Sometimes it may be strong enough to
them, even if they at times can seem quite capricious, after all, open a locked door, sometimes it may be strong enough to
the forces that lash out from Misthal have wreathed them. In whisper a secret in someone’s ear, and sometimes it may be
truth, it is very rare that such spirits pose any true threat to so strong that it can lift an object through the air and give
anyone. it to someone in need.

Appearance The Body Points of a diser are a ✦ Spell: Dismiss Undead, Control
There is nothing that says how a diser measure of how strong it is and how Undead, and Detect Undead
should look. Sometimes they seem c­ olorless much damage it can absorb. Even if the ✦ Gerbanis prayer: Death Gust, Breath
and almost transparent, and ­ sometimes diser is not a physical creature, it has a of Mogunda, and Will of Bodvildur
they can be as real as any person on the Body Point value. When the Body Points ✦ The Tenet of Nid prayer: Blessed
street, with the only difference being that fall to zero, the wraith is banished to the Spear, Rowthguard’s Battle Scourge,
they lack a physical body. But no matter realm of the dead. The diser takes no Belo Seoth’s Axe, Holy Bolt, Sacred
how real they may seem, there is always damage from normal weapons. Only holy Burst, and Divine Purge
one thing by which you can identify a diser: or highly magical weapons can harm ✦ Perform a task that the wraith wishes
its eyes. These ghosts have a very difficult it (up to the game master to decide). to be completed
time recreating eyes. Their eyes are almost Banishing a diser back to the realm of ✦ Say aloud the name that the wraith
always milky and faintly glowing. If one the dead can be done in a wide range of had when it lived
looks very closely, which one should of ways. Below is a short list of things that ✦ Make a victim forgive the wraith for
course avoid, one can actually see the very in some way harm a diser or banish it to what it did when it was alive
fog of Misthal move in them. the realm of the dead.

58 | chapter 3. beings of the mist


Even if something is represented in the diser takes damage and thereby loses decide. A creature that is exposed to the
the list above, it is up to the game master Body Points, these are regenerated as the lift can resist it by making a s­ ituation roll
to decide whether the diser is affected by wraith exhausts life force from its victim. with a situation value that is up to the
it or immune to it, just as there can be If it has not lost any Body Points or if it game master, taking into ­consideration
other things not on the list that affect the has healed all damage already, the diser the weight of the victim and the strength
diser. will instead gain strength. It is up to the of the diser.
game master to modify the diser as it
grows in power.
Cold of Misthal The number of damage points that Mist Walk
When a diser moves through a living the victim takes each time the diser The diser can disappear into thin air only
being, it can produce strong cold exhausts their life force is also up to the to suddenly reappear in another place a
through a successful roll (SV 12). The game master to decide. Here are some short distance away. When a diser uses
victim of the assault is filled with great examples: Mist Walk in this way, it moves at up to
cold. A strong diser that moves through three times its normal movement rate.
living beings can make them feel as if ✦ 1 points However, it takes 1 round of combat
they stood completely naked in the great ✦ 1d3 points for the diser to ­disappear entirely, after
ice plains. Here are a few examples of ✦ 1d5 points which it can move through Mist Walk
damage that a victim can be exposed to: ✦ 1d10 points for as long as it wishes. It takes 2 rounds
✦ 1d10 (OR 10) points of combat for the diser to reappear.
✦ 1 points When disappearing and reappearing,
✦ 1d3 points the diser is in its most vulnerable state.
✦ 1d5 points Fog In this state, all harmful acts against
✦ 1d10 points The diser has the ability to summon a the diser have double effect. For spells
✦ 1d10 (OR 10) points fog that spreads out from the wraith at or prayers of power used against the
a speed of 1-5 meters per action round. diser whose effects depend on the diser’s
If the victim does not see the diser How far the fog can spread, how high Body Points, count only two thirds of the
coming, the sudden feeling of cold can above the ground it stretches, and how diser’s normal full Body Points (with no
also lead to a high number of Fear Points long it lasts is all up to the game master wounds or damage).
being produced, according to GM’s to decide. Most disers have this ability.
Judgement.
Night’s Sight
Frighten A diser can see without any light source
Exhaust Life The piercing gaze of a diser can expose as if it were day.
By succeeding on a skill roll (SV 13) a victim to terrible visions. The victim
modified by the victim’s Psyche trait, the can completely or partially resist by
diser can ensnare the victim. Every new succeeding on a situation roll with a
­ Sense Life
successful skill roll thereafter (modified situation value that is decided by the
­ A diser has the ability to sense where
by the victim’s traits) enables the diser to game master, taking into consideration a living creature is within the range of
exhaust the life force of the victim. the strength of the diser (Psyche the ability. Each action round, the diser
An ensnared victim can break free modifiers apply). can make a successful skill roll to sense
only by succeeding on a situation roll What visions the victim sees will differ who among the living within range is
with a situation value that is decided from case to case and will yield different the weakest mentally (Psyche is used).
by the game master, taking into amounts of Fear Points. It is up to the Two successful skill rolls give the diser
­consideration the strength of the diser game master to decide how many Fear ­knowledge of the two targets that are
(Psyche ­modifiers apply). The situation Points are appropriate and whether a most mentally weak within range.
roll is made again every new action successful situation roll completely frees ­However, targets can hide from the diser
round. The diser can have different skill the victim from any fear (and therefore with the help of prayers of power or
values to succeed in ensnaring its victim nullifies the Fear Points). spells.
and exhausting the life force. This is up
to the game master to decide.
The stolen life force is expressed by a Lift Shriek of Death
number of damage points applied to the The diser can lift an object and move it When the diser lets forth its horrid shriek,
victim. For every 3 points of damage the through the air. The size and weight of one would do best to let go of everything
diser inflicts, it gains +1 Body Point. If the object is up to the game master to and cover one’s ears. Everyone who

chapter 3. beings of the mist | 59


hears the shriek must truly be brave to do this several times a day, while others Telepathy
avoid becoming paralyzed. How long must wait for several days before they The diser has the ability to speak to one
this inability to act lasts depends on the can shriek again. or several people mentally. The addressed
victim’s Psyche and the strength of the will hear voices as if someone is speaking
diser. A person who hears the shriek can to them, with the only difference
go unscathed, receive half the Fear Points, Sight being that they are the only ones
or receive all of the Fear Points. The victim Under clear weather conditions hearing what the wraith is saying.
makes a situation roll against the shriek’s (including natural darkness), a diser sees
SV 9 (the Psyche trait is used for the roll). as far as a human can see in daylight.
The chart below illustrates the effect. During other conditions such as thick Vitner Manipulation
fog, smoke, or magical patterns, a diser Many spells that a diser possesses bear
EFFECT SHRIEK OF DEATH can see up to 100 meters ahead. similarities to different vitner spells. It
Result Effect is up to the game master to decide if a
< SV/2 No effect
diser has one or more abilities whose
Speak (Relevant Language) traits and functions can be compared
> SV/2 - SV Half the Fear Points
Not every wraith has the ability to speak to a spell.
>SV All the Fear Points to the living. Weaker spirits, such as
the Lost and the Helpful, have trouble
It is up to the game master to decide communicating with the living. The
­ Diser Stats
the fear factor of a shriek of death. A weak Wicked often choose not to speak since It is up to the game master to create a
diser produces 1d10 (OR 10), while a their hate for the living is so great that diser that fits the desired context in terms
strong diser can produce 1d10 (OR 6-10). they prefer not to communicate. of appearance and its spells and abilities.
Depending on how far away a victim The disers that have the ability to speak Some are stronger and have more
is from the diser when the wraith lets in one or several languages gain a skill abilities, while weaker disers have only
out its shriek of death, the victim can value in the ­Knowledge skill (Language one or none at all. Therefore the game
gain a p­ ositive modifier to the situation discipline and ­Foreign Tongue [relevant master must decide how many abilities
roll. For example, the modifier might be language]) ­ specialty). How good the the wraith wields, how many times it can
+1 in the middle of the range and +6 at wraith is in its chosen tongue is up to the use its abilities, and the skill values needed
the far edge of it. game master to decide. to succeed with the abilities.
How long a shriek lasts depends on
the strength of the wraith. The truly
strong spirits can shriek for up to 5 action STATS: DISER
rounds in a row, while the weaker ones Type: Humanoid; Age: Varies, Max varies; Size: 1t; Movement: up to 20m;
will let out a short shriek (3 segments Initiative (Base): 0; Fear Factor: 1d10 (OR 8-10).
of an action round). A failed situation Body Points: 52–63
roll means that the character receives (not suffering from wound penalties)
new Fear Points for each action round in Feats: Appearance, Cold of Misthal, Exhaust Life, Fog, Frighten, Lift, Mist Walk, Night’s
which the shriek is sounding. Sight, Sense Life, Shriek of Death, Sight, Speak (Relevant Language), Telepathy, Vitner
Usually, a diser can let forth a shriek Manipulation.
of death once per day. However, some can

60 | chapter 3. beings of the mist


Beings of The Mist

✦ DRAUGR ✦

T
here are few who can tell the difference between a he could see deep into the future. In a vision, Glamm saw his
draugr and a barrow wight. Many things are alike own death, and it was no fair sight. By his closest men he was
about the two, such as the fact that one can often to be slain. Pierced by both spears and swords, he would be
find them in barrows and cairns and on old battlefields. The buried alive in a barrow. He shared his vision with those who
draugr is, however, not bound to a physical body in the same sat by his table, ate his food, and drank his ale. They all said
way as the barrow wight. It changes its form in both size and that Glamm was the greatest hero they knew and that none
physique. Many draugr can transform into smoke. wished any harm upon him. Glamm let the vision slip and
The draugr is an undead creature that lives between thought that he might have seen wrongly.
our world and Dimhall. But the bond with Dimhall is so The years passed and Glamm’s power grew. It grew so much
strong that the draugr needs to drink blood in order not that many said that none of the old kings in Mittland could
to completely disappear from Trudvang. This has led to the challenge him. With great power came jealousy from the
draugr constantly being on the hunt for blood so that it can men who had sworn to protect Glamm. In a conspiracy, they
survive. If a draugr can consume blood regularly, it can live brought him down and the prophecy about his death became
for thousands of years. true. He cursed them all to live in the mists just as they laid
There are stories about a thousand-year-old draugr in the the last stone above his barrow.
northern parts of Mittland. Glamm is his name. Once upon Today people in Mittland speak of a “glamm oath” as an
a time Glamm was a great warrior; some even say that he oath that one enters and then breaks in treason. It is unclear
was king. He had his own army and there were many who to me, but perhaps this is what creates a draugr. A treachery,
gathered at his side. He was a wise man, and many said that a pact that is broken, or a killing of someone who trusts others.

The draugr is an undead creature that is that place instead of the one where they alive in Trudvang. This determines its
driven by vengeance and hatred. Because were robbed of their lives. ­abilities, its Body Points, and the distance
of this great hatred, it has managed to Depending on how much time has it can travel from the place to which it
tame the bonds of death and thus remain passed since a draugr died and returned is bound. It is up to the game master to
in the place where it died. Therefore it to the world of the living, their body can decide how powerful a draugr is when
is most likely that one will encounter a be in different stages of decay, everything the characters encounter it.
draugr in places where great battles or from a seemingly untouched body to bare If the draugr is a mere skeleton, it is
wars have been fought. In fact, in such parts of bone. The more intact the body is, not as powerful and will not waste any
places it is not uncommon to ­encounter the more powerful and mighty the draugr strength on performing abilities. If the
more than one draugr, since many poor is considered to be. The skin of the draugr draugr, however, is manifested in a body
souls have lost their lives there. In rare (if it even has skin) has a lifeless gray hue, that seems to lack any type of damage, it
cases, some draugr have had such a and the color of the eyes disappears so is a very powerful undead being that can
profound hatred that they traveled to
­ that only the black pupils remains. perform several abilities during the same
a place that had significant meaning to The strength of a draugr is measured day. If the draugr was capable of ­wielding
them and were able to bind themselves to in the number of days it can remain dark vitner while it lived, it can in

chapter 3. beings of the mist | 61


62 | chapter 3. beings of the mist
extremely rare cases control dark vitner extend its time in Trudvang, the draugr ✦ To not return to its place costs 50
as an undead (it is up to the game master can drink blood, which it enjoys more days and nights.
to decide which spells it can wield and than ­anything else. ✦ For each mile that separates the
how much dark vitner it has access to). Each day, the draugr must go to the draugr from its home, it loses 30 days
The life of a draugr in Trudvang, if place where it returned to the world of the and nights.
one can even call it a life, mostly ­consists living and be there at the same time of day ✦ The Shapeshifter ability (from one form
of trying to extend its time in the world. that it returned. A powerful draugr can to another) costs 30 days and nights.
The stronger the draugr’s hate or sense move this place if it so desires. Regardless, ✦ Smoke Body (from body to smoke and
of vengeance, the more days it can remain each draugr is destined to return to this back again) costs 50 days and nights.
in the world of the living before the bonds place after a day and a night has passed. ✦ To move the place to which the
of Misthal grow too strong and the spirit Below is a list of the costs a draugr draugr is bound costs 300 days and
must return to the world of the dead. To must pay to use certain abilities. nights per mile.

chapter 3. beings of the mist | 63


Shapeshifter Animal blood generates even less time, Therefore, it is unlikely to change shape
Whenever it wishes, a draugr can only a day or just hours, d ­ epending on when enemies pose a threat.
­transform into an animal, often a wolf, the strength of the animal. The draugr
raven, or horse. This is how it travels for can eat until it is full (10 Body Points)
longer distances. several times per day. Night’s Sight
It takes the draugr 3 action rounds to A draugr does not require light to be
change shape. During these rounds, the able to see. It can see for as far as the
draugr cannot defend itself in any way. Smoke Body view is clear in all environments.
Therefore, it is unlikely to change shape A draugr can transform into smoke
when enemies pose a threat. whenever it wants. While a draugr
is smoke, it can move at a speed of Durable
30 meters per action round, though A draugr lacks any sense of feeling since
Life Sacrifice strong winds can heavily reduce that it is made of energies from the realm of
A draugr that has drunk enough blood speed. For each day the draugr remains the dead. Therefore, it has high Body
from humans can extend its stay in the in this form, it will heal its wounds for Points and does not suffer the same
world of the living by one lunar month 10 Body Points. modifiers from wounds as the living do.
(30 days and nights). Elven blood extends It takes the draugr 3 action rounds to This means that it is worthless to track
the stay by two lunar months, and troll change shape. During these rounds, the damage levels, since the Draugr will not
blood extends it only by a week or two. draugr cannot defend itself in any way. suffer penalties from wounds.

STATS: DRAUGR
Type: Humanoid; Age: Varies, Max varies; Size: 1t; Movement: Samples of Attacks: 2 actions per 1 round1
Land 2 CP per 1 m (Max 15 m, 13 m if wearing armor); Initiative 3 actions per 1 round2
(Base): +2 (0 when wearing armor); Fear Factor: 1d10 (OR 9-10). 4 actions per 1 round3
Body Points: 104–127 • ¹ (IM +2, 0 with armor) Brawling SV 14, SV 13
Character Traits: Psyche +3. Strength +4 • 2 (IM +1, -1 with armor) Seax SV 12, SV 10, SV 6
• 2 (IM -2, -4 with armor) Broadsword SV 10, SV 10, SV 8
Feats: Durable, Life Sacrifice, Night’s Sight, Shapeshifter, Smoke • 3 (IM -4, -6 with armor) Broadsword SV 14, SV 14; (Shield SV 10, SV 8)
Body • (IM -3, -5 with armor) Long Spear SV 14, SV 14
1

Weapons: Skills: The same skills as when the draugr was alive.
Unarmed WA 4, Dmg 1d5 +4, IM 0, PV/BV - Fighting SV 10 Armed Fighting 2 (One-Handed
Seax WA 4, Dng 1d10 (OR 10) +4, IM -1, PV/BV 5/50 Heavy Weapons Right Hand 3; One-
Broadsword WA 3, Dmg 1d10 (OR 9-10) +4, IM -4, PV/BV 8/80 Handed Light Weapons Right Hand 3;
Long Spear WA 2 augmented to 3, Dmg 1d10 (OR 8-10) +4, IM -5, Shield Bearer 3; Two-Handed
PV/BV 5/50 Weapons 3); Battle Experience 2
Medium Shield WA 2, Dmg 1d10, IM -2, PV/BV 5/50 (Armor Bearer 2; Fighter 4); Unarmed
Combat Points: Free 12 / Attacks & Parries 8 / Armed 2 (One- Fighting 1 (Brawling 3)
Handed Heavy Weapons Right Hand 6, One-Handed Light Weapons Knowledge SV 4 Language 1 (Mother Tongue (..) 3)
Right Hand 6, Shields 6, Two-Handed Weapons 6) / Unarmed 1 Shadow Arts SV 7 Shadowing 1 (Camouflage and Hiding 3)
(Brawling 6)

64 | chapter 3. beings of the mist


Beings of The Mist

✦ LYKTGUBBE ✦

E
veryone knows that the fog attracts beings of the Lyktgubbes are undead creatures that are bound to a marsh
mist like a light attracts nightflyers, but that bogs or bog. Their bodies are covered in a dry layer of mud that
and marshes do the same, I think only a few know. both conceals and holds together their rotting forms. Most
It was during my many wanderings in Visenthia iconic for the lyktgubbe are its eyes that are the background
that I understood that this was the case. Or at least suspected for its name. Its eyes glow like the moon and are milky and
it. For during all my long travels both far and wide across foggy in color, and if you look closely you can see that the fog
Trudvang, I have never seen so many wisps, or lyktgubbes, as is in constant movement.
I saw during my days in the marshes of Visenthia.

chapter 3. beings of the mist | 65


a situation value of 8 (Psyche modifiers
apply) to overcome the enchantment.
If the roll fails, the character is lost as
noted on the chart below.

LYKT EYES EFFECT


1d20 Results
Wanders in a randomly chosen
1-5
direction for 1d6 hours.
Wanders in a randomly chosen
6-10
direction for 2d6 hours.
Wanders straight into the bog
11-20
where the lyktgubbe awaits.

Enchanted victims can be freed in


two ways: through a priest’s prayer or
through vitner. Of course, there are other
ways to make a victim stop walking, but
they won’t break the enchantment.
A victim who walks into the
bog or marsh will awaken from the
Drown Victim Lykt Eyes enchantment when the lyktgubbe is at a
A victim that has been exposed to a The greatest ability of the lyktgubbe distance of 15 meters (the game master
­lyktgubbe must succeed in getting onto is its power to send the fog in its large will decide which terms apply for the
land so that he won’t be drowned. If the eyes against unknowing t­ ravelers across area). The lyktgubbe moves at a speed
victim can touch the bottom of the lake or a distance of several h ­undred meters. of 5 meters per action round below the
water source with his feet, he must succeed The fog will glow with a paralyzing and water so it can attack unnoticed. Only
on a situation roll with a ­situation value enchanting force that impairs the victim’s a skill roll with the Shadow Arts skill
of 12 (Strength or Dexterity ­modifiers powers of ­perception. The enchantment with a negative ­modifier of -5 will allow
apply). For each lyktgubbe beyond the often makes the victim lose all sense of the victim to detect the lyktgubbe. Once
first that tries to drag the victim down time and space and feel forced to keep on it has reached its victim, the lyktgubbe
to drown, the situation value is decreased walking. The victims often wake up in a will try to ­wrestle the victim below the
by -2. If the water is so deep that the state of not knowing where they are or surface to drown it, according to the
victim must swim to stay afloat, an Agility how they got there. described rules above. If there are several
Skill roll with the Swimming specialty is A person that sees the self-illuminating lyktgubbes, they will help each other to
required instead of the situation roll. Also fog must succeed on a situation roll with submerge the victim.
this Agility skill value suffers a -2 for each
lyktgubbe beyond the first that tries to
drown the victim. See Game Master's
Guide p.57-58 for rules on holding breath STATS: LYKTGUBBE
and drowning. Type: Humanoid; Age: Varies, Max varies; Size: 1t; Movement: Land and Water 2 CP per 1 m
(Max 8 m); Initiative (Base): -2; Fear Factor: 1d10 (OR 10).
Body Points: 52–63
Durable
Character Traits: Dexterity -2, Strength +1
The lyktgubbe is an undead creature that
lacks any emotion or sense of f­eeling Feats: Drown Victim, Durable, Lykt Eyes.
since it is made of energies from the Combat Points: Free 4 / Natural Weapons: Bite 5; Nail 9
realms of the dead. Thus, it has high Natural Weapons: Damage: Initiative:
Body Points and does not suffer the same Bite 1d10 (OR 10) + 1 0
damaging effects as other creatures.
Nail Scratch 1d10 + 1 0
This means that it is worthless to trace
Damage Levels since the lyktgubbe will Samples of Attacks: 2 actions per 1 round
not suffer penalties from wounds. • (IM -2) Bite SV 8; Nail Scratch SV 10

66 | chapter 3. beings of the mist


Beings of The Mist

✦ MYLING ✦

I
willingly admit that in Westmark, there are those meant that the mylings that had begun sacrificing would
who still believe that the myling is the undead form not be content. They had heard that mylings grew stronger
of a child that was not introduced to the teachings by sacrificing to their mysterious goddess. I cannot say if
of Gave before it was murdered by its mother and the sacrificial place truly belonged to the mylings, but I
then hidden in a bog or the unknown wilderness. The priests can with certainty say that in the periphery of my view, I
do their best to strengthen this belief. saw childlike creatures sneak up on us in the forest near the
All the research that I have done has shown that the hilltop.
myling does not belong to the world of the undead at all. The myling is as big as a child. It is a being of nature
Instead, it is a sly and cunning mischief-maker that uses that mostly lives near water or marshlands. They speak in a
its childlike appearance to lure wanderers off the path. tongue that consists of a gathering of clicking noises, which
The myling is a creature that thrives in groups in the deep none but they understand. Just as some species of birds have
forests, subsisting on lesser beasts such as birds, rodents, and learned to mimic the tongue of humans, the mylings have in
fish. It often has its home near a water source. Mylings are a likewise manner learned to mimic the speech of humans.
excellent swimmers even if they prefer a life on the land. Some One of the sentences that they have learned better than any
historians speak of mylings as mystical guides that ask for other, and one that they speak even when no one is around,
gifts as payment for their guidance through the many paths is “Give me thy name.” This is also the origin of the many
of the deep forests. Such a gift could be to give a myling stories that giving your name to a myling means that you
your name. If you do so, the myling will possess your soul. will lose your soul.
This may sound unbelievable, but in this world of vitner, it When a myling encounters one or more humans, it will try
would not surprise me in the least if the myling actually has to stall them for as long as possible so that more mylings can
such an ability. come to the scene. It does this by mimicking everything the
One will most often find mylings when the sun is about humans say, which can be frightening, especially when several
to set and during the night. They pray to their own goddess mylings are repeating the same words. Often the mylings will
and more than willingly commit sacrifices in her honor. A repeat the sentence “Give me thy name.” Somehow, the mylings
hilltop I visited in Runewiik that was said to belong to the know whether a person provides their real name or not. If they
mylings revealed a bloody sacrificial place where someone gain the true name of the person, they are satisfied and leave.
had sacrificed animals and a human being upon a stone If they do not receive the true name, the myling will wait until
altar in front of a female statue with a formidable bosom. there are more mylings close by, perhaps ten times as many,
The Mittlanders were very frightened and upset, since this and then attack.

chapter 3. beings of the mist | 67


68 | chapter 3. beings of the mist
Drown Victim Mimic Creature itself to gain more power. It does this by
When a myling hears people nearby, it A myling is very skilled in mimicking sacrificing to its goddess. This sacrificial
might pretend to be a child that is about other creatures as a stalling tactic until ritual takes time and the place can lie
to drown. (It usually does this only if other mylings can arrive. The myling will far off, which requires the myling to be
other mylings are nearby.) The myling often say the sentence “Give me thy name.” swift before the victim can realize what
will mimic a human child, splash in the Anyone who hears the myling mimic is about to happen.
water, and ask the travelers for their his voice must make a situation roll with When a victim gives his true name, he
names. If they do not get true names or a situation value of 12 (Psyche modifiers must make a situation roll with a ­situation
if someone jumps in the water to help the apply) in order to move away from the value of 6 (Intelligence modifiers apply)
apparent child, the mylings then attack strange creature. to understand that something is afoot. If
if they are the greater force in numbers. For each myling that joins in the roll is successful, the victim will feel
A victim that is exposed to the m
­ ylings ­mimicking, the situation value is ­modified uneasy and realize that he must stop the
must succeed in getting to land so that he by -1. creature at once. A myling that succeeds
won’t risk being drowned. If the victim in binding another’s soul to it gains high
can touch the bottom of the water source status among its kin. A victim who has
with their feet, he must make a situation Night’s Sight lost his soul to a myling will feel empty,
roll with a situation value of 14 (Strength A myling can see without a light source without goals or purpose, for the rest of
and Dexterity modifiers apply). For each as if it were day. his life. The victim loses one level of the
myling beyond the first that tries to pull Psyche trait. The only way to regain the
down the victim, the situation value is lost soul is to single-handedly slay the
decreased by -1. If the water is so deep Soul Name myling that stole it. If the myling dies
that the victim must swim to stay above A myling that receives the true name of a by someone else’s hand, the soul is lost
the surface, an Agility Skill roll with the person can bind the soul of the victim to forever.
Swimming specialty is required instead
of the situation roll. Also this Agility
skill value suffers a -1 for each myling STATS: MYLING
beyond the first that tries to drown the Type: Humanoid; Age: Varies, Max varies; Size: 1/2; Movement: Land & Water 2 CP per 1 m
victim. See Game Master's Guide for (Max 7 m); Initiative (Base): +1; Fear Factor: 1d10 (OR 9-10).
rules on holding breath and drowning. Body Points: 13–17
Character Traits: Dexterity +1
Durable Feats: Drown Victim, Durable, Mimic Creature, Night’s Sight, Soul Name.
The myling is an undead creature that Natural Weapons: Damage: Initiative:
lacks any emotion or sense of feeling Bite 1d10 0
since it is made of energies from the Brawling 1d3 0
realms of the dead. Thus, it has high
Combat Points: Free 7; Natural Weapons: Bite 10; Unarmed 5
Body Points and does not suffer the same
damaging effects as other creatures. Samples of Attacks: 3 actions per 1 round
This means that it is worthless to trace • (IM +1) Bite SV 8, SV 6; Brawling SV 8
Damage Levels since the myling will not
suffer penalties from wounds.

chapter 3. beings of the mist | 69


Beings of The Mist

✦ SÁLHELE ✦

I
awoke early that morning from a most horrible behind a rock. With my back against the rock, I felt a bit
headache. The walls of the small tent hung from the embarrassed for my sudden leap, since it might have been
morning dew, and I remember how quiet it was. Not the landlord coming back to the camp after emptying his
at all as lively and filled with animal sounds as I rabbit traps. Carefully I peeked beyond my shelter. What
had heard the day before. I was in Trondowy to study the old I saw made my blood run cold, and I had to practice great
towers in hopes that I would find the last piece of the puzzle, restraint in order to not let out a shriek of pure horror.
but that is another story entirely. What I am about to tell Upon a stone only a few paces away stood a sálhele, a
unto thee, I do with a trembling hand in absolute horror. For skeleton, staring straight at me with its empty eye sockets. I
that morning I experienced something I would rather forget. will never forget the sound as it quickly opened and closed its
The headache would not relent, even though I had jaw so that its teeth clashed against each other. Perhaps some
drunk an entire carafe of weak wine to regain some liquid form of communication took place in that moment, for soon
in my body. It was then that the landlord, who normally another sálhele sailed in through the fog and took its place
would produce a good clatter in the morning, brought to just by the first one. Both stood there smattering with their
my attention that there was nothing to be heard outside. jaws in a most awful orchestra. The first one pointed toward
Absolutely flabbergasted, I opened the tent to depart into the me with its bony fingers. I turned to flee, only to discover a
summer’s morning, but instead of the sun’s warm rays I was bony horse upon which another sálhele sat hunched over. I
met with a completely enveloping and thick fog. Like a living was trapped. In order to flee, I would have to fight for my life.
thing, a tentacle of fog sought its way into the tent with great The diffuse movement in the fog made me realize that these
curiosity, as if to see what was in there. Carefully I stepped out three undead were not the only ones out there. I prepared
from the tent into the fog, and I would be lying if I said that myself for mortal combat and grabbed a piece of firewood
I saw any farther than ten paces in any direction. that luckily lay just by my hiding place by the rock. I would
An annoyingly low murmuring called my attention. At at least be able to crush one of the unholy sálheles before
first I thought that it was the headache playing a trick on me, they got to me. With the firewood held high above my head
but soon the murmuring transformed into a sharp sound, just with both hands, I rose and prepared for the first strike. Two
within the limits of my hearing, that made me clutch my ears. of the undead were advancing toward me with old and rusty
Suddenly the sound disappeared and once again everything weapons ready to slice me limb from limb. Suddenly they
was as quiet as the grave. I looked around and saw the tents of stopped and turned their hollow skulls to the east. Their jaws
the landlord and at once made my way there, but both tents were labored vigorously to communicate, and then they turned
empty. The fire in the fireplace between the tents had faltered, and and headed west without even looking my way. Just as they
only a few glowing embers remained. However, a few pieces of did, the fog dispersed.
firewood were there, which the landlord must have put there not Just then it seemed as if I was standing in the midst of the
too long ago. I called for him but received no answer, only silence. most normal morning, apart from the missing landlord. If the
Perhaps he was out emptying the rabbit traps. fog had not dispersed when it did, I would probably be dead
Confused and frightened, I took a few steps into the fog. in the ground right now. I gave thanks to Gave, for he had
After taking a handful paces from the camp, I saw movement allowed me to live for a longer time. What happened to the
in the corner of my eye. Acting on pure instinct, I took shelter landlord, I do not know to this very day.

70 | chapter 3. beings of the mist


chapter 3. beings of the mist | 71

Control Animals point the skeleton will leave the beast realm of the dead. Therefore, it has
Since a sálhele has a difficult time ­walking, behind to find a new riding companion. high Body Points and does not suffer
it is not uncommon for them to control the same modifiers from wounds as
animals to use as mounts. These can be the living do. This means that it is
anything from horses to big hounds or Durable ­worthless to track damage levels, since
swine. The sálhele rides the animal until A sálhele lacks any sense of feeling the sálhele will not suffer penalties
it collapses from exhaustion, at which since it is made of energies from the from wounds.

72 | chapter 3. beings of the mist


Night’s Sight vital body part that the skeleton cannot and they take half damage from cutting
A sálhele can see without a light source lose is the head. If the skull is chopped weapons (swords). Crushing weapons
­
as if it were day. off, the skeleton will fall into a bone pile (clubs and maces) deal normal damage.
and its spirit will depart for Misthal.
Since a skeleton consists mainly of
Resilient empty space between bones, it takes Sense Living
Since a sálhele is an undead creature, it ­different damage depending on the type of Sálheles can sense living creatures
takes no notice of damage. A s­keleton weapon used in the attack. Skeletons take within 100 meters. This means that they
that loses an arm or a leg keeps on no damage from arrows, piercing weapons can find living creatures no matter how
­fighting with the same ferocity. The only (daggers), or thrust weapons (spears), well the targets have hidden themselves.

STATS: SÁLHELE
Type: Humanoid; Age: Varies, Max varies; Size: 1t; Movement:
Land 2 CP per 1 m (Max 8 m, 7 m if wearing armor); Initiative
(Base): -4 (-5 when wearing armor); Fear Factor: 1d10 (OR 10).
Body Points: 32–45
Character Traits: Charisma -4, Constitution -4, Dexterity -4,
Intelligence -6,
Feats: Control Animals, Durable, Night’s Sight, Resilient, Sense
Living.
Weapons:
Unarmed, WA -, Dmg 1d5, IM 0, PV/BV -
Hand Axe, WA 4, Dmg 1d10 (OR 10), IM -3, PV/BV 6/60
Broadsword WA 3, Dmg 1d10 (OR 9-10) +4, IM -4, PV/BV 8/80
Broad-bladed Spear WA 2, Dmg 1d10 (OR 8-10), IM -5, PV/BV 7/70
Medium Shield WA 2, Dmg 1d10, IM -2, PV/BV 5/50
Combat Points: Free 9 / Attacks & Parries 4 / Armed 4 (One-
Handed Heavy Weapons Right Hand 4, One-Handed Light Weapons
Right Hand 4, Shields 4, Two-Handed Weapons 4) / Unarmed 1
(Brawling 4).
Samples of Attacks: 2 actions per 1 round
• (IM -3, -4 if wearing armor) Brawling SV 10, SV 8
• (IM -6, -7 if wearing armor) Hand Axe SV 11, SV 10
• (IM -8, -9 if wearing armor) Hand Axe SV 9, SV 7, AV 5; (Shield
SV 7, SV 6)
• (IM -7, -8 if wearing armor) Broadsword SV 7, SV 7, SV 7
• (IM -9, -10 if wearing armor) Broadsword SV 14, SV 7; (Shield
SV 13)
• (IM -8, -9 if wearing armor) Broad-bladed Spear SV 14, SV 7
Skills: Care SV 1, Entertainment SV 1, Faith SV 1, Knowledge SV
1, Shadow Arts SV 7, Vitner Craft SV 1, Wilderness SV 1,
Agility SV 7 Horsemanship 1 (Riding 2)
Fighting SV 8 Armed Fighting 2 (One-Handed Heavy
Weapons Right Hand 2; One-Handed
Light Weapons Right Hand 2; Shield
Bearer 2, Two-Handed Weapons 2);
Battle Experience 1 (Armor Bearer 2;
Fighter 2); Unarmed Fighting 1
(Brawling 2)

chapter 3. beings of the mist | 73


74 | chapter 4. creatures of nature
Chapter 4

✦ CREATURES OF NATURE ✦

C
reatures in this category are those that in one way or another draw their life from
Trudvang forces such as vitner, Misthal, and nature itself.
I have tried to map out and gather as many of Trudvang’s natural beings as
possible, but the more one studies, the more one will realize that you can only
scratch the surface of what truly lurks out there. Several creatures of nature seem to exist under
different names depending on where in Trudvang you are. Take, for example, the Stormlander
hafsruvan, the Westlander mermaid, or the Mittlander maremill, different names for nymphs
whose powers and abilities differ only marginally. Or take the mare that goes under the names
trollmare, litha, or dream banshee.
In this section I present my own experiences with creatures of nature. I am, however, very
much aware of the fact that what I write herein might not completely match the details of
similar creatures in other places in Trudvang, and so I ask you as the reader to simply bear
with me.

chapter 4. creatures of nature | 75


Creatures of Nature

✦ BYSE ✦

T
he byse is a troll-like creature whose happy In Runewiik it is not uncommon that people warn of the
helpfulness can easily be exchanged for pure farm byse, which often lives by a farm and helps people with
meanness. It likes to dwell in the forest and keeps the day-to-day labor. The reason for the warning is not that it won’t
yggdras as its closest friend and the hulder as its be helpful, but rather that it can be very difficult to get rid of
greatest enemy. Loggers and folk of the woods can almost always the little creature. People tell of farmers who fell completely into
expect to be helped by a byse. But one should beware. It is cunning the hands of a farm byse and lost control of their own farm. Of
and often thinks that it knows best. Those who disagree or in any course, one can slay the crooked creature, but generally, and
way go against the will of a byse will be punished. Many folk especially in Runewiik, it is considered bad luck to kill a byse.
of the woods and hunters have had their tools destroyed after On almost all the farms that I visited, they would tell stories of
becoming enemies with this most powerful trickster. cattle that died because someone had killed a byse.
Time is not important to a byse, and it will sometimes prolong Where the byse comes from, where it dwells, and how it lives,
an activity beyond what is necessary just to annoy someone. these things are shrouded in mystery. It seems like their only
Folk of the woods that I have spoken with have often said need is to smoke their pipe, and no one is more grateful than a
that the worst thing one can do is say “No, thank you” to byse when someone can spare some tobacco. It is said that the
a byse that offers its help. It sees this as a direct insult and byse will always remember anyone who spares it some tobacco.
will do everything in its power to destroy the offender. The best People say that a byse often grows as big as a goblin, but the
thing one can do, according to many woodcutters and folk of only time I encountered a byse during my travels, it was as small
the woods, is avoid the byse altogether. One can do this most as a hand, believe it or not, an extraordinarily tiny creature with
easily by setting fir tree branches on fire and letting the smoke a bitter look on its face that was neither helpful nor talkative.
lie heavy. The byse hates both fire and smoke from fir tree Perhaps the size of the byse has to do with its age, for I have
branches. To not anger the byse, one can put a pot of rabbit heard that a byse seems to shrink with age and at last disappears
stew in the outskirts of the camp. This often keeps a byse at bay. altogether. The byse that I met appeared to be very old.

Byse’s Luck great luck. If the byse thinks that the gift Vitner
A person that sacrifices something from was too small or unworthy, the person A byse can use vitner and has learned levels of
their body, for example, giving a large will instead become terribly unlucky. spells belonging to some of the Vitner ­Tablets
amount of blood, cutting off a finger, or How long the enchantment lasts is up to (such as Flame Craft, Vitner of Objects, and
shaving their hair or beard, and puts it in the byse. The game master decides the Soil Craft). It will use these spells to help or
a bowl for a byse might be rewarded with effects of being lucky or unlucky. destroy, depending on its current mood.

76 | chapter 4. creatures of nature


STATS: BYSE
Type: Humanoid; Age: 75, max 200; Size: 1/3; Movement: Land 2 CP Skills: Agility SV 10, Entertainment SV 7, Faith SV 1, Fighting SV
per 1 m (Max 6 m); Initiative (Base): 0; Fear Factor: 1d5. 8, Wilderness SV 8
Body Points: 10–14 Care SV 10 Handicraft 2 (Counterfeitning 4;
Damage Levels (for 12 BP): 1-3 (0) / 4-6 (-1) / 7-9 (-3) / 10-12 (-7) Hard Materials 4; Soft Materials 4);
/ >12 (Dying) Tradesman 2 (Brewer 4; Cooking
Character Traits: Charisma -4, Constitution -4, Intelligence -6, 3; Trade 3); Healing and Drugs 2
(Extracts and Potions 3; First Aid and
Feats: Byse Luck, Vitner Nursing 3)
Weapons: Knowledge SV 8 Language 1 (Mother Tongue (..) 3);
Unarmed, WA -, Dmg 1d2, IM 0, PV/BV - Learning 1 (Insight (..) 1, Insight (..) 2)
Seax, WA 4, Dmg 1d5, IM -1, PV/BV 5/50 Shadow Arts SV 8 Shadowing 2 (Camouflage and Hiding
Armor: Thick Fabric PV 1/BV 1, IM O 3; Finding and Spotting 1; Walking in
Combat Points: Free 8 Shadows 2); Thievery 2 (Locks and
Traps 3; Stealing 4)
Samples of Attacks: 1 action per 1 round
Vitner Craft SV10 Call of Vitner 1 (Vaagritalja 2); Vitner
• (IM 0) Brawling SV 8 Shaping 1 (Vitner tablet (Flame Craft)
• (IM -1) Seax SV 8 2; Vitner tablet (Soilcraft) 2; Vitner tablet
(Vitner of Objects) 3; Vyrding 2)
Vitner Capacity: 45 Vyrding SV 15

chapter 4. creatures of nature | 77


Creatures of Nature

✦ FAIRY ✦

W
here there are fairies, there is also drinkable roughly 10 centimeters long, with wings and red or blonde
water, plenty of mushrooms to eat, and a hair. All fairies appear in womanly forms but in truth have
neat bed of moss to lie down upon. This no gender. They can become invisible at any time.
is a saying in Mittland, where fairies are Fairies speak a special language, namely the language of
said to be easily found, despite being small creatures that are fairies, which only they understand and converse in. This
unusually shy and do not become visible very often. During language bears similarities with the song of birds and the
nighttime, they give off a lovely light like fireflies, but during buzzing of bumblebees. Sometimes there are one or two fairies
the day they hide in their dens. The easiest way to lure forth in a company of them that can speak through telepathy.
a fairy is to spread honey on a walnut and hang it from a The social structure of the fairies is split into many different
string in a tree. This was what I did the first and only time positions that all work under the queen. Everything that happens
that I met a fairy. Well, there was more than one of them. At in the forest must go through several stages of bureaucracy
least ten fairies fought for the honey-dipped walnut. before any decision can be made. In spite of this, the fairies
It is said that fairies bring luck, which is why certain protect and keep the forest with constant devotion. Each part of
evil people hunt and capture them. They die very easily in the forest is thoroughly measured and cared for by a group of
captivity, and if it is true that they bring luck, this luck will drone fairies that work together on this crucial task.
be short-lived. The fairies have a healing power that they share with the
It is also true that where there are fairies, there are often animals and beings of the forests. Even people passing by can,
elves and yggdras. It seems as if these three creatures are in rare cases, receive their help if the need is dire. However,
connected in some way. Perhaps it is nature itself they share. the forest is big and majestic, and the decision of the fairies
Others say that elves, fairies, and yggdras are in fact the same can take some time, so their help might come too late, if it
creature in different forms. I am skeptical about this since I comes at all.
have encountered all three myself. The fairies are short-lived Fairies also heal wounded or tired animals. They see no
and unpredictable and do not carry deep knowledge, as the differences among creatures and will help everyone from the most
yggdras do. Possibly there is some truth to the myth that wounded to the least, no matter who or what they are. A person
when an elf dies, a fairy is born. or creature that has been helped by a fairy feels great happiness,
A fairy is a beautiful, thin creature with small and fragile kindness, and such peace that they cannot perform any harmful
wings that dances during the night. They are short in stature, actions for the rest of the day.

Fairy Dance creature that is hungry or thirsty gains


If a creature suffers from ­dehydration, new energy, which represents one meal
hunger, or physical or psychic of food. A creature that is exhausted is
­exhaustion, a group of ten fairies can refreshed as if having slept for one full
dance in a ring around the one in need night, and gains the normal effects of
and provide both strength and power. A eight hours of sleep.

78 | chapter 4. creatures of nature


Fairy Dust
Fairies always carry a small pouch of
fairy dust. They can give the dust to a
person they deem to have been of great
help to the forest or whose personality
and actions are as noble as their own.
To truly deserving individuals, they will
give at most two of these pouches.
A pouch of dust contains 1d3 + 1
doses. A person who throws this dust
in the air around them increases the
skill value of all their actions by 1d3 +
1, and the effect lasts for 1d5 hours. If
someone manages to gather seven doses
of fairy dust and throws them all into
the air, that person gains a wish. If the
wish is of good character (determined
by the game master), it will come true.
The character gets only one wish, and
if the game master deems it not good of
character, the fairy dust will be wasted
without effect.

Healing Dance
A fairy that performs this dance above
a wounded person heals the person of
1d3 points of damage. The more fairies
­dancing, the greater the healing.

Night’s Sight
A fairy can see with a weak light source
(stars, moonlight, torchlight, and so on)
as if it were day.

Song of Guidance
A fairy can use her song to guide people
who are lost in the forest, leading them
to an exit or closer to a path. The ability
can also be used to lead enemies astray.
Enemies that hear the song must make
a situation roll with a situation value of
8 (Psyche modifiers apply) or they will STATS: FAIRY
be led astray. The more fairies that sing Type: Winged humanoid; Age: 150, max 350; Size: <1/3; Movement: Land up to 3 m;
the song, the harder it is to resist the Flying up to 10 m; Initiative (Base): +4; Fear Factor: None.
effects. applying a -1 modifier to the SV Body Points: 3–5
roll per 5 fairies singing in addition to Damage Levels (for 4 BP): 1 (0) / 2 (-1) / 3 (-3) / 4 (-7) / >4 (Dying)
the first one. Character Traits: Dexterity +4, Intelligence +2
Feats: Fairy Dance, Fairy Dust, Healing Dance, Night’s Sight, Song of Guidance

chapter 4. creatures of nature | 79


Creatures of Nature

✦ FIRBLOODRISK ✦

D
uring a time of seeking more knowledge about The latter made me grow skeptical. A few years later I was
the beasts of Trudvang, I willingly admit that I provided with another explanation: that the dead do not come
became obsessed with mushrooms. Most had no back to life, but rather the mushroom grows in strength to
special traits or quirks other than being good to power the skeleton in such a way that it seems to move on
eat, like the krustall mushroom from which the dwarves brew its own. Yet another explanation is that the horrible way the
mead, but one mushroom deserves its place in this bestiary: victim died causes such suffering that it becomes undead,
the firbloodrisk. It is a horrid beast whose effects will keep which is an effect of the process rather than something directly
even the bravest explorer from walking in the deep forests. set in motion by the firbloodrisk.
The first time I heard of the firbloodrisk was in the Majnjordian The firbloodrisk grows only in the fir tree forests that lie
town of Maelduna. There was a man there who discovered the south of Darkwood. The more northern forests are considered
mushroom by chance when he visited the Valkarook forest. He too cold for the mushroom. The flowers that grow on the trees
told me that the firbloodrisk begins as a parasitic flower on the are reddish and well camouflaged on the bark. The capsule
bark of fir trees and spreads its seeds to gain hold and sprout of the flower can sense vibrations in the ground around the
its roots in living flesh. Slowly but surely, the mushroom breaks tree and will open when animals or other living creatures
down the meat and makes it rot. The man told me that such a come close by. Then it will unleash its spores and sprout its
fungus had taken hold in his arm and that he had no other roots in the creature’s flesh. Slowly but surely, it will eat its
option but to remove the limb, for the mushroom had grown way toward the brain of the victim to seize control of its mind.
to eat his whole forearm. As if this was not bad enough, he As it does so, the firbloodrisk will take control of the creature
explained that when the mushroom has killed a body and eaten and steer it toward a place where the mushroom can sprout
all the meat, it evolves into a new, more powerful stage of being. fully, usually in an area where there are other animals and
Within a few days of the body dying, the firbloodrisk creates creatures. When a mushroom takes control of humans, elves,
a symbiosis with the skeleton and harvests life once more. This or dwarves, it is especially dangerous since it then seeks larger
time the mushroom is the one in control, and its only purpose settlements, and in this fashion whole farms and villages can
seems to be to infect new bodies. In this way, the man explained, perish. The firbloodrisk is extremely aggressive, and creatures
one can see wandering skeletons that have been reanimated and that are controlled by the mushroom will exhibit similar
controlled as if they were an extension of the consciousness of behavior. The victims grow slow minded, like gray trolls, but
the mushroom. as violent as berserkers and forest trolls.

Spores with the skeleton’s weapons but just keeps number of days it takes for the mushroom
The firbloodrisk does not attack in the on emitting spores every round. Anyone to reach the brain. When that happens, the
normal way but a cloud of spores is who is affected by the mushroom will roll victim will “die” and the mushroom will
­constantly emitted, influencing all those 1d20, which represents how much of the take control of the body. For example, a
who are near to the mushroom. When body is hit by the spores (1 is a small effect creature that is inflicted with the spores
the firbloodrisk possesses a skeleton, the and 20 is a total effect). The result must and rolls 12 on 1d20 has 8 (20-12) days to
mushroom also does not make attacks be subtracted from “20” in order to see the be rid of the mushroom before it is too late.

80 | chapter 4. creatures of nature


The only way to be rid of the mushroom STATS: FIRBLOODRISK
is to burn it away from the body, which Type: Other; Age: 3, max 20; Size: <1/4; Movement: Up to 1 m per round.
means victims who survive the possession Feats: Spores
often bear great scars and burn marks.
The burning causes damage equal to 5
+ the rolled value that shows how many
spores the victim is inflicted with.

chapter 4. creatures of nature | 81


Creatures of Nature

✦ GRENDEL ✦

I
am unsure how long we had been in that stinking bog. Breaker of the neck of the beast Grendel, forcer of his arms
Perhaps one moon cycle, perhaps more. The stench and legs.
from the half-rotten trees whose roots sought their Bwulf is thy name and the Grendel shalt always fear thou
way down into the water and the constant buzzing legacy.
from the blood flies were never-ending. Already a day earlier Bwulf is thy name and forevermore we shall be in thy debt.”
we had been warned. We were heading into a bog where In writings, not much else is said of the grendel. What is
rumors said a grendel lived. Traces of ruins and hilltops were known is that Heoroth was of Thronelander blood and that
everywhere, and it was said that people who worshipped the he was king of the twelve kingdoms. It is said that he had an
grendel once lived there. I had no great hope that we would enemy named Grendel, who was hunted and fled. For many
catch a glimpse of this mythical monster. I had heard that it years Grendel hid with his mother in an enchanted bog, and
showed its foul face only during the night, and I was more it twisted him into a monster. Many attempts were made to
scared of this creature than I was of many others. Sometimes slay Grendel, but the one who at last succeeded was the hero
it is good to know when not to challenge destiny. Bwulf, who learned that Grendel could not be harmed by
Suddenly we were lost in the bog and had reached a weapons, fire, or steel. He had become a creature that was
permanent impasse. It was then that we first heard the strange protected by vitner. The only way to best him was through
snorting sound that is the trademark of the grendel. Thereafter raw strength of the body. But before Bwulf killed Grendel,
our small canot was close to being overturned by waves as the the monster managed to have a child with a kelpie, and their
grendel leaped from its nest and down into the water. spawn spread far across Trudvang.
The men in the boat screamed and never before have I On two occasions in my travels, I have heard of the
heard, or seen, such absolute and utter panic. We rowed for dangerous grendel, and both times I have been taken to
all that we held dear on this good earth, and it is likely that a muddy pond in the deepest forests where the creature is
we escaped death just barely. The horror lasted for days, and thought to live. The marshland monster is said to carry
my little glimpse of the giant creature was forever etched into the same hatred and jealousy against humans as its
my mind. The men of the marshlands told me of a beast that forebear.
was magical and created from dark vitner. On Soj the fear There are few writings, songs, or stories about grendels
of the grendel is great, and in certain places people sacrifice dwelling in Westmark. The creature seems to be found
in honor of the beast so that it won’t find its way to human primarily in Soj, Mittland, and in some cases the Stormlands.
villages. Much points to the grendel having its roots of origin It seems certain that the grendel is under the influence of
in Mittland. There is a Mittlander song that says: vitner. All stories that I have heard say that it cannot be
“O thou warrior, O thou hero, O thou proud friend of king damaged by vitner, or prayers, but only by physical struggle,
Heoroth of the twelve crowns. man on man.

82 | chapter 4. creatures of nature


Blood of Dark Vitner
The blood of the grendel seems to be
full of dark vitner. Its mud-colored
skin is also infused with dark vitner,
which provides it with good
protection (already counted in
its very good natural armor).
The dark vitner blood also
has the effect of making the
grendel immune to both
vitner spells and divine
powers.

Night’s Sight
A grendel can see without a
light source as if it were day.

Terrifying Stare
A grendel is truly a horrible
foe to face. Even the most
experienced warriors flee
at the sight of it, mainly due
to its t­errifying stare. When
a victim meets the grendel’s
gaze, the victim must make a
situation roll with a situation
value of 8 (Psyche modifiers
apply). A successful roll means
that the victim is unscathed by
the ordeal. A failed roll means
that the victim gains 1d10 (OR
9-10) Fear Points and a negative
modifier of -4 on ­everything they
do while in the presence of the
grendel. This last modifier is is in
addition to normal modifiers from
the Fear Level reached. The situation
roll must be made the first time a
specific Grendel is seen and whenever
the GM thinks to be the case.

STATS: GRENDEL
Type: Humanoid; Age: 25, max 60; Size: 3t; Movement: Land 2 CP Natural Weapons: Damage: Initiative:
per 3 m (Max 27 m); Natural Armor: 4; Initiative (Base): -2; Fear Bite 2d10 (OR 9-10) +3 0
Factor: 1d10 (OR 8-10).
Claws 2d10 (OR10) + 3 0
Body Points: 71–87
Damage Levels (for 79 BP): 1-20 (0) / 21-40 (-1) / 41-60 (-3) / Number of Rounds to Spread Combat Points: 2
61-79 (-7) / >79 (Dying) Combat Points: Free 10; Natural Weapons: Bite 7; Claws 18
Character Traits: Constitution +6, Dexterity -2, Strength +3 Samples of Attacks: 3 actions per 2 round
Feats: Blood of Dark Vitner, Night’s Sight, Terrifying Stare. • (IM -2) Bite SV 17, Claws SV 9, SV 9
• (IM -2) Bite SV 12, Claws SV 13, SV 10

chapter 4. creatures of nature | 83


Creatures of Nature

✦ HAPPJA ✦

H
appja, that is what people call the horrid encounter a happja, which will speak the ancient dragon
creature that hides in the shadows of leaves language. I must, however, warn the brave soul. When I tried
high up in the trees, feasting on both humans this in my youth, I barely escaped, with great wounds across
and animals if she can. Sometimes one can my face to show for it.
encounter several happjas at the same location even though To avoid being attacked by other predators, happjas live
they prefer to be alone. I have with my own eyes seen how in the branches of the high trees in great nests they take
a happja folds her wings together and burrows into her over and build out. A happja is extremely territorial and can
feathers, waiting for dusk to fall, and then attacks her target become very aggressive if someone enters her turf, especially
with full force. if someone discovers where she sits brooding high up in her
The happja looks like a dirty old woman with eyes that tree. In these cases she will usually attack fiercely, only to
glow white in the night and rugged wings that hold up her disappear if the threat seems too great.
naked body when she flies. Perhaps she is a mixture of an owl The feathers of a happja are highly prized and very valuable.
and a woman, or perhaps she is a shapeshifter of a seldom- It is said that they are magical and contain vitner that wizards
seen kind, I can, as always, only guess. It is said that one who can use when their own has run out. It is also said that arrows
is patient and has something beautiful to use as a lure might clad in feathers from happjas never miss their mark.

Attack From Above


If a flying Happja circles around its
prey for 3 rounds, it can attempt to
make a diving attack during the 4th
round by making its normal attack
rolls. However, if an SV 8 roll is also
succeeded, the Happja’s natural attacks
for that round will get the damage OR
range raised by two: e.g. 1d10 will
becomes 1d10 (OR 9-10) .

84 | chapter 4. creatures of nature


Wild Shriek
At the beginning of a combat the happja
lets forth a vile shriek that instills horror
in all who hear it. If the happja surprises
her victims with the shriek, they must
make a situation roll with a situation
value of 8 (Psyche m ­ odifiers apply) or
gain 1d10 (OR 10) Fear Points. Anyone
who sees the happja before she shrieks is
not surprised and gains +5 on the roll
instead (situation value 13).
If the situation roll results in a natural
20, the victim drops their weapons and
becomes unable to act for 1d3 action
rounds.

STATS: HAPPJA
Type: Winged humanoid; Age: 15, max 35; Size: 1t; Movement: Natural Weapons: Damage: Initiative:
Land 2 CP per 1 m (Max 15 m); Flying 2 CP per 2 m (Max 15 m); Bite 1d10 (OR 10) 0
Initiative (Base): +2; Fear Factor: 1d5
Claws 1d10 0
Body Points: 26–32
Damage Levels (for 29 BP): 1-8 (0) / 9-15 (-1) / 16-22 (-3) / 23-29 (-7) Combat Points: Free: 6; Natural Weapons: Bite 6; Claws 12
/ >29 (Dying) Samples of Attacks: 3 actions per 1 round
Character Traits: Constitution -2, Dexterity +2, Perception +4 • (IM +2) Claws SV 12, SV 6; Bite SV 6
Feats: Attack From Above, Wild Shriek

chapter 4. creatures of nature | 85


Creatures of Nature

✦ HULDER ✦

W
here the forest is deepest, the enchantment Men of the wild who say they have faced a hulder told
the greatest, close to brook or waterfall but me that she is always surrounded by king trolls and other
not where the oaks grow, there one will find creatures of mischief. It seems as if the hulder has some sort of
the hulder. Usually, however, she finds you power that attracts these wicked creatures.
first. She is a strange creature that likes to tie trolls, animals, or A hulder looks like a very beautiful woman on the front of
other creatures of mischief to her belt. Her power with vitner is her body, and most often she wears no clothes. The only telltale
strong, and once you are at her mercy, it is hard to be free of her. signs of her true nature are the fact that she has the tail of a
There are those who claim that the only way to break free from cow and sometimes her back looks like a hollow, rotten tree log.
a hulder’s bewitchment is to slay her. To carry acorns in one’s The hulder lives in the forest and surrounds herself with
pockets is said to shield oneself from her spells, but one would do different types of trolls and animals that she has managed
best by avoiding her altogether. Those who stay in the forest and to control. She is very protective of her turf, which is usually
the woods for any prolonged time are most likely to encounter near a small waterfall deep in the forest. Sometimes a hulder
her. Anyone who hears her bright laughter should turn around will dig a small den beneath a rock where she will gather her
at once and hurry in the opposite direction. She is very fair and belongings. The hulder’s only chance of breeding is to have
attractive from the front, but anyone looking at her back will a child with a male human. Therefore she will often use her
notice that it resembles a hollow and rotten wooden log. powers to bewitch humans more than other races.

Bewitch BEWITCH EFFECTS


The hulder has a special ability that allows 1d20 Effect
her to bewitch those she meets, and victims 0–8 The victim feels woozy and has -2 on all skill values and situation values for the
can be at her mercy for the rest of their lives. next day.
When she makes eye contact with a target,
9–14 The victim feels the power of the hulder and will follow its minor commands for
she simply utters the dreaded words that the next day (for example, to lie, run, talk, scream, walk, open doors, and so on).
will bewitch the weak. The victim must The effect is broken if the victim moves more than 100 meters from the hulder.
then make a situation roll with a situation
15–16 The victim is at the mercy of the hulder and deems all commands to be completely
value of 7 (Psyche modifiers apply) to avoid sensible. The victim will do anything the hulder asks for 1d3 days, except for
looking into her eyes. A character who says harming himself. The effect is broken if the victim moves more than 500 meters
he steels himself not to look into the hulder’s from the hulder.
eyes will increase the situation value by +5. 17–18 The victim is completely at the mercy of the hulder. The victim will follow its
On a failure, roll 1d20 and consult the commands to perform all actions, including those that directly harm himself. The
table below for the effect. A character with effect has unlimited range and lasts for 1d10 (OR 7-10) days. If the hulder dies, her
a positive Psyche trait can deduct that last words and commands will affect the victim for the full duration.
number from the roll result, and one with a 19+ The victim is a slave to the hulder for all eternity. The victim will blindly follow any
negative Psyche trait can add that number command during his entire life. The spell can be broken only if the hulder is killed.
to the result before consulting the table.

86 | chapter 4. creatures of nature


chapter 4. creatures of nature | 87
88 | chapter 4. creatures of nature
STATS: HULDER
Type: Humanoid; Age: 75, max 120; Size: 1t; Movement: Land & Water 2 Natural Weapon: Damage: Initiative:
CP per 1 m (Max 12 m); Initiative (Base): +2; Fear Factor: None. Unarmed 1d5-2 0
Body Points: 59–71 Combat Points: Free: 6;
Damage Levels (for 65 BP): 1-17 (0) / 18-33 (-1) / 34-49 (-3) /
50-65 (-7) / >65 (Dying) Samples of Attacks: 2 actions per 2 rounds
Character Traits: Charisma +4, Dexterity +2, Strength -2 • (IM +2) Brawling SV 7
Feats: Bewitch

chapter 4. creatures of nature | 89


Creatures of Nature

✦ KELPIE ✦

T
here are not very many positive things that I have to everything began with us leaving Vinten behind. It was a very
say about Visenthia. The choking air, the stinking strange town built on poles, in the middle of the marshlands.
marshes, and the accursed blood flies that suck Certainly a good way to defend a town, but I cannot understand
both blood and marrow from grown men makes who would want to live there. Southwest of Vinten lies a moody
me say with great decisiveness that I will never set foot there again. and inaccessible marshland called Ghoowland. Had it not been
It is perhaps not so strange that few make any greater claims to for the fact that one can find the valuable racksnipe eggs in
that land, since most of it consists of marshlands and treacherous Ghoowland, I do not think that one living soul would find their
bogs. My hate for Visenthia was only made greater when I fell way there. I followed a group of egg collectors and made my
into the water and lost several valuable notes and images that I way into the marshland with a canot. It did not take long until
had produced, including a tome concerning the various types, the blood flies had made me fall into a deep fever and a state of
families, and variations of mushrooms in Trudvang. dizziness. When I woke, we were deep in the marshlands, and
There are many who still believe that the kelpie comes from the idea of getting out of there without the help of egg collectors
the realms of Misthal, but this is not the case at all. It has many seemed as futile as fighting a logiwurm with a torch. During the
traits that other undead creatures do, but my research points to night we had to beware of lyktgubbes and mylings, and during
it being a darkspawn, not completely unlike the grendel, created the days we watched out for the blood flies.
partially from blackest vitner and partially from the environment The knowledge I gathered from the egg collectors was that
that they exist in. For the kelpie lives in ponds and bogs, deep the kelpie lives alone, has a large turf, and in very rare cases
lakes and moors. This is a very dangerous creature that seems like wields vitner or other witchcraft. It is said that the kelpie
it wants to help but most often will only lead you astray and take stinks worse than a pile of corpses and that this stench is the
you down into the water, where it will drown you. easiest way to know whether one has steered into kelpie turf.
The stories tell of a beautiful horse, but when I laid my eyes Other things that one can hear about the kelpie is that one
upon a kelpie in Visenthia many years ago, I saw a dark and can cook a soup from its horsehair that will cure fear of water,
malevolent horse. Perhaps I saw its true self. The kelpie did not and that servants of evil collect kelpie teeth that let them swim
see me, as I was lying hidden in the reeds a ways off. However, under the surface of the water for extended amounts of time.

Luring Stench walking. Victims that later wake up from The spell is broken if the victim suffers
The most prominent ability of the kelpie this state don’t know where they are or at least 3 points of damage or is about to
is that it can lure unknowing travelers how they got there. drown. Once the kelpie is close, it will try
from a range of several hundred meters. A person who can smell the luring to drag the victim underneath the water
Even if the stench that is released is stench from the kelpie must make a to drown.
­horrible, it carries an enchanting power situation roll with a situation value of
that can twist the comprehension of 10 (Psyche modifiers apply) in order to
those who smell it. The enchantment overcome the enchantment. A failed roll Night’s Sight
makes the person lose all concept of time means the victim keeps moving toward A kelpie can see without a light source as
and space and forces them to keep on the kelpie. if it were day.

90 | chapter 4. creatures of nature


STATS: KELPIE
Type: Quadruped; Age: 10, max 20; Size: 4t; Movement: Land 2 CP Natural Weapons: Damage: Initiative:
per 4 m (Max 36 m); Water 2 CP per 4 m (Max 24 m); Natural Armor: Bite 2d10 (OR 8-10) 0
2; Initiative (Base): -4; Fear Factor: 1d10 (OR 7-10).
Hooves 2d10 (OR 9-10)
Body Points: 108–132
Damage Levels (for 120 BP): 1-30 (0) / 31-60 (-1) / 61-90 (-3) / Number of Rounds to Spread Combat Points: 2
91-120 (-7) / >120 (Dying) Combat Points: Free 12; Natural Weapons: Bite 4; Hooves 6
Feats: Luring Stench, Night’s Sight Samples of Attacks: 2 actions per 1 round
• (IM -4) Bite SV 10, SV 6, Hooves SV 6

chapter 4. creatures of nature | 91


Creatures of Nature

✦ LOG TROLL ✦

I
n Mittland, I once found a tome about dark elves. For thirty days and thirty nights, the seed takes hold in
It was written by an unknown author but contained the hole as the elves chant a mantra over and over again. No
so much information that I stayed there for almost details of the mantra were given in the tome, and I suspect
half a year to absorb it. Some was written in the old that this is a well-kept secret, perhaps even among the elves.
tongue, other parts in vitner writing, and another part in After thirty extra days, a creature will rise up from the hole,
dwarven runes. The author was indeed knowledgeable in both ready to serve its creator. It is said that the volokkia is a wild
great and little details concerning the dark elves. and unpredictable creature that is best suited for battle.
The part of the tome that truly interested me was about the Many years later, I encountered a group of wildfolk in
volokkia, a creature that the elves could create through rituals Darkwood that had fought a volokkia on several occasions.
and that was their mighty ally when they would march to war. They spoke of a beast that was as wild as the berserkers of the
Volokkia was the elven name, but humans called it a “log troll” Stormlands and hardened like the stonehinjes. The wildfolk
or simply an “elvish troll.” According to this tome, the volokkia said that fire was the best way to fight the beast. They also
can be created only by an Ihana, one of the spiritual elves. They said that this creature was the same thing as a dark dweller,
dig a deep hole in the ground and fill it with parts from nature, but I doubt this for several reasons. First, it seems as if the
such as pine cones, branches, leaves, and stones. It is also common volokkia can be created only by elves, and second, it can be
to place metal objects, parts of skeletons from other animals and controlled only by its maker. When I in the twilight of my
beasts, and different carven decorations in the hole. It is also years spoke with a dark elf about this beast, he only shook
common for a follower of the Toikalokke tradition to carve a face his head and looked toward the stars. He said that it was a
for its creation. When all this is said and done, the elf places a plague that never should have seen the light of day. I never
seed from the unusual star pine in the hole and fills it in. got more out of him.

Hylja Roots Firstly the log troll will try to hug its
The log troll has the ability to blend in A log troll can sprout snake-like roots that victim with its roots (SV 8). The number
and almost become one with the forest. slither through the earth toward a chosen of victims which can be attacked at the
If a log troll completely concentrates victim. The root fingers grow 3 meters same time depends of their size, ­according
on this ability, anyone seeking it has a per action round and usually become no to the chart below. Each d ­ ifferent victim
modifier of -10. If the log troll activates more than 2d10 (OR 8-10) meters long, requires a d
­ ifferent SV roll.
the Roots ability at the same time, the but this is up to the game master to decide. Once a check is successful the log
modifier is lessened to -5. A log troll that attacks with his roots troll can choose to simply hold the
cannot do anything else in the same victim immobile, crush the victim,
round. This is why it always tries to or pierce the victim. An immobilized
Night’s Sight remain hidden when it performs this victim can break free with a succesful
A log troll can see without a light source attack so it will inflict as much damage situation roll with a SV 12 (modified by
as if it were day. as possible before it is discovered. Strength). On the other hand, both the

92 | chapter 4. creatures of nature


STATS: LOG TROLL
crushing and the piercing deal between Type: Humanoid; Age: 2, max varies; Size: 4t; Movement: Land 2 CP per 4 m (Max 16 m);
1d10 and 1d10 (OR 8-10) points of Natural Armor: 3; Initiative (Base): -4; Fear Factor: 1d10 (OR 10).
damage, depending on how big the log Body Points: 60–85
troll is in comparison to its victim. Use Damage Levels (for 73 BP): 1-19 (0) / 20-37 (-1) / 38-55 (-3) / 56-73 (-7) / >73 (Dying)
the following table for guidance. Character Traits: Intelligence -4, Strength +6
Feats: Hylja, Night’s Sight, Roots
ROOTS
Natural Weapon: Damage: Initiative:
Victim size Damage Victims
Unarmed 2d10 (OR 9-10) + 6 0
1t or less 1d10 (OR 8-10) 4
Number of Rounds to Spread Combat Points: 2
2t 1d10 (OR 9-10) 3
Combat Points: Free 10 / Attacks and Parries 14
3t 1d10 (Or 10) 2
Samples of Attacks: 2 actions per 2 rounds
4t or more 1d10 1
• (IM -4) Brawling SV 14, SV 10

chapter 4. creatures of nature | 93


Creatures of Nature

✦ LOGI ✦

T
he logi lives in the mighty underground lava rivers, dwarves that are devoured by the mountain and reborn as logis. For
where it is so hot that only the most hardened buratja so wrapped in legend and myth is this fiery creature that the dwarves
dwarves can dwell there. It is also these dwarves that have many long stories about it.
hunt and capture the logi to use in their mystical logi The logi lives close to the fire and lava rivers. It feeds off the
ovens, with which the dwarves forge the most magical things. It is fire and devours its warmth with a hunger that can be likened
hard to retrieve any information about the logi, partially because to that of the lindwurm. Sometimes a logi will move away from
the creatures live in a place that humans cannot reach, and partially the lava rivers, but this usually happens only when they have
because the buratja dwarves are not especially talkative. Therefore, been conquered by other logis or if the lava by which they live
my information about the logi is sparse and solely from a third-party has begun to run cold or hard. Such logis are covered in a black
source, namely the borjornikka dwarves. What they told me about surface that hardens but is again transformed into fire as soon as
the logi are fairy tales that often have to do with fire or stories about the creature comes in contact with heat.


Fire Body easy task, and anyone who takes on such armor that does not conduct heat offers
Since the logi is made of fire, it is perhaps a challenge without proper protection any protection). Afterward, it is possible
not so strange that its body is surrounded will soon regret the decision. When the for the victim’s clothes to catch fire; the
by extreme heat. A constant heat pulsates logi successfully attacks someone in close game master will decide how likely this is.
out in a sphere around the logi. The sphere quarters, it will leave burning oil on its
is 10 meters in diameter. Everyone that victim. The oil will extinguish itself after
stands within it must make a situation 1d3 action rounds. During these action Night’s Sight
roll with a situation value of 8 (Psyche rounds, the victim will suffer 1d6 points A logi can see without a light source as
modifiers apply) to avoid fleeing from the of damage from the burning heat (only if it were day.
sphere. The heat in the sphere deals the
following damage per action round to STATS: LOGI
anyone within it: Type: Other; Age: 650, max 1,500; Size: 1.5t; Movement: Land 2 CP per 1,5 m (Max 12 m);
Natural Armor: 2; Initiative (Base): 0; Fear Factor: 1d10 (OR 9-10).
DAMAGE FIRE BODY Body Points: 59–71
Action Round Damage Damage Levels (for 65 BP): 1-17 (0) / 18-33 (-1) / 34-49 (-3) / 50-65 (-7) / >65 (Dying)
1 — Character Traits: Charisma -2, Psyche +3, Strength +3
2 1d6 Feats: Fire Body, Fire’s Hand, Night’s Sight.
+1 +1d6 Natural Weapons: Damage: Initiative:
Bite 1d10 (OR 9- 10) 0
Claws 1d10 (OR 9- 10) 0
Fire’s Hand Combat Points: Free 7; Natural Weapons: Bite 6; Claws 10
The logi is a manifestation of fire itself.
Samples of Attacks: 2 actions per 1 round
To simply be in its presence carries a risk
of burning damage. To fight a logi is no • (IM 0) Bite SV 13, Claws SV 10

94 | chapter 4. creatures of nature


chapter 4. creatures of nature | 95
Creatures of Nature

✦ LOMED ✦

T
I can’t tell you how long I had laid there by the displayed movement as it came towards me, making five
riverbed as the last of my strength slowly left quick leaps between the wet and slippery rocks standing in
me. It was freezing cold and I hadn’t eaten for the rapid river. It traversed the soft snow unhindered as
days, and the snowfall of last night had covered it approached me, looking for vital signs – something it
my feeble limbs like a great white blanket. At this moment, I quickly found in my curious eyes. Carefully and without
had just started to accept that I was fated to soon meet Gave a word, it lifted me up in its strong fur covered arms and
in his own kingdom. carried me further into the birchwood, away from the cold
Thus, I was first certain that my weakened mind was riverbed. Then, when we arrived at a small cave, primitively
playing tricks on me when I saw an unusually large lynx furnished with naught but the most essential, it laid me
watching me from the thicket by the other side of the down on a warm pelt and lighted a small pleasant fire in
riverbank. And when it then rose and stood there on two the strategically placed hearth.
legs with its arms hanging by its sides just like a human, I lived together with Xish, the lomed, for four pleasant
I was sure that my last hour was upon me. It took a while days and nights until I had recovered my strength and could
before I could connect what I saw with the texts that I had continue my journey across the mountain. Xish had hunted
read and the stories that had been told to me. But after a every day and as we conversed throughout the evenings -
moment had past, I realized that this was in fact one of the Xish spoke an ancient and laconic dialect of Rona – he had
rare lomeds. sown a winter coat for me made out of the finest wolfskin
I had always disputed their existence as mere fantasies to keep the cold at bay. And so, when I left my newfound
and dismissed the mountain dwellers’ occasional sightings friend on the fifth day, it was with a warm winter coat and
as gossip and tales to tell by the fire. I followed its every a backpack filled with winter hare.

A lomed is both agile and fast. It utilises lives a lonely life and its contacts with all their senses, smell, hearing and sight
its impressive agility in everything it does. other races are very limited. when hunting. Thanks to their excellent
They are entirely covered in fur, something The most common connection it makes, hearing and sense of smell, few creatures
they have much use of as they often live in is with a few chosen traders that it trades ever pass them by unnoticed. Lomeds
colder environs, primarily mountain forests wares with. However, it happens that a are almost always armed with a bow
in the north where the upper treeline shifts young lomed, leaves to uncover the world, and arrow and a short sword in case
to a more barren landscape. Their unique but only ever in the colder landscapes of wild creatures or some other dangerous
wide feet allow them to walk on loose the north. In times when food is scarce, or thing would appear.
snow without sinking into it so much that if enemies roams their territories, they find In battle the lomed will hide,
it hinders them in any way. other members of their kin in order to aid and fire arrows at its enemy from a
The lomeds live in couples or alone in each other in dealing with the problem. distance and then quickly leave for
a territory around the mountains. They All lomeds are natural hunters another position in order to continue
have several abodes within their territory and they are some of the most skilled their volley from there.
which they use during hunts. The lomed hunters in all of Trudvang. They use

96 | chapter 4. creatures of nature


STATS: LOMED
Type: Humanoid; Age: 20, max 100; Size: 1t; Movement: Land 2 CP per
1 m (Max 20 m); Natural Armor: 2; Initiative (Base): +12; Fear Factor:
1d10 (OR 10).
Body Points: 28–36
Damage Levels (for 34 BP): 1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34
(-7) / >34 (Dying)
Character Traits: Dexterity +4, Perception +4
Feats: Snow Walker, Traceless, Perception.
Natural Weapons Damage Initiative
Claw 1d10 0
Weapons:
Short Sword, WA 4, Dmg 1d10 (OR 10), IM -3, PV/BV 7/70
Hunting Bow, WA 3, Dmg 1d10 (OR 10), IM -2, PV/BV 2/20
Combat Points: Free 11 / Attacks & Parries 6 / Armed 2 (Bows &
Slings 6, One-Handed Light Weapons Right Hand 6) / Unarmed 2
(Brawling/Natural Weapons 6).
Samples of Attacks: 2 actions per 1 round
• (IM +4) Bite SV 12; Claws SV 12, SV 8
• (IM +10) Hunting Bow SV 10, SV 10, SV 5
• (IM +9) Short Sword SV 15, SV 10
• (IM +12) Claws SV 9, SV 8, SV 8
• Evade Option SV 21 (to be divided among up to 2 attacks).
Skills: Entertainment SV 3, Faith SV 3, Vitner Craft SV 3
Agility SV 10 Battle Maneuver 3 (Evade 4); Body
Control 3 (Jumping, Climbing &
Balancing 4)
Care SV 10 Handicraft 2 (Soft Materials 4)
Fighting SV 9 Amed Fighting 2 (Bows & Slings 3, One-
Handed Light Weapons Right Hand 3),
Battle Experience 2 (Fighter 3, Combat
Reaction 3), Unarmed Fighting 2
(Brawling/Natural Weapons 3).
Perception
Lomeds’ perception is considerably better developedthan Knowledge SV 7 Language 1 (Foreign tongue Rona 3), Race
Knowledge 3.
those of humans, elves and dwarves. They can see at night
as if it were day. Lomed automatically succeed any situation Shadow Arts SV 10 Shadowing 3 (Camouflage & Hiding 4,
roll or skill roll aimed at detecting beings and objects which Finding & Spotting 4, Sneak Attack 4,
Walking in Shadows 4).
are hidden due to non-divine and non-vitner powers. They
also have +10 SV to rolls aimed at detecting targets which Wilderness SV 10 Geography 2 (Orienteering &
are hidden by supernatural means. Finally they suffer only Cartography 3); Hunting Experience 3
(Carve & Butcher 3, Hunting & Fishing 4,
half penalty (rounded up) for fighting while blind or against
Tracker 4, Wilderness Signs 4), Nature
invisible creatures (e.g. -15 becomes -8). Knowledge 3, Survival 3 (Terrain
Experience: Mountain 4, Forest 4, Arctic 4).

Snow Walker
Lomed do not suffer any negative effect from normal cold Traceless
environment. They can walk on deep and soft snow or across Lomeds are experts at traveling without leaving any distinct
icy surfaces as they are walking across normal terrain. In trace behind. It is impossible to follow their tracks using only
such conditions they cannot fall, they move at normal speed the Wilderness skill. Only divine and vitner powers can find
and never suffer SV penalties related to such terrains. them.

chapter 4. creatures of nature | 97


Creatures of Nature

✦ MARE ✦

I
n the western lands, the mare has many names: litha, protect oneself from a mare is to craft a so-called mare’s broom
nightmare, troll mare, and dream banshee, just to to place outside the door. A mare’s broom is a broomstick made
name a few. People used to believe that the mare was a from birch with a silver shaft. The mare cannot stand birch or
manifestation of a demon that had reached our world, silver.
and I had to spend many years to prove that the mare is actually Anyone who manages to capture a mare should rejoice.
a physical creature that shares many traits with the hulder and It is said that the mare will fulfill one’s wish in exchange
the king troll. One of the most important traits of the mare is that for being set free. I once heard of man in Mittland who
it can become invisible on certain days. It is said that this power captured a mare and wished for the most beautiful wife in
is especially strong when the moon glows bright. At such times the world, even though he looked like a troll. He got what
the mare sneaks into households and bewitches people who forgot he wished for, and it is said that the woman he married was
to lock their doors properly. The mare stuns its victims by kissing half elven.
them, a so-called mare’s kiss, and then she will strangle them The mare lives its physical life in the outskirts of the forest.
slowly as she sucks the life force from them, for it is the essence of Most often she will appear as shy and kind, like someone
life that she lives off, not flesh and blood. lost and in need of help. She will do anything to come into
Most people who get mare-kissed fall into a long and deep physical contact with her victim. Thereafter she will attempt
sleep. Some never wake up but instead lie numb in their to escape as fast as she can. The mare will not often choose to
bed until old age takes them. It is said that those who have fight since her physical prowess is very small. However, some
been kissed are constantly plagued by nightmares. Anyone mares have learned magic.
touched by a mare should at once seek a blessing from a holy The mare’s physical form is bent and crooked like that of
man, which makes the nightmares go away. an old woman. The face can be taken for a young girl with
Usually the mare lives in the forest or the outskirts of the great small or big horns on her head. Some mares can conceal their
wild, preferably close to human settlements. The best way to horns through illusions.

Mare’s Kiss from a horrible nightmare, and can make carefully, so as not to waken the rest of
When a mare becomes hungry, she a new situation roll with a situation value the household). For the next 1d10 (OR
breaks into the house of a victim during of 6 (Perception modifiers apply) to see if 10) action rounds, the mare will suck the
the night and gives them her mare’s kiss. they glimpse the mare before she escapes. victim’s life force, causing 1d5 points of
By s­ neaking up to the sleeping victim and However, whether the victim knows it is damage per action round. In each round,
carefully placing her hands on their chest, a mare or thinks it is an illusion from the the victim can make a situation roll with
she can plunge the victim into a deep nightmare is not decided. a situation value of 5 (Psyche modifiers
sleep. The victim must make a situation If the first situation roll fails, the apply) to see if they wake up, with the
roll with a situation value of 12 (Psyche victim is plunged into a deep sleep, after same effect as when the mare tries to
modifiers apply). If the roll is successful, which the mare steps onto the victim’s plunge the victim into sleep, as described
the victim will awaken in cold sweats chest and performs the mare’s kiss (very above.

98 | chapter 4. creatures of nature


Misthal’s Dream must instantly make a situation roll with should wake up from a dream thinking it
The mare lives off of people’s dark a situation value of 9 (Psyche ­modifiers was real life. A nightmare can be a whole
dreams. She consumes life force through apply). On a success, the victim has new adventure. It does not need to be a
dreams, and anyone who encounters nightmares the following night, with no battle for life and death.
the mare will wrestle with their worst lasting impact. On a failure, the victim
thoughts and phobias. In order to enter rolls 1d20 and consults the chart below.
someone’s dreams and change them into When you as a game master describe Night’s Sight
nightmares, the mare needs only to come the dreams, you should do so as ­vividly A mare can see without a light source as
in bodily contact with the victim, who as possible. The afflicted character if it were day.

chapter 4. creatures of nature | 99


EFFECT OF MISTHAL´S DREAM
1d20 Results
1-5 The victim is haunted by nightmares for 1d5 nights; -1 on everything that the victim
does the following day.
6-11 The victim is haunted by nightmares for 1d10 nights; -2 on everything that the
victim does the following day.
12-15 The victim is haunted by nightmares for 1d10 (OR 10) nights; -3 on everything that
the victim does the following day.
16-19 The victim suffers from insomnia following the nightmares; -2 on everything the
victim does until a blessing is performed. The victim awakens with a bloody nose.
20 The victim is haunted by nightmares for 1d10 (OR 9-10) nights; -3 on
everything that the victim does the following day.
The first night of nightmares, the victim must make a situation
roll with a situation value of 12 (Psyche modifiers apply).
On a failure, the victim loses one level in Psyche until a blessing
is performed. If the victim already has the lowest level of Psyche,
another -2 is applied to the existing modifiers.
The victim awakens with a bloody nose.

STATS: MARE
Type: Humanoid; Age: varies, max varies; Size: 1,5t; Movement: Natural Weapons: Damage: Initiative:
Land 2 CP per 1 m (Max 6 m); Initiative (Base): +1; Fear Factor:
Bite 1d10 (OR 9-10) -2 0
1d10 (OR 9-10).
Claws 1d10 (OR 10) -2
Body Points: 20–25
Damage Levels (for 22 BP): 1-6 (0) / 7-12 (-1) / 13-17 (-3) / 18-22 Combat Points: Free 14
(-7) / >22 (Dying) Samples of Attacks: 2 actions per 1 round1
Character Traits: Charisma +1, Dexterity +1, Strength -2 1 action per 1 round2
Feats: Mare’s Kiss, Misthal’s Dream, Night’s Sight • 1 (IM +1) Bite SV 8, Claws SV 6
• 2 (IM +1) Claws SV 14

100 | chapter 4. creatures of nature


Creatures of Nature

✦ NYMPH ✦

T
he naked feminine creature that one should Nymphs can be found all over Trudvang but prefer the
beware of when close to the wild rapids and protective shadows and darkness. To compensate for its bad
water sources of the forest is called a nymph. hunting ability, it has developed an enchanting ability. By
Many stories and tales warn of her power. The humming, the nymph can make its audience hear the most
nymph is a very beautiful womanly creature that some mistake beautiful song they have ever heard. If several people who
for an elf. Wanderers tell of a naked woman that lures folk speak different languages hear the song, each hears it in their
with her beautiful song and formidable bosom. They say that own language.
she can change both her appearance and the mind of a man. The nymph is indeed a strange creature, but even stranger
In truth, a nymph is not very dangerous, but once per year is the warg hare, which always stays close to the nymph.
she must mate, and then she will bewitch with her lovely song. In some ways, it seems as if the two are connected, as if
Like the hulder, the nymph can have children only with a every nymph has a warg hare as a counterpart. The beast
human. The nymph, also known as a “maremill,” lives both is a predator but never leaves the side of the nymph for any
in the water and on the land but mates only at the bottom extended time. Perhaps it is a sort of protector or spirit that
of a lake or other source of water. The song that she uses to the nymph can control when in need. The link between the
lure folk is enchanting, and many are the men that have been two is a great riddle, and even though I have searched and
lured into the water to be drowned. searched, I have not found a good answer.

Enchanting Song same situation value and modifiers as make the victim use violence against the
Anyone who hears the nymph’s song before. On a success, the nymph will still nymph. The victim is prepared to die
sees the woman of their dreams and feels appear as their dream woman, but the from the nymph’s killing bite.
a great desire for her. The victim must victim can think rationally (this is called If several people are bewitched at the
make a situation roll with a situation value the first state of bewitchment). If this same time, they all see their own vision
of 5 to 10 depending on how strong the roll should also fail, the victim’s desire of their dream woman. When a whole
nymph is (Psyche modifiers apply). On a grows so strong that they will never use pack of nymphs attacks, the victims only
success, the victim sees past the illusion violence against the nymph for anything need to face the leader of the pack. The
and sees the natural form of the nymph other than self-defense (this is called the nymphs always wait three action rounds
(which is that of a b­ eautiful girl, albeit second state of bewitchment). In the next for the spell to take effect before they
not the woman of the ­victim’s dreams). action round, a victim who failed must attack with their bites.
On a failure, the victim is enchanted, and make yet another situation roll with the
additional rolls will decide the effect of same situation value and modifiers as
the spell. before. On a success, the victim remains Night’s Sight
In the following action round (after in the second state of bewitchment. On a A nymph can see with a weak light
the failed resistance roll), the victim failure, the bewitchment is complete, and source (stars, moonlight, torchlight, and
must make a new situation roll with the not even attacks from the nymph would so on) as if it were day.

chapter 4. creatures of nature | 101


102 | chapter 4. creatures of nature
STATS: NYMPH
Type: Humanoid; Age: 60, max 120; Size: 1t; Movement: Land &
Water 2 CP per 1 m (Max 8 m); Initiative (Base): 0; Fear Factor: 1d5
Body Points: 26–32
Damage Levels (for 29 BP): 1-8 (0) / 9-15 (-1) / 16-22 (-3) / 23-29
(-7) / >29 (Dying)
Character Traits: Charisma +2, Intelligence +1
Feats: Enchanting Song, Night’s Sight
Weapons:
Unarmed, Dmg 1d5, IM 0, PV/BV -
Seax Knife, dmg 1d10 (OR 10), IM -1, PV/BV 5-50
Combat Points: Free 8;
Samples of Attacks: 1 action per 1 round
• (IM 0) Brawling SV 8
• (IM 0) Seax Knife SV 8 STATS: WARG HARE
Skills: Agility SV 10, Faith SV 1, Fighting SV 8, Vitner Craft SV 1, Type: Quadruped; Age: unknown; Size: 1/2; Movement: Land &
Wilderness SV 8 Water 2 CP per 4 m (Max 20 m); Initiative (Base): +5; Fear Factor: 1d5
Care SV 10 Tradesman 1 (Brewer 2; Cooking 2); Body Points: 10–14
Healing and Drugs 2 (Extracts and Damage Levels (for 12 BP): 1-3 (0) / 4-6 (-1) / 7-9 (-3) / 10-12
Potions 2; First Aid and Nursing 2) (-7) / >12 (Dying)
Entertainment SV 10 Music and Dancing 2 (Singing and Natural Weapons: Damage: Initiative:
Playing Instruments 4); Storytelling 1 Bite 1d10 o
(Playwright 2; Libel 1) Claws 1d5 0
Knowledge SV 10 Language 1 (Mother Tongue (..) 3) Combat Points: Free 10; Natural Weapons: (Bite 10; Claws 10)
Shadow Arts SV 8 Shadowing 2 (Camouflage and Hiding Samples of Attacks:
3; Finding and Spotting 1; Walking in
Shadows 2) • (IM +5) Bite SV 10, SV 10; Claws SV 10

chapter 4. creatures of nature | 103


Creatures of Nature

✦ SKJULD ✦

A
mong the elves there are many stories of tamed the first skjulds, the beasts have been loyal to the elves
Salivehen in Turvanaika, perhaps the wisest of and their traditions.
all elven kings. He was a bearer of traditions A skjuld is clad in wings, with the legs of a cat and the
of great measure, and he thought that no other body of a troll. They have long, pointy ears and tusks like
creatures on Trudvang, save for the fjol trolls, bore any claim a warthog. Their thick hair is raven black and grows like a
to the knowledge that the elves had been given by the gods. It is mane down their back.
said that he tamed the wild skjulds to watch over the knowledge Skjulds are very rare and often stay in the forests near
of the elves, since the skjulds spoke only in riddles. places abandoned by the elves. They are watchers of a place
Once in my many travels, I saw a skjuld and at that time of special significance or a special knowledge, and to gain
only a glimpse of it, for they live in the shadows of the forest access to those, one must wield the right key. Most often the
and use camouflage in the unending crowns of the woods. But key consists of solving a riddle or having the correct answer to
hear me when I say unto thee, the creature is as dangerous to a question. The skjuld will defend the place or the knowledge
encounter as it is filled with riddles. very aggressively. Anyone who tries to break into the place or
We decided not to tread any farther on the lands that the gain the knowledge without having the proper key will meet a
skjuld guarded. I was told that it was a braiding garden, a dangerous creature that will fight to the death.
place where the elves braided in their dead ones so they could The skjuld lives alone, and only in rare cases will explorers
again be one with creation, and that the trees would bring the encounter more than one at the same place. This will only be
leaves high up into the crowns so they could gaze upon the a pair that stand together as watchers.
stars and the night’s sky even though they were not alive to The skjuld is immortal like some elves, but very few are
truly see it. still alive. Often the secrets and riddles that they carry have
Some say it is in this way that yggdras are born, but I been passed on from mother to daughter, and in this way the
have my doubts. However, it was my guide who told me that watchers have kept their hidden treasures.
each skjuld is positioned to guard a special area, and they The elves view the skjuld as a mythological friend and bear
will defend their territory with their lives. Ever since Salivehen great respect for this animal and will never try to harm them.

Abilities
It is not unusual for a skjuld to have
learned spells or elven abilities.

Night’s Sight
A skjuld can see with a weak light source
(stars, moonlight, torchlight, and so on)
as if it were day.

104 | chapter 4. creatures of nature


STATS: SKJULD
Type: Winged humanoid; Age: 5,000, max immortal; Size: 1.5t; Skills: Agility SV 10, Entertainment SV 1, Faith SV 1, Fighting SV
Movement: Land 2 CP per 1,5 m (Max 15 m); Flying 2 CP per 3 m 8, Shadow Arts SV 10, Wilderness SV 10
(Max 30 m); Initiative (Base): +4; Fear Factor: 1d5. Care SV 8 Haeling and Drugs 2 (Extracts and
Body Points: 40–50 Potions 2; First Aid and Nursing 2)
Damage Levels (for 45 BP): 1-12 (0) / 13-23 (-1) / 24-34 (-3) / Knowledge SV 10 Language 1 (Mother Tongue (..) 3)
35-45 (-7) / >45 (Dying)
Vitner Craft SV 8 Call of Vitner 1 (Vaagritalja 2);
Character Traits: Dexterity +4, Intelligence +2 Vitner Shaping 1 (Galding 2, Vitner
Feats: Abilities, Night’s Sight tablet (Delusion Vitner) 2, Vitner tablet
Natural Weapons: Damage: Initiative: (Perceiving) 1, Vitner tablet (Power of
Thought) 1)
Bite 1d10 (OR 10) 0
Vitner Capacity: 43 Galding SV 13
Claws 1d10 0
Combat Points: Free 12; Natural Weapons: Bite 6; Claws 14
Samples of Attacks: 3 actions per 1 round
• (IM +4) Bite SV 12; Claws SV 12, SV 8

chapter 4. creatures of nature | 105


Creatures of Nature

✦ STONEHINJE ✦

V
idrjotuns, hrimtursirs, and logrjotuns have stone. After another couple of hours of breaking open the beast,
all caused difficulties in my travels, but it is they reached its heart of gold. The wildfolk proudly displayed
the stonehinje that has given me the greatest the heart, which to my eyes looked like the most beautiful of
trouble over the years. How can a giant made treasures, not at all as harsh and clumsy as the giant itself. The
completely of stone, with a heart made of gold and a stomach heart was as big as a man’s fist, and even though the wildfolk
as hollow as a cave, even be alive? Something tells me that had slain the stonehinje long ago, it was still warm.
vitner is indeed involved in keeping the giant alive. The Another chronicle that cannot be completely translated
mystical dwarves speak of a special part of the mountain that writes of the “soul-given stones,” or the stonehinjes, as they
is alive, and that one can use songs and drums to call forth are now called. These blocks of stone that were given a soul
something that is born when the mountain trembles and opens. could change shape from a roughly carved stone creature
They speak of a creature that slumbers in the mountain but on two legs to a specific object. The object could be a door
emerges in the form of a great giant. Sometimes the stonehinje or something else made of stone. The dwarves often created
will decide for itself when it is time to come forth from the stonehinjes whose ability was to transform into a door or a
mountain, but most often they are lured out, and at that time wall. In this fashion, the stonehinje could be set as a guard
they serve the ones who called them. over a room or a hallway. Sometimes the creator of the
I have been told that the stonehinje exists in many different stonehinje worked in a drop of blood from the one who had
sizes. Some grow as large as mountains, other only as big as asked for the creature to be made so that the giant would
ogres, but there is no doubt that this is a giant creature. It always recognize its master. Stonehinjes could also be set to
prefers places where the mountain lies strong under its feet, guard an object or the owner of an object. If the object was
and the cold stone brings it great satisfaction. Stonehinjes moved, the stonehinje would move along with it.
that leave their mountains behind seek to build their own There was a piece from a letter that described how the soul-
nests of stone. Like logrjotuns, they like to sleep. However, they giver could choose to give the stonehinje a consciousness of
do not fall into the same long and deep sleep as the vidrjotuns. its own or no consciousness at all. The stonehinjes without
A stonehinje usually sleeps for one year and is awake for the consciousness were simply given orders to follow for the rest of
next year. Old stonehinjes can sleep for up to ten years at a their existence. The stonehinjes with consciousness were allowed
time but are seldom awake more than one year at a time. to be the masters of their own lives however they liked, as long
Everything points to the stonehinjes being as immortal as as the task that they were given remained their top priority.
the mountains, and when the time has come for the eternal The latter type of stonehinjes were also given the ability to
sleep, they journey into the mountains and become one with reproduce themselves, an ability bestowed by the spirit of the
the stone. It seems highly unlikely, but dwarves claim that mountain. This was done so the giant could create a version
there are stonehinjes that awaken to life more than once. The of itself to follow in its footsteps and continue to carry out its
dwarves also say that a sort of prehistoric stonehinje exists assigned task, until the offspring was mature enough to create
that carries great wisdom and has seen and heard things that another copy that in turn would take over the task.
only elves and yggdras have. Stonehinjes can sleep for practically all eternity. What it is
In Nhoordland I once encountered wildfolk who had killed that makes them rise up and depart for the world, very few know.
a stonehinje to retrieve its heart of gold. They spoke of an old The personality and appearance of a stonehinje can be
but very strong beast. Neither cutting irons nor fire would likened to that of a human. Just as there are humans with bad
bring its stone shell down. After hours of hard fighting, they character, there are stonehinjes with bad character and morals.
eventually defeated the giant by crushing it with a block of They often choose a life like eremites close to their mountains,

106 | chapter 4. creatures of nature


but sometimes they will go out into the world until the time Stonehinjes that have been lured forth by dwarves seldom
comes for them to return and become one with the mountain. gain their own consciousness, though on very rare occasions
There are two types of stonehinjes, those that were born from they might. A stonehinje that has been created without a
the mountain and those that were lured forth by the dwarven consciousness is immortal unless destroyed. They can function
stone interpreters. All stonehinjes born from the mountain for practically all eternity. These stonehinjes are often created
have their own consciousness and live like any other creature to fulfill certain purposes, such as to serve as a door, a
(even though this is vastly different from any other animal guardian to attack the uninvited, or a small stone creature
life, as they neither eat nor engage in sexual activity). whose only mission in life is to keep a place clean.

Immune to Fire and Cold Normally one cannot detect that the Night’s Sight
object is in fact a living creature. To A stonehinje can see without a light
A stonehinje is completely immune to detect this, an observer needs to weave source as if it were day.
fire and cold. the correct type of vitner around the
transformed stonehinje.

Metamorph
Depending on its assigned task, the
stonehinje can transform into a
­
simple object such as a chest, door,
wall, floor, and the like. Its bodily
mass will make up the material of
the object, and it is up to the game
master to decide what conditions will
cause the metamorphed stonehinje to
attack. Often it attacks when someone
uses violence against it or when a
predetermined enemy comes
­
nearby.

chapter 4. creatures of nature | 107


STATS: STONEHINJE
Type: Humanoid; Age: varies, max varies; Size: 3t; Movement: Land 2 Number of Rounds to Spread Combat Points: 2
CP per 3 m (Max 18 m); Natural Armor: 5; Initiative (Base): -6; Fear Combat Points: Free 10 / Attacks & Parries 14
Factor: 1d10.
Samples of Attacks: 2 actions to be divided among many
Body Points: 80–100 rounds according to the Stonehinge’s
Damage Levels (for 90 BP): 1-23 (0) / 24-46 (-1) / 47-68 (-3) / size.
69-90 (-7) / >90 (Dying)
• (IM +4) Bite SV 12; Claws SV 12, SV 8
Character Traits: Strength +6
• (IM -6) Brawling SV 14, SV 10
Feats: Immune to Fire and Cold, Metamorph, Night’s Sight • (IM -8) Club SV 12, SV 12
Weapons: • (IM -10) Battle Hammer SV 9, SV 8, SV 7
Unarmed, WA -, Dmg 1d10 (OR 10) +6, IM 0, PV/BV - • (IM -13) Maul SV 14, SV 7
Club, WA 4, Dmg 2d10 (OR 9-10)+6, IM -2, PV/BV 6/60
Battle Hammer WA 3, Dmg 2d10 (OR 9-10) +6, IM -4, PV/BV 7/70
Maul WA 2, Dmg 2d10 (OR 7-10)+6, IM -7, PV/BV 10/100

108 | chapter 4. creatures of nature


Creatures of Nature

✦ YGGDRAS ✦

T
rudvang is home to many strange creatures and met could put a broken branch back in its rightful place with
beings from the world of fairy tales. A very only its gaze, or create a bed of flowers and moss for one to sit
special example is the yggdras, which is said to on with just one tune from its lips.
be the most ancient creature in all of Trudvang. The yggdras carry great wisdom and knowledge of the
They come from the time when the elves wandered with their world that they were meant to guard. Few other beings are
gods, the vanir, and it is said that the yggdras were linked to their equal in this regard. Any knowledge the yggdras do not
one another and were the very soul of nature. But then came possess has probably been lost to time.
the Long Storm, and the black fire of the dragons tore nature All yggdras are mentally connected. They can be viewed
apart, and that which had been one creature now became as one single individual with several bodies. Even so, each
several. The yggdras took shelter in the trees, for they lived for body has its own personality and will, its own self. That is
a long time and were protected, but the elves say that there are why the yggdras have such great collective knowledge. That
also yggdras that hide in animals and even in flowers, that the which one individual knows or discovers is instantly known
fairest rose can be an yggdras. by every yggdras. With the help of the trees in the forest, they
The yggdras originates from the family of creatures known can also extend their consciousness and see into all corners of
as the “drajols,” souls that live in total harmony with nature the woods.
and are also its protectors. Even though the yggdras is a very There is no common appearance for an yggdras, since it
strange creature, I have met one on three different occasions. hides in nature. If one sees something that looks like a face in
During one of these meetings, I sat with the yggdras for the trunk of a tree, one can almost be certain that an yggdras
several days. It told me about animals and creatures that have lives there. Most commonly, one can find these souls of nature
disappeared from Trudvang with the passing of seasons, and in the ancient barknut trees that, with their thick and knotty
I wish oh so dearly that I had had more time to listen. For it trunks, can live for more than an age of man.
is with songs and hymns that it speaks with other creatures. The yggdras lives in symbiosis with its host tree. The
The yggdras sang of the moss-covered tree trolls that have nutrition that the tree takes up through leaves, roots, and
long since disappeared from Trudvang, and also of dragon branches is shared with the yggdras. The yggdras provides for
men that once wandered here. I was most impressed by the the tree an essence that makes it stronger. Often yggdras live
creature’s long song about the giant spiders. The yggdras together in a group of twenty to help each other take care of
seemed to have unending knowledge about this beast of the the forest, their garden.
forest. They are a shy kind, and it is always an yggdras that
It is also said that the yggdras are one of the few creatures chooses to see someone, not the other way around. The
that have learned to master the hidden magic; some say it was information that they carry is given out only in small
in fact the yggdras in the first place that found and polished portions, and they do not share information that is too great
this gift of vitner. I will let it go unsaid which type of magic for other creatures to handle. They often speak in riddles that
the yggdras master, but let me say this: the yggdras that I tell very little about outcomes or solutions.

chapter 4. creatures of nature | 109


110 | chapter 4. creatures of nature
Feel Hostility
An yggdras can feel the presence of
­intelligent creatures within 200 meters
and know whether such a creature is STATS: YGGDRAS
­hostile or not. Type: Entity; Age: varies, max varies; Size: 1.5t; Movement: Land 2 CP per 1 m (Max 3 m);
Natural Armor: 3; Initiative (Base): -5; Fear Factor: 1d5.
Body Points: 31–39;
Night’s Sight Damage Levels (for 35 BP): 1-9 (0) / 10-18 (-1) / 19-27 (-3) / 28-35 (-7) / >35 (Dying)
An yggdras sees without a light source as Character Traits: Intelligence +4, Perception +4
if it were day.
Feats: Feel Hostility, Night’s Sight, Speak With Animals
Natural Weapon: Damage: Initiative:
Speak With Animals Tree branch 1d10 0
Throughout the years, the yggdras have Combat Points: Free: 6
learned to speak with animals. This has Samples of Attacks: 1 action per round
led to the animals in the forest protecting
• (IM -5) Tree Branch SV 6
the yggdras from evil intruders.

chapter 4. creatures of nature | 111


112 | chapter 5. dragons - wurms
Chapter 5

✦ DRAGONS - WURMS ✦

W
hat not many know is that the wurms arrived in Trudvang in the same
moment as the elves plummeted like spears of starlight onto the surface of
the world. The fact is that the dragons came down like black shadows next
to the elves and the Vanir. Where they came from and why they followed
the elves and their gods is shrouded in mystery.
Learned men believe that it was when the starlight passed Bloodheim, the world of demons,
that the beings of dragons were created in the shadows that fell on terrible surfaces of the
demonic world. The shadows then followed their bright siblings to Trudvang and landed at
their side.
While the Vanir and the elves spread knowledge, the shadows slowly began to shape
themselves. The creatures were filled by the hate of Bloodheim and an incomprehensible desire
to own and possess. When the dragons crawled forth from their lairs and for the first time saw
Trudvang through their reptile eyes, this desire was awoken in them. They intended to own
Trudvang. It would be their world, over which they would rule with fear and chaos. And so
fell upon Trudvang the Long Storm, the war between elves and dragons in which the elves, in
the end, were the victors.
The dragons that survived sought their way back to the dark places whence they came to lick
their wounds. In the depths of their hollows they cursed the elves and swore that they would
one day return to Trudvang united in power to reclaim what they thought to be theirs.
Many a year passed, and the dragons’ sleep formed them into new creatures. During the
Long Storm they had all appeared the same, but when the dragons awoke again, they had
been reshaped by their long slumber. It was revealed that the places in which they had slept
determined how they appear to this day. For example, the jarnwurms found themselves deep
under the mountains, the hrimwurms formed in the ice, and the yggwurms found their rest
high upon the mountain peaks of Trudvang (being close to the light is perhaps also the reason
why they differ so greatly from their more ferocious cousins).
Today only a few hundred dragons roam the world, but learned elves fear the day when all
the dragons will awaken in full strength. These elves constantly try to decipher the stars and
search for signs that a new storm shall arrive.

chapter 5. dragons - wurms | 113


Dragons - Wurms

✦ BRASKELWURM ✦

T
he braskelwurm is a strange creature, perhaps one One can find this creature in the deepest forests or the darkest caves.
of the most dangerous in Trudvang. A Mittlander It cannot stand sunlight. A braskelwurm that is exposed to sunlight
skald once told me that the braskelwurm was will catch fire, so it stays in its dark den during daytime. Moonlight
born when a stone rooster swallowed the egg of seems to have a powerful effect on the braskelwurm, which likes to go
a lindwurm. I myself have never seen a living braskelwurm, but hunting when the moon is full and glows the strongest.
only visited a place where one had its nest. Petrified creatures bore Thanks be that the braskelwurm is a rare beast. There are few
witness to the stories of a beast that can petrify its enemies with its who have encountered it and survived.
gaze. In the nest of the braskelwurm, I found objects made of gold The braskelwurm is a strange little creature that in spite of its small
and silver, and a collection of eggs both great and small. stature can petrify even the greatest dragon with a well-aimed gaze. It
The great beastologist Hauklon Breid is said to have encountered produces a clucking sound just like a rooster, which has given rise to
a braskelwurm once during his travels in Mittland. He told of a its nickname: braskelrooster. Braskel is Vrok for “big stone.”
creature the size of a wolf that walked on all fours and had a great The braskelwurm, or braskelrooster, is a reptile that lives in the
head with bright, glowing eyes. It resembled both a stone rooster deepest forests or caves, where it is protected from the dangerous
and a lindwurm. Its thin scales were white, almost transparent, but rays of the sun. It lives mostly on roots, bark, mushrooms, and
could change their color to green and gray just like the thoorkalian such. It is a very selfish beast that seldom allows any other living
Breijtja lizard. creature to step onto its turf. The braskelwurm usually attacks only
The braskelwurm has a love of nesting on eggs from certain with its gaze, but in rare cases it will use its bite or claws.
creatures. It can, however, never bear any spawn itself. Because of The braskelwurm seldom grows taller than knee high, and it
its regenerating heart, just like the lindwurm, a new braskelwurm moves on four legs. It is clad in scales that oscillate from green to
is created only when the old one dies. gray, which allows it to easily camouflage itself in the landscape.

Fast Petrify be its victim has a negative modifier of -6


A Braskelwurm knows how to get the When the braskelwurm attacks with its (situation value 8). Depending on the age
best from its four legs, which he can eyes, it tries to force the victim to face its of the braskelwurm, the situation value
easily coordinate during combat more gaze. It does this by clucking seductively may be modified. A young b­ raskelwurm
than other quadrupeds. A braskelwurm and pointing its glowing eyes toward is much more dangerous than an old one,
that wishes to move during combat its chosen victim. Even if the clucking is and the most dangerous are the ones that
while maintaining control of its neither beautiful nor seductive, it is hard not were just born. It is up to the game master
surroundings can move up to up to to turn one’s attention toward this sound to give modifiers based on the age of the
double the rate that its size would allow. and then fall into the deep eyes of the reptile. braskelwurm. In addition, when a fight
This means that it can move up to 4 m All who hears the clucking noise must starts the Braskelwurm stops clucking,
per 2 CP spent. However, it can never make a situation roll with a situation as all its opponents are at risk to meet its
move farther than its total movement value of 14 (Psyche modifiers apply) to gaze. They must either close their eyes
capability per action round. avoid looking into the beast’s eyes. The (see GM guide p.49 for Blind Fighting) or
one whom the braskelwurm has chosen to succeed a situation roll (SV 8 for melee,

114 | chapter 5. dragons - wurms


SV 12 for ranged attacks) modified by STATS: BRASKELWURM
Perception every round to avoid the gaze. Type: Quadruped; Age: 100, Max 250; Size: <1/3; Movement: Land 2 CP per 4m (Max 8 m);
Victims of the gaze can withstand the Initiative (Base): +2; Fear Factor: 1d10.
incoming spell by making a situation roll Body Points: 13–16
with a situation value of 6 (Psyche modifiers Damage Levels (for 14 BP): 1-4 (0) / 5-8 (-1) / 9-11 (-3) / 12-14 (-7) / >14 (Dying)
apply). If the roll fails, the victim is instantly Character Traits: Perception +2
turned to nearly unbreakable stone. This
Feats: Fast, Petrify, Regenerating Heart, Sunlight.
means that the petrified victim gains a
­Protection Value of 10 and a Break Value of Natural Weapon: Damage Initiative:
100. When the Break Value is lowered to 0, Bite 1d5 0
the victim starts to take damage like normal, Combat Points: Free 10, Natural Weapons 22
and if the victim takes as much damage as Samples of Attacks: 4 actions per 1 round1
double its Body Points, the stone statue will 3 actions per 1 round2
break and the victim will die.
• 1 (IM +2) Bite SV 11, SV 8, SV 8. SV 5
A petrified creature is in a constant • 2 (IM +2) Bite SV 15, SV 9, SV 8
state of sleep and cannot comprehend the
passage of time or what happens around
them. The victim cannot affect anything in
its surroundings. One can set free a petrified
person with the spell Remove Petrification
(Braskelbrotja). When the petrification runs
out, the victim returns to its original form.
A petrified creature is not attached to
the ground in any way besides gravity, and
can be moved by someone strong enough
to do so. The statue weighs around ten
times the victim’s original weight.

Regenerating heart
The braskelwurm cannot breed; rather, it
multiplies due to its regenerating heart
that creates a new braskelwurm when
the old one has died. It can take between
one and two years before a new one is
born. Sometimes, the heart will split and
two identical twins will be created. The
­difference with the lindwurm, which also
has a regenerating heart, is that no one but
the braskelwurm has any use for its heart.

Sunlight
A braskelwurm that stays in a place where
the sun directly shines on its scales will
catch fire within mere moments (1d6 + 2
action rounds). First the scales will start
to smoke lightly, and then they will be set
aflame. The braskelwurm will ­ survive
longer in places where the rays of the sun do
not directly hit its scales. It is very rare that
braskelwurms will come out of their dark
den during daytime, but one can sometimes
spot a braskelwurm departing at dusk.
Dragons - Wurms

✦ HUVFURWURM ✦

T
he so-called “huvfurwurm” has many oddities develops a new head. This new head is always unique, but Raka
that make it unique, but also clearly related to considered that the greater pain caused to the dragon, the greater
other draconic beasts. For a long time, many and more dangerous the new head will be. She told me that she
believed that a jarnwurm had mated with a had once seen a huvfurwurm with over a hundred heads, and it
lindwurm and thus spawned the huvfurwurms, though my eventually became unable to move and fell over so that it could
research shows that any relation to jarnwurms can be almost be slain.
completely disregarded as naught but a myth. However, this The huvfurwurm can be found in many environments, but
draconic beast bears much resemblance to both the lindwurm for the most part it prefers moist places such as marshlands,
and the braskelwurm. All the same, the huvfurwurm is a fens, or bogs. This devourer of all things lives in a cave that it
unique species, different from all dragon kinds. claims as its own. If it does not find a den, it will dig its own
Their wounds close swiftly, and even more so when the cave that can be several hundreds of meters deep.
wurm suffers great pain. Moreover, their severed limbs grow A huvfurwurm is not very intelligent and mostly operates
anew like they had never been touched by a weapon. From as a great carnivore. It does not eat often, at most once a
that fact springs the myth that huvfurwurms grow new heads month. At these times, it does not stray far from its den as it
when the old ones are cut off or badly wounded. But even age has a tendency to fall asleep after it has devoured food. When
seems to have this effect on the dragon. The huvfurwurm is the huvfurwurm has eaten, it lies asleep deep inside its cave
born with only one head and it is in this fashion quite like until a few days prior to the time of the next meal. The beast
all the other dragons. What sets it apart from its cousins are awakens a day or two before it needs to eat again. It is during
great lumps and growths on its neck and body that create new these days that the huvfurwurm is most active and can leave
heads when the dragon grows older. As a sort of biological its cave.
defense these lumps produce new heads rapidly when the If someone tries to sneak up on a huvfurwurm that lies
dragon experiences pain. A head that has been removed from sleeping, he risks being discovered by the beast, since it is not
the body is not replaced with a new one in the same place, as certain that all of its heads will sleep at the same time.
the myth would have it. Since the huvfurwurm often has several heads in motion,
Only once in my life have I seen a huvfurwurm, and at that it can engage attackers from all directions. Each head that
point I encountered it after its demise. But if my theories about is attacking can reach up to 6 meters from the point where
the lumps are true, there is no limit to how many heads the the drake is standing. The huvfurwurm does not coordinate
dragon can have, for its body is covered in these growths. I mean its attacks, which means that a head can engage a target
hundreds of them, perhaps even thousands. without any regard to what the other heads are doing
The beastologist Raka Tinderfaogla once told me that the or whom they are fighting. Hence, all attacks lash out
huvfurwurm has an organ that lies close to its heart that seems to randomly at targets within reach of the huvfurwurm. The
control the dragon’s impulses. When the huvfurwurm is exposed one exception is that, when a head has snatched a victim in
to great pain, the pain is sent to this organ, which instantly its jaws, all heads also engage that target.

116 | chapter 5. dragons - wurms


chapter 5. dragons - wurms | 117
A huvfurwurm can be killed in two Number of Heads with their own BP but only those
­ifferent ways. The first and probably
d There is no exact amount of heads for coming from the body BP. The GM can
the most difficult way is to get close to a huvfurwurm. It is up to the game allow aiming hits at specific heads but
the body of the huvfurwurm and deal so master to determine how many heads a ­suffering ­penalties which are totally up
much damage that the body’s Body Points dragon has and how many times each of to the GM’s j­udgement. Remember that
reaches below 0. A more time-­consuming them have been regenerated. To decide the ­huvfurwurm is a 7t sized creature,
way is to cut off all heads four times. randomly, the GM can roll 3d6 +2 to ­therefore its Combat Points should be
Each time the head is regenerated, but on determine the number of heads. Treat spent across 3 rounds and only after that
the fourth time the new head will be too each head as an individual creature. time will the CP ­regenerate. All heads
mutated to be functional. This fourth-time Each head has a neck that can ­withstand share the same pool of Combat Points
regenerated head can not even regenerate about 25 (±5) points of damage before and do not have separate CP.
again, if it is cut. If there is no functional it is removed. The heads do not suffer Consider that the number of heads can
head, the huvfurwurm dies. penalties from damage levels linked both increase and decrease during combat

118 | chapter 5. dragons - wurms


and wounds, ­ especially ­ decapitations, HEADS OF THE HUVFURWURM
could trigger the ­creation of more heads, 2d10 Results
according to GM’s ­judgement and the 2–4 Instead of one head, two normal heads are regenerated.
rules below described .
5 Head with a thin neck; halve Body Points to cut off the neck.
6 Head with a thick neck; double Body Points points to cut off the neck.
Regenerate Head 7 A head with hypnotic eyes which can be used without spending CP. The victim
When a huvfurwurm takes great must succeed on a situation roll with a situation value of 8 (Psyche modifiers apply)
damage (20+ points of damage) or if to avoid being hypnotized. A victim that is hypnotized is paralyzed and cannot
a head is cut off, a new head is created awaken for 2d6 action rounds or until it takes at least 1 point of damage.
from one of the many growths and 8 The head is visually impaired; SV -3 on attacks.
lumps that cover the dragon’s body (the 9 Mutated head with great tusks; the chance of an open roll increases by 1.
game master decides how often this 10 Frenzied head that attacks its own kin.
happens). The greater the damage, the
11 Grabber head that is broad with a great jaw and a set of small, sharp teeth. On a
more dangerous the head. A few have successful attack, the head deals half damage, but if the victim fails a situation roll
their own abilities and can be used in with a situation value of 12 (Strength modifiers apply), the victim is held firmly by
battle. The GM can create other heads the mouth. All other heads gain +2 SV on attacks against that target until the victim
with special traits and powers. Below has freed himself by succeeding on another situation roll.
are examples of heads and their traits. 12 Short neck; -4 m in reach.
In order to remain functional a head
13 Extra-long neck; +4 m in reach.
cannot be severed and regenerated more
than three times. This is due to the fact 14 Defensive Scales; the Natural Armor of this head is 7
that every time a new head grows it is 15 Heavily Scaled Head; the Natural Armor of this head is 10
mutated, both in shape and property. 16 Mutated giant head with giant teeth and a huge maw; +3 SV on attacks, and chance
The first three times the GM rolls 1d20 of an open roll increases by 2.
on the table below while the fourth time 17 Acid head that can spew acid up to 7 m in the shape of a cone with a diameter of 4
the head is so mutated that it can not m at the end of the cone. It deals 1d10 (OR 8-10) points of damage. The head can
cause any injury anymore or even work spew acid two times per day. The acid spit does not cost CP and can be avoided
­normally. Should such a mutated head with an Agility (Evade specialty) roll.
also be cut off, it does not grow a new 18 Fire head that can breathe fire up to 10 m in the shape of a cone with a diameter of
one to replace it. You will notice that 4 m at the end of the cone. It deals 1d10 (OR 7-10) points of damage. The head can
some head regeneration can result in breathe fire two times per day. The fire breath does not cost CP and can be avoided
two or more extra heads. Regarding the with an Agility (Evade specialty) roll.
number of regenerations, the extra heads 19 Two extra heads grow (roll two times to see which ones).
will not be considered anew, but they will 20 Three extra heads grow (roll three times to see which ones).
keep the same regeneration status (first,
second, etc..) that they should have had, STATS: HUVFURWURM
if they were singular heads. Type: Quadruped; Age: 200, Max 375; Size: 7t; Movement: Land 2 CP per 14m (Max 28 m);
Natural Armor: 5; Initiative (Base): -4; Fear Factor: 1d10 (OR 7-10)
Body Points: 153–187
Night’s Sight Damage Levels (for 170 BP): 1-43 (0) / 44-86 (-1) / 87-128 (-3) / 129-170 (-7) / >170 (Dying)
The huvfurwurm sees without any light Heads Body Points: 20-30
source as if it were day. Damage Levels for Heads: none
Character Traits: Intelligence -4, Perception +2,
Feats: Night’s Sight, Number of Heads, Regenerate Head.
Natural Weapon: Damage: Initiative:
Bite 3d10 (OR 8-10) + 6 0
Number of Rounds to Spread Combat Points: 3
Combat Points: Free 10; Natural Weapons: Bite 20 (+ 2 CP per head)
Samples of Attacks: Up to 9 head attacks per 3 rounds
(no head can spend more than 14 CP per bite)
• (IM -4) Bite SV 10, SV 9, SV, 9, SV 6, SV 6 (Huvfurwurm with 5 heads)

chapter 5. dragons - wurms | 119


Dragons - Wurms

✦ HRIMWURM ✦

L
ate summer offered up warm weather and shining no answer. Soon all the villagers had disappeared and left me
sun when I arrived in the little village of Kwudhwa standing alone in the yard.
in southern Fylges. I had for several days steered Great and featherlike snowflakes started falling around me.
my horse’s hooves towards Ymertwal and now The cold breeze brought them along from the south, from
when I stood by its foot, I could do nothing but marvel at Ymertwal, and when I turned my gaze toward the mountain,
the great peak that towered above me like a giant pillar from I could see the black storm clouds surrounding it. Dazed and
the mountain mass of Ymergate, reaching to the blue heavens confused, I stood there in the sudden winter and watched the
above. Without a doubt, this is one of Trudvang’s highest mountain as the snow grew more fierce and the wind started
and most beautiful mountains. Surely there are high peaks hissing.
in Nhoordland too, but there you must already be high up Suddenly, I thought I saw movement among the clouds.
in the mountains to spot them. Ymertwal, on the other hand, Yet I was surprised and stunned when the white dragon broke
rises without warning from the plains and does not seem to through the great black clouds and dove from the heavens
stop until the end of the heavens above. downward toward me. Paralyzed by horror, I saw its shape
I do not know how long I had been standing there, in awe of grow larger and larger as the temperature dropped. Trembling
the mountain. But it must have been quite a while, for an entire in a combination of fear and biting cold, I stood unable to
gathering of children had begun to flock around me when move and watched as the dragon landed upon my poor horse
I eventually managed to pull my gaze from the mountain. I that stood bound thirty steps away. The horse was not given
heard cheerful words from both men and women who bade any warning or time to react, and I watched in despair as
me welcome to their village. When I turned to take care of the dragon devoured it with great hunger. The red blood was
my horse, I noticed that a young boy had already done my sharp in contrast to the chalk-white scales, and I realized that
intended job for me and now stood grooming it in a stable of I was next in line to be eaten.
sorts. The hospitality was so sudden and great that it made me Even though the horror was so great that I was completely
oddly suspicious. It was later revealed that the villagers were incapable of moving, I could not help but witness what
incredibly hungry for news and tidings from far-off places, and happened around me. A great round sphere with the dragon
since they had seen my instruments, it was not long before I was as its center had taken shape. On the inside, where the dragon
asked to perform. The night grew long, filled with laughter and was, the cold air stood completely still. But on the outside
with much to drink, and quite frankly I cannot remember how I witnessed a blizzard of snow that swirled like a storm in
it ended when it eventually did. the great ice plains. Suddenly the dragon lashed out with its
When I awoke the following morn, I realized that something great wings and I knew that my time had come. But instead of
was not right. I was very cold, cold as if it were midwinter eating me for supper, the dragon took to the skies, and when
in some of the countries farther north. I wrapped the thin it did, the protective sphere followed. I was left standing in
blanket around me and made haste out of the house and the snow and witnessed the great storm that surrounded the
to my great astonishment, I found myself standing barefoot dragon as it disappeared toward the peak of Ymetwal.
upon frosted grass. Around me the villagers came out of their To this day I wonder why I was left untouched by the
houses equally surprised at the landscape’s sudden shift in hrimwurm.
character. However, it was not long before their astonishment The hrimwurm, or frost dragon, is a rare creature that was
was replaced by horror. “Hrimunen has awoken,” I heard first sighted during the Age of the Queen. It has since lived
someone whisper, and soon this was repeated like a horrid in the farthest northern regions or high upon the peaks of
mantra by the villagers. “Hrimunen?” I asked, but received mountains where the cold is most intense and chilling. There

120 | chapter 5. dragons - wurms


it has made the ice into its home, building its nest deep within of this dragon is considered to be some of the best protection
one of the many icy caves that have been carved there. The that a warrior can carry in the great ice plains, since it serves
dragon is clad in thick white scales that protect it from the as a shield against incoming blows and the unthinkable cold.
cold and make it hard to discover in the snowy landscape. The hrim breath is the hrimwurm’s breath weapon. It does
The white scales serve as somewhat less viable protection than not deal as much damage as the breath weapons of other
those found on others of the dragon’s kin. However, the skin dragons, but it puts the victim into a type of frosty sleep.

chapter 5. dragons - wurms | 121


Hidden Hrim Body HRIM BODY DAMAGE


In order to spot a hrimwurm that lies in the The hrimwurm has lived in the cold for Action Round Damage
snow at a distance, a successful roll of the such an extensive amount of time that its 1 –
Shadow Arts skill with a modifier of -10 is body has absorbed the cold, c­ onstantly
2 1d6
required; on a failure, the dragon is mistaken releasing it in a ­ phenomenon called
for a large pile of snow. If the dragon is in “Hrim Body” which does not require the 3 2d6
motion, a situation roll with a situation value expense of any CP. An ever-present frost +1 +1d6
of 8 (Perception m­ odifiers apply) is required pulsates in a sphere around the dragon. (Damage per round spent within the sphere)
to discover it or, ­alternatively, a skill roll The sphere is 15 meters in diameter. All
with a modifier of -3. At a smaller distance, who stand within the sphere must make a
a situation roll with a situation value of 15 situation roll with a situation value of 10 Night’s Sight
(Perception modifiers apply) is enough. It (Psyche modifiers apply) in order not to The dragon can see up to 100 meters
is up to the game master to apply his own flee from the sphere. The cold within the in pitch darkness as if it were daylight.
modifiers depending on the e­ nvironment. sphere deals the following damage per Beyond that, visibility decreases and
action round to any who stand within it. disappears completely at about 300 meters.
Winter clothes halve the damage
Hrim Breath during the first three rounds, but for
Like other dragons, the hrimwurm has this to have any effect, the clothes must Thermal Sight
a breath weapon which is called "Hrim be counted as winter clothing. The Hrimwurms can see heat sources up to
Breath" and it turns to ice all the victims ­following count: thick pants, fur coat, 300 meters away, using this sense to
in front of the wurm. To perform a Breath fur hat, fur shoes, and thick gloves. determine how far away the heat source
Weapon no Combat Points are spent and A character with a full set of winter is located as well as how large it is. The
a SV13 roll must be made. A person that clothing that is made from the fur of a dragon can suppress the thermal vision
is exposed to the hrim breath suffers the mastomant takes no damage. Armor when necessary and cannot be shocked by
damage dealt by the breath, and must also does not protect from this damage. a sudden source of heat.
make a ­situation roll with a situation value
of 7 (Psyche modifiers apply). STATS: HRIMWURM
On a success, the victim gets frostbite Type: Quadruped winged creature; Age: 350, Max 500; Size: 7t; Movement: Land
and has a modifier of -3 on everything 2 CP per 14 m (Max 28 m); Flying 2 CP per 14 m (Max 42 m); Initiative (Base): -4;
they do for 1d10 action rounds. Fear Factor: 1d10 (OR 7-10).
On a failure, the victim is chilled so Body Points: 183–224
thoroughly that they cannot bear to do
­ Damage Levels (for 204 BP): 1-51 (0) / 52-102 (-1) / 103-153 (-3) / 154-204 (-7) / >204 (Dying)
anything for 1d10 (OR 7-10) action rounds. Character Traits: Perception +2
The victim becomes so stiff and unable to
Feats: Hidden, Hrim Body, Hrim Breath (SV 13), Night’s Sight, Thermal Sight.
move that he can only hope to curl up and
hold himself while trembling from the cold. Other Feats: Hrimwurms can use the Catch and Tail Whips feats (see Gamemaster’s guide p.113).
If a victim who fails the situation roll is Natural Weapons: Damage: Initiative:
exposed to another hrim breath and fails Bite 3d10 (OR 8-10) + 6 0
that situation roll as well, they fall into a Claws 3d10 (OR 9-10) + 6 0
hrim sleep for 1d10 (OR 7-10) hours. A
Hrim Breath 2d10 (OR 8-10) -4
victim wearing a full outfit made from
the fur of a mastomant takes only half the Number of Rounds to Spread Combat Points: 3
damage, and a modifier of +5 is added to Combat Points: Free: 10; Natural Weapons: Bite 10, Claws 13
the situation roll, which means that the Samples of Attacks: 3 actions per 3 rounds
roll equates to 12 instead of 7. • (IM -4) Bite SV 11, SV 9, Claws SV 13
The dragon can use its hrim breath up • (IM -8) Hrim Breath SV 13
to three times per day.

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Dragons - Wurms

✦ JARNWURM ✦

A
s the elves once feared the logiwurms, the It weighed as much as a sack of flour, and I could not even begin
dwarves fear the dreadful jarnwurm. Much to imagine how the dragon had been able to move when it was
is veiled in secrecy concerning the origins of still alive. With a body covered in thousands and thousands of
this dragon, and the stories are as few as the similar scales, the jarnwurm should not have been able to move,
number of dwarves alive. The buratja dwarves who live deep in and yet the dwarves spoke of a beast that was both agile and fast.
the bosom of the earth near the mighty lava rivers say that the After a long and arduous negotiation, the dwarves eventually
jarnwurm was created by two prehistoric dragons that laid eggs allowed me to take a scale; alas, I lost it when Bysentian roaming
in the lava. There the eggs lay for thousands and thousands hirdmen attacked our caravan a year later. However, when in the
of years before they were hatched. So devastating has this twilight of my life I gather my notes, I shiver at the thoughts of
dragon’s reign over Trudvang been that an entire age has been this terrible beast and marvel at its anatomy and powers. It’s as if
named after it: the Age of the Jarnwurm. The dwarves have the dragon were created for one single purpose: to kill.
always hated the jarnwurm and yet loved it at the same time. The jarnwurm is a creature from a lost time that was awoken
From the blood of the jarnwurm one can create the mightiest of by the dwarves and has made the mountain ranges of Trudvang
bindings, ironblood iron. Ironblood iron is heavy but durable, its home. It nests deep in the darkest and most ancient places of
and above all else, blade weapons made from ironblood iron the mountain, where it’s so hot that the stone is almost liquid.
can be sharpened like no other. This dragon is evil, greedy and cruel, and almost never caresfor
The jarnwurm is more compact than the logiwurm and yet more speaking with simple creatures that walk on two legs. If someone
durable. Its iron-like skin is covered in thick, hardy black scales dares to venture into its nest in search of treasure and glory, the
that are mostly impenetrable. The fire that the jarnwurm breathes dragon will engage in a brutal assault.
from its mouth is filled with lava and conjures up such heat that This ancient bringer of death knows no magic by itself,
not even the logi furnaces (logeugnar) of the dwarves can compare. leading it to an interest in, and hunt for, magical artifacts and
A jarnwurm that has found a good place to nest seldom leaves writings. The treasure that it collects is mostly of a magical
it for any purpose other than to find food or collect treasure. nature, but more mundane riches in the form of coins, precious
The jarnwurm loves treasures more than dwarves do, and its gems, and beautiful crafts provide satisfaction as well.
nest is often full of gold, precious gems, and magical artifacts. The most defining trait of the jarnwurm is its thick, red and
The jarnwurm is most at home underground and prefers to black armor that pretty much covers the entirety of its body. The
live in the homes of dwarves that it has conquered. Such a scales are a combination of dragonskin and hardened magma.
nest I visited during my travels in Grunkovorda. For almost Unlike other dragons, the jarnwurm is mostly protected on
a hundred years, the dwarves had tried to kill the jarnwurm the underside of its body. There the already strong scales are
Ogovord, and almost three hundred zvorda dwarves had died reinforced by more thick layers of scale bindings. Its most potent
in the struggle. I arrived almost twenty years after the dwarves defense is also the dragon’s greatest weakness. The heavily
had finally defeated and slain Ogovord, and all I witnessed armored body in combination with its short wings mean the
was a butchered body in an empty cave system. jarnwurm cannot fly for long distances. Some jarnwurms are
The following struck me at the time. The teeth that still remained so great that the small wings simply cannot lift the giant body.
in the skull measured as long as short swords from Mittland and There is only one thing that this dragon fears: water. Large
sharper than anything I had previously laid my hands upon. amounts of water poured over a jarnwurm’s warm body produce
The horn that sat atop its nose smelled of pungent sulfur, and the an explosion that can lay waste to an entire system of caves. The
scales that covered the mighty beast were unnaturally thick. A creature flees from water as if it were the plague. When thirsty, it
typical scale was as large as my hand and as thick as my thumb. does not drink water; instead it gathers its required nutrition from the

chapter 5. dragons - wurms | 123


flowing magma. Small amounts of water do It does not shy away from conflict. use of. This is because the jarnwurm
no damage to the jarnwurm, but everything When it fights, the jarnwurm uses its loses so much of its magma blood each
above 100 liters harms the beast. claws, teeth, and tail first and foremost. time it attacks in this way that it cannot
The jarnwurm spends most of its time Its most feared weapon, however, is its live through more than three breath
on the ground or in tunnels and caves. breath weapon, which it rarely makes attacks per day.

124 | chapter 5. dragons - wurms


Magma Blood Magma Breath SV 6 roll (once for each target) and cannot
Underneath the skin of the jarnwurm The jarnwurm has a breath weapon called perform any other action in the same
flows the horrid and prized magma blood. magma breath that can affect all targets action round (like spending CP).
The dragon radiates such heat that anyone in front of it, not by spending any Combat The damage taken depends on the
who comes within 6 meters must make a Point, but by making a SV12 roll. Both the number of people affected according to
situation roll with a situation value of 6 dragon and its foe take the same damage. the chart below and anyone who is hit is
(Psyche modifiers apply) in order to hold The damage the dragon takes is due to thrown down and remains prone until he
his ground. Anyone who manages to the great loss of magma blood used in the makes a Stand Up combat action. The only
remain within the sphere of heat takes the attack, and if the jarnwurm does more than way to protect oneself from the tail whip
following damage per action round. three breath attacks in a row, it will die from is to avoid it with a successful Evade roll.
blood loss. The magma blood is renewed at
MAGMA BLOOD DAMAGE the rate of one breath attack per day. TAIL WHIP DAMAGE
Action Round Damage Number of People Damage
1 — 1 2d10 (OR 9-10)
Night’s Sight
2 1 2 2d10 (OR 10)
The dragon can see up to 100 meters
3 1d3 in pitch darkness as if it were daylight. 3 1d10 (OR 8-10)
4 1d6 Beyond that, visibility decreases and >3 1d10 (OR 10)
+1 1d6 ­disappears completely at about 300 meters.

Weapons that pierce the heavy scale Thermal Sight


armor cause magma blood to spew from Tail Whip Jarnwurms can see heat sources up to 300
the wound. An attacker at close ­quarters The wurm can use his tail like a whip to meters away. The dragon can suppress the
could be hit by the blood and take damage hit all the targets in a diameter of 10 m thermal vision when necessary and cannot
from the extreme heat (make a luck roll around. The wurm must make a succesfull be shocked by a sudden source of heat.
with 1d10, where 1-3 means that the
attacker is hit by the blood). The attacker STATS: JARNWURM
can avoid this by succeeding on an Agility Type: Quadruped winged creature; Age: 500, Max 1000; Size: 10t; Movement: Land 2 CP per
skill roll. If the roll fails, they take 1d6 20 m (Max 40 m); Flying 2 CP per 20 m (Max 20 m); Natural Armor: 5; Initiative (Base): -4;
points of damage (armor ­protects normally Fear Factor: 1d10 (OR 6-10).
but risks catching on fire). Body Points: 391–478
The magma blood is of use not only to the Damage Levels (for 432 BP): 1-108 (0) / 109-216 (-1) / 217-324 (-3) / 325-432 (-7) / >432 (Dying)
jarnwurm but also to all the blacksmiths in Character Traits: Intelligence +4
Trudvang. If the blood is mixed with iron,
Feats: Magma Blood, Magma Breath (SV 12), Night’s Sight, Tail Whip (SV 6), Thermal Sight.
a binding is formed that is both harder and
more durable than the dwarves’ mitraka. Other Feats: Jarnwurms can use the Catch and Tail Whips feats (see Gamemaster’s guide p.113).
This dark scarlet metal is called "Rokjärn" Natural Weapons: Damage: Initiative:
or "Ironblood Iron". The open roll range Bite 3d10 (OR 8-10) + 10 0
of Rokjärn weapons is augmented by 2 Claws 3d10 (OR 9-10) + 10 0
and the weight is augmented by +30%.
Magma Breath 3d10 (OR 8-10) -4
All armors will have their PV (but not the
BV) augmented by +8 against any kind of Number of Rounds to Spread Combat Points: 4
fire or heat. Furthermore, for each object Combat Points: Free: 12; Natural Weapons: Bite 11; Claws 14
crafted in this metal roll 1d3: each point Samples of Attacks: 3 actions per 4 rounds
adds +1 PV +10 BV, -1 IM (to weapons • (IM -4) Bite SV 14, SV 9; Claws SV 7, SV 7
and shields) or +1 Heft (to armors). • (IM -8) Magma Breath SV 12
• (IM -4) Tail Whip SV 6 (see feat description)

chapter 5. dragons - wurms | 125


Dragons - Wurms

✦ LINDWURM ✦

D
uring my long travels in the Stormlands, I bore The lindwurm is both feared and loved, worshipped and
witness to many a strange ritual. One of these hunted. The myth of its heart giving birth to a new lindwurm
is the so-called “bear mantle” that takes place when the old has withered and died has led many heroes
when a woman is sworn into partnership with a from far and wide to seek out the den of the creature to slay
berserker. The berserker is said to possess many mystical powers, it. However, the dragon is a mighty foe that is cunning and
and for the woman to show that she does not fear those powers, in some cases skilled in the craft of using vitner.
she allows herself to be mantled by a bear, well, purely ritually The lindwurm is much more snakelike in comparison to
speaking. Same thing if it is a man sworn to a female berserker; other draconic beasts. It has a body that can stretch up to
he shall “mantle” a she-wolf. In this manner the person shall slay 60 meters long and as thick as the greatest oak upon the
the animal, prepare a fur blanket, and then under ritualistic plains of Viranne. The lindwurm is sly and greedy and lives
customs spend a night with this so-called mantle. Only then in great subterranean dens, preferably at the edge of the
can they be sworn to a berserker. Most peculiar indeed, and I forest. It is both said and sung that the lindwurm prefers
note this as part of my discussion on the lindwurm because the goblins and forest trolls as a food source, but I believe that
most dedicated followers of The Eald Tradition and worship of this is because this type of food is in great supply. Once I bore
lindwurms have a similar ritual. The strongest believers that witness to followers of The Eald Tradition offering up a goat
swear an oath in blood do this with the skin of a lindwurm to a lindwurm, and a beast more gluttonous I have never seen.
wrapped around their body. The older and greater the skin, the Like the old foul pike in the black waters, it devoured its prey
more powerful the oath of blood. in two bites and glared at us for more.

Catch round in which the lindwurm keeps the Constricting


After a successful Bite attack a victim in its mouth, the victim takes A lindwurm can try to slither around a
lindwurm can try to catch a victim 1d10 (OR 9-10) points of damage. victim making a SV 8 roll without spending
with its mouth. If the lindwurm is The game master determines CP. If it is successfull, it wraps the victim
successful, it can try to keep the victim whether the lindwurm loses its grip if in its powerful grip. The victim takes 2d6
in its jaws. By succeeding on a roll with it is attacked or damaged by an enemy. points of damage each round, though armor
the Catch ability (skill value 10), the For example, a situation roll with a offers protection.
creature keeps the victim in its mouth situation value of 15 can be rolled The victim can break free only by
(if the victim has exceptional Strength, each time the wurm takes more than succeeding on a situation roll with a
this is used as a negative modifier 15 points of damage to see if it loses situation value of 12 (Strength m ­ odifiers
on the skill value). If the lindwurm its grip. For each damage point above apply). If the victim fails his situation
succeeds in catching its prey, it usually 15, the situation value is lowered by -1. roll, he can then try again to loosen
slithers back to its home. Damage of 20 therefore translates into himself once per action round, but for
The lindwurm must succeed on a a situation roll with a situation value of each new round, a cumulative modifier
new Catch skill roll (but with SV 16) 10 (15 - 5). of -1 is applied (three action rounds
during each new action round in order later, the situation value for getting
to maintain its grip on the victim. Each loose is thereby 9). For each person that

126 | chapter 5. dragons - wurms


chapter 5. dragons - wurms | 127
tries to help the victim, the situation can try to bite another opponent instead Regenerating Heart
roll is modified by +1. If the helping of continuing to strangle its victim. The regenerating heart of the lindwurm
characters have exceptional Strength, When this happens, the victim remains is why people hunt this massive, snakelike
the bonus from their Strength is added in the grip of the lindwurm but takes no creature. When a lindwurm dies, a new
to the skill roll. damage. one is created from the heart, which takes
Each action round that the lindwurm 1d10 weeks. However, if someone eats a
spends strangling its victim, the wurm lindwurm’s heart, they heal all wounds,
cannot do anything else but trying to Night’s Sight they become free from all diseases, body
use the "Catch" ability on a victim which The lindwurm sees without any light parts that were unusable become fully
is already in its mouth. The lindwurm source as if it were day. functional, and body parts that were
­

128 | chapter 5. dragons - wurms


removed grow back. Depending on the STATS: LINDWURM
severity of the damage, these effects can Type: Other; Age: 100, Max 175; Size: 5t; Movement: Land 2 CP per 10 m (Max 40 m);
take different amounts of time, and it is up Natural Armor: 3; Initiative (Base): -3; Fear Factor: 1d10 (OR 8-10).
to the game master to determine how much Body Points: 130–160
time should pass before damage is healed. Damage Levels (for 145 BP): 1-37 (0) / 38-73 (-1) / 74-109 (-3) / 110-145 (-7) / >145 (Dying)
However, eating a lindwurm heart is Character Traits: Constitution +4
risky. If someone eats the heart, entire or
Feats: Catch, Constricting, Night’s Sight, Regenerating Heart.
in part, they must make a situation roll
with a situation value of 16 (Constitution Natural Weapon: Damage: Initiative:
modifiers apply). On a failure, they Bite 2d10 (OR 8-10) + 6 0
fall into a deep and magical sleep and Number of Rounds to Spread Combat Points: 2
will be transformed into a lindwurm Combat Points: Free 10, Natural Weapons: Bite 20
within 1d10 weeks. Such a lindwurm is
Samples of Attacks: 3 actions per 2 rounds
transformed back into its previous form
when it dies. • (IM-3) Bite SV 14, SV 8, SV 8

chapter 5. dragons - wurms | 129


Dragons - Wurms

✦ LOGIWURM ✦

A
t the end of the Age of Dreams a great storm and most feared of all draconic beasts in Trudvang, and with
came roaring in over the world. Thousands its formidable size and red skin, it is indeed a sight to behold.
and thousands of logiwurms crawled forth It will settle wherever it finds a place that for the moment suits
from their dark dens and set Trudvang ablaze. its very impulsive personality. This can be anything from an
Their hatred and their darkness had brewed for a long time, abandoned castle to an impressive network of caves. Unlike
hidden from all. Not even the wisest of elves knew that the most of its draconic kin that are often more interested in
dragons were going to wake up, and perhaps that was why riches and magical artifacts, the logiwurm is a power-hungry
they became the most vulnerable. For the fire of the logiwurms creature with great ambitions. It is constantly planning and
devoured much of that which the elves cared for and it is organizing new conquests. The dragon does gather treasure
said that after this war with the dragons, the elves never fully of considerable worth, but it is not the treasure that makes
recovered to what they once were. the logiwurm so full of itself, but the power. Ever since their
I speak of a prehistoric dragon from the ancient tribe, return, the logiwurms have constantly tried to reclaim the
perhaps the most dreadful of all of Trudvang’s creatures. One power that they once had in plenty. Through cunning,
that can be defied only by the ancient ice demons. After the persuasion, and pure violence, they conquer small villages,
Long Storm, when the elves together with the gods eventually cities, and sometimes great patches of land that they later rule
managed to push away the logiwurms, this draconic race by the crack of the whip.
disappeared for many ages. The first real sightings of living The logiwurm is by no means a patient creature, and
logiwurms after the Age of Dreams are first found in the Age therefore it is not as successful as it perhaps should be. The
of the Prophets, which is why many claim that it was at that dragon has an enormous amount of time on its hands, yet
time that the logiwurms were actually born, and that the time it rushes out into new crusades and conquests. The dragon’s
before is naught but a myth or a fairy tale conjured up by the constant thirst for power causes it to make decisions even when
elves to explain why their gods, the Vanir, left them. the different outcomes and options have not been considered
I have never during my travels seen or even been close to a properly. The logiwurm is not directly skilled in vitner, but it
living logiwurm, but in the halls of Throneland I saw the skull can be given a few spells that it wields with caution. The spells
of a logiwurm. It was completely black and, according to the should be used for only one purpose: to gain more power.
Thronelanders, the skeleton of a logiwurm is naturally black The red scales serve as mighty protection for the dragon,
and hot as an open fire. The skull was large, almost as large as which relies on its seeming invulnerability. Its only weak spot
one of the boats that the wulter fishermen use, and the teeth that is on its belly, where the skin is somewhat thinner than on
sat in its jaw were as long as broadswords. The Thronelanders, other parts of the body. When the dragon breathes, the scales
the only humans with a tradition of knights who dedicate their on its belly fold outward, and if one were to look between
lives to slaying dragons with their own order of dragon knights, the scales, one would see the external but oh-so-well-protected
told me that the logiwurm carries an impressively thick mantle black veins of blood. They are located in that area because
of scales that is pretty much impenetrable. The dragon has red they must have time to cool down after passing through the
skin and its claws are as sharp as greatswords. The logiwurm’s burning flames in the four lungs of the dragon.
ability to spew flame is legendary, and it is both said and sung In battle, the logiwurm believes itself to be almighty, despite
that not even the oldest logi furnaces of the buratja dwarves can the great defeat that its kin suffered. It attacks without
conjure up such heat. thinking about the consequences, using whatever is required
The logiwurm is without a doubt a mighty slayer, and its for the situation at hand. Claws, teeth, tail, magic, or a breath
coming speaks of sudden and horrible death. It is the greatest of fire make no difference as long as the foe dies.

130 | chapter 5. dragons - wurms


chapter 5. dragons - wurms | 131

Change Self determine how far away the heat source Night’s Sight
Over the years, the logiwurm has gained is located as well as how large it is. The The dragon can see up to 100 meters
an ability that is based on the spell Change dragon can suppress the thermal vision in pitch darkness as if it were ­daylight.
Creature, which allows it to transform when necessary and cannot be shocked Beyond that, visibility decreases and
into any creature it desires. It uses this by a sudden source of heat. disappears completely at about 300 meters.
power to infiltrate places and get close to
people of importance. The t­ ransformation
lasts for an unlimited duration of time,
and the dragon can return to its original
form whenever it chooses. The ability is,
­however, limited to one use per year. Since
the dragon does not keep any ­physical
attributes of its original shape, it is
­
­vulnerable while in another form and uses
this power only in rare s­ ituations.

Fire Breath
Like other dragons, the logiwurm has
a breath weapon which is activated not
by spending any Combat Point, but by
making a SV 12 roll. This one is called
"Fire Breath" and can affect all targets
in front of the beast. The logiwurm can
make up to three breath attacks per day.

STATS: LOGIWURM
Overheat Type: Quadruped winged creature; Age: 1000, Max 5000; Size: 13t; Movement: Land 2 CP per
Without spending any CP the Logiwurm 26 m (Max 52 m); Flying 2 CP per 26 m (Max 104 m); Natural Armor: 4; Initiative (Base): -4;
can change the blood circulation in its Fear Factor: 1d10 (OR 6-10).
body and warm up its blood. It can do Body Points: 339–414
this at the cost of one breath attack. The Damage Levels (for 376 BP): 1-94 (0) / 95-188 (-1) / 189-282 (-3) / 283-376 (-7) / >376 (Dying)
overheating takes 3 action rounds to
­ Character Traits: Intelligence +4
­activate (during which the dragon can
Feats: Change Self, Fire Breath (SV 12), Overheat, Night’s Sight, Thermal Sight.
normally act) and lasts for another 3
rounds (during which the dragon cannot Other Feats: Logiwurms can use the Catch and Tail Whips feats (see Gamemaster’s guide p.113).
perform any other actions). All who Natural Weapons: Damage: Initiative:
stand within 10 meters of the dragon Bite 3d10 (OR 8-10) + 10 0
sustain 2d10 (OR 9-10) points of damage Claws 3d10 (OR 9-10) + 10 0
each action round. Those standing
Fire Breath 3d10 (OR 8-10) -4
within 10 to 20 meters of the dragon will
suffer 2d10 points of damage each round. Number of Rounds to Spread Combat Points: 4
Combat Points: Free: 10; Natural Weapons: Bite 14; Claws 17
Samples of Attacks: 4 actions per 4 rounds
Thermal Sight • (IM -4) Bite SV 14, SV 10; Claws SV 9, SV 8
Logiwurms can see heat sources up to • (IM -8) Fire Breath SV 12
300 meters away, using this sense to

132 | chapter 5. dragons - wurms


Dragons - Wurms

✦ YGGWURM ✦

I
do not know what came first, the storm or the dragon, with its great wings, instead sailing on the invisible winds.
but by Gave what a storm it was. I was a passenger on After a long time of circling around, it suddenly dove down
a small boat that was crossing an otherwise very calm toward us, and I swear by all that I hold dear that our eyes met.
ocean when suddenly the skies grew dark. The ocean lay For these brief moments of eye contact, I was filled with something
blank, and no sign in the clear blue heaven or on the ocean could that can only have been the very consciousness of the dragon. As it
have foretold what was to come. departed, the winds grew calmer. Suddenly it hit me that it was the
Without a warning the sails started moving and I could feel a dragon who controlled the winds, for their direction had followed
light breeze from the west against my cheek. I saw the seafarers turn the creature all this time and when it disappeared, the wind too
their heads and search the sea with troubled looks on their faces, was gone.
which only further cemented the unusual situation. It is said that the yggwurm touches the ground on only two
Suddenly, only a few moments after the breeze, the storm hit with occasions: once when it is born and the other when it falls out of
full strength. The funny thing was that the wind came from the the skies to die. After seeing it soar in the skies, I can do nothing
east, as if great bellows had first sucked away all the air around us but agree.
only to release it once again moments later with unthinkable force. Because of its long and slithering body, the yggwurm cannot
The seafarers made quick work bringing down the sails before walk on the ground like other draconic beasts. Furthermore, it
they could topple the whole vessel as the storm increased in strength doesn’t have the power to lift off the ground solely with the help
by the minute. The boat turned with great force, and as the horror of its wings. Therefore, the yggwurm is bound to a life high up on
hit me like a punch to the face, I threw myself onto the deck and the peaks of the mountains where at any time it can leap from the
hugged the mast with both arms and legs. I lifted my gaze toward snowy heights and sail on the winds. So mighty are its wings that
the skies to pray to Gave and ask him to have mercy on our poor the yggwurm can levitate upon the waves of the wind for years on
souls. That’s when I saw it. At once I rose so I could see better. The end without a single sweep of its wings. They shy away from the
fear and dread were gone with the strong wind. That which now ground and want little to do with it. This is perhaps the reason why
could be seen against the clear blue heaven was both fantastical they are invisible to most of Trudvang’s residents.
and unique. It was as if I had lost the ability to speak when I stood The yggwurm is one of Trudvang’s most intelligent creatures. It is
there gaping, trying to take in as much as I possibly could in such not evil by nature, nor wholeheartedly good. It follows its own rules
a short time, for it was none other than the most mythical dragon and those of other yggwurms. It lives high above the clouds in the
of all that sailed in before my gaze, the yggwurm. I shivered, highest of mountain peaks and spends most of its day conversing
and each and every hair on my body rose up. Since I knew that with other yggwurms. Yggwurms think very highly of themselves
the yggwurm was a peaceful and very intelligent creature, I was and respect only elves among the two-legged creatures because their
frightened no more. Or so I had read and therefore assumed to be stretch of years is a good well of knowledge. All things in the
the case. Perhaps I was mistaken, but since I survived the encounter world of the yggwurms are measured in knowledge. Constantly
I cannot have been completely wrong. they thirst for and seek new knowledge. A yggwurm might know
The dragon that circled above was incredibly, almost unthinkably all the well-known spells of the world. However, one of its long-term
large. It is written that the span of the yggwurm’s wings stretches goals is to learn to wield the schooling of the ancient magics.
for almost double the length of that of the jarnwurm’s, and from When the Serguronts walked upon the newly born soil of
what I could see, that could have been an understatement. Lightly Trudvang, the yggwurms and these masters of magic were good
it circled around us with curiosity as if it was studying us, just as friends. Ever since the Serguronts left Trudvang, the yggwurms have
I was studying it. During this prolonged stretch of time in which longed for new brothers in arms who can trade knowledge with
I had the honor of studying the dragon, it did not once strike out them. The only remaining creatures with a comparable intelligence

chapter 5. dragons - wurms | 133


and well of knowledge are the yggdras. Since the yggdras are their draconic kin, believing that their brothers are bound to a life
bound to a life in the forest and the yggwurms are bound to a life that follows that of the two-legged creatures and not the other way
in the mountains, it seems that no alliance can ever be made. around. For the yggwurm, knowledge is the greatest of all treasure,
The yggwurm has no home. It lives its life in the air and sleeps one they gladly share with each other. Since it’s very rare that a
only once every five hundred years as it sails underneath the stars. yggwurm ever engages in combat, it has no special techniques to
Unlike other dragons, the yggwurm does not seek material things this end. It uses its natural attacks and weapons when needed,
such as treasures or artifacts. In fact, they turn their nose up at coupled with its magic.

134 | chapter 5. dragons - wurms


Craft Stone of Knowledge Night’s Sight a situation roll (modified by the average
Since the dragon does not have the The dragon sees without any light of Strength and Dexterity) based on
skill to write, it uses magic to carve source as if it were day. weight, according to the table below. The
its k­ nowledge into rocks. These stones table also shows how far they are flung
are inlaid with insights, knowledge, on a failed roll. If the victim is blown
and powers of all kinds. They are a Storm Control straight into a wall, he takes the same
way for one y­ ggwurm to ­measure the The dragon can call forth a sudden storm damage as if he had fallen that distance.
enlightenment of another, and the
­ that whirls and blows away ­everything If the blown-away creature is still
dragons proudly show these stones that weighs less than 75 kg within a within the radius of the storm, it can
to each other. The ultimate goal radius of 50 meters from the dragon. It get up but must make a new situation
of a y­ggwurm’s relentless hunt for is also this storm, if not as concentrated, roll to be able to move within the area
­knowledge is to fill a mountain with that the dragon uses to lift its wings on without being blown away again. The
the most mighty insight: the stone of the very rare occasions when it needs to victims that are not blown away can act
­knowledge ­concerning everything. strike out with its wings to gain speed. normally within the affected area but
When a yggwurm has bound To withstand the directed storm, a have a negative modifier on all actions
together two or more sets of knowledge, ­creature that is exposed to it must make according to the table below.
it might throw the smaller stones away
down the mountainside because the EFFECTS OF STORM CONTROL
combined knowledge will be bound Victim’s Weight Situation Value Blown Away Modifier on Actions
together in a greater stone. Explorers 3 times affected weight 18 — —
who find such a stone of knowledge
2 times affected weight 14 1d3 m -2
can unlock its power by ­activating its
key. This can be done only with the 1.5 times affected weight 10 1d3 m -4
Read Vitner spell. When this spell is Affected weight (75 kg) 6 1d6 m -6
woven on a stone of knowledge , unlike Half the affected weight 4 1d10 m -8
the normal Read Vitner rules, there is One third the affected weight — 2d10 m -10
no need for making any other SV roll
except the basic Vitner Craft skill roll
normally required to weave the Read STATS: YGGWURM
Vitner spell, whose only effect will be Type: Quadruped winged creature; Age: 5000, Max 10000; Size: 8t; Movement: Land 2 CP per
to activate the stone. After the normal 16 m (Max 32 m); Flying 2 CP per 16 m (Max 112 m); Natural Armor: 5; Initiative (Base): -5;
weaving time of the Read Vitner Fear Factor: 1d10 (OR 7-10).
spell has passed (1 hour) the stone Body Points: 176–216
is activated but it will disappear in 6 Damage Levels (for 196 BP): 1-49 (0) / 50-98 (-1) / 99-147 (-3) / 148-196 (-7) / >196 (Dying)
rounds. The knowledge will be given Character Traits: Intelligence +6, Perception +4
to the first creature to touch the stone
Feats: Craft Stone of Knowledge, Night’s Sight, Storm Control.
before it disappears. If no one takes
the stone in 6 rounds, it will disappear Other Feats: Yggwurms can use the Catch and Tail Whips feats (see Gamemaster’s guide p.113)
without transferring the knowledge. Vitner Craft SV 10 Call of Vitner 5 (Vaagritalja 5); Vitner Shaping 2 (Vyrding 4,
The person who is holding the Vitner tablet (Delusion Vitner) 4, Vitner tablet (Power of Vision) 5,
stone when it is activated receives Vitner tablet (Dimvitner) 3, Vitner tablet (Vitner Craft) 4, Vitner
tablet (Wind craft) 2)
its teachings. If multiple people hold
the stone, the r­ecipient is selected Vitner Capacity: 110 Vyrding SV 20
at random. But know this: it can be Natural Weapons: Damage: Initiative:
dangerous to receive the contents of Bite 3d10 (OR 8-10) + 6 0
a stone, since it can contain powers Claws 3d10 (OR 9-10) + 6 0
that no living person can handle. The
Number of Rounds to Spread Combat Points: 3
effects of the knowledge are totally up
to the GM. Combat Points: Free: 10; Natural Weapons: Bite 8; Claws 14
Samples of Attacks: 2 actions per 3 rounds
• (IM -5) Bite SV 10, SV 8; Claws SV 7, SV 7

chapter 5. dragons - wurms | 135


136 | chapter 6. jotuns and tursirs
Chapter 6

✦ JOTUNS AND TURSIRS ✦

W
hat not many know is that the origins of the jotuns, the giants, exist in the
building blocks that remained when Trudvang was created: the logrjotun
from water, the firdtursirs from stone, the vidrjotuns from earth, the
hrimtursir from ice, and the muspeljotun from fire. If one knows that the
jotuns really are true forces of nature, one would not be surprised to learn that there is gold
in the belly of the firdtursirs, that one freezes to ice in the presence of the hrimtursir, and that
one can make things grow and heal with the sap of the vidrjotuns.
How many giants are alive today, one cannot truly know. I believe that there are tens of
thousands, perhaps even hundreds of thousands of giants in Trudvang. But do not fear this
immense, almost unthinkably large number, for only a few hundred giants are awake at the
same time. Giants sleep for a very long time and become an actual part of nature itself. For
example, firdtursirs seem to be part of the mountain, the hrimtursir become part of the ice, and
the vidrjotuns can to the bare eye seem like great hills of earth. The logrjotun rest at the bottom
of the sea and can at times form small islands, while the muspeljotun close their encrusted eyes
beneath the lava in the depths of the mountains.

chapter 6. jotuns and tursirs | 137


Jotuns and Tursirs

✦ FIRDTURSIR ✦

I
t is said that the firdtursirs are mean, grumpy, and easily which concerns the size and gathering of armies during the time
provoked. They live almost exclusively on the slopes and when the Cloakmaster was at the height of his power, one can read
steep cliffs of the Great Iron Mountains and are said to about the firdtursirs and their awesome might. It is written, among
be able to endure cold almost as well as the hrimtursir. other things, that the firdtursir Gohageddwis single-handedly tore
There are many stories about the firdtursirs in both Mittland and down the northern wall of Majnjord during one of the many clashes
the Stormlands, and almost all tell of firdtursirs that seek their way during that great war. Gohageddwis was slain by the warmaiden
down from the mountains to lay waste to and plunder the villages Alwa Rihonn, and it is both said and sung that she let a sword be
and settlements of man. crafted from one of the ribs of Gohageddwis. Another story about
The firdtursirs often live alone and are seldom seen in larger Alwa and Gohageddwis says that the giant had so much gold in
groups. However, they have a love of gathering trolls and other such his belly that it covered the throne of Majnjord. That firdtursirs have
creatures at their side. Some firdtursirs gather small armies in their gold in their bellies has been known for a long time, but why this is,
gigantic halls of stone in the mountains and lead them into battle no one knows. One common thought in the Stormlands is that the
against easily conquered lands. In the great Chronicle of the Armies, firdtursirs eat stone when they cannot get normal food.


Belly of Gold A victim of the grip can try to avoid the Stone Throw
The firdtursirs, unlike other giants, have attack with the Agility skill, p­referably With the help of its amazing strength,
actual gold in their bellies. In most cases, with the Evade specialty. Each round, the the firdtursir can rip great blocks of stone
the amount is not large, but the gold is of a giant can choose to crush or throw the from the mountainside and throw them to
special kind that cannot be found e­ lsewhere. victim. A crush causes the victim to take crush its enemies. The blocks are so large
It becomes s­ ignificantly harder and lighter between 1d10 and 1d10 (OR 9–10) points and heavy that it is not possible to move
than normal gold once it has been worked of damage per action round (the damage them after they have been firmly placed
with and refined. Weapons forged from depends on the size of the victim), while on the ground. All over Trudvang where
this gold are light and very sharp, with a fall can deal anything from d10 (OR 10) firdtursirs have passed through, one can
a hardness that makes them resistant to for every 3 meters fallen. This means that, find these blocks, commonly known as a
damage (+1 IM; +1 PV + 10 BV). since most ­Firdtursirs are about 20-22 m “giant’s throw.” A thrown block landing
tall, most victims will suffer 6d10 (OR 10) on a player character would surely have
or 7d10 (OR 10). only one outcome, and as a game master,
Grip you should use this ability mostly to
When the giant succeeds in an unarmed GRIP frighten the characters and perhaps lay
attack roll he can try to grab hold of Victim Size Skill Value Damage waste to buildings and such.
a victim, without spending further 1/2 4 1d10 (OR 9-10)
Combat Points, but making a SV roll.
1t 6 1d10 (OR 9-10) Night’s Sight
The creature must be between 1/2t
and 3t in size and the value of the SV 1.5 t 7 1d10 (OR 10) The firdtursir can see with a weak light
depends on the size of the victim, 2t 8 1d10 (OR 10) source (stars, moonlight, torchlight, and
according to the table below. 3t 9 1d10 so on) as if it were day.

138 | chapter 6. jotuns and tursirs


STATS: FIRDTURSIR
Type: Humanoid; Age: 400, Max 800; Size: 12t; Movement: Land 2 Weapons:
CP per 12 m (Max 48 m); Natural Armor: 3; Initiative (Base): -4; Unarmed, WA -, Dmg 2d10 (OR 8-10) +8, IM 0, PV/BV -
Fear Factor: 1d10 (OR 9-10). Giant Battle Mace, WA 3, Dmg 4d10 (OR 7-10) +8, IM -5, PV/BV 20/200
Body Points: 313–382 Number of Rounds to Spread Combat Points: 4
Damage Levels (for 348 BP): 1-87 (0) / 88-174 (-1) / 175-261 (-3) /
262-348 (-7) / >348 (Dying) Combat Points: Free 10 / Attacks & Parries 17
Character Traits: Psyche +2, Strength +8 Samples of Attacks: 3 actions per 4 rounds
Feats: Belly of Gold, Grip, Night’s Sight, Stone Throw. • (IM -4) Brawling SV 10, SV 10, SV 7
• (IM -9) Giant Battle Mace SV 12, SV 8, SV 7

chapter 6. jotuns and tursirs | 139


Jotuns and Tursirs

✦ HRIMTURSIR ✦

I
have always been amazed by giants, especially heart of the beast. The quest cost me two years and the pinky
the kind that live in the cold north, the so-called of my left hand when I came too close to the giant’s terrible
hrimtursirs. It was in my youth, perhaps during the cold for a moment. The berserkers told me that the hrim body
second year after that in which I decided to map of the giant grows stronger and stronger the more the giant is
out the beasts of Trudvang, that I first spotted a hrimtursir. hurt. Wise from experience, I decided that I had had enough
First we saw it at a distance but understood that it soon of ice and cold and started to plan my journey south the
would be able to smell us and was indeed headed toward following summer.
our camp at full speed. The warriors among us explained The hrimtursir is the smallest of the giants but perhaps one
that they were too few in number to take on the giant, nor of the most dangerous. It walks with a forward-leaning stride
were they properly geared for such a battle. To defeat a and has a face similar to that of gray trolls.
hrimtursir, much warmer clothes were required since the It is commonly known that one can find gold in the bellies
giant was said to have the power to project such cold that of giants. In the belly of the hrimtursir, you can find rare
men died just by standing near it. Surely both steel and white gold, which is in high demand in the lands to the east
iron would put their mark upon the giant before they would but also among the Wildfolk of the north. This gold is called
fall to their inevitable doom, but to face the giant with fire “Hrim Gold” and can be found upon the gates of the church
and vitner would be much wiser. Neither of the two were in in Erkhast.
our possession. Two days later we witnessed the effect of the The hrimtursirs, like the hrim trolls, are devoted followers
hrimtursir’s onslaught. An entire village had been shattered of Haminges and constantly on the hunt for strong souls
and destroyed. to bind to their bodies. In forts of ice, one can find rows
The second time that I saw a hrimtursir I found myself upon rows of skulls from mighty men and creatures that the
in the distant Wildland. Jarl Turgur Hrim Tongue had hrimtursirs have hunted and bested. The giants always carry
summoned a great gathering of warriors and berserkers by a considerable number of skulls and other things that they
the slopes of Jarngand. The jarl had grown tired of the evil hang onto their bodies and their clothes to harness greater
hrimtursir’s constant visits and had decided to slay the giant power.
once and for all. It was no easy task, but as I recall some Since hrimtursirs don’t believe they have any enemies that
twenty men fell in battle before Jarl Turgur smote his foe could defeat them in battle, they fight to the death when they
against the mountainside and buried his mighty blade in the are in a combat situation.

Fire Weakness Frenzy a greater frenzy. In this state, it has +4


Hrimtursirs take double damage from When a hrimtursir has taken half its on all attacks. This also means that the
any sort of fire. Body Points in damage, it fights with giant will not parry.

140 | chapter 6. jotuns and tursirs


Grip Each round, the giant can choose to GRIP
When the giant succeeds in an unarmed crush or throw the victim. A crush Victim Size Skill Value Damage
attack roll he can try to grab hold of a causes the victim to take between 1d10 1/2 4 1d10 (OR 9-10)
victim, without spending further Combat and 1d10 (OR 9–10) points of damage
1t 6 1d10 (OR 9-10)
Points, but making a SV roll. The creature per action round (the damage depends
must be between 1/2t and 3t in size and on the size of the victim), while a fall 1.5 t 7 1d10 (OR 10)
the value of the SV depends on the size of deals 1d10 (OR 10) for every 3 meters 2t 8 1d10 (OR 10)
the victim, according to the table below. fallen. This means that, since most 3t 9 1d10
A victim of the grip can try to Hrimtursirs are about 14-15 m tall,
avoid the attack with the Agility skill, most victims will suffer 4d10 (OR 10)
preferably with the Evade specialty.
­ or 5d10 (OR 10).

chapter 6. jotuns and tursirs | 141


Horn Throw
The Hrimtursir can use its great horns winter clothing. The ­following count: thick
in battle, sweeping them from side to pants, fur coat, fur hat, fur shoes, and thick
side, potentially affecting all the enemies gloves. A c­ haracter with a full set of winter
in front of it. The giant cannot perform ­clothing that is made from the fur of a
any other action in the same action round, mastomant takes no damage. Armor does
including any kind of CP expense like not protect from this damage.
parries (this means that the giant cannot
use this feat if it has already parried in this HRIM BODY DAMAGE
round). Without spending any CP, the Action Round Damage
giant make a SV 7 situation roll for each 1 -
target. Those who are hit can use only an
2 1d6
Evade attempt to avoid this attack. Each
victim suffers Horn damage, 3d10 (OR 3 2d6
9-10) +8, and is thrown 1d10 meters away, +1 +1d6
suffering a further 1d10 (OR 10) damage
for every full 3 meters. Each victim also
ends up prone and needs to perform a STATS: HRIMTURSIR
“Stand Up” action (ses GM Guide). Type: Humanoid; Age: 100, Max 175; Size: 8t; Movement: Land 2 CP per 8 m (Max 64 m);
Natural Armor: 2; Initiative (Base): -4; Fear Factor: 1d10 (OR 7-10).
Body Points: 208–255
Hrim Body Damage Levels (for 232 BP): 1-58 (0) / 59-116 (-1) / 117-174 (-3) / 175-232 (-7) / >232 (Dying)
The hrimtursir has lived in the cold for Character Traits: Strength +8
such an extensive amount of time that
Feats: Fire weakness, Frenzy, Grip, Horn Throw, Hrim Body
its body has absorbed the cold. An ever-
present frost pulsates in a sphere around Weapons:
the giant. The sphere is 10 meters in Unarmed, WA -, Dmg 2d10 (OR 8-10) +8, IM 0, PV/BV –
diameter. All who stand within it must Horns, WA -, Dmg 3d10 (OR 9-10) +8, IM 0, PV/BV –
make a situation roll with a situation Giant Two-Handed Sword, WA 2, Dmg 4d10 (OR 7-10) +8, IM -6, PV/BV 20/200
value of 6 (Psyche modifiers apply) Number of Rounds to Spread Combat Points: 3
in order to not flee from the sphere. Combat Points: Free 10 / Attacks & Parries 15
The cold within the sphere deals the Samples of Attacks: 3 actions per 4 rounds. Horn Throw does not count as an
following damage per action round to action (no CP expense).
any who stand within it.
• (IM -4) Brawling SV 10, SV 10, SV 5
Winter clothes halve the damage during • (IM -10) Giant Two-Handed Sword SV 9, SV 8, SV 8
the first three rounds, but for this to have • (IM -4) Horn Throw SV 7 (see feat description)
any effect, the clothes must be counted as

142 | chapter 6. jotuns and tursirs


Jotuns and Tursirs

✦ LOGRJOTUN ✦

T
he biggest of all giants is not found among The eyes of a logrjotun are illuminated and said to have
the mountains, in the forest, or upon the icy magical abilities that prolong the lives of those who eat them.
tundra of Nhoordland, but in the never-ending It should be noted that this is likely naught but a myth that
oceans. Where the waves sway back and forth I, in spite of wide research, have not been able to confirm.
in the darkest of waters where the storms rip the boats of Only once did I encounter a man who claimed to have been
men asunder, there you will find the logrjotun, the sea giants. part of the killing of an ocean giant in his youth. When I
During most of their long lives, they slumber on the bottom met him, he was two hundred years old, so there might still
of the ocean and await the right time. When they rise to be some truth to this.
the surface, they can remain sitting for decades as mighty The mystical ocean giants I have seen only once. It was
watchers and landmarks for the seafarers who brave these just past the coast of Daalheim. We were traveling toward
waters. Many men of the sea have mistaken the logrjotun for the godforsaken Stormlands, and far out upon the sea I
islands and set foot on them only to discover that the giants saw three hulking figures that sat and rested in the stormy
were suddenly on the move. sea. The seafarers did all they could to avoid the giants so
This is a peaceful giant that can still cause great trouble. I would have to make do with observing from afar. Their
In spite of its great size, it moves unhindered through water. green and blue skin was covered in great sea barnacles,
It lives in harmony with the water and its creatures. One can kelp and seaweed. Seabirds were circling around their great
often find birds nesting upon a logrjotun. heads, searching for a spot to nest. It was truly a mighty,
It’s no easy task to slay an ocean giant, yet there are and strange, sight to behold. I have seldom felt as small as
adventurous men and women who hunt them for their eyes. I did then.


Grip per action round (the damage depends Mooneyes
When the giant succeeds in an on the size of the victim), while a fall The great eyes of the logrjotun radiate
unarmed attack roll he can try to grab can deal anything from 1d10 (OR 10) with light like a full moon during the
hold of a victim, without spending to 1d10 (OR 4–10) points of damage, night. This is not something that can be
further Combat Points, but making a depending on the severity of the fall. seen during the day, but when night falls,
SV roll. The creature must be between a seafarer may see the eyes of a logrjotun
1/2t and 3t in size and the value of the GRIP like small round moons at a distance.
SV depends on the size of the victim, Victim Size Skill Value Damage Even if it is not the intention of the
according to the table below. 1/2 4 1d10 (OR 9-10)
giant, their eye light can be t­ reacherously
A victim of the grip can try to attractive. Seafarers must make a ­situation
1t 6 1d10 (OR 9-10)
avoid the attack with the Agility skill, roll with a situation value of 8 (Psyche
preferably with the Evade specialty.
­ 1.5 t 7 1d10 (OR 10) modifiers apply) to not u ­nintentionally
Each round, the giant can choose to 2t 8 1d10 (OR 10) steer their ship toward the light.
crush or throw the victim. A crush 3t 9 1d10 Even if the logrjotun is a peaceful
causes the victim to take between 1d10 creature, it can be annoyed by ships that
and 1d10 (OR 9–10) points of damage stray too close or steer into them.

chapter 6. jotuns and tursirs | 143


Night’s Sight
The giant can see with a weak light
source (stars, moonlight, torchlight, and STATS: LOGRJOTUN
so on) as if it were day. Type: Humanoid; Age: 1000, Max varies; Size: 15t; Movement: Walking (land or sea) 2 CP
per 15 m (Max 60 m); Natural Armor: 2; Initiative (Base): -6; Fear Factor: 1d10 (OR 9-10).
Body Points: 364–445
Water Control Damage Levels (for 404 BP): 1-101 (0) / 102-202 (-1) / 203-303 (-3) / 304-404 (-7) / >404 (Dying)
A logrjotun can control the water it Character Traits: Intelligence -4, Strength +8
moves through. It does not do this
Feats: Grip, Mooneyes, Night’s Sight, Water Control.
through the use of vitner but rather by
movement. The giant can, for example, Natural Weapon: Damage: Initiative:
create horrid waves that it can send Unarmed 2d10 (OR 8-10) + 8 0
toward a threat. It can create huge Number of Rounds to Spread Combat Points: 3
­maelstroms that suck boats down into Combat Points: Free 10 / Attacks and Parries 10
the depths or water currents that make
Samples of Attacks: 3 action per 4 rounds
boats stray along a different path no
matter how the wind blows. • (IM -6) Brawling SV 7, SV 7, SV 6

144 | chapter 6. jotuns and tursirs


chapter 6. jotuns and tursirs | 145
Jotuns and Tursirs

✦ MUSPELJOTUN ✦

W
hen the god of the dwarves, Borjorn, burned and black as coal. The elves told me that the giant
created Trudvang, he decided to carve out was large and clumsy and had a body that was as black as
the mountains, for he said that without a soot, but that they could see through cracks in its skin how
strong backbone the world would crumble. its insides were still burning.
For each blow that he landed, great sparks flew through the Muspeljotun, fire giant, seeker, the names for this mountain
dark night. The sparks landed in the crevices and the deep wanderer are many. It is a dying breed that has been growing
pits where they were given life and became the muspeljotun, smaller and smaller since the giants were awoken during the
the fire giants. Like the sparks, they were spread by the wind Long Storm. They live like sad and lonesome wanderers,
and it was said that they had no kingdom or domain of their drifting without purpose. Therefore there are no cities, villages,
own, which is why these giants are more sad and silent than or homes where one can find them. The greatest chance of
others. They lack a common place to call their own, which is encountering a muspeljotun is on one of the many mountains
why they lie slumbering within the earth, below the mountain, throughout Trudvang or deep below those mountains near
for they did not know where else to go. The ages came and the lava rivers. However, it is not uncommon to find one in a
went and the fire giants slept deeper and deeper, and people forest, where it most likely has lost its way.
said that they would live forever and that they were older The muspeljotun do not stay in the same place for a long
than anything else in Trudvang. On the other hand, this period of time before they journey on. In sadness, they leave to
long slumber meant that no other fire giants were born. When resume their never-ending trek across the wide world.
the Long Storm began and the elves waged war against the The giant is surrounded by a black husk that is covered
dragons, the fire giants were awoken by the dragonfire. They with large cracks through which one can behold its burning
were lured forth by the heat and thought that the time was insides. They have a look that seems happy, but this is not the
right. They were sorely mistaken, and many muspeljotun were case. In reality they are a sad race without goal or purpose.
killed. The few that remained fled down to the dark pits again, When a new fire giant is born, it looks exactly as the fire
severely weakened and reduced in number. Slowly their bodies giants looked before they fled the wrath of the dragons and
began to harden, and that which had previously been flame began to solidify. However, it does not take much time before
was now naught but a hard and black husk. the skin of these young muspeljotun starts to harden. The life
It is said that few people alive today have actually seen of a muspeljotun can stretch up to five hundred years since
a fire giant, even if myths concerning them are many and its body slowly hardens from the outside, continuing inward.
widely known. In the writings of the dwarves, one can read During the last five years of their lives, the body has become
about these lonely and sad giants that live deep below the so hardened that they can no longer move at all. When a
earth, near the rivers of lava, and how they sometimes muspeljotun eventually dies, it is nothing more than a large
find their way higher up into the kingdoms of dwarves to block of stone in the shape of a giant.
search for a realm for their endangered folk. The elves that Muspeljotun and stonehinjes have been seen together. Both
I encountered in Darkwood during my travels to the lands races have the spirit of the mountain within them and have
to the far east told me that a fire giant had run rampant therefore taken a liking to each other.
in parts of the forest, which had forced them to flee. They The muspeljotun are peaceful, but none may stand in their
showed me the place where they had seen the giant, and to way. If someone tries to hinder them, they take no time to
my eyes, that place looked as if a wild forest fire had just discuss the subject but immediately remove the obstacle with
passed through. For as far as I could see, the trees were brute force.

146 | chapter 6. jotuns and tursirs


Discover Cave normal means, it will immediately start Points, but making a SV roll.The creature
Over years of searching, the digging with both hands to reach it. must be between 1/2t and 3t in size and
­muspeljotun has gained an ability that the value of the SV depends on the size of
helps it find caves and hallways that the victim, according to the table below.
lead underground. The giant can feel Grip A victim of the grip can try to avoid the
the hollowness within 50 meters. If the When the giant succeeds in an unarmed attack with the Agility skill, p­referably
muspeljotun detects a hollowness in the attack roll he can try to grab hold of a with the Evade specialty. Each round, the
mountain that it cannot reach through victim, without spending further Combat giant can choose to crush or throw the

chapter 6. jotuns and tursirs | 147


An attacker in close combat could be hit
by the blood and take damage from the
heat (make a luck roll with 1d10, where
1-2 means that the attacker is hit by the
blood). The attacker can avoid this by
succeeding on a Agility skill roll. If the
roll fails, the character takes 1d5 points
of damage (armor protects normally but
can start to burn).

LAVA BLOOD DAMAGE


Action Round Damage
1-3 —
4 1
5 1d3
6 2d3
+1 1d3

Stone Skin
The petrified outer skin of the giant
gives it an almost impenetrable defense
(­Protection value 4). Edge weapons with
a quality lower than capital run the risk
of breaking when they strike the surface
of the giant. Each time such a weapon
successfully hits the giant, the game
­
master makes a luck roll. If the outcome of
the roll is 1, the edge weapon takes 1d10
victim. A crush causes the victim to take within 6 meters must make a situation (OR 8-10) points of damage and lowers its
between 1d10 and 1d10 (OR 9–10) points roll with a situation value of 12 (Psyche Breach Value by the same amount.
of damage per action round (the damage modifiers apply) to see if they can
depends on the size of the victim), while a ­withstand the heat. Anyone who remains
fall can deal anything from 1d10 (OR 10) standing takes the damage per action Night’s Sight
for every 3 meters fallen. This means that, round noted below due to the heat. The giant can see with a weak light
since most Muspeljotun are about 25-27 Weapons that cut through the skin source (stars, moonlight, torchlight, and
m tall, most victims will suffer 8d10 (OR cause lava blood to spew from the wound. so on) as if it were day.
10) or 9d10 (OR 10).
STATS: MUSPELJOTUN
GRIP Type: Humanoid; Age: 1000, Max varies; Size: 8t; Movement: Land 2 CP per 15 m (Max 60 m);
Victim Size Skill Value Damage Natural Armor: 4; Initiative (Base): -6 Fear Factor: 1d10 (OR 9-10).
1/2 4 1d10 (OR 9-10) Body Points: 208–255
Damage Levels (for 232 BP): 1-58 (0) / 59-116 (-1) / 117-174 (-3) / 175-232 (-7) / >232 (Dying)
1t 6 1d10 (OR 9-10)
Character Traits: Strength +8
1.5 t 7 1d10 (OR 10)
Feats: Discover Cave, Grip, Lava Blood, Stone Skin, Night’s Sight.
2t 8 1d10 (OR 10)
Natural Weapon: Damage: Initiative:
3t 9 1d10
Unarmed 2d10 (OR 8-10) + 8 0
Number of Rounds to Spread Combat Points: 3
Lava Blood Combat Points: Free 10 / Attacks and Parries 10
Under the stale skin of the muspeljotun,
Samples of Attacks: 3 action per 4 rounds
there runs hot lava. The giant radiates
such heat that everyone who comes • (IM -6) Brawling SV 7, SV 7, SV 6

148 | chapter 6. jotuns and tursirs


Jotuns and Tursirs

✦ VIDRJOTUN ✦

B
e not mistaken, thou wanderer! What you but the second time I intentionally sought a place in Arje
think to be a hill of grass may very well be where I knew that a vidrjotun had newly awoken. The first
a slumbering vidrjotun. One thing I can say giant was much smaller than the other, and the conclusion
with certainty: a vidrjotun can slumber for a that I drew was that the size of a vidrjotun very much depends
thousand ages of man. Therefore it is not uncommon that on the soil within which it has slumbered. Rocky and barren
both trees and bushes grow upon them. It is said that the soil makes the giant small. Fruitful soil makes the giant grow
outer shell of this giant is made out of earth instead of skin, very large. Surely the number of years during which the
and that the earth from a vidrjotun can make any plant giant sleeps must also have an effect on its size.
explode into full blossom if it is planted in such soil. One can find vidrjotuns in great and small forests, and they
In ancient carvings that I once found upon an abandoned usually make the forest a better place than it was before they
hilltop left by the elves, I read that the vidrjotuns are a quiet arrived. They build no homes but rather burrow their way into
folk that seldom move from one place to another. In their the soil when they wish to sleep.
young years, they seek out a place in a forest preferably close The elves have been good friends to the vidrjotuns for a long
to water, where the soil is fruitful as the seasons pass. This place time, and the giants have helped the elves build cities and
becomes their home and resting place for their entire life. Only villages high up in the mightiest of trees.
vidrjotuns that are forced from their homes ever leave it. Since the vidrjotuns have no natural enemies, they have never
When they are born, they carry the seeds of countless flowers, cared for crafting direct weapons and instead fight by using
trees, and other flora. It is only when these fully blossom that an uprooted tree or throwing large blocks of stone toward their
the giant shall awaken and look around its territory for a enemies.
place to spread the seeds. This, however, seldom happens. Many The vidrjotuns are among the most peaceful of all giants,
vidrjotuns allow the plants to lay down roots and grow strong but as with humans, there are some who are evil and have
before they wake up. The vidrjotuns that carry seeds from, for developed a taste for the little folk, as they call us.
example, copperbloom or, in very rare cases, an alfark tree, sleep Vidrjotuns hate to be tricked by swift-minded little folk. If a
for thousands and thousands of ages of man. vidrjotun discovers that it has been tricked, it will likely grow
Two times in my life I have seen a vidrjotun. The first time was angry and become a bloodthirsty beast in the hunt for the
merely by chance when I made my way across Whistergalp, trickster, possibly obliterating entire villages and cities.

Form Trees Grip A victim of the grip can try to avoid the
The vidrjotuns have gained the ability When the giant succeeds in an unarmed attack with the Agility skill, preferably with
to reshape trees to their liking. They attack roll he can try to grab hold of a the Evade specialty. Each round, the giant
can reshape anything from great living victim, without spending further Combat can choose to crush or throw the victim.
forests to individual trunks. Points, but making a SV roll. The creature A crush causes the victim to take between
must be between 1/2t and 3t in size and 1d10 and 1d10 (OR 9–10) points of damage
the value of the SV depends on the size of per action round (the damage depends on
the victim, according to the table below. the size of the victim), while a fall deals

chapter 6. jotuns and tursirs | 149


damage according to the normal falling Life Sap from things it touches. A wounded
rules: 1d10 (0R10) per 3 m. Vidrjotuns are The vidrjotuns are very close to creature that drinks a mouthful of the
usually 25-27 m tall but they often resr with Trudvang and filled with the life force sap will instantly heal 1d10 (OR 6-10)
the lower body fixed on an underground of the land. Instead of having blood in points of damage.
hole. This means that it is up to the GM to their veins like many other creatures in When the sap hardens, it becomes
decide the falling damage, according to the the world, the vidrjotuns have sap like a chewy, sticky rubbery substance
height from which the victim is thrown. that which is found in trees. The sap is that has healing attributes. A piece of
full of life and can be used to heal all hardened sap the size of an acorn will
GRIP living things. restore 1d10 (OR 8-10) Body Points
Victim Size Skill Value Damage When a vidrjotun is hurt and its sap to anyone who eats it. After the sap
1/2 4 1d10 (OR 9-10)
touches the ground, beautiful flowers has been allowed to harden for several
and fresh grass sprout. The sap can ­hundred years, it becomes amber, which
1t 6 1d10 (OR 9-10)
replenish dead plants and make the also has healing powers. Anyone who
1.5 t 7 1d10 (OR 10) most blighted place become fruitful and carries a piece of this amber increases
2t 8 1d10 (OR 10) covered in rich plant life once more. their natural healing by +1 point of
3t 9 1d10 The sap can even cleanse dark magic damage per day.

150 | chapter 6. jotuns and tursirs


Sap Defense STATS: VIDRJOTUN
The sap that runs through the body of the Type: Humanoid; Age: 350, Max 600; Size: 15t; Movement: Land 2 CP per 15 m (Max 75 m);
giant instead of blood is very sticky. When Natural Armor: 2; Initiative (Base): -6; Fear Factor: 1d10 (OR 9-10).
a vidrjotun is wounded by a weapon that Body Points: 391–478
causes the sap to run out, there is a chance Damage Levels (for 435 BP): 1-109 (0) / 110-218 (-1) / 219-327 (-3) / 328-435 (-7) / >435 (Dying)
that the weapon might be caught in the sap. Character Traits: Intelligence -1, Strength +8
A luck roll is made each time a weapon
Feats: Form Tree, Grip, Life Sap, Sap Defense.
deals damage to the giant. The result
of 1-4 on 1d10 means that the weapon Weapons:
is caught in the sap so severely that to Unarmed, WA -, Dmg 2d10 (OR 8-10) +8, IM 0, PV/BV -
remove it, the character must make a Uprooted Tree, WA 2, Dmg 4d10 (OR 7-10) +8, IM -5, PV/BV 12/120
situation roll with a situation value of 12 Number of Rounds to Spread Combat Points: 4
(Strength modifiers apply). On a failure, Combat Points: Free 10 / Attacks and Parries 10
the weapon is stuck and a new situation
Samples of Attacks: 3 actions per 4 rounds
roll can be attempted the following round.
For each action round that passes, the • (IM -6) Brawling SV 7, SV 7, SV 6
• (IM -11) Uprooted Tree SV 9, SV 6, SV 5
­situation value is reduced by -1.

chapter 6. jotuns and tursirs | 151


152 | chapter 7. trolls
Chapter 7

✦ TROLLS ✦

T
rolls, everywhere in Trudvang there are trolls. It would not surprise me if there
were as many as fifty or even a hundred trolls for each human alive. As luck
would have it, they have never been very well organized, for which we most likely
have their low intelligence and great superstition to thank. An obvious exception
to this are the good-hearted fjol trolls and the wicked king trolls, which are both highly
intelligent and far from superstitious.
There are trolls in all shapes and sizes. Sometimes it can even be hard to distinguish trolls
from giants. To count trolls by species is to count flies by species. There are so many different
types that only the largest groups can be collected and categorized under the same name. You
see, the trolls are very good at multiplying and breeding. They do not much care whether
the partner in question is a small forest troll or a giant hrim troll. As long as the act itself
is physically possible, there is no stopping a troll. This behavior has led to there being many
different species and crossbreeds, and the only thing that one can now be sure of is that a troll
is simply, well, a troll. To this odd behavior, nature has added an exception that results in the
spawn of two individuals differing so greatly in appearance that I think this to be some kind
of trick played by Mother Nature on the trolls. How the offspring will appear seems to have
nothing to do with the appearance of its mother and father, only imagination seems to be the
limit for the results. I have on several occasions studied both the forest trolls and the gray
trolls, since both subspecies are the most represented on Trudvang, and in nine cases of ten, the
offspring bears some resemblance to its parents and therefore fits into the overall group. But
sometimes the offspring differs so remarkably from its parents that one would not be able to
conceive of the thought that it could be the child of a forest troll and gray troll.
However, it is when two trolls of different subspecies meet that the offspring differs the most
from its parents. Several times I have seen from a distance how strange offspring can look
when two individuals that look very different unite in fornication. I have seen trolls that have
grown as big as longhouses, trolls that have unnaturally long arms and great hands, trolls
whose jaws resemble that of a warg, trolls whose fur is so thick that they must flee to the great
ice plains to survive, and trolls that walk on all four limbs.
I am now certain that the more the troll subspecies are mixed together, the more fantastical
creatures will come forth. In spite of this, I have in this book tried to categorize the different
subspecies, which I have seen exist in larger groups than the crossbreeds that you will certainly
encounter.

chapter 7. trolls | 153


Trolls

✦ FJOL TROLL ✦

T
hroughout all time, much has been said about had gifted to Hastalinja grew upon the grave. However, the
the mysterious serguronts, who in prehistoric fjol trolls had long since wandered away to the many corners
times sought to master the wild magic, that which of Trudvang. With their newly gained knowledge and magics,
could make everything from nothing and nothing they would complete their task. It is said that no one has
from everything, the magic that could bend time and light found the place where the flower grows, but if explorers were
with only a couple of words and a song of far green meadows to do so, they would be able to create new fjol trolls.
and moss-clad stones. There are two tales of how the fjol troll The fjol trolls are utterly rare creatures. They can take on
came to be. One is the tale of how the wicked troll was tricked close to any form you can think of, but in their original form
by a master of magic to become good and thereby granted they appear like a mixture of a gray troll and a king troll.
powers and abilities that were extraordinary. The other tells us They have grayish skin and a large nose, with eyes that are
that Hastalinja, the last serguront that wandered the land of as deep as wells and are said to reflect all the knowledge they
Trudvang, was gifted with a flower by the meadow elf Pottja, have ever gained.
and thus the two were drawn to each other. They split the flower The fjol trolls are the guardians of Trudvang, and as such
in half and the first fjol troll magically sprung up from the they always try to create a balance between good and evil so
ground. The troll shouted, “Grant me wisdom and power, and nature can do as it may. They are also masters of magic that
I shall forever be bound to thee.” The Serguront gifted the troll through the ages have learned to wield that which is hidden
with the knowledge of wild magics, and the meadow elf gifted and wild, which the Serguronts wielded during their time
the troll with all the knowledge there was concerning the nature in Trudvang. However, most fjol trolls wish to be observers
of Trudvang. Thus it was that a troll, if you can imagine, was of what happens in Trudvang and intervene only if they
rich with knowledge like the yggdras are schooled in magic, consider it to be a matter of great concern. Otherwise, they
like the gods that once created the Serguronts. will analyze everything they observe to fill their thirsty minds
Hastalinja and Pottja then picked all the leaves of the with knowledge. They are truly powerful creatures. Good and
flower, and each time a new fjol troll was created. When evil beings the world over have great respect for them.
all the leaves had been picked, there stood fourteen trolls, The fjol trolls constantly hunger for new insights. There
all different but alike in mind. They were granted the same are seven insights that a fjol troll must find and discover to
powers. Their task was to protect Trudvang from evil and to progress to the second form of living. You see, a fjol troll
care for nature, from which all magic radiated. cannot die; instead it will transform into the energy that it
Then Hastalinja and Pottja passed away. They were laid to was always able to use during its lifetime. At that point, they
rest in a hole and the trolls covered them with moss and earth. become one with the njord fires that surround Trudvang like
Not many days passed before a new flower like the one Pottja a giant net of energy.

154 | chapter 7. trolls


chapter 7. trolls | 155
As a game master, you should use this Night’s Sight many spells they can use during one
race sparingly. The fjol trolls can be The troll can see with a weak light day. The fjol trolls can wield all spells
used to provide counsel to adventurers source (stars, moonlight, torchlight, and known to man and many that only they
in need. On very rare occasions, they can so on) as if it were day. know of. However, they use this power
grant someone a gift. Meeting a fjol troll very seldom.
cannot turn into a habit. During great events that have been
Teachings of the Hidden summoned by evil or good forces, the fjol
Magics trolls can, if they feel the need to be dire,
Change Shape The teachings give fjol trolls the stop time and space and cause the event
Whenever it wants to, a fjol troll can ability to always be in contact with to be undone.
change its shape to largely anything to the vitner in all its forms and shapes.
remain unseen to passersby and wanderers. Therefore they have no limit on how

STATS: FJOL TROLL


Type: Humanoid; Age: 150, Max varies; Size: 1.5t; Movement: Land 2 CP per 1,5 m (Max
15 m); Natural Armor: 1; Initiative (Base): -2; Initiative (Base): +2; Fear Factor: None.
Body Points: 40–58
Damage Levels (for 49 BP): 1-13 (0) / 14-25 (-1) / 26-37 (-3) / 37-49 (-7) / >49 (Dying)
Character Traits: Dexterity -2, Intelligence +10, Strength +2
Feats: Change Shape, Night’s Sight, Teachings of the Hidden Magics.
Weapons:
Unarmed, WA -, Dmg 1d10 +2, IM 0, PV/BV -
Staff, WA 3, Dmg 1d10 (OR 9-10) +2, IM -3, PV/BV 4/40
Combat Points: Free 10 / Armed 1 (One-Handed Light Weapons Right Hand 4).
Samples of Attacks:
• (IM -2) Brawling SV 10
• (IM -5) Staff SV 8, SV 7.
Skills: Agility SV 8; Care SV 10; Shadow Arts SV 8;
Entertainment SV 10 Storytelling 3 (Playwright 4, Libel 3)
Fighting SV 10 Armed Fighting 1 (One-Handed Light weapons Right Hand 2).
Knowledge SV 10 Culture Knowledge 5 (Lore and Legends .. 5; .. 4; .. 3; .. 3, Religion
.. 5; .. 4; .. 3); Language (Foreign Tongue .. 5; .. 5; .. 4, Mother
Tongue Bastjumal 5); Learning SV 5 (Insight .. 5; .. 5; .. 4; .. 4); Race
Knowledge (Monster Lore 5; Spirit Lore 4)
Vitner Craft The fjol troll can wield all spells and can use however many
they want per day.
Wilderness SV 10 Geography 4 (Orientation 5); Nature Knowledge 4, Survival 3.

156 | chapter 7. trolls


Trolls

✦ FOREST TROLL ✦

I
have seen small trolls from the forest that are completely a bent, sinewy body with brown or sometimes green skin. Their
fearless take on a much greater foe. I have seen trolls jump mouth tusks are not as strong as those of other trolls, but they do
across steep chasms and throw themselves into the most wild have a set of razor-sharp teeth.
of streams in the hunt for food. I have seen tribes of up to a The forest trolls are fearless and greedy. They have an ability
hundred trolls leave for a raid painted in blue mud, and I have seen to dig up dwarven caches hidden in the forest and empty them
a troll eaten alive by his own kin when they deemed him too weak. I of all treasure.
call them forest trolls for they dwell in the forest, but there are other By nature the forest troll is a gatherer, and it will amass many
names for this most strange troll that seems to lack a sense of fear. useful and useless things. They have a constant need for material
Like many other trolls, the forest trolls worship the dark religion objects and artifacts, and anyone who searches a forest troll will
and widely practice its rituals with skulls and remains, even if they find many funny objects in their clothing and bags. The forest troll’s
do not dress in such things to the same extent that other trolls do. It craving is also its greatest weakness, since they always fight among
has been said that the forest troll is an excellent hunter, but from what themselves about who is the rightful owner of the various items.
I can tell, one should rather view them as plunderers and bandits. Forest trolls have a special connection to the blue-colored mud that
The forest trolls live like nomads and move in groups in the great forests. they like to paint their bodies with. They believe that the mud has
They always gather under the strongest leader, who has full right to rule magical properties that gives them power and strength when they
over the group whether there are ten individuals or a hundred. The trolls rush to face their enemies, something that is not factually correct. The
require only that their leader be strong and brave, and they will follow mud is difficult to come by and often is found in smaller pools of mud
such a leader blindly unto death. In Dranvelt I learned that if you kill the deep within the darkest forests. At that point the mud has a yellow
leader of a group of forest trolls, the rest will flee, but as long as the leader and brown color, but when it dries it becomes blue.
is alive, they will fight to the last drop of blood. Since the forest trolls cannot feel fear, they are not afraid of dying.
The forest trolls mostly live in the deep forests of Trudvang, In battle, a forest troll chooses a victim and attacks until it is dead.
usually in abandoned caves. Here they make their living from When the troll has defeated the victim, it tries to plunder the corpse
hunting or plunder. They have a nose as long as their ears and before charging another foe.

Fearless Mud Camouflage become even harder to see (-8). The forest
Forest trolls cannot feel fear. This in When the blue mud is struck by the rays trolls that move through the woods w­ ithout
combination with their deep belief in of the moon, it seems green and its color trying to stay hidden are also hard to
Haminges make them a dangerous becomes one with the night colors of the spot and require a successful roll with the
foe. When using forest trolls in your forest. This trait has led to trolls painting Shadow Arts skill to be discovered.
campaigns, you should pinpoint this as themselves with this mud, also known
a special trait compared to other races. as pig’s mud, which means that they are
A forest troll never needs to roll on the ­camouflaged when they are out in the forest Night’s Sight
fear chart when it comes to natural or during nighttime. The trolls become very A forest troll can see with a weak light
magical phenomena. hard to detect (-4 on all skill rolls to discover source (stars, moonlight, torchlight, and
the forest trolls), and trolls that are ­sneaking so on) as if it were day.

chapter 7. trolls | 157


158 | chapter 7. trolls
STATS: FOREST TROLL
Type: Humanoid; Age: 20, Max 50; Size: 1/2; Movement: Land 2 Samples of Attacks: 2 actions per 1 round
CP per 1 m (Max 20 m, 19 m if wearing armor); Natural Armor: 1;
• (IM +3, +2 with armor) Brawling SV 9, SV 6
Religion: Haminges; Initiative (Base): +3 (+2 if wearing armor);
• (IM +2, +1 with armor) Short Spear SV 9, SV 6
Fear Factor: 1d5.
• (IM +1, 0 with armor) Short Spear SV 15, Small Shield SV 12
Body Points: 15–24
Skills: Care SV 5, Entertainment SV 3, Faith 2, Shadow Arts SV 7,
Damage Levels (for 20 BP): 1-5 (0) / 6-10 (-1) / 11-15 (-3) / 16-20 (-7)
Vitner Craft SV1.
/ >20 (Dying)
Agility SV 9 Battle Maneuver 1 (Evade 3); Body
Character Traits: Dexterity +2, Intelligence -4
Control 2 (Jump, Climb and Balancing 3);
Feats: Fearless, Mud Camouflage, Night’s Sight. Horsemanship 1 (Riding 3)
Weapons: Fighting SV 7 Armed Fighting 1 (Bows and Slings 2;
Unarmed WA 4, Dmg 1d3, IM 0, PV/BV - One-Handed Light Weapons Right Hand 2;
Short Spear WA 4, Dmg 1d10, IM -1, PV/BV 3/30 Shield Bearer 2); Battle Experience 1
Hunting Bow WA 3, Dmg 1d10, IM -2, PV/BC 2/20 (Armor Bearer 1; Fighter 1);Unarmed
Small Shield WA 3, Dmg 1d5, IM -1 , PV/BV 4/40 Fighting 1 (Brawling 2; Wrestling 2)
Armor: Leather Armor: PV 2/BV 20, IM -1 Knowledge SV 3 Language 1 (Mother Tongue (Bastjumal) 3)
Combat Points: Free 8 / Attacks & Parries 2 / Armed 1 (Bows & Shadow Arts SV 7 Shadowing 2 (Camouflage and Hiding 3)
Slings 4, One-Handed Light Weapons Right Hand 4, Shields 4) / Wilderness SV 7 Hunting Experience 1 (Hunting and
Unarmed 1 (Brawling 4, Wrestling 4). Fishing 2)

chapter 7. trolls | 159


Trolls

✦ GOBLIN ✦

G
oblins and forest trolls, some would say they are turned to stone by the sun, or perhaps it is a strange thought among
one and the same. But I know better, for I have the goblins themselves, as the one concerning noses and magic.
spent many years traveling, and in the great halls Goblins live in great tribes of about a hundred to five hundred
of knowledge where stories and rune staves are individuals deep inside the forests or mountain halls. In rare
exchanged, I have learned many things. During the entire summer cases, tribes have been encountered that include upward of a
in the northern parts of Runewiik, I did little else than study the thousand individuals.
goblins and their race. The first thing that struck me was how The goblin is a short creature, around a meter tall, that has gray
goblins view their leader, for this differs from the ways of other skin. Almost all goblins have a small and sinewy body with a great
troll folk. Goblins choose their leader from the length and size head and a long nose. What sets each goblin apart from one another
of their nose. The greater the nose, the better the chance a goblin is the shape of the nose. Most goblins have something that resembles
has of being elected leader at the annual gathering that is held the nose of a pig, while others have a more human- or troll-like nose.
between root and tree in the deep forests. This may seem odd to us, These goblins are considered to be king trolls reincarnated and are
but goblins believe that a king troll lives within the goblin with the also the ones that are allowed to mine the divine ore. The goblins are
greatest nose, and therefore they believe that a long-nosed goblin one of few troll breeds that do not worship Haminges.
can wield magic. Vitner is otherwise something that for some The god of goblins is the glittering mountain ore. They mine
inexplicable reason goblins can neither learn nor control. the ore, which they then melt down or form into images of their
The goblins cannot stand sunlight. It is said that their bodies dry god. These images can be found all around in their dens, and the
out and turn to stone as if a braskelwurm had gazed upon them. For goblins value them greatly. The goblins are excellent diggers and
the same reason, they spend most of their time under earth, where build their dens in the mountains. Their dens consist of ten to a
they mine and work ore. They do not have the mining skill of the hundred little glittering tunnels and hallways that lead deeper into
dwarves, but they do well enough to mine considerable amounts the mountain. Some tunnels serve as living quarters, others are used
during their lifetime. From the ore they make raw materials that to mine ore, and still others are places for the old ones to dwell.
they use to craft tools and other items, which is why goblins are better Usually, goblins are afraid and shy. Before they decide to
equipped than other troll kin. I should, however, add that I have attack someone, they will follow the target for several days. The
seen goblins in bright daylight both inside and outside the forests, goblins never attack if they are outnumbered. If they become
so perhaps it is nothing but common peasants’ talk that goblins are outnumbered in a battle, they either flee or give up.

Camouflage a cave without trying to stay hidden are also Spiderlegs


The gray skin of the goblins gives them hard to spot and require a successful roll with Goblins have the ability to move along
the ability to adapt to their background. the Shadow Arts skill to be discovered. the walls and ceiling of a cave. A goblin
Those that stand still against a cave wall are moves at half their movement rate on
incredibly hard to detect (-4 on all skill rolls walls and a third on ceilings.
to discover the goblin), and goblins that are Night’s Sight
moving but trying to be sneaky are still very A goblin can see without any light source
hard to spot (-8). Goblins that move through as if it were day.

160 | chapter 7. trolls


Sunlight Weakness
Goblins that are exposed to sunlight
have a modifier of -5 to all SV-rolls.

Superstitious
The goblins are very superstitious and
afraid of the unknown, especially vitner
and other trollcraft. When a goblin
bears witness to something that in their
eyes has no natural explanation (game
­master’s discretion), they must make a
situation roll with a situation value of 8,
and on a failed roll they will flee.

STATS: GOBLIN
Type: Humanoid; Age: 15, Max 30; Size: 1/2; Movement: Land 2 CP Samples of Attacks: 2 actions per 1 round
per 1 m (Max 7 m, 6 m if wearing armor); Initiative (Base): +3 (+2 • (IM +3, +2 with armor) Brawling SV 7, SV 6
if wearing armor); Fear Factor: 1d5. • IM -3, -4 with armor) Two-Handed Pick SV 7, SV 6
Body Points: 11–16 Skills: Care SV 5, Entertainment SV 3, Faith 1, Vitner Craft SV1
Damage Levels (for 13 BP): 1-4 (0) / 5-7 (-1) / 8-10 (-3) / 11-13 (-7)
/ >13 (Dying) Agility SV 10 Body Control 2 (Jump, Climb and
Balancing 4)
Character Traits: Dexterity +2, Intelligence -4, Strength -2
Fighting SV 7 Armed Fighting 1 (Two-Handed
Feats: Camouflage, Spiderlegs, Sunlight Weakness, Superstitious, Weapons 2); Battle Experience 1
Night’s Sight. (Armor Bearer 1); Unarmed Fighting 1
Weapons: (Brawling 2)
Unarmed WA 4, Dmg 1d3 -2 (min. 1), IM 0, PV/BV - Knowledge SV 3 Language 1 (Mother Tongue (Bastjumal) 3)
Two-handed Pick WA 2, Dmg 1d10 (OR 9-10) -2 (min. 1), IM -6, Shadow Arts SV 7 Shadowing 1 (Camouflage and Hiding 3)
PV/BV 8/80
Wilderness SV 7 Hunting Experience 1 (Hunting
Armor: Leather, PV 2/BV 20, IM -1 and Fishing 2); Survival 1 (Terrain
Combat Points: Free 8 / Armed 1 (Two-Handed Weapons 4) / Experience (Mountain) 2)
Unarmed 1 (Brawling 4).

chapter 7. trolls | 161


Trolls

✦ GRAY TROLL ✦

T
here are many names for the gray trolls, perhaps thinking. Gray trolls that take part in raids are both brutal
because they don’t have a uniform appearance, and merciless.
culture, or way of life. Most people would agree Most gray trolls have a body that is slightly larger than a
that the gray trolls have drawn the short straw human’s, upon which sits a meaty head with a large growth
of all their kin. They have the naiveté of the goblins, the of a nose. One usually says that gray trolls have a very
greed of the king trolls, the stupidity of the forest trolls, and sensitive sense of smell but are too dumb to tell the difference
the fear of magic of the hrim trolls. If truth be told, there between feces and gold. The gray troll has muscular arms,
are sly and fearless gray trolls, but for the most part they short rounded legs, and great lumpy feet. Like the king
are among the dumbest trolls I have ever encountered. They troll, the gray troll has a long cow-like tail.
are impulsive and greedy and do not seem to understand the Gray trolls feel most at home in a flock of others like
simple link between action and consequence. One can hear themselves but are as disorganized as a bunch of hens. They
of the stupidity of the gray trolls in the Mittlander song live in all types of places, from simple forest camps to dens
Ywhagoein, in which the troll Gray Foot chooses the largest in the earth and abandoned human settlements. It is not
blue stone over the smallest gemstone, and the longest straw unusual for them to have forest trolls that serve by their
of grass over the short iron ingot. living quarters.
The only thing that could possibly keep a group of gray They rarely make their own tools, weapons, or armor,
trolls coordinated is a leader whose intelligence surpasses instead using what the forest has to offer, or even better
that of a hedgehog. In these cases, the gray trolls that are things they find in the villages of men. In rare cases, gray
weak of mind can live together in the same den out in the trolls gather under one strong leader and can lay waste
woods. As far as I can tell, there is only one thing that could to villages that they then claim as their own. Sometimes
gather a considerably large group of gray trolls, and that the trolls venture into the homes of the dwarves to plunder,
is a raid. It seems as if the chance of being part of a raid is but most often the dumb trolls get lost and die in the dark
etched in their very bones as more of an instinct than logical labyrinths.

Night’s Sight Plaguebearer value of 7 (Constitution ­modifiers apply).


The troll can see with a weak light Trolls live a primitive and filthy life, If the roll succeeds, the person is immune
source (stars, moonlight, torchlight, and which means that they may carry many for a month to plagues carried by trolls.
so on) as if it were day. diseases. Anyone who gets within 2 If the roll fails, the person is afflicted
meters of a troll that carries a plague with one of the following effects. Roll on
must make a situation roll with a ­situation the table below.

162 | chapter 7. trolls


chapter 7. trolls | 163
PLAGUEBEARER EFFECTS STATS: GRAY TROLL
1d20 Effect Type: Humanoid; Age: 25, Max 60; Size: 1,5t; Movement: Land 2 CP per 1,5 m (Max 15 m,
1–5 The stench from the troll sets 14 m if wearing armor); Natural Armor: 1; Religion: Haminges; Initiative (Base): +1 (0 if
into the clothes of the victim, wearing armor); Fear Factor: 1d10.
which makes the person smell Body Points: 41–53
very bad. Damage Levels (for 47 BP): 1-12 (0) / 13-24 (-1) / 25-36 (-3) / 37-47 (-7) / >47 (Dying)
6–9 The victim feels a bit woozy Character Traits: Constitution +1, Intelligence -2, Strength +4
and has -1 on all skill values Feats: Night’s Sight, Plaguebearers.
and situation values for the
next hour. Weapons:
10–13 The victim is afflicted with a Unarmed WA 4, Dmg 1d10 +4, IM 0, PV/BV -
severe cold and has -1 on all Hand Axe WA 4, Dmg 1d10 (OR 9-10) +4, IM -3, PV/BV 6/60
skill values and situation values Broadsword WA 3, Dmg 2d10 (OR 9-10) +4, IM -4, PV/BV 8/80
for the next day. Two-Handed Club, WA 2, Dmg 2d10 (OR 8-10) +4, IM -7, PV/BV 10/100
Medium Shield WA 2, Dmg 1d10 (OR 10) +4, IM -2, PV/BV 5/50
14–16 The victim is afflicted with a
heavy cold and fever for 1d6 Armor: Metal-reinforced Leather, PV 4 / BV 40, IM -1
days. During this time, they Combat Points: Free 8 / Attacks & Parries 4 / Armed 3 (One-Handed Light weapons Right
have -2 on all skill values hand 6, One-Handed Heavy weapons Right hand 6, Shields 4, Two-Handed weapons 4) /
and situation values. Their Unarmed 1 (Brawling 4).
movement ability is also
­ Samples of Attacks: 3 actions per 1 round1
reduced to 2/3 of normal. 2 actions per 1 round2
17–18 The victim is afflicted with • 1 (IM +1, 0 with armor) Brawling SV 7, SV 5, SV 5
a severe rash for 1d6 days. • 1 (IM -2, -3 with armor) Hand Axe SV 8, SV 7, SV 6
During this time, they have -3 • 1 (IM -4, -5 with armor) Hand Axe SV 11, SV 10, Medium Shield SV 12
on all skill values and situation • 1 (IM -5, -6 with armor) Broadsword SV 13, SV 8, Medium Shield SV 12
values. Thereafter, they must • 2 (IM -6, -5 with armor) Two-Handed Club SV 10, SV 9
make a new situation roll with a
situation value of 7 (Constitution Skills: Agility SV 9; Entertainment SV 2, Shadow Arts SV 6; Vitner Craft SV 1.
modifiers apply). On a failure, Care SV 5 Handicraft 1 (Hard Materials 2, Soft Materials 2)
the duration is extended by 1d3 Faith SV 5 Invoke 1 (Noaj 1, Holy Tablet (..) 1)
days with the same effect.
Fighting SV 7 Armed Fighting 3 (One-Handed Light Weapons Right hand 3;
19–20 The victim develops 1d10 + 5 One-Handed Heavy Weapons Right hand 3; Shield Bearer 2;
great boils on their body. Each Two-Handed Weapons 2); Battle Experience 1 (Armor Bearer 3:
day, 1d3 boils burst until all have Fighter 2); Unarmed Fighting 1 (Brawling 2)
burst. Each boil that bursts causes
1d3 points of damage. Knowledge SV 5 Language 1 (Mother Tongue (Bastjumal) 3)
Wilderness SV 7 Geography 1; Nature Knowledge 1; Survival 2

164 | chapter 7. trolls


Trolls

✦ HRIM TROLL ✦

N
o other troll is as feared in Trudvang as the hrim tusks are, the older the hrim troll is. The hrim trolls that
troll. It is a large troll that beastologists consider live in the Stormlands are considered to be both wilder and
more of a giant than a troll. Some hrim trolls larger than others. In the lands to the west, hrim trolls are
can grow as tall as ten fully grown warriors, an irregular sight, which is why this cold-wrapped beast
and others are remarkably shorter. Exceptionally large hrim always has been especially exciting for me to encounter.
trolls are commonly known as “Goldenbacks,” after the yellow During my long travels both far and wide, I always sought
or red mane that grows along their back. They are more wild more information concerning this most strange troll, but it
and dangerous than other hrim trolls and do not fear magic was in Wildland that I first came to know the inner being
as much as normal hrim trolls do. of the hrim troll.
All hrim trolls are going through a metamorphosis, the The savage Wildfolk in the east taught me everything there
older they get the more beast-like they become. Young hrim is to know about the so-called storm slumber, when the trolls
trolls often look like large King trolls but with small tusks. hibernate like bears. But instead of hibernating when the cold
As the tusks grow and get heavier the hrim troll also grows comes, the hrim trolls rest in the summer. They hibernate deep
bigger and start walking in a more beast-like position. Really in a pit where they can slumber through the warm summer,
old hrim trolls have such great tusks that it’s impossible for and the den, which is often located deep underground,
them to stand in an upright position. becomes cold from the troll’s body. The wildfolk told me
It is said that hrim trolls do not have horns on their heads, that at the end of this hibernation, the hrim troll breeds its
only hrimtursirs do. However, in the far west, in the land of children. When they wake, the females stay a while in their
Fjaal it is not uncommon that the great hrim trolls can have dens with the children while they grow strong and ready to
horns. Some say it’s a touch by the demon forces that were fend for themselves. When a hrim troll leaves its den, it is
once strong here. It is also said that hrim trolls with horns angry and hungry, and the wildfolk know better than to hunt
are more fierce and dark minded. The famous hero Gedald the beast during the first months of winter.
Tonnerman slayed such a beast once, and made a battle Unlike many other trolls, hrim trolls are very quiet and
horn from the horn of the hrimtroll. The horn was called observant. They have a predatory instinct that drives them to
“Trollsound” and was magical. Unfortunately the horn was constantly scour the landscape for new prey. Often they live
lost in the plains of Sylvan when Gedald was fighting the in smaller clans of six to ten individuals. They never live with
Bults more than 200 winters ago. more than one female in a clan. The clan is led by a strong
The hrim troll has a thick brush of hair that grows down leader that maintains the hierarchy in the group.
its back to form a mane and a beard from which one can The hrim trolls are good hunters and blacksmiths. They use
craft very good winter clothing. The thick tusks that sprout weapons and simple chainmail shirts crafted in a mysterious
from the mouth of the hrim troll are much sought after to kind of silver. In very rare cases, hrim trolls carry weapons
be used as handles and details for both working tools and made of mitraka, which they have crafted on their own.
weapons. A general rule of thumb is that the longer the Where and how they acquired this material is a riddle indeed.

chapter 7. trolls | 165


166 | chapter 7. trolls
Fear of Magic
When hrim trolls come into contact
with a source of magic, they must make a
situation roll with a situation value of 8.
If the roll is failed, they have a ­modifier
of -3 on everything they attempt and
must also attempt a new situation roll
with a situation value of 12. A new
­failure means the hrim troll flees from
the source of magic for 1d6 rounds
before attempting to approach it again.
When the hrim troll dares to approach
again, it must repeat the situation roll,
this time with a modifier of -2, which
equates to a situation value of 10. Upon
failure, this process is repeated until the
situation value reaches 0, at which point
the troll does not dare to approach the
source of magic ever again.

Frenzy
The normally leisurely hrim troll
becomes a changed creature when it
enters battle. For the first 1d6 action
rounds, they fight with an amplified
frenzy, gaining +2 on all their attacks,
but at the same time having a modifier of
-2 on all attempted parries. During these
action rounds, the troll appears very Winter clothes halve the damage Tusk Throw
threatening. It shouts incomprehensibly during the first three rounds, but for The Hrim Troll can use its great tusks
with its animalistic roar and makes wild this to have any effect, the clothes must in battle, sweeping them from side
gestures with its mighty tusks. The hrim be counted as winter clothing. The to side, potentially affecting all the
troll does this in an attempt to intimidate following count: thick pants, fur coat, enemies in front of it. The troll cannot
their enemies so they are paralyzed or fur hat, fur shoes, and thick gloves. perform any other action in the same
flee the scene. A character with a full set of winter action round, including any kind of CP
Hrim trolls often enter battle with clothing that is made from the fur of a expense like parries (this means that the
a great combat sword or big iron-laid mastomant takes no damage. Armor Hrim Troll cannot use this feat if it has
clubs. does not protect from this damage. already parried in this round). Without
spending any CP, the troll makes a SV 7
HRIM BODY DAMAGE situation roll for each target. Those who
Hrim Body Action Round Damage are hit can use only an Evade attempt
The hrimtroll has lived in the cold for 1 —
to avoid this attack. Each victim suffers
such an extensive amount of time that tusk damage, 2d10 (OR 9-10) +8, and
2 1d3
its body has absorbed the cold. An ever- is thrown 1d6 meters away, suffering a
present frost pulsates in a sphere around 3 2d6 further 1d10 (OR 10) damage for every
the troll. The sphere is 10 meters in +1 +1d6 full 3 meters. Each victim also ends up
diameter. All who stand within it must prone and needs to perform a “Stand
make a situation roll with a situation Up” action (see GM Guide).
value of 8 (Psyche modifiers apply) Night’s Sight
in order to not flee from the sphere. The troll can see with a weak light
The cold within the sphere deals the source (stars, moonlight, torchlight, and
following damage per action round to so on) as if it were day.
any who stand within it.

chapter 7. trolls | 167


168 | chapter 7. trolls
STATS: YOUNG HRIM TROLL STATS: OLD HRIM TROLL
Type: Humanoid; Age: 40, Max 140; Size: 3t; Movement: Land 2 CP Type: Humanoid; Age: 90, Max 140; Size: 6t; Movement: Land 2 CP
per 3 m (Max 36 m, 35 m if wearing armor); Natural Armor: 3 (to be per 6 m (Max 30 m (0 when wearing armor)); Natural Armor: 3 (to be
added to armor, if worn); Religion: Haminges; Initiative (Base): -3; added to armor, if worn); Religion: Haminges; Initiative (Base): -3
Fear Factor: 1d10 (OR 8-10). (-4 when wearing armor); Fear Factor: 1d10 (OR 8-10).
Body Points: 80–100 Body Points: 100–125
Damage Levels (for 90 BP): 1-23 (0) / 24-46 (-1) / 47-68 (-3) / Damage Levels (for 112 BP): 1-28 (0) / 29-56 (-1) / 57-84 (-3) /
69-90 (-7) / >90 (Dying) 85-112 (-7) / >112 (Dying)
Character Traits: Constitution +4, Strength +6 Character Traits: Constitution +4, Strength +8
Feats: Fear of Magic, Frenzy, Hrim Body, Night’s Sight. Feats: Fear of Magic, Frenzy, Hrim Body, Night’s Sight, Tusk
Throw (SV 7).
Weapons: Natural Weapons:
Unarmed WA 4, Dmg 1d10 +6, IM 0, PV/BV - Unarmed WA 4, Dmg 2d10 (OR 9-10) +8, IM 0, PV/BV –
Battle Sword WA 3, Dmg 2d10 (OR 8-10) +6, IM -5, PV/BV 9/90 Tusks WA 4, Dmg 2d10 (OR 9-10) +8, IM 0, PV/BV –
Two-Handed Axe, WA 2 augmented to 3, Dmg 2d10 (OR 7-10) +6, 6t-sized Battle Axe WA 3, Dmg 3d10 (OR 8-10) +8, IM -4, PV/
IM -6, PV/BV 9/90 BV 14/140
6t-sized Maul, WA 2 augmented to 3, Dmg 3d10 (OR 7-10) +8, IM -7,
PV/BV 20/200
Armor: Metal-reinforced leather, PV 4 / BV 40; IM -1 Armor: 6t-sized Fur Armor PV 4 / BV 40, IM -1
Number of Rounds to Spread Combat Points: 2 Number of Rounds to Spread Combat Points: 3
Combat Points: Free 11 / Attacks & Parries 6 / Armed 3 (One-Handed Combat Points: Free 17; Armed 3; (One-Handed Heavy Weapons
Heavy Weapons Right hand 6, Two-Handed Weapons 6) / Unarmed 1 Right hand 6; Two-Handed Weapons 6); Unarmed 5
(Brawling 4). Samples of Attacks: 2 actions per 3 rounds1
Samples of Attacks: 2 actions per 2 rounds 1
3 actions per 3 rounds2
3 actions per 2 rounds2 Tusk Throw does not count as an
action (no CP expense)
• 1 (IM -3, -4 with armor) Brawling SV 15, SV 7 • 1 (IM -3, -4 with armor) Tusks SV 15, SV 11
• 1 (IM -8, -9 with armor) Battle Sword SV 14, SV 12 • 2 (IM -3, -4 with armor) Brawling SV 10, SV 10, SV 6
• 2 (IM -9, -10 with armor) Two-Handed Axe SV 10, SV 10, SV 6 • 1 (IM -7, -8 with armor) Battle Axe SV 14, SV 12
• 2 (IM -10, -11 with armor) Two-Handed Axe SV 10, SV 10, SV 6
Skills: Agility SV 9; Entertainment SV 4, Shadow Arts SV 8; Vitner Skills: Agility SV 9; Entertainment SV 4, Shadow Arts SV 8; Vitner
Craft SV 1. Craft SV 1.
Care SV 10 Handicraft 2 (Hard Materials 4; Soft Care SV 10 Handicraft 3 (Hard Materials 5, Soft
Materials 3) Materials 3)
Faith SV 7 Invoke 1 (Holy Tablet (..) 2; Noaj 2) Faith SV 7 Invoke 1 (Holy Tablet (..) 2, Noaj 2,)
Fighting SV 10 Armed Fighting 3 (One-Handed Heavy Fighting SV 10 Armed Fighting 3 (One-Handed Heavy
Weapons Right hand 3; Two-Handed Weapons Right hand 3; Two-Handed
Weapons 3); Battle Experience 1 Weapons 3); Battle Experience 1
(Armor Bearer 2; Fighter 3); Unarmed (Armor Bearer 2; Fighter 3); Unarmed
Fighting 1 (Brawling 2) Fighting 3 (Brawling 3)
Knowledge SV 5 Language 1 (Mother Tongue Knowledge SV 5 Language 1 (Mother Tongue
(Bastjumal) 3) (Bastjumal) 3)
Wilderness SV 10 Geography 1 (Orientation 2); Nature Wilderness SV 10 Geography 1 (Orientation 2); Nature
Knowledge 2; Survival 3 Knowledge 2; Survival 3

chapter 7. trolls | 169


Trolls

✦ KING TROLL ✦

P
erhaps you think that a troll is only stupid and they have developed their own type of magic and trollcraft
unintelligent, a brutal and primitive creature. that only king trolls know. They use their trollcraft to lay
You would be mistaken in thinking so, for there traps in their dens and camouflage themselves to steal away
is a troll that is both cunning and adept with human children.
magic, and it is called a king troll. Perhaps the king troll is The king troll has a dark mind, and it often exploits other
the original father of all trolls, the one from which all others trolls and wicked creatures to fulfill their own purposes. It
have degenerated to eventually create creatures such as gray has also been said that king trolls love human flesh far more
trolls and even goblins. These are questions that we may than other trolls do, but this I take to be factually untrue
never have the answer to, but one thing is certain beyond since I have seen gray trolls eagerly feast on human flesh.
any doubt: the king troll possesses all the traits that trolls at King trolls either live in smaller groups together or they
large deem to be important. It has long black hair, a pointy mingle among other trolls to build a greater community.
nose, pointy ears, and a long and furry cow’s tail. Also, the Gray trolls, goblins, and other wicked creatures that need a
king troll loves treasure in all forms. In the den of a king king troll’s knowledge gather willingly under the protection
troll, one can often find both coins and tools that it has of a king troll.
stolen from the settlements of humans. I heard about a king King trolls usually grow larger than other trolls, but
troll that had gathered in a most famous den in Carlonn their bodies are more thin, sinewy, and wiry than those of,
a considerable treasure of 1,000 golden rings, 250 silver for example, gray trolls. They like to dress up with rings,
bracelets, coins and jewelry of gold and copper, and silver bracelets, and other ornaments that shine. They hate the
goblets and chests filled with weapons and parts of armor sun but are not hurt by it. They prefer to live in deep forests,
worthy of Mittland’s fieldgothis. near dark ponds of water. Other than human flesh, king
As far as I have gathered, a king troll won’t wield weapons trolls love to eat northern pike and perch from the lakes of
to the same extent as other trolls; instead, they rely solely on the forest. Sometimes they use their trollcraft to catch the
their knowledge of weaving vitner. A king troll can wield all fish, but often they fish from the land using their long tail
forms of vitner, but mostly they use dark vitner. In addition, since it is unusual for a king troll to be able to swim.

170 | chapter 7. trolls


chapter 7. trolls | 171
172 | chapter 7. trolls
Illusion Trick STATS: KING TROLL
All king trolls can use very simple Type: Humanoid; Age: 75, Max 200; Size: 3t; Movement: Land 2 CP per 3 m (Max 30 m, 29 m
­illusions to trick and fool. For e­ xample, if wearing armor); Natural Armor: 2; Religion: Haminges; Initiative (Base): +1 (0 when
the illusions can be used to make a plate wearing armor); Fear Factor: 1d10 (OR 10).
of food seem like it’s full of m
­ aggots or Body Points: 82–101
frogs. Damage Levels (for 92 BP): 1-23 (0) / 24-46 (-1) / 47-69 (-3) / 70-92 (-7) / >92 (Dying)
Character Traits: Intelligence +4, Strength +4
Feats: Illusion Trick, Mock Guidance, Persuade.
Mock Guidance
A king troll can hide in bushes and rocks Weapons:
to follow someone and whisper about Unarmed WA 4, Dmg 1d10 +4, IM 0, PV/BV -
the loveliness of the forest or mountain Broadsword WA 3, Dmg 2d10 (OR 8-10) +4, IM -4, PV/BV 8/80
through which they are traveling. Often the Broad-bladed Spear, WA 2, Dmg 2d10 (OR 7-10) +4, IM -5, PV/BV 7/70
Medium Shield WA 2, Dmg 2d10 (OR 10) +4, IM -2, PV/BV 5/50
troll will try to lure someone into a trap or
its den where the unlucky one will be slain Armor: Fur Armor, PV 2 / BV 20, IM -1
or enslaved. The victim must succeed on Number of Rounds to Spread Combat Points: 2
a situation roll with a situation value of 7 Combat Points: Free 8 / Attacks & Parries 4 / Armed 1 (One-Handed Heavy Weapons
(Psyche modifiers apply) in order to ignore Right hand 4, Two-Handed Weapons 4, Shields 2) / Unarmed 1 (Brawling 4, Wrestling 4).
the whispers. A failed roll means that the Samples of Attacks: 3 actions per 2 rounds1
victim follows the whispered ­suggestions 2 actions per 2 rounds2
without even being aware of the whispers. • 1 (IM +1, 0 with armor) Brawling SV 7, SV 5, SV 5
A successful roll means that the mock • 1 (IM -3, -4 with armor) Broadsword SV 10, SV 7
guidance is broken. Every time the troll • 2 (IM -5, -6 with armor) Broadsword SV 9, SV 8, Shield SV 10
wishes to lead the victim along a new path • 1 (IM -4, -5 with armor) Broad-Bladed Spear SV 11, SV 6
or in a new direction, the victim must make Skills: Agility SV 10, Care SV 7, Entertainment SV 4, Faith SV 3,
a new situation roll.
Fighting SV 7 Armed Fighting 1 (One-Handed Heavy Weapons Right hand 2;
Two-Handed Weapons 2; Shield Bearer 1); Battle Experience 1;
(Armor Bearer 2; Fighter 2); Unarmed Fighting 1 (Brawling 2;
Persuade Wrestling 2)
Instead of capturing its prey with force, Knowledge SV 6 Language 1 (Foreign Tongue (..) 1; Mother Tongue (Bastjumal) 3)
the king troll likes to use vitner or its
Shadow Arts SV 7 Shadowing 1 (Camouflage and Hiding 2); Thievery 1 (Locks and
power of persuasion. Victims who hear Traps 2)
what the king troll has to say must make
Vitner Craft SV 10 Call of Vitner 1 (Darkhwitalja 2); Vitner Shaping 1 (Galding 2;
a situation roll with a situation value of
Vitner tablet (Delusion Vitner) 3; Vitner tablet (Power of Thought) 2;
12 (Psyche modifiers apply) in order to Vitner tablet (Witchcraft) 1)
not be persuaded by the troll.
Wilderness SV 10 Hunting Experience 1 (Hunting and Fishing 2); Nature
Knowledge 1; Survival 2 (Pathfinder 1);
Vitner Capacity: 55 Galding SV 15

chapter 7. trolls | 173


Trolls

✦ OGRE ✦

T
he ogre is the smallest sibling in the strange family In days long past, when the ogres were a more common sight,
of giants, as well as a member of the troll races. It they used to be split up into mountain ogres, forest ogres, farm
is said that in days long past, there were ogres both ogres, and river ogres. Mountain ogres were large and hairy. Forest
far and wide, but that they suddenly disappeared. ogres were bowed and covered in moss. Farm ogres lived close to
Perhaps this has to do with the common perception that all ogres the settlements of humans, and river ogres were usually found by
carry lumps of gold in their bellies and that both humans and great rivers, mostly in the marshlands of Visenthia. Today people
dwarves have hunted them to obtain this most precious metal. speak of them all simply as ogres and have melded them together
In days long past, ogres dwelled on the plains of Mittland, but into one kind. The common ogre today has inherited the size of the
today they can be found only in the deepest forests. The ogre is mountain ogre, the great teeth of the forest ogre, the temper of the
a lonely and capricious creature. In my long life of searching, I farm ogre, and the greenish skin of the river ogre.
have never met anyone that can say for certain how an ogre lives. The ogre is a creature that cannot be trusted due to its unstable
They seem to make their living mostly from hunting and have no psyche. Its mood shifts constantly between two states, rabid and
lasting homes. It is very rare to encounter more than one ogre at kind. If the ogre is in a kind mood, one can have conversations
a time and they fiercely protect their hunting grounds. with it and the ogre will seem peaceful and willing to talk. In
On the highlands of Edras, I once encountered an ogre. these brief moments, one might wonder where all the rumors
It wandered from top to top in the search of the wild rams about the horrid anger of the ogres come from.
that live on the crags there. The ogre was much taller than But just as a coin has two sides, so does the ogre. As fast as
I had expected, its clothing was most primitive, and so were one can flip a coin, the ogre can shift its mood, and at these
the weapons and tools that it bore. It did not take long before times one would do best to avoid this unstable creature.
the ogre discovered us and tried to scare us away from the Ogres live in everything from caves to wooden lodges.
mountain. We were not a battle-ready troupe at the time and Due to its unstable mood, an ogre rarely has long stretches of
chose to depart before we further enraged the ogre. The people concentration, which is why they do not build their own homes
of Soj are hostile towards giant- and troll kin, and ogres in but rather take up where other trolls once lived. Such houses
particular. The villagers told us how the ogres made their way are often torn down in bursts of rage, which means that these
down from the mountains a few times a year to steal cattle. structures are poorly made and never safe to dwell in.

Mood is normal and somewhat calm, but When an ogre is in its crazed state
Teamwork is a term that has never been should the result be 6-10, it is furious. of mood, it will attack everything and
used in regard to ogres, especially since it The ogre will be in this mood for 1d6 everyone. If there is no living thing close
is very rare that two ogres are in a good hours unless something happens to enough, it will go wild on the nearest
mood long enough for their brotherhood shift its mood. The mood can switch thing in range due to its need to destroy
to lead to anything of value. from kind to murderous just by the something. An ogre in battle never
To decide the mood of an ogre on slightest ordeal or if there is s­ omething thinks about taking damage but only of
any given occasion, a luck roll is made around them that they don’t like in the inflicting damage. This means that ogres
with 1d10. If the result is 1-5, the ogre slightest. will not parry in battle.

174 | chapter 7. trolls


STATS: OGRE
Type: Humanoid; Age: 30, Max 70; Size: 2t; Movement: Land 2 CP per Skills: Agility SV 5; Care SV 4, Entertainment SV 3, Faith 4,
2 m (Max 20 m, 19 m if wearing armor); Natural Armor: 1; Religion: Shadow Arts SV 7, Vitner Craft SV1.
Haminges; Initiative (Base): -1 (-2 if wearing armor); Fear Factor: 1d10. Fighting SV 7 Armed Fighting 2 (One-Handed
Body Points: 52-65 Heavy Weapons 2; Shield Bearer 1; Two-
Damage Levels (for 59 BP): 1-15 (0) / 16-30 (-1) / 31-45 (-3) / Handed Weapons 2); Battle Experience
46-59 (-7) / >59 (Dying) 1 (Armor Bearer 1; Fighter 1); Unarmed
Character Traits: Constitution +2, Dexterity -2; Strength +4 Fighting 1 (Brawling 1; Wrestling 1)

Feats: Mood Knowledge SV 5 Language 1 (Mother Tongue (Bastjumal) 3)

Weapons: Wilderness SV 7 Hunting Experience 1 (Hunting and


Fishing 1); Survival 1
Unarmed WA 4, Dmg 1d10 +4, IM 0, PV/BV -
Battle Hammer WA 3, Dmg 2d10 (OR 8-10) +4, IM -4, PV/BV 7/70
Two-Handed Club, WA 2, Dmg 2d10 (OR 7-10) +4, IM -5, PV/BV 6/60
Medium Shield WA 2, Dmg 2d10 (OR 10) +4, IM -2, PV/BV 5/50
Armor: Metal-reinforced Leather, PV 4 / BV 40, IM -1
Combat Points: Free 8/ Attacks & Parries 2 / Armed 2 (One-
Handed Heavy Weapons Right hand 4, Two-Handed Weapons 4,
Shields 2) / Unarmed 1 (Brawling 2, Wrestling 2).
Samples of Attacks: 2 actions per 1 round
• (IM -1, -2 with armor) Brawling SV 8, SV 5
• (IM -5, -6 with armor) Battle Hammer SV 8, SV 8
• (IM -7, -8 with armor) Broadsword SV 10, SV 6, Shield SV 10
• (IM -6, -7 with armor) Two-Handed Club SV 9, SV 7

chapter 7. trolls | 175


CREATURE INDEX
—B— —H— —N—
Barrow Wight................................................... 42 Happja................................................................. 84 Night Ulm.......................................................... 27
Beinbaiter........................................................... 46 Hrim Troll....................................................... 165 Nymph............................................................... 101
Braskelwurm.....................................................114 Hrimtursir........................................................ 140 —O—
Brotbeast..............................................................14 Hrimwurm.......................................................120 Ogre....................................................................174
Byse...................................................................... 76 Hulder.................................................................. 86 —P—
—D— Huvfurwurm.....................................................116 Physical Demon................................................ 52
Dark Dweller..................................................... 48 —S—
—I—
Demon................................................................. 52 Intangible Demon............................................ 55 Sálhele................................................................. 70
Diser.................................................................... 56 —J— Skjuld.................................................................104
The Helpful...................................................... 58 Jarnwurm......................................................... 123 Stonehinje.........................................................106
—K— —T—
The Lost........................................................... 58 Thorn Beast....................................................... 29
The Wicked...................................................... 56 Kelpie................................................................... 90
King Troll........................................................ 170 Troll Bull............................................................ 32
Draugr................................................................. 61 Troll Wolf.......................................................... 34
—L—
—F— —V—
Fairy.................................................................... 78 Lindwurm......................................................... 126
Log Troll............................................................ 92 Vidrjotun.......................................................... 149
Firbloodrisk....................................................... 80 —W—
Firdtursir.......................................................... 138 Logi...................................................................... 94
Logiwurm......................................................... 130 Warg Beast........................................................ 36
Fjol Troll.......................................................... 154 Warg hare........................................................ 103
Forest Troll...................................................... 157 Logrjotun......................................................... 143 —Y—
—G— Lomed.................................................................. 96 Yggdras.............................................................109
Galtir................................................................... 16 Lyktgubbe.......................................................... 65 Yggwurm.......................................................... 133
Giant Snake.........................................................18 —M—
Giant Spider....................................................... 20 Mantikora........................................................... 25
Goblin............................................................... 160 Mare.................................................................... 98
Gray Troll........................................................ 162 Muspeljotun..................................................... 146
Grendel............................................................... 82 Myling................................................................. 67
Gryphon.............................................................. 23

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