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
A ferocious predator from the ice age. Once again a creature I designed long before realising it had stats in the Glorantha Bestiary. However Earth and Gæa are not Gloratha and the tiger’s stats differ considerably.
Artist Unknown
Sabre toothed tigers grow to roughly the size of an adult tiger or lion. They have shorter legs and are much heavier set however. Tawny brown with faint black striping in colour, their most prominent feature is their oversized canine teeth, which can be up to 40 centimetres long.
Like normal tigers, sabre toothed tigers prefer to hunt by ambush, but may stalk prey on occasion. They will also consume relatively fresh carrion. Preferring colder climes, their range includes grassland, wooded areas and rocky areas, such as hills and mountains. On rare occasions, one may be encountered is more arid regions and light jungle.
They are greatly feared creatures and are very proud of the fact. A challenge will be met in most occasions, unless the tiger is nursing cubs or otherwise occupied in a more important activity.
Last updated MMVI July MMII
Sabre Toothed Tiger
Characteristics
Average
STR
6D6 + 10
33-37
Move 8
CON
3D6 + 6
15-18
Hit Points 27
SIZ
4D6 + 15
29
Fatigue 46
INT
5
5
POW
3D6
10-11
DEX
3D6 + 3
14-15
Hit Location
Melee (D20)
Missile (D20)
Points
RH Leg
01-02
01-02
3/7
LH Leg
03-04
03-04
3/7
Hind Q
05-07
05-09
3/10
Fore Q
08-10
10-14
3/10
RF Leg
11-13
15-16
3/7
LF Leg
14-16
17-18
3/7
Head
17-20
19-20
3/8
Weapon
SR
Attack %
Damage
Bite
8
30 + 15
1D12 + 2D8
Claw
5
50 + 12
1D8 + 2D6
Rip
5
80
2D8 + 2D6
Note: A sabre toothed tiger gets one bite and two simultaneous claws each round. The bite hits 3 strike ranks after the claws. If both claws hit, the tiger will hang on and rip with its hind claws on the next round, while continuing to bite. Should the tiger obtain a special success with its bite, it will impale its victim due to the length of its canines. Once impaled, the victim will have to attempt to break free as the tiger will hold on until the victim perishes. Skills: Dodge 40 + 1, Scent 50, Hide 70-5, Jump 55 + 3, Sneak 80-10. Armour: 3 point skin.
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)
Characteristics
Average
STR
4D6
14
Move 3
CON
3D6 + 1
10-13
Hit Points 11
SIZ
2D6 + 3
11
Fatigue 25
INT
3D6
10-11
Damage Bonus 1D4
POW
2D6 + 3
10
DEX
4D6
14
APP
2D6
7
Hit Location
Melee (D20)
Missile (D20)
Points
R Leg
1-4
1-3
4/4
L Leg
5-8
4-6
4/4
Abdomen
9-11
7-10
4/4
Chest
12
11-15
4/5
R Arm
13-15
16-17
4/3
L Arm
16-18
18-19
4/3
Head
19-20
20
6/4
Weapon
SR
Attack%
Damage
Parr%
PTS
Fist
8
25 + 7
1D3 + 1D4
–
–
Gladius
7
33 + 7
1D6 + 1 + 1D4
25 + 7
10
Spear (1H)
7
25 + 7
1D8 + 1 + 1D4
25 + 7
8
Target
–
–
–
35 + 7
12
Dagger
8
30 + 7
1D4 + 2 + 1D4
30 + 7
6
Sling ♂
3/9
30 + 7
1D8
–
–
Composite Bow ♀
3/9
30 + 7
1D8 + 1
–
7
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)
Characteristics
Average
STR
4D6 + 3
16
Move 3
CON
3D6 + 3
14-16
Hit Points 16
SIZ
2D6 + 8
17
Fatigue 31
INT
3D6
10-11
Damage Bonus 1D6
POW
3D6
19
DEX
4D6
14
APP
2D6
7
Hit Location
Melee (D20)
Missile (D20)
Points
R Leg
1-4
1-3
3/6
L Leg
5-8
4-6
3/6
Abdomen
9-11
7-10
5/6
Chest
12
11-15
5/8
R Arm
13-15
16-17
5/5
L Arm
16-18
18-19
5/5
Head
19-20
20
6/6
Weapon
SR
Attack%
Damage
PARR%
PTS
Head Butt
8
35 + 7
1D4 + 1D6
–
–
Bastard Sword (2H)
7
40 + 7
1D10 + 1 + 1D6
35 + 7
12
Naginata (2H)
6
40 + 7
2D6 + 2 + 1D6
35 + 7
10
Whip
3
30 + 7
1D4
–
6
Sai/Dirk
7
25 + 7
1D6 + 1D6
25 + 7
10
Javelin ♂
3/9
30 + 7
1D8
–
8
Long Bow ♀
3/9
30 + 7
1D8 + 1
–
6
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)
Characteristics
Average
STR
3D6
10-12
Move 3
CON
3D6
10-13
Hit Points 10
SIZ
2D6 + 2
9
Fatigue 22
INT
3D6
10
Damage Bonus –
POW
2D6
10
DEX
3D6
11-14
APP
2D6
6
Hit Location
Melee (D20)
Missile (D20)
Points
R Leg
1-4
1-3
4/4
L Leg
5-8
4-6
4/4
Abdomen
9-11
7-10
6/4
Chest
12
11-15
6/5
R Arm
13-15
16-17
3/3
L Arm
16-18
18-19
3/3
Head
19-20
20
7/4
Weapon
SR
Attack%
Damage
PARR%
PTS
Fighting Claw
8
25 + 7
1D4 + 1
–
–
Kukri
9
35 + 7
1D4 + 3
25 + 7
8
Long Spear (2H)
7
40 + 7
1D10 + 1
35 + 7
10
Buckler
–
–
–
35 + 7
8
Knife
9
30 + 7
1D3 + 1
25 + 7
4
Bolas
4
35 + 7
1D4
–
–
War Boomerang
4
30 + 7
1D8
–
6
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.
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
Characteristics
Average
STR
2D6 + 12
18
Move 3
CON
2D6 + 10
16
Hit Points 15
SIZ
3D6 + 2
15
Fatigue 30
INT
2D6 + 6
13
POW
3D6
13
DEX
3D6
10-12
APP
3D6
10-12
Hit Location
Melee (D20)
Missile (D20)
Points
Tail
01
01
2/4
R Leg
02-05
02-04
2/5
L Leg
06-09
05-07
2/5
Abdomen
10-12
08-11
1/5
Chest
13-14
12-15
1/6
R Arm
15-16
16-17
1/4
L Arm
17-18
18-19
1/4
Head
19-20
20
2/5
Weapon
SR
Attack%
Damage
PARR%
PTS
Claw/Fist
8
30 + 5
1D6 + 1D4
–
–
Bite
10
30 + 7
1D10 + 1D4
–
–
Bastard Sword
6
25 + 15
1D10 + 1 + 1D4
25 + 10
12
Trident
3
25 + 15
2D6 + 3 +1D4
25 + 10
10
Scutum
–
–
1D6
30 + 10
18
Whip
1
30 + 5
1D4
15 *
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.
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
Characteristics
Average
STR
3D6 + 8
18-19
Move 9(6)
CON
3D6 + 8
18-19
Hit Points 20
SIZ
5D6 + 6
23-25
Fatigue 40
INT
3
3
POW
2D6
7
DEX
3D6 + 3
14-15
Hit Location
Melee(D20)
Missile(D20)
Points
Tail
01-02
01-03
3/6
R Leg
03-05
04-06
3/8
L Leg
06-08
07-09
3/8
Abdomen
09-11
10-13
2/10
Chest
12-15
14-17
2/10
R Arm
16
18
2/6
L Arm
17
19
2/6
Head
18-20
20
3/8
Weapon
SR
Attack%
Damage
Claw
7
35-6
2D4 + 1
Bite
6
50
1D10 + 2D4
Tail
7
30
4D6 + 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.
While RuneQuest is more realistic than many games by allowing a character to be hit in a specific area, the actual hit locations may still appear somewhat bit restrictive for the gamer in search of more specific hit areas while gaming.
To remain within the context of standard Rune Quest rules, the existing hit location table has been used. Added to the table is a sub table breaking down each hit area into four more precise locations. to use the table, roll the normal D20 for area and roll a D4 for specific location. Most characters have a damage modifier of 1D4, so possibly just use said D4 roll for both purposes (damage modifier and specific hit location).
Melee D20
Missile D20
Location
D4=1
D4=2
D4=3
D4=4
01-04
01-03
R Leg
Foot
Shin
Knee
Thigh
05-08
04-06
L Leg
Foot
Shin
Knee
Thigh
09-11
07-10
Abdomen
Guts
Groin
Hip
Side
12
11-15
Chest
Breast
Ribs
Diaphragm
Collar
13-15
16-17
R Arm
Hand
Forearm
Upper Arm
Shoulder
16-18
18-19
R Arm
Hand
Forearm
Upper Arm
Shoulder
19-20
20
Head
Skull
Face
Side
Neck
Glossary
Foot = Toes to ankle. Shin = From ankle to below knee. Knee = Knee Thigh = Above knee to hip joint. Hip = Hip bone Groin = Groin, what more can we say, Gluteus Maximus from behind. Guts = Stomach area, lower back from behind. Side = Side of torso, Kidney region from behind. Breast = Sternum, upper spine from behind. Ribs = Rib cage either side of sternum/spine. Diaphragm = Diaphragm, the bit between the stomach and ribs. Collar = Collar bone, scapula from behind.. Hand = Finger tips to wrist. Forearm = Wrist to elbow. Upper arm = Elbow to shoulder. Shoulder = The joint between scapula and collar one and humorous. Skull = Top of head including forehead. Face = Cheeks, nose and jaw, back of head from behind. Side = side of head including ears. Neck = Top of spinal column, throat region from front.
Humanoid With A Tail Hit Locations
The creatures book makes no allowance for hit locations for humanoids with tails. Do note other resources such as the Glorantha Bestiary also cover such a body type.
reatures like Minotaurs have tails that are somewhat insignificant and thus they can be bundled under the humanoid hit location table. But what about creatures with significant tails. The Allosaur gets it more or less right, but its arms are tiny and its tail is huge.
Creatures with significant tails such as Lizard men and the likes do require a significant distinction.
This article lists a few missile weapons that were not defined in the original RuneQuest 3rd Edition rules.
Pilum
The missile pilum was a formidable weapon. It total length was 2,13 meters, with 61 centimeters being taken up by the iron head, giving it a killing range of 28 metres. Only its point was tempered while the shank used to attach it to the wooden shaft was left in a soft iron state. It was a heavy weapon which could punch a hole in a foes armour. The pilum was designed to break once it pierced the foe, thus minimizing the chance of it being flung back at the thrower. This breaking was the long, narrow iron head separating from the wooden shaft. Another broad bladed pilum was used against unarmoured enemies. For ease of play, we assume this to be the javelin in the rules and have not changed any javelin statistics.
Hunting Stick
The ancient Egyptians used a curved stick, usually fashioned to look like a snake, to hunt waterfowl. the stick would be thrown among the waterfowl in such a manner as to break their necks. In the hands of a skilled user, this weapon can be cast with great accuracy. although usually made from wood, some sticks may be bound in copper, giving them a higher damage and AP value. This is an ideal weapon to hand on ones person when facing a Duck opponent!
Assegai
This light throwing spear has a wooden shaft and small iron tip. Its light weight makes it easy to throw with accuracy for some distance, but is also its main weak point when the target has armour or a shield. Very suitable for hunting animals such as small buck and chasing off lightly clad enemies, the assagai was used for many years by the Zulu tribe of South Africa
Gáe Bulg
A Celtic weapon also knows as the bellows spear. It was purported to have rows of razor sharp barbs down much of its shaft, which meant that it could not be pulled out without immensely worsening the wound. Logic would state that due to its heavy design, it could not have had much of a range. As such, it may have been used as a melee weapon as well – (likely going on a similar strike rank as the melee pilum).
Caltrop
While not really a missile weapon, this is probably the closest category. An instrument with four iron spikes, disposed in such a manner that any three of them being on the ground, the other points upwards. Caltrops are scattered in order to create an obstacle to the advance of troops. Depending on their size, they may also be effective against cavalry. The caltrops mentioned here are for use against infantry and are thus relatively small, with spikes of between two and four centimetres in length. As caltrops are scattered on the ground for unsuspecting people to step upon, they not actively hit a target. Rather anyone blundering onto them must make a successful dodge roll to avoid them. This dodge roll is made on the assumption that the caltrops are scattered thickly, with only a gap of five or less centimetres between individual instruments. A thinner scattering would allow for an adjusted dodge roll – dodge x 2, dodge x 3 etc. Heavier clatrops with longer spikes may be created for use against cavalry,elephants and the like.
Thanks to Peter Johansson from the RQ Rules List for correcting a grievous mistake with this article.
Weapon
STR/DEX
Base%
ENC(m)
Damage
AP
Range
ROF
Price
Javelin
9/9
10
1.5
1D8
8
20/50
1/SR
100
Pilum
11/9
15
2.5
1D12
12
20/40
1/SR
140
Hunting Stick
5/8
08
0.3
1D4*
3*
15/30
1/SR
10*
Assegai
6/8
12
0.5
1D6
4
30/50
1/SR
65
Gáe Bulg
15/12
05
3.0
1D10**
14
10/20
1/SR
500
Caltrop
–
–
0.1
***
–
–
5/SR
5
* These figures will double if stick is bound in copper.
** Roll an additional 1D3 damage for every melee round that the Gáe Bulg remains in the wound while the victim is still mobile. If the Gáe Bulg is pulled out, roll 1D3 additional damage for every point of damage originally taken.
*** Damage: 1D2 (+1 for every 10 points of SIZ or part thereof) The caltrop must be treated as an impale insofar half damage per round it remains in the wound while the victim continues to move concerned and will take 1D3 rounds to remove. The heavier the target, the further into their foot the caltrop will go. Ignore armour unless the target is wearing plate on their sole or has natural armour (Horses hoof etc). e.g. A SIZ 17 human would take 1D2 + 2 points (17/2 rounded up) damage. The GM must use discretion regarding the size of the caltrop – a larger caltrop could do more damage, but be more visible and thus easier to avoid, where the converse would apply for a smaller version.
A dangerous plant that characters should approach with caution.
This plant is encountered in arid regions and appears as a common cactus, with oversized spines – which average between 5 and 10 centimetres in length. It stands up to 5 metres tall and can grow to a diameter of 70 centimetres around the base. Although most plants encountered are a single spike from base to tip, some may produce branches. Its name is evident from its fruit, which look very much like pork sausages. The fruit is borne as white “sausages” which are speckled with red dots, which hang in bunches from nodes near the plants apex.
What makes this plant unusual is that it is classified a carnivorous plant. It is very long lived (up to 500 years) and is thus not as vulgar in its thirst for flesh. Instead it plays a very patient waiting game:
The stalk of the sausage fruit plant is but one tenth its total size. Underneath the soil a large shallow root system fans out in a circle, extending up to 10 metres from its base. These roots are sensitive to pressure, serving as a deadly kill zone. Anyone approaching the plant will stand on an area where pressure is exerted to the root system. This pressure is communicated to the stem of the plant.
Pressure excreted must be significant. Thus small animals like skinks and birds, which make meals of the tasty sausage fruit, do not trigger the plant. Only larger animals, weighing 20 or more kilograms will exert enough pressure on the roots.
The first step within the kill zone will arm the plant. Alerting it to the presence of a possible meal and allowing it to identify from which quadrant said meal is approaching. The next step acts as a trigger. Once the trigger is set off, the plant reacts with lightning speed. The spines which face the quadrant where the first, arming step was taken, shoot out at a high velocity.
Each spine is laden with a deadly, fast acting toxin. This toxin has a dual function. Its first action, once it enters its victim’s bloodstream, is to incapacitate its voluntary muscles, effectively paralysing the victim within seconds but leaving its heart and lungs functioning, to ensure the toxin is distributed throughout the entire body. The toxins second function is as a digestive. Within an hour of rendering its prey immobile, the toxin starts to dissolve tissue it comes into contact with. This whole process works on volumes. The greater the amount of toxin in the body, the quicker the time in which paralysis will occur and the quicker the prey will digest.
While the plants prey is digested from within, its root system will start producing specialised rootlets, which grow upwards towards the point where the prey lies. Within a day they will have pierced its tenderised skin. Within two days, they will have anchored the corpse and started to secrete even more powerful digestive acids than those of the spines, to dissolve muscle and bone. Within a week, the corpse will have collapsed in on itself, as its now liquid inside’s seep into the soil, to be hungrily absorbed by the plants underground root system.
This article was last updated VI August MMII
Statistics
Spines: The spines are hard and sharp. Per spine: Damage = 1d4 AP = 5 Toxin POT = 50. POT will increase by 10 per extra spine. Thus, is 3 spines, POT = 70. Spines must draw blood for toxin to work. The digestive agent will start to function within an hour of entering the bloodstream and from then on will remove 1d4 HP per hour until HP = 0 or the toxin is neutralised. Please refer to RuneQuest Poison rules for specifics on how poisons work.
Fruit: If a person should be so lucky as to obtain a sausage fruit without perishing in the attempt, it will be worth their while. Not only do the fruit contain an antidote to counteract the toxin in the spines. (This antidote must be ingested before the digestive takes effect, to avoid permanent loss to CON. If the digestive has taken effect, CON must be reduced by 1 for every passing hour until the digestive has been neutralised.)
In addition to the above, the fruit is delicious and the antidote has generic healing properties which will speed the healing of wounds and revitalise the body of people who consume it. To simulate this effect, make a first aid roll for each wounded area and add 1D10 to Current Fatigue Points. This is a once off effect and wounds cannot be speed healed by eating lots of fruit
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.
Hydra
Characteristics
Average
STR
18D6
63
Move 5
CON
9D6
32
Hit Points 48
SIZ
20D6
70
Fatigue 95
INT
1D6 + 1D4
6
POW
2D6 + 6
13
DEX
2D6
7
3 Headed Hydra
Hit Location
Melee (D20)
Missile (D20)
Points
Tail
01-02
01
18/13
RH Leg
03-04
02
18/17
LH Leg
05-06
03
18/17
Hind Q
07-08
04-07
18/20
Fore Q
09-10
08-12
18/20
RF Leg
11-12
13
18/17
LF Leg
13-14
14
18/17
Head 1
15-16
15-16
18/17
Head 2
17-18
17-18
18/17
Head 3
19-20
19-20
18/17
7 headed Hydra
Hit Location
Melee (D30)
Missile (D30)
Points
Tail
01-02
01
18/13
RH Leg
03-04
02
18/17
LH Leg
05-06
03
18/17
Hind Q
07-09
04-08
18/20
Fore Q
10-12
09-14
18/20
RF Leg
13-14
15
18/17
LF Leg
15-16
16
18/17
Head 1
17-18
17-18
18/17
Head 2
19-20
19-20
18/17
Head 3
21-22
21-22
18/17
Head 4
23-24
23-24
18/17
Head 5
25-26
25-26
18/17
Head 6
27-28
27-28
18/17
Head 7
29-30
29-30
18/17
A note about d30: A d30 roll may be achieved by rolling 1d12 + 2d10 and subtracting 2 from the result. Or (1d20 + 2d6) -2.
Weapon
SR
Attack%
Damage
Breath
3
55 – 5*
Flame/Poison
Claw
6
20
1D6 + 4D4
Bite
9
40 – 5*
3D6 + 7D4
Tail
9
20
4D6
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).
A list of RuneQuest related articles published in Dragon Magazine.
Dragon Magazine #129
Dragon Magazine has been known to publish the occasional RuneQuest article. The table below lists the material I have found by browsing through my Dragon collection. It is by no means exhaustive as my collection is far from complete and odds are I may have missed a few items while I was compiling the list.
It is hoped that this list will appraise the keen RuneQuesters on what magazines to keep a lookout for. Please feel free to mail me if you have anything to add to this list.
Issue
Date
Pages
Description
40
Artifacts of Dragon Pass – Thanks Stephen for advising.