White Eye (Bianoc Sapiens)

They are called White Eye due to the very light colour of their irises. Most adventurers will run like hell when faced with even one.

The White Eye is for all intents and purposes a barbarian elf. They typically stand at least 6ft tall, have pale blond hair and an eye colour so light it is considered by many to be pure white, creating the image of no iris or pupil.

They hail from the northern regions of Gæa, sharing their domain with the likes of the Northice Mountain Great Orc, various human barbarian and primitive tribes and polar bears.

Their society and culture is strongly combat oriented, their sense of humour non-existent and they strongly believe that
mercy is for the weak. Truly, it is a great honour to be slain by one so great.

Like human barbarians, they generally shun civilisation, making the sighting of a White Eye in a city or town a very rare occurrence.

It is unclear whether they are at all related to elves. They refuse to talk on the subject. Pressing a White Eye for his racial origins will soon have one regretting such curiosity.

Yet the White Eye and Elf have some very similar traits. Their females are thin and well muscled, indeed it is hard to differentiate between female and male. They are also able to move in absolute silence and have extremely keen senses. Differences are also noticeable – White Eyes are pale of skin, having no green tint and stand taller than the average human.

From a distance, they appear to be albino in their paleness, yet up close, the faintest trace of pigmentation can be seen.

This solitary race has few friends and many enemies. They will war upon Elves and Goblins (their own distant relatives?) as readily as on human or orc. Befriending a white Eye is extremely rare and there are no tales of anyone gaining their trust.

This article was originally published XXVII November MMII

White Eye

STR3D610-11Move 4
CON3D610-11Hit Points 12
SIZ12+1D614Fatigue 20
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-030/4
L Leg05-0804-060/4
Abdomen09-11 07-100/5
R Arm13-1516-170/4
L Arm16-1818-190/4
Stone Bow1/MR25+111D6+210+56
War Maul720+111D10+220+512

Skills: Agility +5; Climb 50; Dodge 25; Jump 45; Communication +10; Knowledge +8; White Eye Lore 15; Mineral Lore 20; Manipulation +10; Conceal +10: Listen 40; Track 30; Stealth +6; Hide 18; Sneak 30.

Armour: White Eyes may wear may armour, but tend to stick with leather based armour, usually cuirbouilli.

Magic: Only spirit magic is allowed and only battle spells.

Orc (Orca, Orcanthropus Piltdowni)

Orcs have been defined in nearly every fantasy setting in one way or another. This is the RuneQuest.orc take on orcs.

Orcs are burly, well muscled humanoids. Although somewhat squat in nature, they are roughly the same SIZ as humans with a tendency to be broader in the shoulder and chest. Their skin generally appears light yellow in colour, although a vaguely green tint is evident under sunlight. Prolonged exposure to the sun increases the green tint in the skin, and a much tanned orc may appear to be bordering on dark green in colour.

Orcs have elongated lower canines which are sometimes confused as tusks. These canines differ from orc to orc, some being barely visible while other specimens being large enough to support the tusk theory. Their ears are elongated and pointy, more like that of a dog than an elf. (Never tell an orc he has elf ears unless you are suicidal.) As with the canines, ears differ in shape and size from orc to orc. Ears are also the subject of body modification in many tribes and are oft clipped and pierced to such an extent that they no longer resemble olfactory organs at all.

The orcs of history may have at one time been a nocturnal species. The habits of the modern orc are however generally diurnal. The evidence that they were once a nocturnal species becomes evident in the darkness, where their sight is far keener than that of a human in the same circumstances. In the case of utter darkness where there is no source of light at all they are equally disadvantaged with humans.

Orcs are wily, cunning creatures. In some ways they are almost human in their mannerisms and actions, in others they are brutish, barbaric and unfathomable of motivation. They are boastful creatures who enjoy nothing more than having the last say on any matter. Beware the adventurer who gets embroiled in an orcish boasting session! (Boasting is a specific communications skill that orcs learn as a matter of course).

While orcs have quarrelsome nature and are constantly on the lookout for how they may gain from any given situation, they also possess a keen sense of self preservation. An orc who feels threatened in a situation will not hesitate to turn tail and retreat if such an opening to save his skin exists.

Orcs use a varying array of weapons. Certain tribes may prefer certain weapon types. One item which unifies all orcs is that only the females will use a bow. This is possibly why orcs think that all elves are females, because the concept of a male using a bow is very alien to them. Males of certain tribes have been known to make use of crossbows although they do face ridicule and the occasional thrashing by less broadminded orcs.

The origin of orcs is unknown. Orcs are NOT related to elves in any way! What is known is that they are mammals whose ancestors were non simian. Apart from a non common ancestor, orcs share many anatomical similarities with humans. Internal organs are in roughly the same locations although orcs tend to have larger hearts and lungs, which accounts for their greater resilience in tasks that require muscular activity.

The female has a gestation period of roughly 170 days and gives birth to a small orcling which she will initially suckle at one of two tiny teats, one of which is located below each breast. These secondary breasts are usually hidden from sight beneath the bulge of her main breasts and secrete and thin, clear substance which sustains the newborn orlcing during the first days of its life. Gradually the orcling is weaned from the small secondary breasts onto the more regular milk of the main breasts. Due to the short gestation period it is not uncommon for a mother to have two or more orclings of varying ages on the breast at the same time.

Newborn orclings are far smaller than their human counterparts and require a larger degree of care from their mother than a newborn human. Although less robust at birth, an orc grows fast and is soon more robust than a human of the same years. Once weaned (one and a half to two years old) an orcling grows fast and may reach the same height although be less bulky that an adult within nine summers. While they may look like adults physically, they are however still children and lack worldly experience. Although orcs may grow quickly, their bodies only mature sexually many summers later – in fact humans reach sexual maturity earlier than orcs do. On average an orc will be ready to start breeding after twenty summers.

The bodies of young orcs (both male and female) produce large quantities of testosterone during their adolescent stage. Adolescents compete fiercely between each other and differentiation between male and female is difficult. The females even possess an enlarged clitoral sheath that resembles a penis during this stage of development. As sexual maturity approaches the clitoral sheath shrinks and breasts develop as the female’s body replaces testosterone production with oestrogen as it readies itself to bear children.

It is during the adolescent stage of development that many young orcs are encountered. As they compete to establish themselves within society they will journey into other lands to raid and do battle with whomever they believe that can win an encounter with. This is not to say that older orcs do not do the same – the adolescents just tend to go further and take more risks in order to establish their rank.

Orcs are not great believers in magic and most have no time for it. Those who do use magic tend to tread the divine path although the occasional shaman practitioner of spirit magic may be encountered. This is not to say that orcs do not recognise and respect the gods just that they do not rely on them very much. Sorcerers are reviled and anyone found to be practicing the dark arts will be expelled population if they are lucky. The less fortunate will simply be killed.

Orcs can be divided into three main types. These types can interbreed but usually do not due to clannish ways and geographical separation.

Common orcs are the most prolific and widely spread of the three and are thus the most likely to be encountered. The common orc has a greater tendency to bear twins than the other two types. They prefer to settle in habitable lands, the same as humans which as often as not brings them into conflict for resources. Fortunately common orcs are least hostile of the three types and peaceful trade is as possible as war between them and their neighbours. Their culture is barbaric but civilised populations are encountered from time to time.

Great orcs tend to live in more hostile regions such as mountains, apparently by choice. They pride themselves in their fighting prowess and look down upon the other orc types as inferior. A tendency towards isolation means that they are rarely encountered outside of their mountain strongholds unless it is raiding season. Their hostile homelands necessitates that they breed slower than their common orc cousins. Twins are also a far rarer occurrence. The great orcs have a barbaric culture. Those who do leave their homeland and journey into the world generally end up selling their sword for a living. In an army situation, great orcs will invariably be in some sort of specialised unit as they do not co-operate well with others. Do not think that great orcs are stupid, they are as cunning as their common orc cousins.

Mottled orcs are a rarity in many regions. As their name implies, their skin is usually blotched in appearance, some blotches being natural, others scar tissue. Their culture is usually primitive or barbaric. They have a lean, wiry build and are known for their aggressiveness toward strangers. When not fighting among themselves they have been known to make the occasional raid. Mottled orcs are the most sadistic of the three types. They enjoy inflicting pain on their captives and are the least likely to flee an adverse situation. They breed as fast as their common orc cousins but have been known to abandon their infants when food becomes scarce.

Courtesy ArtStation.com

Orc (common)

STR4D614Move 3
CON3D6 + 110-13Hit Points 11
SIZ2D6 + 311Fatigue 25
INT3D610-11Damage Bonus 1D4
POW 2D6 + 3 10
DEX 4D614
APP 2D67
Hit LocationMelee (D20)Missile (D20)Points
R Leg1-41-34/4
L Leg5-84-64/4
R Arm13-1516-174/3
L Arm16-1818-194/3
Fist825 + 71D3 + 1D4
Gladius733 + 71D6 + 1 + 1D425 + 710
Spear (1H)725 + 71D8 + 1 + 1D425 + 78
Target35 + 712
Dagger830 + 71D4 + 2 + 1D430 + 76
Sling &#97943/930 + 71D8
Composite Bow &#97923/930 + 71D8 + 17

Skills: Agility +7; Dodge 20, Swim 10, Drive 20,Communications +7; Speak Other 15, Boast 30,Knowledge +2; (X) Lore 10, First Aid 20,Manipulate + 7; Conceal 25, Devise 20,Perception +7; track 35, Scan 20, Stealth +8 ; Sneak 40.
Armour: Mostly bezainted with a stronger helm, usually scale or plate.
Magic: Orcs respect the gods but rarely call on them. Any divine magic will be cult specific.

Orc (Great)

STR4D6 + 316Move 3
CON3D6 + 314-16Hit Points 16
SIZ2D6 + 817Fatigue 31
INT3D610-11Damage Bonus 1D6
Hit LocationMelee (D20)Missile (D20)Points
R Leg1-41-33/6
L Leg5-84-63/6
R Arm13-1516-175/5
L Arm16-1818-195/5
Head Butt835 + 71D4 + 1D6
Bastard Sword (2H)740 + 71D10 + 1 + 1D635 + 712
Naginata (2H)640 + 72D6 + 2 + 1D635 + 710
Whip330 + 71D46
Sai/Dirk725 + 71D6 + 1D625 + 710
Javelin &#97943/930 + 71D88
Long Bow &#97923/930 + 71D8 + 16

Skills: Agility +7; Dodge 25, Climb 50, Jump 45,Communications +7; Speak Other 15, Boast 40,Knowledge +2; (X) Lore 10, First Aid 20,Manipulate + 7; Conceal 25, Devise 20,Perception +7; track 35, Scan 20, Stealth 0 ; Sneak 15.
Armour: A mix of ringmail, cuirbouilli and lamellar.
Magic: Orcs respect the gods but rarely call on them. Any divine magic will be cult specific.

Orc (Mottled)

STR3D610-12Move 3
CON3D610-13Hit Points 10
SIZ2D6 + 29Fatigue 22
INT3D610Damage Bonus –
POW 2D610
APP 2D66
Hit LocationMelee (D20)Missile (D20)Points
R Leg1-41-34/4
L Leg5-84-64/4
R Arm13-1516-173/3
L Arm16-1818-193/3
Fighting Claw825 + 71D4 + 1
Kukri935 + 7 1D4 + 325 + 78
Long Spear (2H)740 + 71D10 + 135 + 710
Buckler35 + 78
Knife930 + 71D3 + 125 + 74
Bolas435 + 7 1D4
War Boomerang430 + 71D86

Skills: Agility +7; Dodge 35, Climb 30, Jump 20,Communications +7; Speak Other 15, Boast 20,Knowledge 0; (X) Lore 10, First Aid 15,Manipulate + 7; Conceal 25, Torture 30,Perception +7; Track 45, Scan 20, Stealth 0 ; Sneak 45.
Armour: A mix of bezainted, cuirbouilli and lamellar, oft with a chain coif.
Magic: Orcs respect the gods but rarely call on them. Any divine magic will be cult specific.

Giss Lizard Folk (Saurus sapius)

Common to many worlds, Lizard Men / Folk (hereafter referred to as the Giss) are the founders of a great empire on Gæa.

Giss lizard folk are large bipedal reptiles which resemble humans in certain aspects. While their countenance from tip of snout to tail is lizard, their pelvis and shoulders are similar in certain ways to those of a human and they stand erect, on their hind legs. They have a protruding jaw, which houses a mouth lined with canine teeth, much like that of a crocodile, although shorter. Eyes are set much like that of a lizard. They have a four fingered hand (three fingers and a thumb) and a five toes foot.

The Giss are considered to be poikilothermic (cold blooded), but their physiology has developed to a stage where they are able to maintain their own body temperatures for moderate lengths of time. Thus, one may be able to survive a short snow storm and the cold weather associated with it without having to hibernate, but will most certainly not outlast a protracted cold winter.

They are ovoviviparous, but not give birth to many young. A mature female may produce up to nine infants at one time, but numbers of three to five are more common. Their gestation period is one hundred and fifty days, which means that a healthy female can produce two broods per year.

Like humans, Giss differ subtly through their genetic coding. Some have yellow eyes while others eyes may be red, green or blue. Their skin may vary from a light green, through deep green, to a muddy, brown-green. Some may have a small crest on their head and/or down their back while others may possess a pair of small, blunt vestigial horns on their head.

They are highlly intelligent creatures who are skilled in many of the crafts and lore that humans know. Although generally civilised, small numbers of primitive and barbaric tribes may be encountered. They are most prolific in warm environments, such as deserts, plains and jungle and tend to clothe themselves accordingly, favouring loose togas and loincloths.

Although they are carnivorous by nature, some Giss have been known to eat fruits and vegetables in desperate times.

The Giss may be one of the first creatures i ever defined. RQ 3rd ed never defined Lizard People, although later on once i got my hands on the Glorantha Bestiary it was evident other similar concepts ad been considered, such as the Newtling and Slarg

Giss Lizard Folk

STR2D6 + 1218Move 3
CON2D6 + 1016Hit Points 15
SIZ3D6 + 215Fatigue 30
INT2D6 + 613
Hit LocationMelee (D20)Missile (D20)Points
R Leg02-0502-042/5
L Leg06-0905-07 2/5
R Arm15-1616-171/4
L Arm17-1818-191/4
WeaponSRAttack%DamagePARR% PTS
Claw/Fist830 + 51D6 + 1D4
Bite1030 + 71D10 + 1D4
Bastard Sword625 + 151D10 + 1 + 1D4 25 + 1012
Trident325 + 152D6 + 3 +1D425 + 1010
Scutum1D630 + 1018
Whip130 + 5 1D415 *6

Notes: Giss lizard folk will use any number of weapons. The ones listed above are what some of them may choose to use. Due to their nature, they can bite, (where a human may head but).
* Entangle
Skills: Agility + 2, Communications + 7, Knowledge + 3, Manipulation + 8, Perception + 10, Listen + 3, Ride/Drive Chariot + 15, Evaluate + 5, First Aid + 5, Animal Law + 8, Jump + 2, Climb + 2, Devise 3.
Armour: 1 to 2 point scales in certain places and may wear any armour, preferring a plate cuirass with leather skirts and greaves.
Magic: LGiss disdain sorcery, but many use divine magic. Some of the primitive ones may use spirit magic.

Lizard, Land Dragon (Saurus draco terra)

This reptile was inspired by an old Viking Forge / Tabletop Fantasy / Asgard Miniature called “Land Dragon with Lizard Man Rider”.

These large bipedal beasts are not dragons at all, but rather large relatives of the Desert Walker, whom they resemble in many ways. They live in arid, open expanses such as deserts and semi deserts and are carnivorous. Although they live almost exclusively on fresh killed prey, they have been known to take carrion and even eat their own kind at times.

In the wild, these are solitary animals who only meet to mate. Males will often fight for supremacy when they do come into contact with each other. Land dragons are vicious beast who have been known to run down and devour many unsuspecting travellers

Their almost limitless endurance in hot climes has, like the desert walker, many of these large, horse sized lizards to be domesticated so as to provide mounts and, on occasion, to act as beasts of burden. They do not however make good draft animals as their tail, with its lethal bone spike tends to cause much damage to any wagon they are hitched to.

Due to the fact that the land dragon is so viscous, domestic ones are reared from egg. It is extremely rare to encounter one that has been tamed from the wild. Although they thrive in almost any conditions, bar sub zero arctic climes, they are most suited to warm, open places. Land Dragons average between an eleven and eighteen year life span and are oviparous.

The Land Dragon was initially defined on VII August MMII

Land Dragon

STR3D6 + 818-19Move 9(6)
CON3D6 + 818-19Hit Points 20
SIZ5D6 + 623-25Fatigue 40
DEX3D6 + 314-15
Hit LocationMelee(D20)Missile(D20)Points
R Leg03-0504-063/8
L Leg06-0807-093/8
R Arm16182/6
L Arm17192/6
Weapon SRAttack%Damage
Claw735-62D4 + 1
Bite6501D10 + 2D4
Tail7304D6 + Knockdown

Notes: A land dragon will usually attack its prey with its claws in an attempt to hold it fast before it finishes it off with its bite. A victim will have to successfully grapple by overcoming the land dragons strength with its own to escape. Should the prey be large or troublesome, it will lash out with its tail. When a tail attack is special or better, the bony spike has hit the victim and full damage is taken. Domesticated dragons are usually trained to attack first with its tail or bite, depending on the battle situation. The land dragons movement is high over short distances (maximum 100 metres) after which it will drop.
Skills: Dodge 18, Track 35, Jump 55.
Armour: Varies according to location.

Hydra (Hydor udras monstrum)

This Hydra was designed long before I obtained the Elder Secrets box, which also contains details of a Hydra. Later on, I also noticed that the Monster Coliseum box has different statistics for a Hydra as well as the Glorantha Bestiary. This one is quite different to the others however, which I hope will mean that it is quite fun to come up against. It also gives any owner of a d30 an opportunity to use it.

This article assumes a quadruped creature and not the alternative serpentine bodied version.

Hydras are extremely rare terrestrial dragonoid creatures with many heads, that prefer to inhabit swamps and salt marshes (mangroves). Some hydras have however been encountered in river estuaries, shallows of lakes and jungle rivers. The most common ones have three heads but there have been tales of ones with seven heads. They are relatively intelligent and have the ability to breath fire and/or noxious gas. Hydras are solitary by nature and only converge for their infrequent mating.

he smaller wild hydras prefer to avoid confrontation with anything unknown and are likely to withdraw and hide if approached. They will fight however if they feel threatened or are attacked. Larger, intelligent hydras are more often than not in the employ of dragon kind or powerful sorcerers, drawing on their employers vast sources of knowledge in return for services rendered.

No one really knows where hydras come from. Some cults believe that they are the offspring between the dragon god and an unknown partner while sorcerer generally believe them to be the result of an arcane experiment. Shamans on the other hand know full well that hydras are manifestations of spirits, bonded together and trapped in the body of a serpent by a powerful shaman, centuries ago. The statistics below are for fully grown hydras.

These hydra statistics were first defined on MMVI July MMII.


STR18D663Move 5
CON9D632Hit Points 48
SIZ20D670Fatigue 95
INT1D6 + 1D46
POW2D6 + 613

3 Headed Hydra

Hit LocationMelee (D20)Missile (D20)Points
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0804-0718/20
Fore Q09-1008-1218/20
RF Leg11-121318/17
LF Leg13-141418/17
Head 115-16 15-16 18/17
Head 217-18 17-18 18/17
Head 319-2019-2018/17

7 headed Hydra

Hit LocationMelee (D30)Missile (D30)Points
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0904-0818/20
Fore Q10-1209-1418/20
RF Leg13-141518/17
LF Leg15-161618/17
Head 117-1817-1818/17
Head 219-2019-2018/17
Head 321-2221-2218/17
Head 423-2423-2418/17
Head 525-2625-2618/17
Head 627-2827-2818/17
Head 729-3029-3018/17

A note about d30: A d30 roll may be achieved by rolling 1d12 + 2d10 and subtracting 2 from the result. Or (1d20 + 2d6) -2.

Breath355 – 5*Flame/Poison
Claw6201D6 + 4D4
Bite940 – 5*3D6 + 7D4

Notes: A hydra may make an attack with each of its heads (breath or bite, not both) every round and may attack with either its tail or claws in the same round. The same head that breathes may not bite during the same round. It may either breathe fire or poisonous vapours per round and not a combination of the two. The hydras flame is more a ball of fire which can affect a target area of one square meter. The range of this fire ball is equal to the hydras POW.

The flame does 4D6 damage to each of the targets hit locations. 4D6 is rolled once and the damage rolled is applied to all hit locations simultaneously. Armour does protect against this damage. The hydra must expend 1D4 fatigue points each time it breathes fire. Poison can be breathed as an alternate to fire. The cloud can take up an area of one square meter and has potency equal to the hydras POW.

Each head may breath at the same time, thus a 7 headed hydra could conceivably blanket a seven square meter area with fire or poisonous vapours. Tail damage is an area sweep effect.

* The hydra will lose 5% on its bite and breath attacks per head that is severed or incapacitated.

Armour: 18 point skin.
Magic: Intelligent hydras will have learned sorcery and/or spirit magic. These will have an INT of 3D6.
Skills: Scan 25 + 5 (per head).

Shoggy Beast (Bestialis slàine)

Adapted from a 2000AD Slainé story with the same name. See The Nature of Shogginess for more information regarding the story, author and illustrator.

the Shoggy Beast is a large, humanoid shaped hairy beast with the head of a warthog and a rapacious hunger for flesh.

Many people confuse shogginess with lycanthropy due to the nature in which a normal person can change into a raging beast. In reality shogginess the result of a shoggy spirit overcoming that of a mortal. The most common cases of shogginess usually come forth in humans, due to their relatively weak will, although other humanoid creatures have been known to be affected.

During the day a person affected by shogginess shall be in their normal form and have their own mind. Most will not even have a recollection of what they do in their shoggy form at night. They revert to the shoggy beast when the sun sets as a rule, although, if the shoggy spirit is greatly weakened, it may not choose to do so.

Ths Shoggy Beast was first defined for RuneQuest 3rd ed rules on MMVI July MMII.

Shoggy Beast

STR3D6 + 820-22Move 5
CON1D6 + 1215-16Hit Points 17
SIZ2D6 + 613Fatigue 30
POW3D6 + 622-23
DEX 3D610-11
APP1D6 + 23-4
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-031/5
L Leg05-0804-061/5
R Arm13-1516-171/4
L Arm16-1818-191/4
Claw540 + 51D8 + 2
Bite8(3)35 + 101D6 + 1D4(1D8 + 1D6)

Notes: The shoggy beast can claw and bite in the same round. If however it has a successful claw, it may try to grapple its victim. To break free, the victim must overcome the beasts STR with his own STR. If the victim cannot break free, the beast gets an automatic bite the following round, see figures in brackets. The beast will die like any normal animal. The statistics above are for a human host. As a general rule of thumb, the beasts STR should be ± 10 points greater than the average for its host.
Skills: Sneak 30-3, Scan 50-1, Search 40-5, Track 50-1
Armour: 1 point fur.

Goblin (Cobalus malignans)

A cave dwelling elfin subspecies. Encountered on many worlds, these malignant creatures have dwelt on Gæa for along time.

Goblins are a species of cave and underground dwelling humanoids. A degenerate form of elf, they prefer to dwell in caves, ravines and rocky land where trees do not easily grow. They despise elves, experiencing a racial obligation to battle them, and are despised and battled on in turn by elves. Generations spent stooped stooped underground have caused goblins to evolve into a far smaller stature than their tree dwelling kin. Their underground nature has led to them becoming adequate miners, resulting in the occasional skirmish as their mines encroach on the domain of other subterranean species.

When goblins do venture into the open, it is usually at night as they are easily demoralised in daylight, with only the hardiest of their kind being able to function normally diurnally. Their elven ancestry is not commonly known and most people view them as a sort of subspecies of orc, a misconception which orcs have been known to take exception to. While orcs will often enslave and sometimes even employ goblins, they hate them as much as elves and will not have a qualm with any action, which may result in the death of goblins.

Goblins come in many sizes, sometimes growing as tall, but not as bulky, as an average human, but they are generally of a far smaller stature. Although usually timid when alone, they can become most aggressive when encountered in numbers, an occurrence that their fast breeding readily facilitates.

Known for their mischievous ways, goblins are often blamed for any small thing, which may go wrong. As such, they are actively hunted to punish them for their misdeeds. They are not very intelligent and lack the ability to plan far in advance, often starving in winter as a result. They also routinely fail to maintain their weaponry, a fine sword in a goblins hand will be rusted and blunt to the point of being useless in a short span of time.

The depredations of orc slavers and other persecutors may keep their numbers in check, for if left to themselves for too long, a tribe will experience a population explosion, resulting in a migration akin to a locust swarm as the excess population leaves it mother tribe to search for a home where they can found a new tribe. Although extremely rare, goblin migrations extremely destructive as the massive number of goblins plunder the land they traverse in search of a new homeland.

See also Elves and The Lopsloss.

This take on goblins was first defined VIII August MMVIII

STR2D6 + 29Move 2
CON1D6 + 46-7Hit Points 7
SIZ1D6 + 36Fatigue 15
POW3D6 10-11
DEX2D6 + 613
R Leg1-41-32/3
L Leg5-84-62/3
R Arm13-1516-172/3
L Arm16-1818-192/3
Short Spear7401D8+12510
Pole Lasso330 + 54
Sling*315 + 51D8
Knife925 + 61D4 + 225 + 64

Skills: Agility + 4; Jump 15, Climb 30, Communications +11; Speak Other Language (Orc) 9, Knowledge 0; Mineral Law 20, Evaluate 10, Manipulate + 5; Devise 18, Perception + 3; Listen 30, Track 10, Stealth + 10; Hide 48, Sneak 42.
Armour: Generally no more that 2 point hard leather, although more protective helmets are often worn.
Magic: Although goblins mostly use spirit magic, some have been known to use sorcery. Due to the generally high mortality rate, it is rare to find a goblin sorcerer of much power. The contrary is true for shamans who are often them most powerful being next to the chieftain in a tribe. Many goblins will give their life to protect the tribal shaman and as a result goblin shamans can become surprisingly powerful.
* Few goblins live long enough to master the sling.

Fossa (Cryptoprocta ferox)

A small predator from Madagascar.

A small, ferocious, cat like carnivore. Although it does occasionally hunt by day, it is primarily nocturnal. With sharp powerful claws and needle like teeth, it has the ability to seriously wound creatures up to twice its size. Although not a real danger to adult humans, it could be a threat to small children, halflings, ducks and pixies. Its ability to climb extremely fast and jump make it equally dangerous to small flying folk like faeries.

In its native Madagascar, the solitary fossa uses its powerful body and sharp claws to scale trees in search of its favourite prey, lemurs

This wildlife program inspired entry was first documented on VI August MMII


STR1D6 + 35-6Move 8
CON3D610-11Hit Points 7
SIZ1D6 + 14Fatigue 15
POW1D6 + 69-10
DEX2D6 + 1219
RH Leg01-0201-020/3
LH Leg03-0403-040/3
Hind Q05-0705-090/4
Fore Q08-1010-140/4
RF Leg11-13 15-160/3
LF Leg14-1617-180/3
Bite1040 + 71D8
Claw750 + 7 1D6

Note: The fossa can claw its prey and bite in the same round if it so desires. If the fossa claws its prey with a special success, its claws will grip into its prey’s flesh, allowing it to hang on. It will continue to do claw damage every 3 strike ranks until its claws are removed. (No further hit rolls will required until its claws disengage).
Skills: Climb 70 + 6, Jump 60 + 4, Sneak 80 – 2, Scan 25 – 2, Listen 35 – 4.
Armour: None.

The Dogs of War (Canis Confligere)

A violent race of canines whose sole existence is to wage bloody war.
“Cry ‘Havoc!,’ and let slip the dogs of war.” ~ Julius Caesar, William Shakespeare

Their origins are a mystery. Whether the result of strong sorcery, the taint of chaos or beings from a far world called Sirius, no one can say. One thing for certain is that The Dogs of War are an extremely dangerous force that cannot be ignored, on the battlefield or off.

The Dogs of War are found in three states. Their highest (alpha) pedigree is that of the Prime Pooch, a muscular and intelligent creature which stands upright and is the size of an average human. They are calm and collected killers, who will use their strong dog jaws as readily as any weapon to damage an enemy. Although they have many humanoid features, they are still very canine in appearance. Their heads are those of a hound, with long floppy ears and strong jaws lined with sharp teeth. A dog snout allows for excellent sense of smell while eyes set to face further forward than that of a dog allow for three-dimensional vision.

The Prime Pooch’s back is partially curved, causing it to stand in a slight crouch, and terminates in a thin tail. Its shoulder blades are set further apart, to allow greater arm movement while its leathery hands have opposable thumbs allowing for weapons and such to be grasped, and used with surprising skill. Its most dog like features are its narrow hips and legs which terminate in a large, splayed paw which facilitate bipedal movement.

A Prime Pooch is a rare sight and a breeding pair even rarer. An aspirant warlord who is able to contract a breeding pair would be able to create an army within a year. They are able to breed a litter of up to twelve puppies of which there is a 10% chance that one puppy is a Prime and a 1% chance that two Primes will be born to the same litter. The rest of the litter will be of the beta pedigree – Dog Soldiers. Prime Pooches are the generals of the Dogs of War. They lead from the front and will spend much of their time training their Dog Soldier offspring in the art of war. In battle, they wear armour and prefer to fight with sword and or. They rarely use shields preferring to equip their free hand with fighting claws or a dagger. A Prime Pooch is long lived, in dog terms, with a life span which can exceed 20 years.

Dog Soldiers are a watered down version of their Prime Pooch parents. While they look alike in many ways, they are closer to their dog cousins in many ways. Their hands are more paw like, although they retain an opposing thumb and they stand in a crouch. The smaller opposing thumb means that they can only handle tow handed heavy weapons, or light one handed weapons, like the gladius. Classically Dog Soldiers will fight with a gladius and strap a target shield to their other arm, although some may opt for a bastard sword or flail. Narrower shoulders allow them to run on all fours although not as fast as a dog. Eyes face less forward than the Prime Pooch causing their three dimensional vision to be somewhat flat although their peripheral vision is enhanced as a result. Dog Soldiers have a shorter life span, averaging 15 years.

Almost as intelligent as the Prime Pooch, Dog Soldiers are loyal followers and usually take the place of non commissioned officers in the army. They are fertile and can produce a litter of up to fifteen whelps in once mating – effectively producing up to four litters a year. Up to 30% of each litter may be born as Dog Soldiers, the rest will be born ad the gamma pedigree – Skumdogs.

Skumdogs are the shock troops of the Dogs of War. While they can stand and fight on two legs, they are more at home on four. Their hands with opposing thumbs are paw like, allowing them only to grasp simple and lightweight double handed weapons like spears. Although they are not as fast whited as their higher pedigree compatriots, they more than make up for it in muscle and stamina. Standing shorter and more stooped than a Dog Soldier, with narrower shoulders and hips, they have thick muscles which run down their back and limbs, allowing them to leap far and run fast.

The Skumdog is usually trained for war by their Dog Soldier parents. They are naturally brutal and will turn on their own if locked up. While some will go on to learn how to wield spears, and even use a sling, most will only be trained in the fighting claw. Equipped with claws, leather vests and unleashed in the hundreds, they will gladly charge into the face on an enemy force, no matter what the odds, immolating themselves for the chance to cool their inbred fury with blood.

Although most Skumdogs are born sterile, a very few may be able to breed further litters of their own kind. Fertile Skumdogs who mate with Dog Soldiers, will produce Skumdog whelps 97% of the time, leaving a 3% chance to successfully produce a dog soldier. In the case of a Prime Pooch mating with a Dog Soldier, there will be a 1% chance of producing another Prime Pooch in a litter, the rest of the litter should be dog soldiers, although there is a 15% chance of the litter containing one or two Skumdogs. Like most large dogs, Skumdogs will only life for an average of 10 years, although most will die in battle long before reaching such an age.

It is thus possible for a mating pair of Prime Pooch’s to produce an army of skilled soldiers, buffered by ranks of vicious shock troops, who will tear into an enemy and leave a reeling, fatigued target for the Dog Soldiers to lay into. It should be noted that a Prime Pooch is not automatically a skilled tactician, but will also require training in the art of war.

All the above aside, the Dogs of War are extremely rare. It is unlikely that a fore to be reckoned with will occur more than once in a triad of lifetimes. The main reason for this rarity is that it is near impossible to locate a Prime Pooch, let alone a breeding pair who have been trained for war. A Pooch must be found as a puppy and be put through rigorous training to prepare it for its future as a leader. One cannot teach an old dog new tricks – an adage which is true for The Dogs of War as well. Any pedigree who is left without proper training will be of minimal use in battle.

This article was originally dreamed up XXIX August MMII

Prime Pooch

STR3D6 + 212-13Move 5
CON3D6 + 212-14Hit Points 15
SIZ3D69-10Fatigue 25
INT2D6 + 613-14
DEX3D6 + 212-14
APP2D6 7
Hit Location Melee (D20) Missile (D20)Points
R Leg01-0401-030*/4
L Leg05-0804-060*/4
R Arm13-1516-170*/3
L Arm16-1818-190*/3
WeaponSRAttack% DamageParr%PTS
Bite1030 + 71D8 -1D4
Bastard Sword640 + 51D10 + 1D4 +112
Main Gauche930 + 51D4 + 230 + 58

Notes: The Prime Pooch can use either bite or hand held weapon in a given round. It could use both only as per normal two weapon use, thereby depriving itself the ability to parry (with the main gauche) that round.
Skills: Track 50 + 1, Listen 80 + 1, Scan 70 + 1, Human Lore 35 + 4, First Aid 20 + 4, Jump 30.
Armour: Hide offers no protection. * The Prime Pooch’s value will usually result in it being equipped with plate or similar high quality armour.

Dog Soldier

STR3D611-12Move 6
CON3D611-12Hit Points 14
SIZ3D68-9Fatigue 23
INT2D6 + 413-14
POW 2D6 7
DEX 2D6 13-14
APP 2D6 7
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-030*/4
L Leg05-0804-060*/4
R Arm13-1516-170*/3
L Arm16-1818-190*/3
WeaponSRAttack DamagePass%PTS
Bite1030 + 7 1D8 -1D4
Scimitar740 + 5 1D6 + 2 + 1D410
Target Shield81D635 + 712
Javelin3/940 + 51D88

Notes: The Dog Soldier can use either bite or hand held weapon in a given round. It could use both only as per normal two weapon use, thereby depriving itself the ability to parry with its shield that round.
Skills: Jump 35 + 2, Throw 45 + 2, Listen 87, Scan 65, Track 40, Animal Lore 25 + 5.
Armour: Hide offers no protection. * The Dog Soldier is usually equipped with at least bezanted armour.


STR3D611-12Move 8
CON2D611-12Hit Points 16
SIZ2D610-12Fatigue 2
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-030*/5
L Leg05-0804-060*/5
R Arm13-1516-170*/4
L Arm16-1818-190*/4
Bite1030 + 71D8 -1D4
Fighting Claw835 + 51D4 + 1 + 1D4
Long Spear635 + 51D10 + 1 + 1D410

Notes: The Skumdog usually doesn’t learn to parry. The will uses their long spear until an enemy is within close quarters, at which time they will discard it to fight with claws and/or bite.
Skills: Dodge 30 + 3, Jump 40 + 3, Listen 55, Scan 35, Track 90, Sneak 10 + 2.
Armour: Hide offers no protection. * The Skumdog is often equipped with whatever armour is available, upgrading with the spoils of war wherever possible.

Lizard, Desert Walker (Saurus desertum)

Inspired by the Land Dragon, the Wazzat Lizards from Snarf Quest by Larry Elmore and a characters need for a decent dog/pack animal suitable for travelling through the hot deserts of Northern Araktor.

These bipedal lizards live in arid, open expanses such as deserts and semi-deserts. They are fleet footed carnivores, but have been known to chew on succulent plants in search of moisture. In the wild, these are solitary animals who tend to group mainly due to local geography rather than any pack instinct. Desert walkers are curious, even tempered creatures, intent on investigating anything new.

The manner in which these creatures are almost docile has lead many of them to be domesticated. In the desert they are more efficient than a dog, to which they can be likened in size. Many are used as beasts of small burden, pets and even exterminators of vermin in plantations.

Although they thrive in almost any conditions, bar sub zero arctic climes, they are most suited to warm, open places. Should one be taken into a place where the desert walker can not see far, they will become unsettled and non co-operative to the extent that they will refuse to accept food. If kept in such circumstances for too long, they will surely perish. Desert walkers average between eight and thirteen year life spans and are oviparous.

Desert Walker

STR1D6 + 36-7Move 6
CON3D6 + 111-12Hit Points 10
SIZ 1D6 3-4Fatigue 19
Hit Location Melee (D20)Missile (D20)Points
R Leg03-0504-062/4
L Leg06-0807-092/4
R Arm16181/3
L Arm17191/3
WeaponSRAttack %Damage
Claw830 + 10 1D4
Bite845 + 21D6

Notes: A desert walker will attack its prey with its claws in an attempt to hold it fast before it finishes it off with its bite. A victim will have to successfully grapple by overcoming the walkers strength with its own to escape. Domesticated walkers can be trained to bite first.
Skills: Dodge 18, Track 30, Hide 20, Jump 45, Devise 3.
Armour: 1 to 2 point scale armour in certain places.