A Hordish Beastiary
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The Horde is
a collective term for the largely-humanoid monsters inhabiting the lands
in and around the mountains of central Brighland: creatures to be fought
or, more often, fled from. |
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Nietenfynds live in enclaves where society is usually based on a hierarchy of strength. Weapons, armor and relevant metals are valued. Gold, silver and gems are not valued in themselves, but rather as trophies of conquest; an orc king may heap silver and gold coins around his throne, but a traveling warband will leave a full purse in favor of meat, wine and weapons. Orc relish stealing and killing; tormenting prisoners before eating them is an enjoyable pastime. As can be imagined, they are feared and hated by Men and Ælves alike. Orcs speak their own guttural tongue, but a few may learn Mannish languages as well. Nietenfynds are somewhat clan-oriented, in that related Orcs are less likely to be attacked than strangers. A powerful ruler may dampen territorial violence and bind the disparate tribes together – woe to their opponents! |
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Height: 4-5 ft |
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Weight: 130 lb |
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Appearance: Graeorcs have gangly but strong limbs and walk with a slight hunch. They have dark gray skin, short clawlike nails, black or dark gray hair, and large eyes. |
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Diet: Omnivorous |
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Lifespan: 40 years |
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Group:
1-10 (work group); 10-100 (settlement) |
ATTRIBUTES
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Str 11 |
Eye 12 |
Int 10 |
End 10 |
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Sta 12 |
Hrg 11 |
Aur 07 |
Mov 11 |
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Dex 12 |
Sml 12 |
Wil 08 |
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Agl 11 |
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Initiative 50 |
Climbing 50 |
Bite (2p) |
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Awareness 48 |
Club 45 |
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Stealth 35 |
Unarmed 45 |
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Craft (choose) 50 |
Claws (1p) |
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B 2 |
E 2 |
P 1 |
F 2 |
GAC 1 |
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SPECIAL: |
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Nightsenses: Graeorcs see well in all
but pitch darkness, but are at ½ ML for all rolls requiring vision in
daylight. They get their full
Awareness in pitch darkness.
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Common Orcs (aka deororcs) are misnamed since they are not the most common breed; however, they are the breed most humans meet. Larger than Lesser Orcs, they are also more aggressive. Common Orcs alternately bully and defend their weaker brethren in return for the spoils of their efforts, for Deororcs are lazy when not engaged in conflict. They leave their burrows and caves only to raid and plunder. Though they gather gold and such, Deororcs are content to let it set in piles; other valuables (such as fine wood or cloth items) are usually ignored or destroyed. They steal food (such as livestock) but especially love to capture sentient beings for torture or slaves. Deororcs often carry weapons and sometimes wear crude but effective armor. |
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Height: 4.5-5.5 ft |
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Weight: 160 lb |
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Appearance: Deororcs are more muscular than their lesser kin; they have black skin with dark gray patches (the young have more gray), and stringy black hair which is usually cut short or plastered with mud and blood to form a helm or crest across the back of the head. |
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Diet: Omnivorous (meat preferred) |
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Lifespan: 40 years |
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Group: 10-100 in a typical warband; many more in an army. |
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Str 12 |
Eye 11 |
Int 10 |
End 11 |
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Sta 13 |
Hrg 11 |
Aur 7 |
Mov 11 |
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Dex 10 |
Sml 12 |
Wil 9 |
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Agl 11 |
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Initiative 50 |
Shortbow 45 |
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Awareness 44 |
Sword 55 |
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Shield 50 |
Spear 55 |
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Unarmed 50 |
Dodge 55 |
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B 3 |
E 2 |
P 1 |
F 3 |
GAC 1 |
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SPECIAL: |
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Nightsenses: Deororcs see well in all but pitch darkness, but are at ½ ML for all rolls requiring vision in sunlight. They get their full Awareness in pitch darkness.
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Height: 6 ft |
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Weight: 200 lb |
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Appearance: Very muscular bodies. Black or dark gray with a greenish tinge to their thick skin Dark oily hair grows from the back of their heads. They walk fully upright. |
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Diet: Omnivorous (meat much preferred) |
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Lifespan: 50 years |
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Group: 1-3 (in command of lesser breeds), 5-50 (in war band) |
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Str 15 |
Eye 11 |
Int 12 |
End 13 |
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Sta 13 |
Hrg 12 |
Aur 9 |
Mov 11 |
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Dex 10 |
Sml 12 |
Wil 11 |
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Agl 11 |
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Initiative 55 |
Shortbow 60 |
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Awareness 50 |
Sword 65 |
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Shield 60 |
Spear 65 |
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Unarmed 60 |
Dodge 55 |
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B 4 |
E 3 |
P 1 |
F 3 |
GAC 1 |
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SPECIAL: |
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Nightsenses: Mickelorcs see well in all but pitch darkness, but are at ½ ML for all rolls requiring vision in full sunlight. They get their full Awareness in pitch darkness.
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Ettins
are giant humanoids who haunt woodlands and moors.
They drift around until, finding an abundant food source (a village
or game-filled forest), they build a crude shelter from rocks or trees. |
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Ettins hunt at any time of day or night. They don’t see so well in the dark as other Hordish creatures, but then they aren’t bothered by sunlight either. Though slow-witted, an Ettin can be clever given enough time. These giants can set simple traps like pits or deadfalls around their lairs, and are known for laying ambushes for unwary travelers. Some can fashion rope and make stone spears or axes. The brilliant ones can even use fire to make torches or to smoke prey out of houses. They are cruel in a dull sort of way, tiring of the victim’s struggles when hunger sets in. |
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Height: 10 feet |
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Weight: 1100 lbs. |
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Appearance:
Muscular limbs, slightly stooping walk, and hirsute bodies characterize
Ettins. Their skin is ruddy
with brown hair and eyes. They
typically wear skins (cured or not); in battle, veteran Ettins tie
together hauberks and other armors from previous victims to protect
themselves. Clubs and stones are the favored weapons, but spears are also
favored. |
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Diet: Omnivorous (prefer horse and human flesh) |
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Lifespan: 150 years |
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Group: 1-6 |
ATTRIBUTES
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Str 25 |
Eye 10 |
Int 9 |
End 18 |
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Sta 20 |
Hrg 10 |
Aur 8 |
Mov 18 |
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Dex 10 |
Sml 11 |
Wil 10 |
Swim |
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Agl 13 |
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Initiative: 55 |
Spear: 60 |
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Awareness: 44 |
Unarmed: 50 |
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Club: 80 |
Punch (6b) |
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Shield: 45 |
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B 4 |
E 3 |
P 2 |
F 3 |
GAC 1 |
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Meredeors
inhabit boggy swamps and reedy places.
They sleep in underwater chambers littered with bones and artifacts
of past meals; in the evening they return to the surface to lie in wait
for a victim to pass by. The
last thing many unfortunates see is the dim glow of two large eyes just
beneath the pond surface, followed by an explosion of water as the monster
lunges. If pickings are slim, a Meredeor may prowl the countryside for
prey. While Mannish flesh is
preferred, anything warmblooded and bigger than a goat is fair game;
Nietenfynds avoid bogs inhabited by these water trolls. By and large,
these water trolls live solitary lives, avoiding each other except to
mate. |
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Habitat: Swamps, ponds, reedy rivers. |
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Height: 6 feet |
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Weight: 190 |
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Appearance: Greenish-gray skin with stringy hair of the same color. Large, slightly luminous eyes, very wide mouth filled with sharp teeth. Long, ropy-muscled arms with sharp nails on the ends of webbed fingers. Can stand upright, but prefers to moved hunched, almost on all fours. |
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Diet: Carnivorous |
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Lifespan: 150 |
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Group: 1-2 |
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ATTRIBUTES
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Str 20 |
Eye 12 |
Int 10 |
End 15 |
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Sta 15 |
Hrg 11 |
Aur 8 |
Mov 13 |
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Dex 10 |
Sml 15 |
Wil 10 |
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Agl 13 |
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Initiative 60 |
Unarmed 75 |
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Awareness 52 |
Claw (6be) |
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Swimming 70 |
Bite (4p) |
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Stealth 80 |
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B 4 |
E 3 |
P 3 |
F 0 |
GAC 1 |
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SPECIAL: |
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Breath Holding: Ordinarily, a person can hold their breath for a
number of rounds equal to their Endurance.
A Meredeor can go without air for a number of minutes equal to its Endurance. |
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Thyrseas are probably the most feared of the Hordish fynds; even hearth warriors pale a little at the mention of this beast. Blades often break upon its skin, its claws suck the heat from the body; but equally terrifying is its howl which unmans all but the bravest warriors. They are strong, agile, and skilled climbers and trackers. There are only two good things which can be said about the thyrse: they are among the rarest of fynds, and they cannot abide the light of day. They never use weapons or wear clothing or armor. |
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Habitat: Lonely moors, dark forests |
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Height: 5.5 feet |
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Weight:
160 |
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Appearance:
A Thyrse may top 5 ½ feet when erect, but
typically it slouches and runs on all fours. Its grotesquely long arms end
in black talons, and a mane of black hairs along the spine.
Its lower face juts out into a short muzzle. Most are solid black
(including eyes), showing white only when they bare their teeth. |
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Diet: Carnivorous |
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Lifespan: 100 years |
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Group: 1, occasionally 2 |
ATTRIBUTES
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Str 15 |
Eye 15 |
Int 11 |
End 40 |
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Sta 13 |
Hrg 15 |
Aur 12 |
Mov 15 |
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Dex 10 |
Sml 15 |
Wil 12 |
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Agl 15 |
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Initiative 60 |
Dodge 75 |
Tracking 75 |
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Awareness 75 |
Climbing 70 |
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Claws 60/6be |
Stealth 65 |
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Bite 50/6p |
Jumping 65 |
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B 8 |
E 10 |
P 5 |
F 2 |
GAC 3 |
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SPECIAL |
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Terror: The Thyrse breathes fear.
Its very presence freezes the heart.
Its howl is very call of doom, and no man can shrug off such a fell
cry. Being in the beast’s
presence (within approximately 50 yards) requires a Will 5 roll.
Hearing the creature howl at a distance (up to half a mile)
requires a Will 4 roll; a howl at close range needs a Will 3! A kind GM
will allow the player to add Initiative improvements (the result of combat
experience) to the Willpower roll (after multiplying, of course).
Duration is (30-Will) rounds after
the fiend withdraws (or falls silent). |
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CS:
The subject has shaken off the worst of the fear, and may continue normal
actions. Additional Will
checks will be at +2 level (e.g.a
distant howl needs a check of Will 7) |
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MS:
The subject is shaken (-10 ML to combat skills for the duration). |
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MF:
The subject panics or freezes. Roll percentile as per an Initiative CF on Combat
18 to determine effects. |
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CF:
The subject is overwhelmed and out of control.
After making a Shock Roll to avoid fainting, he will try to escape
the dread presence by any means, including climbing over companions. |
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Cold Touch: The claws of the
Thyrse seem to pull the heat from the body.
A successful strike causes and additional Fatigue Level due to
sudden cold. The wounds are
treated as per Minor Frostbite (see Physician
3) |
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Loathe the Sun: Thyrseas are
weakened by full daylight; Their Cold and Terror abilities fail utterly,
and Skills are at half. Thyrseas
are not affected in heavy overcast or fog, or underground. |
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Nightsenses: Thyrseas see well in all but pitch darkness, but are at ½ ML for all rolls requiring vision in full sunlight. They get their full Awareness in pitch darkness. |