(Greg Farshtey) Torg - Creatures of Aysle PDF
(Greg Farshtey) Torg - Creatures of Aysle PDF
(Greg Farshtey) Torg - Creatures of Aysle PDF
•• 2
Creatures of Aysle
••
3
PolUJ Billumo, Marc Bnenowitz.l.uTy Bucher,
Mark Ch~C'l!, Steve Crow, G~ Detwiler, Greg farshtey,
Piltrick Ailnilgna., Rilndle Hodge, Jr.. James Lefferts,
Scott Mitchell, Robert Quillen III, Briiln Reeves,
Kim Schoeffel, Briiln Schoner, Ron Strong, William
Vaughna., Jonathan Woodman
Design
Greg Farshtey
Developrnent and Editing
Stephen Cnne, Cathleen Hunter
Graphic Design
Cathleen Hunter
Graphics
Kirk Botuo
Cover Illustration
PubU,hed by
""JlfUT
taJGAMES~
RON3. Box 2345
Honesdale, PA 18431
20570
•• 4
INTRODUCTION
1.1 omaki listened intently, stmining to separate
the movements of a predator from lhe sounds
of his comrades' footfalls. He heard nothing-
apparently Lesley of Liandar's enchanted bow
"It is as black as Uthorion's heart in that place," Lesley
whispered. "Shalll-?"
Komaki cut her off with a gesture. "No. Yow light-
bringing powers would only serve to warn ow foe. Has
had been sufficient to frighten away the Storm Alexander moved to the rear?"
Wraiths, which had assaulted them. "Aye," Lesley replied. "He protects our flank with
He cast his glance to the rear, and saw the paladin Hastings. I crave a boon, Tomaki - allow me the honor of
supporting Hastings. their Orrorshan companion. He still slaying the beast in single combat."
seemed in a daze from the Wraith's attack, and indeed, Tomaki shook his head. "We are in Aysle, woman, and
Tomaki realized it would be a long time before he would I know you value personal pride above all else. But in my
forget the sight of fangs sinlcing into flesh and a fine red.- home, we have learned that the forces of destruction rarely
and·blue mist flowing from the wound. observe the rules of fair play and good conduct. No, we
Up ahead, Skip chatted inecessantly with their guide. must proceed with stealth and strike from the shadows."
They had been fortunate to chance upon an Ayslish Bestiary· "But that is not honorable!" the paladin protested.
Keeper, one Alexander by name, to aid them in their quest. "Granted. But it is more likely to besuccessful," the renin
Tracking a heU bat was extemely diffirult at best, and it was said, in a tone which made it clear he would brook no
a help to have someone along who was familiar with that further argument.
abomination and its ways.
"Our comrade doth seem fit enow to travel at a brisker Soon, all was made ready. Skip had drawn his Uzi,
pace," Lesley said. The paladin had come up beside him, Lesley her sword, and Tomaki stood at the mouth of the
and once more, Tomaki was strock by her exotic beauty. She cave, a stun grenade in his hand.
brushed a lock of raven hair from her forehead and said "Cover your eyes!" he shouted, as he tossed the "f1ash-
firmly, "We must hurry, good warrior, lest our quarry bang" into the cavern. It went off with a blinding light and
should make good his cowardly escape." a deafening explosion. The three of them charged into the
The paladin made no attempt to disguise the bitterness cave, prepared for battle '" only to emerge moments later,
in her voice. The old mage, Leichester, had been a mentor of perplexed.
sorts to her, and it had been painful to find his body. The "Yow expressions are troly priceless/ they heard their
identity of his mwderer was, of course, apparent - none guide say. He stood beside the bloodied corpse of Hastings,
but a mage-killer could have resisted his magicks, nor and he was smiling.
plunged a spike into his brain with such force that the head "'I'm afraid I was being a bit too modest before," he said.
was almost tom from the body. Theimage reminded him of "You see, that's my cave, and J must have slain at least a
a time not so very long ago in Osaka, and an aged friend thousand men by now."
slain by Yakuza ... yes, he could understand the need for Before their horrified eyes, Alexander began to shimmer,
vengeance that burned in her breast. to change, to ... grow. When the metamorphosis was done,
His thoughts were interrupted by the high·pitched sound a Draconis Teutonica, hideous of visage and stinking of
of Skip's voice. " ... And then we fought this big dog and a death, stood before them.
guy who kept fading in and out, and that's when I got my "I told you I would let you know in what manner I
crown!" Skip was teUing their extremely patient guide. "It's expected to be paid for my services as guide," the great
supposed to belong to somebody named PellinoTe, and he beast said, slicing the air with his claws. '1 am about to
had this beast, see, and ..." collect."
"Be thou silent, edeinos'" Lesley snapped. "Alexander,
how far to the lair of the mage-killer?"
The guide turned and smiled in so cold a marmer that The Beasts Without
Tomaki found himself reaching for the hilt of his shimsi
sword. "We approach it even now, my lady. See yon cave As you have no doubt discerned from the above, gentle
ahead? Many a dark tale surrounds its occupant - they say readers, it is no easy thing to challenge the creatures of
he has slaughtered men in the hundreds, and protects a Aysle. They are many, they are cunning. and they are as
treasure hoard the likes of which no mortal has ever seen. It deadly as any dark mage. That is why I, Lauralem, and my
is there we shall find the monster." fellow Bestiary-Keepers have compiled this volume. If you
Lesleyseemed satisfied. Tomaki was not, but the paladin insist on unsheathing your blade in the presence of a Fire
claimed to have detected no evil in the guide, and so he was Giant or a Tainted One, it is best that you be armed with
silent. He moved to the forefront and beckoned the rest of knowledge as well.
the party to follow him. As silently as possible, they ap- To begin, let me teU you about some of the duties of a
proached the mouth of the cave, but no noise came from Bestiary-Keeper. It is ow task to gather and record all
within. knowledge of the myriad creatures that stalk Aysle, to
+--------------------5...·-·
advise all and sundry which are hostile and which friendly, regardless of the sage counsel imparted to them. However,
which wiD slay a traveler for food and which solely for I must emphasize most strongly that if one encounters an
sport. The information contained within these pages was enchanted creature, the couTSeof wisdom is that leading far
formerly available only to Lady Pella Ardinay and Tolwyn away from the monster. Many a headstrong Ayslish pala-
of Tancred (although a treacherous member of our calling din has ceased to be so shortly after said head was removed
has delivered a copy to Uthorion - cursed be his name). from his body.
However, with the sharp increase in the number of
innocents slaughtered by Aysle creatures in the realm of
late, Lady Pella felt it best that the general public should be If I Could Talk To the Animals
informed of the dangers they face. We, the Bestiary-Keep-
ers, concur with this opinion, and have done our very best Of the many prqblems faced by Core Earthers (among
to make these accurate accounts. them, their reliance on machines which never seem to work
and their often appaUing lack of knowledge about magic),
one of the worst is their refusal to recognize that some of
Creatures of Dark and Light their long-held beliefs must be abandoned once in Aysle.
For example, the fact that a monster is capable of speaking
In the months since Aysle spread its glory to this place English does not make it any less a savage beast - it simply
called "Earth," the job of the Bestiary-Keeper has grown means the creature can explain to you exactly what it is
much more arduous. In addition to the creatures that mi- going to do to you before it does so.
grated from Upper Aysle, Lower Aysle and the Land Be- In addition, the apparently benevolent appearance of
tween, countless beasts have sprung to life in the realm. some creatures often leads Core Earthers to relax their
These are things no Ayslish has e'er seen before, and my guard. As an instance of this. the fact that a peryton looks
understanding is that they are myths of this place come to likean Earth reindeer with wings does not mean it issimply
life. Whatever the truth may be, they are as dangerous as an improved denizen of the orth Pole, now better able to
any we can call native to Aysle. pull a great wizard's sled. A yeoman who foolishly offers
This has prompted the Bestiary-Keepers to swallow their such a creature a carrot will often find that it takes his hand
pride and begin contracting others, particularly Storm asweU.
Knights, to check on creature reports, bringing back healthy Another common mistake is to minimize the difference
specimens if possible. Inaddition, we now pay handsomely between a "dumb animal" and a sentient beast. A pack of
for evidence of the existence of creatures which were here- rats searching an alley for food scraps is far less dangerous
tofore unknown. than a pack of rat-like creatures capable of planning attacks
There are a number of different types ofcreatures present and fond of human flesh.
in Aysle, and they can be broken down thusly: A good rule of thumb is, when unsure about the nature
CreaturelFolk - The rarest of all animals, these are of a creature, stay away from it and summon the Home
beings that seem too advanced to be considered mere Guard. 00 NOT attempt to subdue it yourself (rapping a
beasts, and yet not at the level of even the half-folk. They Draconis Aquatica on the snout with a broom stick does
tend to live together in large groups, and will attackoutsid- little good, as an unfortunate woman in Brighton recently
ers only if threatened. discovered). Do not underestimate the destruction these
beasts can cause or the corruption that is in their hearts, I
"Hybrid" Creatures - That unusual word, coined by pray you - they did not earn the appellation "monsters"
my esteemed comrade, Dariamar, refers to beasts which without reason.
combine traits of a number of different animals. The head of Finally, a word of thanks to my fellow Bestiary·Keepers
a lion, the ears of an ass, the tail of a serpent, the wings of an for their tireless effort in the preparation of this volume. In
eagle, etc. all collected in one creature is a more common a pursuit where the omission of anyone entry could mean
occurence than one might think. These can be among the countless lives lost.such devotion toduty is that much more
most deadly of creatures, having the strengths of many crucial and laudable.
species and none of the attendant weakenesses. They are
often prized by hunting parties, and a few have even been -LAuralnn,
forced into extinction. Sozior BestiJJry-K«pero{ Aysle. Oxford
Enchanted Creatures - Possessed of sorcerous power
and resistant to non-enchanted weapons. these beasts are
prevalent throughout Aysle and are the most difficult to A Murderous Menagerie
capture or kill. Many are well-versed in theuseofthemysDc
arts, and even the most fonnidable of warriors can be laid The book you hold in your hands is the result of a unique
low by an eldritch bolt or a supernaturally sharp claw. collaboration between West End Carnes and Torg players.
I have learned that heroes, particularly those caned It was a unique experiment, one whose success exceeded
Storm Knights, will do as they wish and go where they will, our expectations and one which we intend to repeat in the
. . .,.~6--------------------+
future. maddition to the cash and lor merchandise received by
mthe winter of 1990-91, WEG sent out a call through the those contributors whose creatures were selected for pub-
Infiniverse newsletter for creature submissions-a descrip- lication, our three prize-winners - Paul Balsamo, Scott
tion, stats, and a rough sketch of the monster in question. Mitchell, and Patrick Flanagan - received an unexpected
The response was overwhelming, and a full 41 of the bonus. So impressed were we with their work that we
creatures profiled in this volume are the result of reader contracted them to do some short adventures for us, and the
submissions. results can be seen in the upcoming Torg adventure collec·
These are the creatures Torg players wanted to see in tion, Cylent Scream.
Aysle - creatures of mythology and legend, some time-
honored. and some who sprung full-blown from the fertile
imaginations ofour audience. There is much to frighten and Important Note
intrigue in these pages, and hopefully this will serve to
inspire our readers to participate in future contests. Thissupplementisdesigned forusewith Torg: Roleplaying
By the time this book sees print, the Storm Knight Char- 1M Possibility Wars. However, the creatures encountered
acter Template contest will beaver, and we will most likely within can be used with other fantasy roleplaying systems.
be planning another creature competition. The majority of Each entry contains a description and illustration of the
ow contributors chose CrttJlures of Orrorsh as the title they creature, its complete statistics, a comparative size dia-
most wished to see next. with votes also being cast for gram. and maps depicting its known habitats in both the
CrttllurtS of 1M Nile Empire and CreaturtS of fM Uving und. Aysle cosm and realm.
7
••
ACID SPIDERS
The acid 'pi- actively hunt anyone who own kind or with jumpspi-
-- derislheresult encroaches upon its terri- ders. The population of the
of a cross- tory, its favored weapon a creatures is thus growing
breeding ex- "whip" consisting of con- only very slowly, as each
• periment per- gealed acid and webbing. one must be bred by
formed by Uthorion's wiz- The acid spider usually Uthorion's lieutenants.
ards using a jump spider attempts toencirde the head The add spider is a noc-
(see page 62) and an or neck of its victim, and an turnal animal, and is im-
Orrorshan shaden. The re- acid whip in such a location mune to damage from its
sult was a creature which is either cuts through major addic secretions.
(aster, stronger, tougher and blood vessels in seconds or
more aggressive than the blinds the target. In either
jump spider, with acidic case, the victim is in such Domain
venom similar to that of the severe pain that it is inca-
shaden. pable of defending itself, Add spiders reside in the
The acid spider is and the spider can move in Dark areas of the Aysle
roughly 3.5 meters indiam- for the kill. realm and have migrated to
eter. with eight legs 1.2 Fortunately for the resi· the temperate and tropical
meters long. Its fur is glossy dents of both realm and zones of the Aysle cosmo
black. and like the jump cosm, acid spiders are They prefer dimly-lit areas
spider, it is extremely terri- "mules," incapable of such as caves, basements
torial The acid spider will breeding either with their and attics.
. . . . .' ="8--------------------+
Standard Acid Spider
DEXTERITY 10 DOMAIN
Dodge 11, long jump-
ing 12, maneuver 12,
stealth 12, unarmed
combat 13
STRENGTH 11
Climbing 13
TOUGHNESS 13
PERCEPTION 10
Find 12, tracking 12,
trick (12)
MIND 7
Test 10
CHARISMA 4
Charm (18), persuasion
(18), taunt (2)
SPIRIT 6
Intimidation 11 Upper Aysle Lower Aysle
Possibility Potential:
some (60)
Natural Tools: pincers,
damage value STR+4/15; Aysle Realm
acid whip, damage value
14, -3 to armor Toughness
adds per round. Target
must generate Strength to-
tal of 11 to escape each
round or continue to take
damage.
SIZE REFERENCE
T 9
••
BEANSIDHE
•• 10
Standard Bean Sidhe
DEXTERITY 11 DOMAIN
Dodge 13, maneuver
13, stealth 13, unarmed
combat 12
STRENGTH 10
TOUGHNESS 12
PERCEPTIO 1]
Find 14, tracking 12,
trick 13
MIND 10
Test 16
CHARISMA 10
Charm OS), persuasion
OS), taunt 14
SPIRIT 14
Intimidation 19
Possibility Potential:
some (40) Upper Aysle Lower Aysle
.J.turoal Tools: claws,
damagevalueSTR+3/13; in
addition, the bean sidhe can
wail three times per night, Aysle Realm
an intimidation attack of 22
against everyone within
range of her voice. Charac·
ters suffer the effects of the
wail fora numberofrounds
equal to the number of re-
sult points achieved by the
attack. On a setback result,
the target suffers a ·3 pen·
alty toall actions. On a break
result, the character feels
compelled to flee in panic
from the source of the
sound. On a player's call, the
la'1letcha",cte";sparalyzed
with fear and cannot take
an action for the duration of
the effect. Characters can
"shake off" the wail's ef-
fects by generating a Mind SIZE REFERENCE
or wil1powtr total of 23 or by
slaying the bean sidhe.
T 11
••
Black un'- which JX'int their hom turns him (along with the
-- c~rns a~e the into aspirit lance. TheirgoaI, Witherers). The Dark High
diametric op- in whatever form, is to lure Lord earned their trust by
JXlSites of their the honorable to the path of pledging to destroy all
• white breth- Darkness. whiteunicornsinbothcosm
eren. Where the white uni- They regard white uni- and realm when he is re-
corn represents honor, the corns as their mortal en- turned to power.
black stands for corroption; emies, and it is said that the
where the white uses his first black unicorn came to
power to drive away the be when it betrayed its fel- Domain
evils that gather in water lows to a hunting party to
overnight, the black acts to save its own life. Since that Black unicorns live in the
multiply them; where the time, black unicorns have temperate and tropical
white can be lured from its descended further and fur· zones of the Aysle cosm,
lair by the prescence of a ther into corruption, until preferring the Dark areas.
virgin maid, the black will the color of their hides In therealm, they have been
leave its home only in hopes matches thai of their hearts. sighted in northern En-
of slaying her. Black unicorns are known gland, lreland, and the is-
Ukethewhite. black uni- tobein theserviceofUthor· lands of Gotland, Oland,
roms can alter their shape ian-infact,theyareamong and Bornholmoff theSwed-
to that of a human beinSt at the creatures most loyal to ish coast.
_._.:-:------------------..::L
12 ,
Standard Black
Unicom DOMAIN
DEXTERITY 12
Dodge 13, maneuver
14, running 14, stealth
13, unanned combat 14
STRENGTH 13
TOUGHNESS 12
PERCEPTION 13
Alteration magic 16,
divination magic 15.
find 14, trick 14
MlND1t
Test OS), willpower 15
CHARISMA 7
Charm 14, persuasion
12, taunt 10
SPIRIT 8
Corruption 12, intimi- Upper Aysle Lower Aysle
dation 11, reality 13
Possibility Potential:
all
Arcane Knowledges: Aysle Realm .,
magic 7, water 7
Spells: detect magic, poi-
son water
Natural Tools: horn,
damage value SfR+5/18;
hooves, damage value
STR+3/16
SIZE REFERENCE
T 13
I.
1Yi11
- - carrion-eating
Bley'm m
birds from the
Aysle cosm,
male lays her eggs, the male
is responsible for hatching
them as the females are the
primary finders of food for
fade outs have led to their
being dubbed. "bUnkers."
Aysle sorcerers long ago
discovered that the talon of
much like the the flock. BleylarswiUsome- a bleylar can be used to ap-
vulture of Core Earth. They times attack small livecrea- ply the theorem ofsimilarity
have dark green plumage tures if sufficient carrion is to invisibility spells.
but the head and neck are not available.
devoid of any feathers and The bleylars havea num-
arebright red mealor. Over· ber of interesting natural Domain
all length is 40 centimeters, abilities. Excellent at find-
with a wing span of 75 cen- ing dead creatures for food, Bleylars populate the
timeters. Their wings con- the birds can also home in continent of Aysle in that
tain rudimentary "hands'" on corrupt beasts or folk. cosm. A number of flocks
which the bird can use to They are also able to mimic came over the maelstrom
grasp small objects or crea- sounds they have heard, bridge nearClasgow, Scot-
tures. much like Earth's parrot. land, and can be found in
The average flock con- The bleylar's primary the Argyll and Queen Eliza-
sists of 20-30 bleylars, liv- defensive weapan is its abil- beth forests to thenorth,and
ing in a large. communal ity totum invisible forup to in the Calaway and Border
tree-top nest. After the Ie- a minute. Their fade insand forests to the South.
•• 14
Bleylars
DEXTERITY 9 DOMAIN
Dodge 10, flight 13,
maneuver 11, stealth
12. unarmed combat 10
STRENGTH 6
TOUGHNESS 7
PERCEPTION 8
Find 16, language
(mimicry) 15, tracking
13, trick 13
MIND 7
Tes' (10)
CHARISMA 7
Charm 12, persuasion
(13),tauot(11)
SPIRIT 7
Intimidation 9
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: beak,
damage value STR+3/9;
claws, damage value Aysle Realm
STR+2/8; wings, speed
value 9; invisibility. To be--
come invisible, bleylars
must generate a Perception
total of 7. On a Minimal suc-
cess, the bleylar is invisible
for one round; on an Aver-
age success, two rounds; on
a Good success, three
rounds; on a Superior suc-
cess, five rounds; and on a
Spectacular success, six
rounds.
Note: when attempting
to locate a corrupt being or
person, bleylars receive a
+2 bonus to find totals. Once
a bleylar has heard a sen-
tence in any spoken lan-
guage, they can use their SIZE REFERENCE
langunge skill to mimic the
words they have heard.
They cannot speak the lan-
guage other than in mim-
icry nor can they under-
stand it.
T 15
••
BOGOBLINS
•• 16
Bogoblin
DEXTERITY to DOMAIN
Dodge 11. melee
weapons 11. stealth 18,
unarmed combat 15
STRE GTHt4
TOUGH ESS20
PERCEPTION 8
Find 12. tracking 12.
trick 14
MIND to
Test 13
CHARISMA 4
Charm 05), persuasion
(20), taunt (0)
SPIRIT 4
Intimidation 10 (20)
Possibility Potential:
none Upper Aysle Lower Aysle
Natural Tools: claws,
damage value STR+3/14;
teeth, damage value
STR+4/t8
Equipment: stump
Aysle Realm ..
clubs, damage value
STR+4/18
Note: Bogoblins who
venture more than 600
meters from their particu-
lar bog suffer a penalty per
round of ·1 to all Dexterity
and Strength-related skills.
After all adds have been
eliminated, attribute points
are taken away in the same
manner. When both lNxter-
ity and Strength are reduced
to 0, the bogoblin has dis-
solved into a mud puddle.
If,at any point, the bogoblin
moves back within the 600
meter radius of his bog, all
of his statistics will auto- SIZE REFERENCE
matically return to normal.
~
I.
17
"
Iril
-- Bu'h;d,e,rea
wicked and
malis.n race of
scorpIon-men,
fierce combatants.
Although female buthi-
daeobviollslyexist, they are
rarely encountered. All
There are rumors that
Uthorion has promised the
buthidae Elveim should he
become Torg.. although the
who origi· buthidae warriors are male. Dark elves dismisss this as
nated in the deepest parts and most of their attacks Ught propaganda.
of the forests on Elveim. are mounted well away
They took pleasure in bring- from their nesting area, so
ing chaos and ruin to all that enemies cannot find Domain
things beautiful, and even- and destroy it.
tually the elves were able to Although they have not Preferring warm cli-
successfully drive them lived on Elveim for hun- mates, buthidae make their
from the island. dreds ofyears, buthidaeand homes in the cosm on the
Buthidae stand two elves remain mortal en- islands between Tradeport
meters in height, with hu- emies. Thesighl of the scor- and Scania in the Trade Sea,
man upper bodies and the pion creatures fighting and on the Volcan Isles in
lower bodies of scorpions, alongside Uthorion's le- Lower Aysle's Hot Sea. In
including a three meterlong gions convinced many pre- the realm, they can be found
tail. Buthidae normally viously uncommitted elves in small numbers in the for-
carry weapons, and are tojoin with ATdinay'sanny. estsofEnglandand Ireland.
•• 18
Standard Buthidae
DEXTERITY 10 DOMAIN
Dodge 13, maneuver
11, melee weapons 14,
missile weapons 13,
running 12, stealth 13,
unarmed combat 13
STRENGTH 10
Climbing 11
TOUGHNESS 9
PERCEPTION 9
Evidence analysis 10,
find 11, tracking 12,
trick 11
MINDS
Survival 11, test 12
CHARISMA 7
Charm 10, persuasion
13, taunt 11 Upper Aysle Lower Aysle
SPIRIT 8
Intimidation 11
Additional Skills: two
al +2 adds
Possibilities: some (SO)
Aysle Realm ..
Natural Tools: shell,
TOU+2! 11; stinger, dam-
age value STR+5/15.
Stinger also contains poi-
son, which is injected fol-
lowingasuccessfulummned
combat attack. Poison does
damage value 15 per hour
until victim diesor recei.ves
first aid (/irs, aid difficulty
of 10 to negate poison).
Equipment: pole-arm,
damage value STR+4/14;
long bow, damage value
STR+6/ 16, range3-10/100/
250
SIZE REFERENCE
T 19
I.
CALYGREyHO .....,
..~.~----------------..:L
20 I
Calygreyhound
DEXTERITY 11 DOMAIN
Dodge 12. long jump-
ing 14, maneuver 11.
running 12, stealth 13,
unarmed combat 16
STRENGTH 18
Climbing 19
TOUGHNESS 15
PERCEPTION 10
Tracking 12, trick (12)
MIND'
Test 12
CHARISMA'
Charm (3), persuasion
(16), taunt (9)
SPIRIT 8
Intimidation 17
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: teeth,
damage value STR+3/21;
claws, damage value Aysle Realm
SfR+4/22;antlers,damage
value STR+2/20
SIZE REFERENCE
Discovemi by
r-"'-'---------------------------':':'-·..·..
I 21
CARCHARIAS
- -=-
~
euchada" faith, Carcharia gifted his their god.
-- ma.n-sharks followers with the forms of Carcharias serve Uthor-
nalive to the humanoid sharks. ion, and Ardinay's mariners
warmer wa- Carcharias are amphibi- have orders to harpoon the
ters of the Quscreatures, but prefer not creatures on sight. Many are
Aysle cosm, are recent emi- to venture out of the water. reluctant to do so, however,
grants to the realm. They They are vicious man-eat- for fear of slaying Uvwe in-
are a violent race equipped ers, although their favorite slead. The Uvwe have led
with sharp claws, leathery delicacy in the realm is attacks against carcharias
hides, and TOW upon row of Uvwe meat. This often colonies, but have been re-
teeth. Cunning and intelli- brings them into conflict pulsed each time. being
gent, the carcharias kill as with Uawereint, thesea god unable to match the
much for lheir own amuse- who serves as protectors for bloodlust of their enemies.
ment as they do for food.. the benevolent seal crea-
Legends state that the tures.
carcharias were once fully Carcharias believe very Domain
human, an offshoot of the strongly in the tenets of
Daleron family. They fell Carcharia, and feel that the Carcharias are found in
into the worship of most ferocious among them Aysle's Trade and Living
Carcharia, a god ofCorrup- will one day be reborn as a Seas, and in the English
tion who resembled a huge true shark. Those who fall Channel, Irish Sea, and St.
shark. As a reward for their short will be devoured by George's Channel.
•• 22
Standard Ca.rcharias
DEXTERITY 10 DOMAIN
Dodge 14, maneuver
11, stealth 12, swim·
ming 14, unarmed
combat 14
STRENGTH 10
Climbing 11
TOUGHNESS 15
PERCEPTION 11
Find 13, trick 14
MIND8
Tes. (11)
CHARISMA 5
Charm (8), persuasion
(8), taunt (11)
SPIRIT 8
Faith (Carcharia) 11,
intimidation 12 Upper Aysle Lower Ayste
Addition.u Skills:
three at +1 adds
Possibilities: some (20)
Natural Tools: teeth,
damage value STR+6/16;
Ayste Realm ..
claws, damage value
STR+4/14
Equipment: seashell ar·
mor, TOU+3/18
SIZE REFERENCE
.I. : L - - - - - - - - - - - - : : - : -
23
- u
CARETYNE
_.. ~---------..:L
24 I
Caretyne
DEXTERITY 11 DOMAIN
Dodge 14, long jump-
ing 14, maneuver 12,
running 13, stealth 12,
unarmed combat 14
STRENGTH 13
TOUGHNESS 13
PERCEPTION.
Tracking 12
MIND 8
Test 11
CHARISMA 7
Charm (6), persuasion
(18)
SPIRIT 1
Intimidation 13
Possibility Potential:
none Upper Aysle Lower Aysle
Natural Tools: antlers,
damage value sTR+2/15;
tusks, damage value
STR+3/16; flame breath, Aysle Realm
damage value 14, range 1~
10/11-30/31-125
SIZE REFERENCE
Discovered by
Greg Detweiler
..:L------------------.-.
I 25
CATHEDRAL GARGO.
/~'
_.. ~---------..,L.I
26
Cathedral Gargoyle
DEXTERITY 14
Maneuver 16, flight 16,
DOMAIN
stealth 16, unarmed
combat 18
STRENGTH 17
Climbing 17
TOUGHNESS 15/18
PERCEPTION 10
Trick 12
MIND 6
Test 11
CHARISMA 9
Charm (20), persuasion
(15), taunt 13
SPIRIT9
Intimidation 14
Possibility Potential:
none Upper Aysle Lower Aysle
Natural Tools: hide, ar·
mor value TOU+3/18;
claws, damage value
STR+2!19; teeth, damage Aysle Realm
value STR+2/19; horns,
damage value STR+1/18
SIZE REFERENCE
Discovered by
Robert Quillen 111
T 27
••
CHIMERA
•• 28
Chimera
DEXTERITY 12 DOMAIN
Dodge 13, long jumP""
ing 15, maneuver 14,
running 14, stealth 14,
unarmed combat 15
STRENGTH 1.
TOUGHNESS 18
PERCEmONll
Find 16, tracking 14,
trick 12
MIND'
Test 12
CHARISMA.
Charm (20), persuasion
(21),lounl(l1)
SPIRIT.
Intimidation 16
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: claws,
damage value STR+2/17;
lion's teeth, damage value Aysle Realm
STR+4/19;goathoms,dam-
age value STR+4/19;
dragon" teeth, damage
valueSTR +4/ 19; fire breath,
damage value 20, range ~
10/30/60
Note: the three heads of
the chimera can aU attempt
attacks in a single round,
using the One-On-Many
Table. Attempts to taunt,
test, trick, or intimidJJte all
three heads also requires
use of the Multi-Action
Charts.
SIZE REFERENCE
Discov<r<d Dy
Marc Brenowitz
29
••
COCKATRICE
I~~ I
-- The
the overlay
axiom
of
Ayslish
set
brought to life
a number of
creatures who were thought
only myths by Core Earth·
er5. Among these was the
cockatrice, the monstrous
offspring of a rooster's egg
which can kill witha glance.
Thecockatriceappearsas
a slender black serpent
(roughly 1.5 meters in
length), crowned with a
rust-red cock's comb and a
vidous beak. Its eyes, bulg-
ingand dilated likea corpse,
are legendary for their le-
thal power. When an un·
wary victim stumbles upon
thedenofa cockatrice. those
hideous eyes are often his
last sight in this Life.
Cockatrices are always
bom Singly, and are sterile.
so large communities are
rare. The eggs from which
they emerge are speckled
brown and black. and often
misshapen and lumpy. The
birth of one of these beasts
is a dire omen, indeed: sev-
eral fanners have been ru-
ined when it was learned
that their roosters had sired
cockatrices. The farmer is
often found dead somedays
later, after trying to drive
the cockatrice into the wil-
demess.
Domain
Cockatrices appear to be
most common on the farms
of northern England, spe-
cifically in the vicinity of
Liverpool and Manchester.
They are found throughout
the temperate zone in the
Ayslecosm.
.c-
•• 30
Cockatrice
DEXTERITY 9 DOMAIN
Dodge 10, maneuver
10, stealth 10, unanned
combat 10
STRENGTH 7
TOUGHNESS 10
PERCEPTION 9
Tracking 11. trick 11
MINDS
Survival 11. willpower
19
CHARISMA 4
Charm (2). persuasion
On, taunt (0)
SPIRIT 5
Intimidation 14
Possibility Potenti.a.l:
none Upper Aysle Lower Aysle
atural Tools: fangs.
damage value 14; scales,
armor value TOU+l/ll;
gaze attack. Aysle Realm
The cockatrice's attack
uses its willpc1UJer as the ef-
fect value against a diffi·
culty number of its target's
Peraption. U the target is
actively avoiding the
cockatrice'sgaze. it mustget
a "setback" or a "player's
call" on a trick to make an
attack. Theattack isconsid·
ereda "one-on-many," add·
ing +2 to the difficulty of
the actual attack (see the
Multi-Action Chart on page
45 of the Torg Rufebook).
Once the cockatrice has ca p""
hued its target's gaze, the
victim must generate a suc-
cessful Mind total of 19 in
subsequent rounds to break SIZE REFERENCE
free. or take damage again.
f);scov""d by
:i:a."".ga_" ......
, 31
DETRIMENTALS First Prize
Irll ;~:~e~:~~
banco! all Pas·
sibility-rated
beings in AysIe.
this creature spends a Pos-
sibility that may be can-
celled by an opponent, the
detrimental will attempt to
steal that Possibility. If the
attempt to sneak away
when the opportunity
arises.
If a detrimental is slain
while it still has Possibili-
A detrimental has the abil- detrimental should fail, it ties remaining. it explodes
ity to assume the form of will immediately revert to and the remaining store is
any metal object, most of· its true shape, a mass ofJiq- distibuted equally to all
ten appearing as a weapon uid metal roughly ,5 meters characters within a five
or piece of armor (it must in diameter and height. It meter radius (Ords can be
maintain its original mass will then attempt to escape, refilled in this manner).
value of 3 at all times). It using its razor-tipped ten-
will then hide in a cache of tacles to defend itself if cor-
such objects, waiting (or an nered. Domain
unsuspecting victim to Discovering the presence
claim it. of a detrimental requires a Detrimentals are present
A detrimental's true pur- find total of 20, or a divina- in both the Aysle cosm and
".•- pose is to steal Possibilities tion/meta/ total of 15. If an realm, generally favoring
~:::::::.:--:::::: from its host. Whenever the Ord should claim a detri- large cities and other
~..:...- being wearing. or wielding, mental, the creature will densely populated areas.
•• 32
Demmentat
DEXTERITY 9 DOMAIN
Dodge 10. stealth 18,
unarmed combat 11
STRENGTH 7
TOUGHNESS I"
PERCEPTIO 9
Find 10. trick 13
MIND 7
Test (0)
CHARISMAS
Charm OS). persuasion
(4), taunt (2)
SPIRIT 11
lntimidation (2).
reality 15
Possibility Potential:
all
Natural Tools: tentacles, Upper Aysle Lower Aysle
damage value STR+3/10
Note: To steal a spent
Possibility, the detrimental
generates a reality total Aysle Realm
against a difficulty number
of its host's reality skill. If
successful, the detrimental
has stolen the Possibility. A
detrimental would not
spend a Possibility on this
roU, for fear its host would
detect it.
SIZE REFERENCE
T 33
••
DOOMWOLF
•• 34
Standard Doomwolf
DEXTERITY 12 DOMAIN
Dodge 16, maneuver
13, running 14, stealth
13, unanned combat IS
STRENGTH 1.
Climbing IS
TOUGHNESS 12/13
PERCEPTION 11
Tracking 14
MIND7
Survival 9, test (13),
willpower 13
CHARISMAS
Charm (15), persuasion
(20), taunt (12)
SPIRIT 16
Corruption 19, faith
(Arthuk) 18, focus 18 Upper Aysle Lower Aysle
Additional Skills: two
at +2 adds
Possibilities: some OS)
Miracles: curse of Aysle Realm
Arthuk
Natural Tools: claws,
damage value STR+3/17;
teeth, damage value
STR+2/16; hide, armor
value TOU+l/13
Note: A doomwoU can
cast eurstofArlhuk only once
per day, a means by which
its god forces it to be selec-
tive in choosing its targets.
SIZE REFERENCE
DiscovtrtdbyBrianRtrvn
'f 35
••
DROUNEN
eo
Drnunen are the bottom of bays or fjords,
-- thereanimated climbing aboard anchored
corpses of sail- ships at night to slay their
ors who met crews.
thrir death by Although drounen seem
drowning. They are a bane to be attracted to Light ves-
to all who sail the seas, of- sels more than Dark, they
ten murdering crews and have not been a part of
sinking vessels. usually at Uthorion's invading army
the direction of a thessarian in Scandinavia, primarily
(seeseparateentry)oradark because the Vikings detest
sorcerer. them. Drounen are a walk-
Drounen appear as ing reminder of the fatethat
bloated, discolored human awaits every unwary sailor,
corpses, dad in tattered and there are some who
clothes and reeking ofbrine believe that keeping com-
and decay. Some may be pany with the sea's dead
missing limbs, but this does tempts the waters to take
not seem to hinder them- more lives.
those without legs will pull
themselves along by their
blackened fingernails. de- Domain
siring nothing but to drown
the living. Drounen haveno In the Aysle cosm,
minds, as such; they will Drounen are found in and
attack without mercy and around the wa ters of Upper
wiU not cease until utterly and Lower Aysle. In the
destroyed. realm, they have been seen
Drounen have been in the Gulf of Bothnia be-
known to operate indepen- tween Sweden and Finland,
dently, roaming the seas in theSkaggerakarea between
a wrecked ship seeking liv- Norway, Sweden and Den-
ing beings they can drag mark, and the North Chan-
down to watery graves. nel between Ireland and
Others dwell in silence at Scotland.
. . . . . ...,....-------------------..x.,
36 I
Orounen
DEXTERITY 9 DOMAIN
Dodge 1 t melee
weapons 11. swimming
12, unarmed combat 11
STRENGTH 14
TOUGHNESS 12
PERCEPTION 8
Trick (18)
MIN07
Test (19)
CHARISMA 7
Charm (22). persuasion
(25), taunt (28)
SPIRIT 9
Intimidation 15 (25)
Possibility Potential:
none
Equipment: rapier.dam· Upper Aysle Lower Aysle
age value STR+5/19
Aysle Realm ..
SIZE REFERENCE
[Ij]
-- whole, tend to
be more an-
noying than
menacing, but
they should not be underes-
watching a victim whose
mind has become unhinged
hurling himself to his death
to escape the oppressive at-
mosphere they create.
awaits. Even the strongest
of minds can be snapped
using this tactic.
Fachana much prefer
teasing to physical combat
timated. These wily cousins Fachana are 1.5 meters and once wounded, will
of the faerie have evidenced tall, with pointed ears and ordinarily flee. They bear
no qualms about sending nasty claws. Their flesh is longgrudges,however,and
their victims to their deaths palegreen inrolor,and their can be expected to stalk ~
when they are done toying long arms and legs spindly. caped prey for some time
with them. Their mouths are fanged, after, seeking revenge for
Farnana enjoy torment- and theyareonlytoohappy their pain.
ingothercreatures, particu- to snap at an opponent
larly humans. They make while safely invisible.
use of their stealth and their If one of their playthings Domain
knowledge of the invisibil- turns out to be made of
:-::------------------..L.
_.~I38 ,
Fachana
DEXTERITY 12 DOMAIN
Dodge 13, long jumJr
ing 15, maneuver 14,
stealth 19, unanned
combat 13
STRE GTHll
TOUGHNESS 12
PERCEPTION 10
Alteration magic 14,
find 12, tracking 13,
trick 17
MIND8
Test 18, willpower 20
CHARISMA 9
Chann (8), persuasion
(20), taunt 12
SPIRIT 7
Intimidation 17 Upper Aysle Lower Aysle
Possibility Pote.ntial:
none
Arcane. Knowle.dge.s:
tro~ knowledg~ 11
Spells: invisibility
Aysle Realm ..
Natural Tools: fangs,
damage value STR+2/15;
claws, damage value
STR+3/16
SIZE REFERENCE
Discovered by
+a_"_g_lul_n 3_9~1....
FELOONS o
o 6
•
Q
,
\ ,
o o
Feloon" oc his own with his mate. The two blasts in quick succes·
()
o
D
fI _.... "frost mon-
keys"are
w~ite-furred
primates ap-
proximately 75 centimeters
in height, fully grown. They
have flaps of thin skin ex-
gestation period for feloons
is six months, and all of the
young are fraternal twins,
one male, one female. Due
to the males leaving and the
females being taken as
mates about three years af·
sian (one per round). Each
sac takes two rounds to re-
fill. The breath weapon can
be defended against using
elemental air magic.
tending from wrist loankle, ter birth, the average dan is Domain
which allow them to glide usually no more than eight
without actually being able to 10 at anyone time. The Feloons are indigenous
10 fly. The feloon is a noc- dan does its hunting to- to the Frozen Land in the
turnal hunter, preying on gether. A yslecosm,living in moun·
whatever it can find in its Besides its teeth and tainous ice caves. Anum·
harsh habitat. claws, thefeloon possessan ber of clans and individual
The feloon "clan" con- arctic blast breath weapon males came over the mael-
sists of a single couple and similar to that of the strom bridge near Vareth to
their offspring. As a young Draconis Teutonica, though Finland. From there, they
male reaches maturity, he considerably weaker and migrated to Lapland and the
"steals" a mate from another with shorter range. The Kjolen Mountains of Nor-
clan and. after only six feloon stores arcticair in two way and Sweden.
months to a year with his internal sacs, and can fire
own family, strikes out on
.......,-:-:--------------------..L
40 I
Feloons
DEXTERITY 13 DOMAIN
Acrobatics 15, dodge
14, flight (gliding) 14,
maneuver 14, stealth
16, unarmed combat 14
STRENGTH 7
Climbing 11
TOUGHNESS 7
PERCEPTION 8
Find 9, tracking 10,
trick 9
MIND 7
Test (10)
CHARISMA 7
Charm 12, persuasion
(3),taunt01)
SPIRIT 7
Intimidation 9 Upper Aysle Lower Aysle
Possibility Potential:
none
Natural Tools: claws,
damage value STR+3/10; Aysle Realm
teeth, damage value
STR+3/10; arctic breath,
damage value 16, range 1·
4/10/20
SIZE REFERENCE
+ 41
I'
WOLF
o
a
The Fenri. - but Odin, the king of the pope Malraux stand to gain
-- Wolfisamon· gods, demanded that it be froma fearful populace ron-
strous, deadly bound (or the safety of all. vinced the end of the world
animal, she Such was done, but not is nigh, and so the two High
• meters at the without cost: the Fenris Lords are cooperating on a
shoulder. It has matted gray Wolf refused to be bound plan to seek out the Fenris
fur, eyes that blaze red, and unless. god placed hishand Wolf and persuade it to aid
huge teeth and claws ca- in its mouth as a show of them in return for its free-
pable of taking the life of trust. Tyr, the god of war, dom.
the mightiest warrior. It isa did so, and the Wolf tore his
fierce hunter, capable of fol- hand off with his mighty
lowing the scent of its prey teeth. Domain
through a raging river and The legends goon to state
never resting until it has that the Fenris Wolf will be The Fenris Wolf is cur-
made its kill. bound until Ragnarok, the rently bound toa huge boul-
According to Norse leg- day the gods battle each der at the base of Mount
end, the Fenris Wolf is the other and the Earth is de- Glittertinden in Norway.
offspring of Loki. the god of stroyed. Would-be rescuers are
evil, and the giantess But legends can be used warned that thereare easier
Angrboda. Asa god'schild, for one's own purposes. ways to seek one's death.
none had the right to slay It Both Uthorion and Cyber-
4 ...." '"':'::- ......
42 ..........
Fenris Wolf
DEXTERITY 14 DOMAIN
Dodge 15, long jump-
ing 16, maneuver 15,
running 21, stealth 16,
unarmed combat 21
STRENGTH 20
Climbing 23
TOUGHNESS 25
PERCEPTION 9
Find 14, tracking 18,
trick 12
MIND9
Survival 15, test 15,
willpower 16
CHARlSMA 10
Charm (20), persuasion
(22), taunt 17
SPIRIT 11 Upper Aysle Lower Aysle
Faith (Norse) 18,
intimidation 25, reality
15
Possibilities: 15
Natural Tools: claws,
Aysle Realm ..
damage value STR+6/26;
teeth, damage value
STR+5/25
Note: attackers receive a
+3 bonus to all attempts to
hit the Fenris Wolf, due to
its huge size.
SIZE REFERENCE
FIRE GIANTS
IViI
-- Ano,he,ofthe
Norse myths
made reality
by the A yslish
selves. With their discov*
ery of a means to return to
the mortal plane, the Fire
Giants have made numer-
axiom wash is ous forays into Sweden.
that of the Fire Giants. the looting and burning entire
children of Surtur the Fire villages. They have been
Demon and the denizens of opposed by Storm Knights,
Muspelheim, land of fire Swedish army units, and
and ash. The increase in the even some of Uthorion's
Magic axiomaUowed forthe Viking legions. Though the
creation of an extradimen- Dark High Lord would like
sianal gate between Mus- to recruit Surtur's troops,
pelheim and Earth, and the the Fire Giants have thus
giants now walk the planet far been unwilling to stop
once more. fighting long enough to talk.
FireGiants stand roughly
four meters tall. They are
massive creatures with Domain
flaming red hair (literally)
and reddish skin. Theirvery Fire Giants reside in a
essence is that of fue, and pocketdimension known as
they appear wrapped in Muspelheim, currently ac-
sheets of yellow name. cessible only through an
After the Frost Giants, extradimensional gate in
Fire Giants posed the great- Sanfjalet National Park in
est threat to the ruleofOdin, Sweden. The gateway re-
according to Norse legend. sembles a blaZing bonfire,
They live only to destroy, which both firemen and sor-
and, when they are not at cerers have been unable to
war with any other race, will douse.
gladly battle amongst them-
•• 44
Standard Fire Giant
DEXTERITY 9
Dodge 10, maneuver
DOMAIN
10, melee weapons 14,
missile weapons 12,
running 13, unarmed
cornballS
STRENGTH 17
Climbing 18, lifting 19
TOUGHNESS 19
PERCEPTION 7
Find 10, tracking 12,
trick 9
MIND7
Survival 11, test 10,
willpower 15
CHARISMA 8
Charm 10, persuasion
14, taunt 9 Upper Aysle Lower Aysle
SPIRIT 11
Failh (Norse) 17,
intimidation 18
Additional Skills: two
at +2 adds
Aysle Realm ..
Possibility Potential:
some (SO)
Natural Tools: flaming
skin,damagevalueSTR+3/
20 in unarmed combat. Any-
one making a successful
u1lanned combat attack on a
Fire Giant with an unpro-
tected fist suffers an auto-
maticdamagevalue18 from
the flames.
Equipment: hides, ar-
morvalueTOU+1/20;flam-
ing sword (enchanted),
damage value STR+7/24
SIZE REFERENCE
THE FLYING DUTCHMAN
,
/
\1',,
;'1
.~
;
,
I
The Flying to fiU his ship's sails, The lightning upon a vessel or
Dutchmnn is a Devilcomplied with a wind speed it to its destruction
ghost ship. a which would not cease, and upon a rocky coast.
Core Earth leg· so the Dutchman CQuid The Flying Dutchman is
end which never find a port. Both the surrounded by a dense fog
sprang into existence when ship and its master became 100 meters in diameter,
the Aysle axioms washed ethereal entities, stalking which provides high con-
overtheNorthSea.lhecrew the waters and driving cealment to the vessel.
of the vessel consists of one mariners to their doom.
man, its accursed captain. Although both the
Jonathan Vanderdecken, Dutchman and Vander- Domain
and the ship is condemned decken are non-corporeal,
to sail the seas for all eter· they are very much a threat The Flying Dutchman
nity. - the ship's cannons boast plies the waters of the North
Centuries ago, Vander- altered jirebtJfl (improved) Sea near the coasts of Den-
decken, a cruel, spiteful spells focused within them, mark and Norway.
man, sold his soul to the and Vanderdecken himseU
Devil in exchange for a wind has the ability to call down
•• 46
Captain Jonathan
Vande.rdecken DOMAIN
DEXTERITY 3
Stealth 23
STRE GTHI
TOUGH ESSIS
PERCEPTION 16
Alteration magic 20,
find 17, tracking 17,
trick 18, water vehicles
17
MIND IS
Apportation magic 19,
test 17, willpower 17
CHARISMA 9
Charm (15), persuasion
13, taunt 15
SPIRIT IS
Intimidation 19, reality Upper Aysle Lower Aysle
18
Possibilities: 18
Arcane Knowledges:fire
6, water 4, inanimate forces 4 Aysle Realm
Spells: kluin's waterval-
fey, lightning, altered fireball
Nole: Both Vander-
decken and the Dutchman
are immune to, and inca-
pable of inflicting.. physical
damage. Both are vulner-
able to magic and miracles.
SIZE REFERENCE
T 47
••
GHOST WARRIORS
J
• I
. I
------r _)7
the bodies rise again, too
late for the battle, and pro-
ceed toengageanythreatin
Warriors do not struggle for
the Ught or the Dark spe-
cifically, but ohen aid one
uniforms have staged gue-
rilla attacks in the moun·
tains of Nonvay.
the vicinity. side or the other while in
Ghost Warriors appear the process of refighting old
as they did in life, but with wars.
•• 48
Ghost Warrior
DEXTERITY 1013 DOMAIN
Dodge 13, fire combat
12, melee weapons 12,
missile weapons 12,
unarmed combat 12
STRENGTH 1011
TOUGHNESS 10115
PERCEPTION 9
Evidence analysis 12,
find 11, tracking 10,
trick 11
MINDS
Survival 10, test 14,
willpower 12
CHARISMA 7
Charm (25), persuasion
(25), taun' (25)
SPIRIT 11 Upper Aysle Lower Aysle
Intimidation 16
Possibility Potential:
none
Natural Tools: incorpor- Aysle Realm
eality. Ghost Warriors have
the ability to transform their
bodies and equipment into
an ethereal form which can
pass through solid objects.
In this form, they are inca-
pable of doing physical
damage to an opponent or
suffering same, save by en-
chanted weapons. To
achieve this state, a Ghost
Warrior must generate a
successful willpower total of
10. The number of result
points achieved equals the
numberofroundstheGhosl
Warrior can remain incor-
poreal. Note that attribute
numbers listed after the
slash refer to their ethereal SIZE REFERENCE
state.
When solid, Ghost War-
riors are immune to shock
and KO damage save from
enchanted weapons.
Equipment: varies, de-
pending on era of soldier
:i:
CAs<qvued by
W.""_8_Q_" ._.
I 49
GIANT CAVE BAT
.....,=:50~-------------------'f-
Giant Cave Bat
DEXTERITY 10 DOMAIN
Dodgen, flighl12, ,..------------, ,..------------,
maneuver 15, stealth
15, unarmed combat 13
STRENGTHn
TOUGHNESS 11
PERCEPTION 1
Find 13, tracking 12,
trick (9)
MINOS
Survival 11, test (10)
CHARISMA.
Charm (21), persuasion
(25), taunt (12)
SPIRIT 4
Intimidation 12
Possibility Polential:
none Upper Aysle Lower Aysle
alural Tools: teeth,
damage value STRt3/14;
wings, speed value 11
Aysle Realm
SIZE REFERENCE
:i:
Discuvertd by
OO8
• _'_"_'o •••
I 51
A creature or never been known to refuse warm blood thai gushes
Darushrnythol- an invitation tocombat, and from the neck. In the morn-
ogy, the lake has lost only once in re- ing, the combination of the
beast known as corded history, to the Dan- horrific scene and the lin-
Grendel was ish hero Beowulf. gering stench or Grendel's
given living ronn by the Unfortunately for the wet hide leaves no doubt in
Aysleaxioms.Slandingthree Danes, Beowulf has not anyone's mind who was
meters tall, Grendel is a hu- been seen about and responsible for the killing.
manoid covered with mat- Grendel has been kiUing If Grendel is being badly
ted brown hair and vegeta- and rnaimingatwill. Hehas beaten. he will retreat to the
tion from the lake bottom. It nominally allied himself safety of a vaulted chamber
has been rumored that the with the Dark Forces, who on the lake bottom.
shape of a man is not natu- are bogged down in Den-
ral to him, but it is not mark, and has intimidated
known if this is so. or slain a number of land- Domain
Grendel is a nocturnal owners sympathetic to
monster who feeds on the Ardinay'scause. Grendel is Grendel lives in a lake
bones and blood of men. He not subtle about his attacks near Alborg, Denmark,
prefers to challenge the - his normal methcxi is to emerging in the evening to
mightiest of warriors, rev- crash through a wall or hunt. Whether there are any
eling in his ability to defeat door, grab his victim, tear others of his kind in thearea
them with ease. Grendelhas his head off, and drink the is unknown.
....~
52
-------------------...:::L
I
Grendel
DEXTERITY 12 DOMAIN
Dodge 13, maneuver ,..------------, ,..------------,
14, melee weapons 14,
swimming 14, unarmed
combat 16
STRENGTH 17
TOUGHNESS 18119
PERCEPTION 8
Find 10, tracking 14,
trick 9
MIND 8
Survival 15, test 14
CHARISMA 7
Charm (23), persuasion
(3U, taunt 10
SPIRIT 12
Intimidation 22, reality
16 Upper Aysle Lower Aysle
Possibilities: 25
Natural Tools: hide, ar-
mor value TOU+l/19
Equipment:spiked. club, Aysle Realm
damage value STR+3/20
SIZE REFERENCE
~--------------------
~T~ 53...._.
LLBATS
~
/
(
) ) '"
j \
(
Hell Bats are wingspans reach 5 meters carry the battle. They nor-
the sorcerous in length. Wickedly sharp mally attack solo, although
creation of claws extend from their as many as two of the crea-
dwarvenmages hands to allow them to dis· tures have been seen to
in the pay of embowel their victims. work together. It is believed
House Vareth, At present. The attack of a Hell Bat is that the Hell Bats' masters
there are only 10 of these easy to distinguish from that are reluctant to risk very
entities extant in the realm, of any other creature. Its many on anyone assault,
but the mages are said to be distaste for light will lead it due to their scarcity.
creating more at a rate of toattempt toextinguish any
one every two weeks. source of light in the po&-
Hell Bats are creatures session of its victims, either Domain
which thrive on darkness. through physical action or
and hate the touch of light. the use of its mage dark spell. Hell Bats are most often
They spend the daytime Once its prey is trapped in found in the vicinity ofYork,
hours asleep in vast cav- darkness, the Hell Bat will England. They have been
erns, emerging after dark to emit a piercing shriek to pressed into the service of
carry out the wishes of their freeze them with fear, and House Vareth, making noc-
masters. Hell Bats are hu- then strike with startling turnal raids against the
manoid creatures, 2.5 swiftness. forresofHouse Uandar and
meters in height, ebony in Hell Bats are relentless House Bendes.
hue with jet-black wings fighters, relying on speed,
and crimson eyes. Their cunning and strength to
•• 54
Standard Hell Bat
DEXTERITY 16 DOMAIN
Flight 17, maneuver 18,
stealth 22, unarmed
combat 18
STRENGTH 16
TOUGHNESS 16
PERCEPTION IS
Find 18, tracking 20,
trick 17
MIND 12
Conjuration magic 13,
test 15, willpower 14
CHARISMA 11
Charm (I7), persuasion
13, taunt 16
SPIRIT IS
Corruption 18, intimi-
dation 22 Upper Aysle Lower Aysle
Possibilities: some (25)
Arcane Knowledges:
darkness 9
Spells: mage dark
Natural Tools: claws,
Aysle Realm ..
damage value STR+3/19;
wings, speed value 14
Note: Immune to shock
and KO damage from non-
magical weapons. Suffers a
shock point perround when
exposed to strong light
(torches, flashlights, etc.)
SIZE REFERENCE
.I. . : J : , . . - - - - - - - - - -
.. 55
HOMUNCULUS
-
--
Iill
--
Homunculi
are tiny men
created by
Ayslish alche-
foul acts to keep them fed,
and they are constantly un-
derfoot. So the little crea-
tures are often driven out
their enemies, and inspired
them to betray others for
their own gain whenever
possible.
mists from hits into the world, finding Along with half-folk,
of human hair and skin, homes in drain pipes. eaves, homunculi face the most
various herbs,and mysteri- and abandoned mouse prejudice of any Ayslish
ous chemical compounds holes. group, both because of their
knownonlytopracticioners Many homunculi meet diet and the fact that many
of that art. AU of these ele- tragic ends, but a few have regard them as a mockery
ments are mixed together foundemploymentasspies of life.
andsealedawayfor40days, or even assassins in Aysle
and at the end of that time, andotherrealms,duetotheir
a perfectly formed man no abilitytoslippastguardsand Domain
more than 15centimeters in security systems.
height emerges. Homunculi have been Homunculicanbefound
Unfortunately. once the known to ally themselves throughout southern and
alchemist has achieved his with faeries, but often find central England. They are
objective, he often has no their "partners" untrust- often clustered around the
use for his creation. worthy and end up as their homes of the alchemists
Homunculi require a diet slaves. Experiences such as who served as theircreators,
of human blood, necessitat- this have led homunculi to hoping to be allowed back
ing the alchemist commit regard all other species as inside.
--0-:'~----------------..L
56 I
Standard Homunculus
DEXTERITY 12 DOMAIN
Dodge 14, long jump-
ing 13, maneuver 14,
melee weapons 15,
missile weapons 14,
stealth 16, unarmed
combat 13
STRENGTHS
TOUGHNESS 6
PERCEPTION 11
Find 12, trick 14
MIND9
Survival11, test 12
CHARISMA 9
Charm 10/(3), persua·
sion 11, taunt 10
SPIRIT 10
Additional Skills; Upper Aysle Lower Aysle
three at + I adds
Possibility Potential:
some (35)
Equipment: varies Aysle Realm
SIZE REFERENCE
+ 57
••
THE HOUND OF THE
BASKERVIL~S
B
~ ---}~
~ ~
~ ? r:...
~--<'
~ ...
/11
\ .
,f
~
--- ~
. . . . .58"."...-------------------.:L
I
The Hound of the
Baskervilles DOMAIN
DEXTERITY 12
Dodge 15, maneuver
17, running 13, stealth
15, unarmed combat 16
STRENGTH 13
TOUGHNESS 10
PERCEPTION 12
Find 15. tracking 16,
trick 13
MINOS
Survival 12. test (14),
willpower 14
CHARISMAS
Charm (30), persuasion
(25), taunt (14)
SPIRIT S
Intimidation 16. reality Upper Aysle Lower Aysle
13
Possibilities: 14
N~tural Tools: claws,
damage value STR+2/15; Aysle Realm
teeth, damage value
STR+3/16; howl, once rer
combat, acts as an intirnldo·
tion act with a value of 19.
Find the effect on the Inter-
action Results Table.
SIZE REFERENCE
Discov<rtd by
Kim M. Scho<fft/
...L------------------.-.
, 59
JUGGERNAUT
IViI
- -: a.r~ bizarre en-
Juggemauts
tities created
by Darkmages
to serve as
their locomotion. jugger-
nauts are occasionally
equipped with a mesh ar-
mor constructed of human
skulls.
patch it. Aboveall, it is fool·
ish to attempt to take shel·
ter, for the entity will sim·
ply destroy the building to
reach its prey.
weapons of war, guardians A juggernaut's primary It is believed thata trio of
of treasure, or assassins. (ormolattack issimplyrun- juggernauts were instru·
They are phenomenally ning over its target, but of- mental in the defeat of
powerful and considered to ten the intimidation value Ardinay's armies at the
be virtually unstoppable by of its appearance is suffi- Scottish border in months
the legions of Ught. cient to rout opposing past.
Juggemautsvaryin both forces. Its major drawback
size and appearance, but is that it moves very slowly,
most frequently resemble and often hampers the ad- Domain
rolling towersor monoliths. vance of Dark armies.
They can stand anywhere Tolwyn of Tancred has Juggernautsarefound in
from two to five meters tall, spent a great deal of time both the Aysle cosm and
and generally weigh from briefing her troops about the realm, most often in territo-
.9 to 2.25 metric tons. In the juggernaut, explaining that ries controlled by House
forms mentioned above, the best defense against the Daleron. Juggernauts are
they are lined with spikes behemoth is simply to out· always at the forefront of
and twin rollers, also cov- maneuver it until a mage Daleron armies when they
ered with spikes, provide can be brought up to dis- are on the march.
..·.,
. ~60~---------------------+
Juggernaut
DEXTERITY? DOMAIN
Maneuver 8, unarmed
combat 13
STRENGTH 18
TOUGHNESS 30135
PERCEPTION 8
Find 9, tracking 10,
trick (11)
MIND.
Tes' (25)
CHARISMA.
Charm (30), persuasion
(30), taunt (20)
SPIRIT'
Intimidation 20
Possibility Potential:
none
Natural Tools: spikes, Upper Aysle Lower Aysle
damage value STR+2/20;
spiked rollers, damage
value STR+I0/28, speed
value 5; skull armor,
TOU+5/35
Aysle Realm ..
Note: immune to shock
and KO damage from non-
magical weapons.
SIZE REFERENCE
I.
61
JUMP SPIDERS
[flil
- - An spider
j~mf AysUsh
is
similar to a
Core Earth spi·
It will remain in hiding un-
til prey is very near, then
jump out and attack, hence
its name.
Only about 10 percent of
the litter survives to matu-
rity.
•• 62
Jump Spider
DEXTERITY 9 DOMAIN
Dodge to, long jump-
ing 12, stealth 12,
unarmed combat 11
STRENGTHS
Climbing 14
TOUGHNESS 11
PERCEPnON9
Find 12, stealth 14.
tracking 12, trick (12)
MINOS
Test 10
CHARISMA 4
Charm (18), persuasion
(18), taunt (12)
SPIRIT S
Intimidation 11
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: pincers,
damage value STRt4/12
Aysle Realm
SIZE REFERENCE
..L----------------~-.-.
I 63
KELPIE
Iril
-- A kelpie is a
magnificent
beastthat looks
like a white
If a corrupt person ap-
proaches it, the kelpie will
allow him to ride until the
next sunrise or sunset,
mounts for Dark sorcerers
orother troops of Uthorion.
Their ability to detect honor
orcorruptioninfolk (a prod-
stallion, full of whichever comes first. uct of their high corruption
spirit and strength. But this However, if an honorable value), they have rooted
isan illusion -its true form person attempts to ride the out a number of spies in the
is that of a rotting, water- kelpie, the creature will ranks of the High Lord.
bloated horse, with a mane dash intothewaterwith the
and tail of seaweed and intention of drowning him.
hollow eye sockets. Kelpies are amphibious, Domain
Kelpies live at the bot- but must remain within six
tomoflakesandbays. When kilometers of the body of Kelpie are creatures of
they emerge from the surf, water from which it the Aysle realm. having no
they use their magical abili- emerged. If the kelpie came counterparts in the cosmo
ties to change their appear- from the seas, it must re- They are most often found
ance toone more appealing main within six kilometers near Scottish lochs, at·
to humans. It then gallops ofa shoreline which touches though a few have been
along the water's edge, that sea. spotted in Ireland.
seeking a rider. Kelpies frequently act as
. . .,. ~64:---------------------+
Standard Kelpie
DEXTERITY 10 DOMAIN
Dodge 12, long jump-
ing 12, running 14,
swimming 14, unarmed
combat 12
STRENGTH 13
TOUGHNESS 11
PERCEPTION 7
Alteration magic 16,
trick 14
MIN06
Test 12, willpower 14
CHARISMA 6
Charm 12, persuasion
(IS), taunt (12)
SPIRIT 13
Corruption 21, intimi-
dation (15) Upper Aysle Lower Aysle
Addition.J..I Skills: two
at +2 adds
Possibility Potentia]:
some (30)
Arcane Knowledges:en-
Aysle Realm ..
chanted 11
Spells: disguise self
Natural Tools: hooves,
damage value STR+2/15;
teeth. damage value
STR+3/16
SIZE REFERENCE
Dis<overed by
Mark L. Chance
..x...----------------~~.-.
, 65
KOBOLD
"
"
•,
lril
0,,,,,,"
. . ,. ~-------------------..L
66 I
Kobold
DEXTERTn' 12 DOMAIN
Dodge 14, lock picking
13, long jumping 13.
maneuver 14, melee
weapons 13, prestidigi·
tauao 14, stealth 15.
unanned combat 13
STRENGTH 6
Climbing 8
TOUGHNESS 7
PERCEPTION 12
Alteration magic 16,
find 14, trick 15
MIND 9
Test 11, willpower 11
CHARISMA 10
Charm 11, persuasion
12 Upper Aysle Lower Aysle
SPIRIT 8
Intimidation 9
Possibility Potential:
none Aysle Realm
Arcane Knowledges;[olk •
8, fire 3
Spells: slow, snail wit,
wea/Ole5S, altered fireball
SIZE REFERENCE
T 67
••
LEAHAUN SHEE
P f
I'· f • --
,t Leahaun Sh.. Leahaun Shee is re- Leahaun Shee
is a beautiful nowned in legend as the DEXTERITY 13
~ 1 and malevo-
lentfaeriewho
thrives on life
muse of poets and artists,
who have been inspired by
her beauty but have died
Dodge 16, flight 15,
maneuver 14, stealth 15
STRENGTH'
energy drained from mor- young due to her voracious TOUGHNESS'
tal men. Her power is such hunger. Thesesame legends PERCEPTION 15
that,should a man succumb state that if a man were to Alteration magic 19,
to her wiles, he will be in resist her power, she would find 16, trick 17
thrall until death or he is become his slave. MIND1?
able to find another to take Conjuration magic 18,
his place. It is believed that test 19, willpower 20
the kidnappings of a num- Domain CHARISMA 18
ber of young, strong men Chann 21, persuasion 19
from Irish coastal villages Leahaun Shee haunts a SPIRIT 12
have been the work of solitary glen on the Isle of lntimklation 13, reality l'
Leahaun Shee's slaves, Man in the Irish Sea. She is Possibilities: 15
seeking replacements so acreatureoftheAysle realm Arcane Knowledges: liv-
they can regain their free.- only, not the cosmo ing forces 10, folk 5, fire 5
dom. Spell'!:cMrm person,com-
1tumd obtdima, incrtllst eM·
_.. =-- ..:L...
6 8 T
risma. conjured fireball,
Atltlck's instant immolation
Note: LeahaunSheewill
DOMAIN
,------------, ,------------,
first attempt tocharm a male
into kissing her through
normal interaction. If she
succeeds, her kisses act as
the triggers for her charm
ptrSOn spell. She will con-
tinue casting this spell on
her victim until his attitude
becomes loyal. From that
point on, each succeeding
kiss a~ as a willpower at·
tack against the target's
Mind or wiflpower. Every
successful attack reduces
the target's Dexterity and
Strength-related skills by 1. Upper Aysle Lower Aysle
Thevictimcan break free
of her influence by success-
fully resisting an attack or
by generating a successful Aysle Realm
Mind or willpower total
against a difficulty number
ofLeahaun Shee's willpower
(allow one "'shake-off" at-
tempt per attack). Once
freed, the victim becomes
immune to the faerie's
power, and can command
her to do his bidding. Once
he has departed the island,
his skills will return to nor-
mal levels. If the target es-
capes by providing
Leahaun Shee with another
victim. his skills will remain
at their reduced levels.
SIZE REFERENCE
T 69
••
, ....
11
Thesameswge
-- in magic which "gold" that will change back cerned with their own fun
returned the to lead in a matler of hours. and profit than with the in-
faeries to Earth The leprechaun's weak- vasion of Earth.
did the same nesses are his curiosity and
fortheleprechauns. themis- love ofgossip. Leprechauns
chievous creatures of Irish are often captured while Domain
folklore. Leprechaunsstand they are rummaging
slightly under a meter tall, through the goods of trav- Leprechauns are found
and wear old·fashioned elers in thedarkof the night, throughout Ireland, prima-
lrishdothing. Thus far, only and can be held enthralled rilyin therountryside. They
maleshavebeenseen,sport- by a good story. A tall-tale will usually reside near a
ing long brown beards and teller can be spared the road or rnajor thoroughfare,
smoking pipes. tricks of a leprechaun by but never in crowded areas.
Leprechauns are trick- spinning a good yam. They live in either small
sters, often purchasing Leprechauns have taken burrowsor houses that have
goods with gold they have no part in the Light-Dark been abandoned. Lepre-
created using a fools' gold war in Aysle, but do seem chauns are not native to the
spell. They will leave an to play their tricks on Aysle cosm, though som~
encounter with tobacco and Uthorion's men a great deal may have migrat~ there.
..
_ ::;:--......l'"......
70
-
other treasures, leaving morethanon Ardina'ls. But
+
Leprechaun
DEXTERITY 13 DOMAIN
Acrobatics 15, dodge
17, lock picking 15.
running 15, stealth 18
STRENGTH 7
Climbing 10
TOUGHNESS 11
PERCEPTION 11
Alteration magic 16,
divination magic 14,
find 12, language 13,
trick 14
MIND 9
Apportation magic 13
CHARlSMAU
Charm 13, persuasion
15, taunt 14
SPIRIT 11 Upper Aysle Lower Aysle
Reality 14
Possibility Potential:
all
Arc~eKnowledges:foIk
3. _ 3.pliml 2•...gic2.airl
Aysle Realm
SpeUs: arm 0( air, tided
magic, fools' gold, incn~Qst
cJuzrismll, plant sh4ckles
SIZE REFERENCE
T 71
.e
\
,
,/
/
~t \
I
~.
••
III
\
c
c
.~
.:.7 X{jp 17 ft)·
I~I One of the
? . ;""'-""'G,
r"~·
/ '.'
dous whale-like creature.
v •
. . _." ,.,...-------------------+
72
Leviathan
DEXTERITY 14 DOMAIN
Heavy weapons 16,
swimming 25, unarmed
combat 28
STRENGTH 32
TOUGHNESS 35/41
PERCEPTION 14
Find 16, nacking 17
MIND 19
Survival 20, test 20,
willpower 21
CHARISMA 15
Charm (25), persuasion
(9)
SPIRIT 15
Faith (Cybe'l"'paey) 25,
intimidation 30, reality
20 Upper Aysle Lower Aysle
Possibilities: 6
Natural Tools: blubber,
armor value TOU+6/41;
tail, damage value STR+3/
35; teeth, damage value
Aysle Realm ..
STR+2/34
Equipment: torpedoes,
damage value34, range-/
1k-20k/40k; rear propellers,
speed value 11
Note: Due to its tremen-
dous size, attacks on the
Leviathan receive a +10
modifier to their action val-
ues.
SIZE REFERENCE
Discovered by
=fa.n.ag.a.n 7.3_..•••
Llawereint is youth he lost his left hand agents of Dr. Mobius, not
an ancient and to a kraken, and now has a one Nile vessel was able to
powerful en- silver one in its place. His successfully navigate St-
tity who was powerful weather control George's Channel, even
once revered spell is focused into this those of innocent traders.
as a sea goo by the Celts hand. Survivors reported seeing a
under the name of "Lud." L1awereint stands 10 great silver hand rise from
Ludgate HiD in London is meters tall. He is humanoid the waves and strike their
named for him. in shape, with webbed ships, splintering them.
When the old religions hands and feet, and though Manyofthe passengers and
feU, Uawereint retreated to amphibious, far prefers the crew were reportedly
acavembeneaththeseaand water to the land. He is dragged to the bottom by
went into a centuries-long qUicktoanger,andhasbeen the angry sea deity.
sleep. He was roused by the known to wreck entire fleets
axiom wash, and now en- in his rage. But he is also
joys the worship of many capable of great compas- Domain
Welsh fishermen, who re- sion, and looks with par-
spect his power and invoke ticular favor on the Uvwe. L1awereint lives in the
his name to survive stonns In the weeks following the depths ofSt. George's Chan-
and bring in greatercatches. mass killing of those crea· nel, which separates Wales
Llawereint'snamemeans tures at Land's End by and Ireland.
"silver-handed," for in his
~
.. ;
74
: o : - - - - - - - - - - - . . L, .
Llawereint
DEXTERITY 8 DOMAIN
Maneuver 10, swim-
ming 16, unarmed
combat 15
STRENGTH 22
TOUGHNESS 25
PERCEPTION 13
Alteration magic 17,
find 14, scholar (sea
lore) 16, trick 14
MIND 9
Test 14, willpower 15
CHARISMA 9
Persuasion 12
SPIRIT 10
Intimidation 19, reality
14
Possibilities: 18 Upper Aysle Lower Aysle
Arcane Knowledges: air
10, water 9, inanimate forces 7
Spells: weather control,
water spray, lightning Aysle Realm
Equipment: silver hand,
damage value STR+3/25
SIZE REFERENCE
..:L--------------------.
T 75
. .-.
LOCH NESS MONSTER
----
\
, '1.
--:::0 -1- _ \.
~
-
'" "'"
[Ij]
-- Monster has
been a part of
Core Earth
mythos for
hundreds of years, inspir-
ster with four short legs.
Others claim it is similar to
a sea serpent. with a long
neck, calf-like head, and
humps. Still others claim it
ing Nessie's descriptions.
What kind, and how
many, beasts exist in the
lochsofScotland,and which
side. if any, they will take in
ing countless reports of is a descendant of the pre- the Light-Dark war, are
sightings and massive ex- historic plesiosaurs, a great questions that can only be
peditions intended to con- sea beast with fins it uses answered by further explo-
firm or deny the creature's for propulsion, roughly 18 ration.
existence. Sightings of the meters in length.
monster have increased dra- Sonumerousanddiverse
matically since the Ayslish and the descriptions, in fact, Domain
invasion - whether this that many beJievetheremay
means that the monster be more than one type of The serpentine creatures
truly did exist prior to the creature living in Loch Ness, known collectively as the
Possibility Wars, or came and Loch Morar as well. "Loch Ness Monster" can
into being due to the Aysle This, too, is a mystery - a be found (naturally) in
axiom wash, is unknown. Stonn Knight foray to the Scotland's Loch Ness, and
Oescri ptions of "Nessie," loch led to a confrontation therearereportsofsightings
as the creature is known, with a Draconis Aquatica in Loch Morar as weU.
vary widely. Some claim it posing as the monster, but
. . . . . ".,--------------------..::J:...
76 ,
Standard Loch Ness
Monster DOMAIN
DEXTERITY 12
Dodge 17, maneuver
15, stealth 19, swim·
ming 16. unarmed
combat 14
STRENGTH 20
TOUGHNESS 18126
PERCEPTION 16
Find 17, trick 20
MINDI9
Survival 21. test 20.
willpower 20
CHARISMA 10
Charm (15). persuasion
(8), taunt 07}
SPIRIT9
Intimidation 14 Upper Aysle Lower Aysle
Additional Skills: two
at +1 adds
Possibility Potential:
some (30)
N..tuul Tools: armor,
Aysle Realm ..
TOU+8/26; tail, damage
value STR+3/23, speed
value 10; teeth, damage
value STR+3/23
SIZE REFERENCE
fJiscov<r<d by
:iS,
odg
• .,.,.".,- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -......
77
MAGE-KILLER
L
[Ij]
-- sassins whose
ability to resist
or destroy
many fonnsaf
sorcery makes them deadly
true name of their species.
They can be called only by
using the summon demon
spell, and then must be per-
suaded to serve thecauseof
he hurls ineffective spell
after ineffective spell. Fi-
nally, the mage-killer grabs
the sorcerer with a tentacle
and rams the spiked gaunt·
foes of wizards, mage-kill· the conjurer. They will ac- let through his head.
ers are thankfully rare. The cept a contract to kill any No mage-killer has ever
creatures average two mage, providing their terms failed to kill its target.
meters in height, with gray of payment are met - the
skin and hairless bod.ies. mage-killer will determine
They are humanoid in what is mostdearto his pro- Domain
shape, but have thick ten- spective employer and de-
tacles in place of arms, and mand that in payment. Mage-killers are natives
these and their legs arecov- Should the summoner fail of an extradimensional
ered with powerful suckers to pay, the mage-killer will realm, the name of which is
for grasping foes. They are murder him and return to known to only a select few
commonly equipped with the netherworld from which sorcerers. They have been
a spiked gauntlet which it came. sighted in both the Aysle
straps on to the end of one Mage-killers normally cosm and realm, but vanish
ann. TheirmouthsarefiJled do theirevil work by openly after fulfilling their con-
with sharp teeth. challenging a sorcerer, then ""cts.
Little is known about the
---:"'78: : : : - - - - - - - - - - - . . 1I-
Mage-Killer
DEXTERITY 11 DOMAIN
Dodge 13, maneuver
13, melee weapons 14,
stealth 12, unarmed
combat 13
STRENGTH l'
Climbing 15
TOUGHNESS 13
PERCEPTION 15
Alteration magic 18,
divination magic 17,
find 16, trick 18
MIND 14
Conjuration magic 17,
test 16, willpower 16
CHARISMA 10
Charm 15, persuasion
16, taunt 12 Upper Aysle Lower Aysle
SPIRIT 11
Intimidation 17, reality 14
Possibility Potential: all
Arcane Knowledges:
mJlgic 15 Aysle Realm ..
Spells: cost lasher, destroy
magic, detect magic, dispel
magic, hide from magic, mys-
tic shield
Natural Tools: suckers,
STR+2/16 for purposes of
holding on to victim; teeth,
damage value STR+3/17
Equipment: spiked
gauntlet, damage value
STR+6/20
Note: immune to shock
and KO damage from 000-
magical weapons.
SIZE REFERENCE
.I. : L - - - - - - - - - - - - - - - - 79-.-o
MIMIR
Mimi, is an
[Ij]
-- aged giant
who is cred-
ited in Norse
mythology
with being the uncle of
Odin, king of the gods, a
story he will neither ron-
firm nor deny. His wisdom
is said to have made him
invaluable to the gods, who
allowed him to live among
them despite his being part
of the giant race.
Mimir is the guardian of
Odherir, a cauldron which
is believed to have
divinatory abilities. In truth,
it is Mimir who has the
power, but he has found it
useful to let his enemies
believe the legend, thus de-
coying them into trying to
destroy the cauldron rather
than himself.
Despite his vast age,
Mimir is still a fierce war-
rior, and is most famous for
battling three Frost Giants
to a standstill using his
battle-axe, Rahlnung. In
general, he prefers to avoid
combat if possible, and re-
lies on his divinatory abili-
ties to warn him of the ap-
proach of enemies.
Mimir will use his magic
for anyone who asks, pro-
vided they are Willing to
grant him a boon in return.
His requests have ranged
from the gathering of an
herb from the mountainside
to the sacrifice of an eye.
Domain
Mimir resides in a cav-
ern at the top of Mount
Kebnekaise in northern
Sweden, a regionstill domi-
nated by the power of the
Light.
80
Mimir
DEXTERlTY9 DOMAIN
Dodge 13, maneuver
12, melee weapons 14,
unarmed combat 12
STRENGTH 16
TOUGHNESS 16
PERCEPTIO 15
Divination magic 21,
evidence analysis 17,
find 16, trick 18
MIND 9
Test 12 (16), willpower
12
CHARISMA 9
Charm 11 (15), persua·
sion 16, taunt 15
SPIRIT 10
Faith (Norse) 13, Upper Aysle Lower Aysle
intimidation 14, reality
12
Possibilities: 11
Arcane Knowledges: life
10, truelcnowltdge 10, time 8,
Aysle Realm
folk 6, mixed forces 6, water 5
Spells: senst tife, saying
eyes, visions of the past, possi-
bitity shadows, UJ(lter say
Equipment: baule-ax
(Rahlnung), damage value
STR+3/19
SIZE REFERENCE
T 81
••
MURIDAE
=
_u
82
-----------..L-
I
Standard Muridae
DEXTERIn'8 DOMAIN
Dodge 9, maneuver 10,
stealth 12, unarmed
combat 10
STRENGTH 6
Climbing 8
TOUGHNESS 6
PERCEPTION 6
Find 8, tracking 10,
trick (8)
MINDS
Survival 9, test (7)
CHARISMA 3
Charm (25), persuasion
(30), taunt (8)
SPIRIT 4
Intimidation 12 (6)
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: claws,
damage value STR+2/8;
teeth, damage value
STR+3/9
Aysle Realm
Note: muridae suffer an
automatic setback result
when exposed to fire.
SIZE REFERENCE
DOO>vvtd by
Mark L. Chana
I.
83
NECROLEPUS
The neno- ing itself at him and tearing discovered in an area, en·
[Ij]
:.-... lepus is a crea-
tureofScottish
mythology,
brought to life
by the retum of magic lathe
out 1>is throat (a vital blow
attack) before the human
can even unsheath his
sword. The necrolepus ben-
efits from strength and agil-
tirecommunities will set out
to slaughter anything even
remotely resembling a hare.
The necrolepus often es-
capes in the confusion and
country. The beast relies on ity of sorcerous origin. and moves on to another place,
stealth, trickery and its de- makes quick work of those to hunt and kill once more.
ceptively innocent appear- opponents who do not p0s-
ance to lure victims dose sess enchanted weapons.
enough for it to attack. The necrolepus has no Domain
The necrolepus re- one habitat. Some live deep
sembles a wild hare, being inside caves, preying on The necrolepus can be
41 centimeters in length, explorers and leading taleg- found throughout Scotland
with brown fur and long ends of great beasts guard- and Ireland, and the islands
ears. But its mouth is filled ing fabulous treasures of the Hebrides. Although
with fangs and it is most within. Others live in huge no accurate count has ever
definitely a meat.-eater. A warrens, occasionally even been made, it is believed
single necrolepus can bring sharing living space with their numbers are increas-
down an Ayslish warrior their vegetarian cousins. ing at a frightening rate.
with littlediffieulty, launch- Once their presence is
•• 84
Standard Necrolepus
DEXTERITY 14 DOMAIN
Acrobatics 16, dodge
16, long jumping 17,
maneuver 15, running
15, stealth 17, unarmed.
combat 19
STRENGTH 10
TOUGHNESS 13/14
PERCEPTION 9
Tracking 13, trick 15
MIND 6
Survival 13, test (12)
CHARISMA 6
Charm (20), persuasion
(25), taunt (15)
SPIRIT 9
Intimidation (20)
Additional Skills: two Upper Aysle Lower Aysle
at +2 adds
Possibility Potential:
some (45)
Natural Tools: teeth,
damage value sTR+6/16;
Aysle Realm ..
hide, armor value TOU+1/
14
Note: immune to shock
and KO damage from non·
magical weapons.
SIZE REFERENCE
T 85
••
~
The n;ghl- to lift men in full armor off tim comes to investigate.
-- haunt, also their mounts. Nighthauntsalsoenjoy kid·
known as the The nighthaunt appears napping only one member
"hijacker de- asa shadowy black human- from a group and then
mon:' is feared oid with tattered wings re- taunting the others to dare
by all Ayslish for its habit of sembling those of a hal. It and try to find them.
snatching those travelers has eyes like burning em- Just what the night-
foolish enough to walk bers. which are constantly haunts do with their vic·
along the roads at night and searching for prey. Its arms ti.ms is unknown. Some leg-
carrying them off to its dO"" and legssport vidousdaws, ends claim the demons use
main. and although no mouth is them for food, but a more
Nighthaunts are rela- visible on its face, it is ca- likely explanation is that
tively few in number, both pable of delivering a nasty they are sold to Dark folk as
in the cosm and the realm, bite. slave labor.
but they have been blamed Nighthaunts normally
for hundreds of disappear- attack in parties of 3-5, and
ances since the outbreak of prefer solitary victims or Domain
the Possibility Wars. small groups. Occasionally,
Nighthaunts are small, few nighthaunts will attempt to Nighthaunts are found
growing larger than 1.5 lure wayfarers into a trap in the more secluded sec-
meters, and their bodies are by simulating the cries of a tions of the continent of
thin and wiry. Despite this, human child and then Aysle. as well as in Ireland,
they have extraordinary pouncing when their vie-- Scotland, and Denmark.
strength, having been seen
--,.,"'86- - - - - - . : LI
Nighthaunt
DEXTERITY 14 DOMAIN
Dodge 15, flight 15,
maneuver 16, stealth
16, unanned. combat 15
STRENGTH 13
Lifting 14
TQUGHNESS9
PERCEPTION 11
Find 12, language 12,
tracking 13, trick 16
MIND 9
Test 13
CHARISMA 12
Chann 15, persuasion
16, taunt 16
SPIRIT 9
Intimidation 12
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: claws,
damage value STR+2/15;
fangs. damage value
sTR+2/15; wings, speed
Aysle Realm ..
value 15
SIZE REFERENCE
IJis<:ov<mi by
JOIUJtMn Woodnum
T 87
I.
NOBBOS
Exactly how to timid, and have relied on but their numbers are ex·
classify the their ability to run away to tremely small.
Nobbos - as survive all thesey~. They Word of Gutterby's re-
creature,lesser are quick 10 grow attached bellion in the realm has in-
folk, or some- to anyone who treats them spired some Nobbos to
thing in between -remains with kindness, and their dream of freedom forthem-
a mystery. What is known small stature and astonish· selves as well. Increasingly
is that this small, pathetic ing agility allow them to go largenumbershaveescaped
race of beings has served places even dwarves can- their masters in recent
the dwarven population as not penetrate. Nobbos are months and made their way
slaves forweU overfivecen· frightened of most techno- to London, seeking a more
turies. logical devices, but are en· promising fu.ture.
Nobbos average one amored of some of the food
meter in height. They are and drink they have dis·
humanoid in appearance, covered in the realm. They Domain
though spindly and weak, are particularly fond of
with gray. smooth skin. chocolate, something they Nobbos are most com-
They are hairless, save for a never tasted in the cosmo monly found in the Land
mopofblackon their heads. Nobbos have been used Between and on House
Their eyes are bulbous and primarily for manual labor, Vareth lands in the cosm
elliptical in shape, and their serving both the dwarven and realm - the island of
four limbs tenninate in four nobility in the Land Be- Vareth in the Frozen Sea on
elongated and triple-jointed tween and the more ruth- the disc-world, and the
digits. less House Varethdwarves. counties of York, Stafford,
Tempera menta Ily, A few have received educa- Derby, Cheshire, and
Nobbos are extremely tion or served as soldiers, Lancashire in England.
~.'"""...-------------------..L-
88 I
Standard Nobbos
DEXTERITY 9 DOMAIN
Dodge 11, maneuver
13, running 11, stealth
11, unarmed combat 10
STRENGTH'
TOUGHNESS 8
PERCEPTION 9
Find 10, trick 12
MIND?
Test 8, willpower 8
CHARISMA 9
Charm 11, persuasion
12, taunt 11
SPIRIT 11
Faith (Darsot/Kalim)
12
Additional Skills:
three at +1 adds, one a Upper Aysle Lower Aysle
magical skill
Possibility Potential:
some (65)
Aysle Realm ..
SIZE REFERENCE
Discovered by
+a_na_g_a_n 8_9_,..·~
A pegasus is a
~
sus remains with one mate er had, at one time, been
- - winged horse, all his life, and she gives Pella Ardinay's mount. But
believed to be birth to one foal, which ac- when Uthorion possessed
. a distant rela· counts for the relatively her body, Windrunner
tiveof theuni- small number of the beasts sensed the change and re-
com. Like its homed cousin, inexistence. Thisisbalanced fused to serve. Uthorion/
the pegasus is a symbol of somewhat by the fact that Ardinay ordered Wind-
purity and honor, and a the pegasus is extremely runner killed, but the
fierce fighter when roused. long-lived, often surviving pegasusescaped.ltscurrent
Very little is known until the age of 1000. Al- whereabouts are unknown.
about the origins of the though the pegasus is a
pegasus. Some believe they peaceful creature, it will
springfull·formed from the challenge anything which Domain
blood of slain gorgons, but threatens its nest, no matter
this has never been proven. what the odds. The pegasus is a rare and
They are known for their The pegasus is also an beautiful creature, present
ability to maneuver while extremely willful creature. both in the Aysle cosm and
in flight, which gives them It will not take part in any realm. They are found only
and their riders a distinct action itconsiders to beevil, in Elveimon the disk-world,
advantage when battling and will buck its rider if he and those elves who have
other creatures of the air, attempts to force it to do so. not mastered dragon-riding
such as the Draconis Efforts to tame the pegasus can often be seen astride
Teutonica. on the part of elven follow- these beasts. In the realm,
The pegasus prefers high ers of Estar have been dis- they have been seen near
places for its home, and can mal failures. the southeastern coast of
often be found in caverns The pegasus Windrunn- England.
on mountaintops. A pega-
:
_u
90
:::------------...:L
I
Standard Pegasus
DEXTERITY 14 DOMAIN
Dodge 15, flight 17,
man.euver 18, unarmed
combat 15
STRENGTH 13
TOUGHNESS 11
PERCEPTION 10
Tracking 12
MINDS
Test 00}, willpower 13
CHARISMA 9
Taunt (3)
SPIRIT 7
Intimidation (0)
Additional Skills:
three at +1 adds
Possibility Potential:
some (5) Upper Aysle Lower Aysle
Natural Tools.: hooves,
damage value STR+3/16;
teeth, damage value
STR+l/14; wings speed Aysle Realm
value 11
SIZE REFERENCE
91
••
PERYTON
The peryton is its prey by surprise. Many the peryton is that the
Ij -- believedtobea
distant relative
of the pegasus,
somewhat
similarinappearancethough
abandoned ships that have
crashed on the shores of
Norway have come to that
sony end due to the preda-
tions of the perytoo upon
shadow it casts resembles
that of a human man. Why
this is so is unknown, but
Ayslishsailors have learned
to fear the shade of a man
nowhere nearas benevolent their crew. cast on the waters.
in temperament. The Attempts have been
peryton is a reindeer·like made to domesticate the
creature with great brown peryton, with somesuccess, Domain
wings, a man~ter which particularly on the part of
swoops down on sailing the dwarves. However, Peryton can be found aU
ships and plucks mariners when the peryton has been along the southwestern
from the decks. too long without a meal, it coast of Norway. They
The perytoo stands 1.5 has no qualms about toss- spend much of their time in
meters tall, witha wingspan ing its rider and devouring the air over the North Sea,
of three meters. It nests on him. The perytoo has even sometimes flying all the way
mountain peaks, and trav- been known to pretend to to Aberdeen before turning
els in flocks of 20-30. The be tame in order to lure a back. In the cosm, perytons
perytoo isstrictly a daytime prospective rider/dinner live in Pelk Cove and on the
hunter, preferring to dive within reach. Mage Islands.
frornout of the sun and take An interesting aspect of
•• 92
Standard Peryton
DEXTERITY 10 DOMAIN
Dodge 14, flight 15,
maneuver 14, running
13, stealth 13, unarmed
combat 14
STRENGTH 18
TOUGHNESS 17/18
PERCEPTION 9
Find 11, tracking 12,
trick 13
MIND 6
Test (12)
CHARISMA 6
Charm (20), persuasion
(26), taunt (16)
SPIRIT 11
Intimidation 15
Additional Skills: two Upper Aysle Lower Aysle
at +2 adds
Possibility Potential:
some (25)
Natural Tools: teeth, Aysle Realm
damage value STR+3/21; .,
antlers, damage value
STR+3/21;hooves,damage
value STR+2/20; hide, ar-
mor value TOU+1/18;
wings, speed value 14
SIZE REFERENCE
T 93
I'
•
PLAGUEM
•• 94
Standard Plaguem
DEXTERITY 10 DOMAIN
Dodge 12, lock picking
11, melee weapons 13,
stealth 12, unanned
combat 11
STRENGTH 11
TOUGHNESSS
PERCEIYflON 9
Find 11, trick 11
MINDS
Test 10
CHARISMA 7
Persuasion 8, taunt 9
SPIRIT 9
Intimidation 14
Possibility Potential:
some (45)
Natural Tools: claws, Upper Aysle Lower Aysle
damage value STR+3/14
Note: due to the filthy,
diseased nature of the
plaguem, damage inflicted Aysle Realm
by itsdaws is harder to treat
than normal wounds. Add
+3 to the difficulty of first
aid, medicine and recovery
checks for plaguem dam·
age.
SIZE REFERENCE
Discoverd by
Mark L. Chance
9S
••
POSSIBILITY LEECHES
Irgjl
~- POSSibility
Leeches were
the creation of
Angar Uthor-
ties until its victim has no
more to give.
Spotting a single Possi-
bility Leech on one requires
loose in the Aysle realm af·
ter Ardinay'sretum, but has
never developed an effec·
tive means of controlling
ion and his a Perception or find total their actions. Thus they
Darkness Device. Seeking a greater than the stealth value have been known to attack
creature which could defeat of the creature. If there is Dark Stormers as well as
Storm Knights without more than one leech on a Light Storm Knights.
drawing their attention un· Knight, subtract one from
til it was too late, Uthorion thedifficu1ty nummof the
used alteration magic to Perception check per addi-
transform common leeches tionalleech. Domain
into these horrifying things. Possibility leeches have
Possibility Leeches can cylindrical bodies with Possibility Leeches can
no longer derive nourish- suckers on both ends. They be found only in the realm.
ment from blood, but must are white in color, but un- in moist, marshy areas.
drain possibility energy like their bloodthirsty cous- They are amphibious, re-
from living creatures to sur- ins, they do not sweU insize maining in the water until a
vive. They do this by at· as they absorb Possibilities. victim passes through and
taching themselves to the Uthorion let an untold then attaching themselves
skin or clothing or another number of these creatures to him.
being and sucking Possibili-
: ":""'""------------------=-=-..
-"0-:'96 ~
Possibility Leeches
DEXTERITY 16
Stealth 17, swimming
DOMAIN
17, unarmed combat 21
STRENGTH 1
TOUGHNESSS
PERCEPTION 10
Find 11, trick (15)
MIND3
Test (16)
CHARISMA 4
Charm (27), persuasion
(25), taunt (25)
SPIRIT 13
Reality 15
Possibility Potential:
all
Natural Tools: possibil-
ity drain. When the leech Upper Aysle Lower Aysle
makes a successful unarmed
combat attack, it begins to
drain Possibilities as per the
Storm Results Table (com- Aysle Realm
pare reality skill totals of
leech and victim). Once the
leech has drained all Possi-
·bilities and reality skill adds
from a victim, it will move
on to someone else.
SIZE REFERENCE
+....-----.-00----.. . . . . . - -------
Discovered by Ron Strong
:::-'.-.
97
THE QUESTING BEAST
The Questing it. Oncethe hunt begins, the monster is to convince it one
Beast is an· Questing Beast will back- knows where the king re-
other example track and begin stalking the sides - but leave the area
of Arthurian stalkers. as quickly as possible after·
legerulbroughl The Questing Beast's wards. When the Beast dis*
to life by the Aysle axiom most determined. foe was covers it has been lied to, it
wash. With the head of a King Pellinore who, accord- will seek you out, and its
serpent, the body of a leop- ing to Arthurian legend.. fury will be terrible indeed..
ard, and the hooves of a was slain by Sir Gawaine.
deer.. the Questing Beast has The Questing Beast went
speed, agility, and unparal- into hibernation shortly af- Domain
leled destructive power. terwards,only to berevived
Lore has it that the Quest- by the axiom wash. It im- The Questing Beast can
ing Beast announces its mediately set out in search be found in England, in the
presence with a howl that of Pellinore, and as its frus- area surrounding Glaston·
sounds like 60 hounds bay· tration mounts, it has be- bury. It is believed to be
ing at the moon. It stands gun to lash out at anyone it searching for Camelot, in
two meters tall at theshoul- comes across. hopes of reviving its old
der, and is five meters in Inarticulate, the Quest· feud with King Pellinore.
length. It lives for the chase, ing Beast cannot state its Efforts to hunt itdown have
often savaging parties of desire to find Pellinore. The ended in disaster, with en-
travelers in hopes of luring only way to mollify the tire parties annihilated.
the survivors into pursuing
II
98
The Questing Beast
DEXTERITY 11 DOMAIN
Dodge 13, long jump-
ing 14, maneuver 12.
running 14, stealth 13,
unarmed combat 15
STRENGTH 17
TOUGHNESS 20/21
PERCEPTION 9
Find 12, tracking 14,
trick (18)
MIND 8
Survival 16, test 14
CHARISMA 8
Charm (25), persuasion
(25), taun' (12)
SPIRlT 12
Intimidation 16, reality
15 Upper Aysle Lower Aysle
Possibilities: 30
Natural Tools: teeth,
damage value STR+4/21;
hooves, damage value
STR+3/20; hide, armor
Aysle Realm ..
value TOU+l/18
SIZE REFERENCE
..x.,----------------~
I 99
..
SHADOWDOGS
Irll ASMdowdog
is an Ayslish
creature which
resembles a ca·
large paws sport thick,
curved talons.
Once a shadow dog has
picked up a scent, there is
he considers serious threats
to his plans.
Domain
nine to some little that can be done to
extent, but is in truth a magi- throw it off the trail. When
cal creature gifted with the it reaches a point where the Shadowdogsarenatives
ability to track virtually any- scent is obscured (a body of of Aysle's Land Between,
thing with uncannysuccess. water, for example) the where they make homes in
The shadow dog's head isa shadow dog will make use the tunnels, venturing out
flat wedge split by a great, of its 5nlst lift or 5ertst undaul only to feast on the occa-
drooling mouth filled with spells to locate its prey. If sional unwary dwarf.
long, needle-sharp teeth. It magic has been used toerase House Vareth huntsmen
has no eyes or ears, and re- the trail, the creature will gathered a small number of
lies solely on its enhanced cast detect mAgic and often these creatures and dis-
sense of smell and its sor- beable totracethespell back patched them to orwayin
cerous talents. The lean. to its source. the realm to aid Uthorion.
hard flesh of the shadow As he has relatively few From there, they have been
dog is covered with short. shadowdogs(nomorethan sent to the Uving Land and
wiry black hairs that serve 10 at last counO, Uthorion some Core Earth areas on
as olfactory receptors. Its uses thern only against foes Baruk Kaah's requ~t.
•• 100
iX =2 is e
Standard Shadow Dog
DEXTERITY 13 DOMAIN
Dodge 14, long jump-
ing 14, maneuver 15,
running 15, stealth 16,
unarmed combat 16
STRENGTH 13
Climbing 14
TOUGHNESS 11
PERCEPTION IS
Divination magic 18,
find 17, tracking 23,
trick (16)
MIND 12
Survival 15, test 13
CHARISMA 6
Charm (20), per.;uasion
(28), taunt (11)
SPIRIT 8 Upper Aysle Lower Aysle
Intimidation 12, reality
13
Possibility Potential: aU
Artane Knowledges: lift Aysle Realm
9, magic 8, entity 8
Spells: St"se lift, detect
magic, 5t"5t u"dead
Natural Tools: claws,
damage value STR+2/15;
teeth.damagevalueSTR+4/
17
SIZE REFERENCE
[);srovmd by
MDrk L. ChIInu
T 101
I.
SIN-SLAYER
'0
•
An untold magical abilities, the wiz- about his body. With his
-- number of ard went into hiding to learn spirit invisible to all but
years ago, the the black arts. those with the detect magic
being now When he emerged, he spell, he can strike from
• known as Sin· was theSin-Slayer-a mad- nowhere and everywhere at
Slayer was a minor wizard dened figure in a hooded once, at least until thedura-
in Ardinay/Uthorion's robe, tainted by corruption tion of the spell expires (24
court. One day, the High and filled with a bitter ha- hours) and he must return
Lord grew enraged at him tred for Ulhonan. Using his to his scarred shell.
and cast a spell intended to powerful sorcery, the Sin-
destroy theoffending mage. Slayer hasmurdered a num-
But,in hisanger, Uthorion ber of Uthorion's advisors, Domain
had per fOlllled the ritual in- but is equally as prone to
correctly. and the spe1J had killing innocents out ofenvy Sin-Slayer was last
theeffectoftransformingthe of their normal appearance. sighted in Scotland. He ap-
wizard mtoa hideous entity. Sin-Slayer's most potent parently traveled down the
Cursed with a horrible vis- tactic is to free his astral self, Glasgow bridge, and is in
age and greatly increased and then cast a mystic shield search of Angar Uthorion.
•• 102
Sin-Slayer
DEXTERITY 13 DOMAIN
Acn>batics14,dodge
19, maneuver 15,
prestidigitation 16,
stealth 24, unarmed
combat 17
STRENGTH 10
TOUGHNESS 15
PERCEPTION 17
Alteration magic 21,
divination magic 18,
find 18, scholar (arcane
lore) 19, trick 19
MIND 19
Apportation magic 25,
conjuration magic 20,
test 20, willpower 20
CHARISMA 10 Upper Aysle Lower Aysle
Charm 12, persuasion
15, taunt 12
SPIRIT "
Intimidation 17, reality Aysle Realm
19
Possibilities: 25
Arcane Knowledges: en-
. tity 10, magic 8, death 8, true
knowledge 7
Spells: astral entity, mys-
tic shield, imprisonment, de--
teet magic. floor of binding.
shards of ice, C4St illsher. de--
stray magic. summon demon.
gravt assistance. invisibility
Equipment: robe; Sin-
Staff (enchanted), damage
value STR+6/19
Note: Immune to shock
and KO damage from non-
enchanted weapons. Un-
able to initiate a physical
attack while in astral form,
can take damage only from SIZE REFERENCE
magic, miracles, or en-
chanted weapons in this
state. Can use only im-
pressed spells and spells
thatrequirementalmanipu-
lation when in astral state.
f);scovvtd by
:£00.8'_"_,. ,••
I 103
Second Prize
~,..
','.
':::::111>::',>" ~.•.
Iril ;~~e:d~~
formsofpeople
who died be-
fore realizing
red and blue mist of Possi-
bilities is drained.
Storm Wraiths are vul-
nerable to magic and sun·
light, but are immune to
Storm Wraiths
DEXTERITY 11
Dodge 14, stealth 13,
unarmed combat 13
STRENGTH 15
their possibility energy p0- shock and KOconditions in TOUGHNESS 10
tential. Reanimated by the physical combat. PERCEPTION 11
Aysle axiom wash, they Alteration magic 12.
stalk the night seeking to divination magic 14.
drain such energy from the Domain find 12, tracking 12
living. They travel along the MIND6
storm fronts on foot, al- Storm Wraiths keep to WUlpower9
though some have been theborder landsofthe Aysle CHARISMA 5
known to use modes of realm, and have been Charm (20), persuasion
transportation they were sighted in London and the (20), taunt (20)
familiar with in life. They USSR. Reports of sightings SPIRIT 15
attack much like vampyres, in the realm's interior have Intimklation 16, reality 16
save that instead of blood yet to be confirmed. Possibility Potential: all
T."", flowing from the victim, the Arcane Knowledges:
earth 3
___,,..,..,...----------------..:::L
104 I
T T5 SF 7 3'F 7
Spells: paralyZiltion
Natural Tools: Storm
Wraiths have the ability to
DOMAIN
sense possibility energy
within a radius of 100
melers. The Wraiths must
generate a reality total
against a difficulty number
of 8. After the skill bonus
has been added, add a sec-
ond bonus number by find-
ing the number of Possibili-
ties possessed by the target
on the Bonus Chart (i.e., a
target with only one Possi·
bility would provide a ·12
modifier to the skill total),
Storm Wraiths drain
Possibilties in the same Upper Aysle Lower Aysle
manner as a reality storm.
The Wraith grabs its victim
and holds him for one
round. In the second round,
the Wraith bites. doing
Aysle Realm •
physical damage and drain-
ing Possibilities as per the
Storm Results table (com-
pare reality skill totals of
Wraith and victim). The vic·
tim can stop the drain only
by breaking free of the
Wraith. Once the victim's
Possibilities are exhausted,
he Is killed, only to rise again
as a Storm Wraith.
Claws, damage value
STR+3/18; fangs, damage
value STR+4/19
Note: Immune to shock
and KO conditions from
nonm-magical weapons.
Stonn Wraiths take dam-
age value 25 per round SIZE REFERENCE
when exposed to sunlight.
105
••
Third Prize
TAINTED ONES
1
"' "-
, \
IVijI
-- The Tainted
Ones area foul
and malignant
type of un·
The existence of the
Tainted Ones' stems from
the Ayslish LawofCorrup-
tion, and their very touch is
improperly, the Tainted
One will rise and reform.
Severing the the head para·
Iyzes the creature, prevent·
dead, true fol- able to blacken the soul. ing it from taking any ac·
lowersofCorba'al. Theyare Tainted Ones do not eat or tion- however, if theafore-
thoroughly corrupt entities sleep; they have no emo- mentioned. ceremony is not
who exist only to corrupt tions or desires beyond the performed., the head will
others. Tainted Ones may need to twist those of oth- rejoin the body within three
be of any of the races of ers. days.
Aysle, and first appear as Tainted Ones may only
hideous and gaunt versions bedestroyedcompletelyby
of their former setyes. Over purifying them. After one Domain
the years, they decompose is temporarily immobilized
into shambling and bony by damage, the body must Tainted. Ones have been
wretches, until they even- be blessed by the follower seen to reside throughout
tually - theoretically, at of a god of Honor and then the Aysle realm and cosm.
least - crumble into piles respectfully buried. If this
of ash and dust. procedure is performed
•• 106
Tainted Ones
DEXTERITY 9 DOMAIN
Dodge 11. maneuver
10, stealth 10, unanned
combat 12
STRENGTH 14
TOUGHNESS 12
PERCEPTION 7
Find 9, tracking 9, trick
(13)
MIND 6
Test (2), willpower
(13)
CHARISMA 7
Chann (20), persuasion
(8), taunt (25)
SPIRIT 9
Corruption 13, faith
(Corba'a1) 14, intimida- Upper Aysle Lower Aysle
tion 17
Possibility Potential:
none
Natural Tools: As per
original folk, with the addi-
Aysle Realm
tion of a corruptive touch.
A corruption attack is pos-
sible whenever a successful
unarmed combat attack is
made. The Tainted One can
add corruption points to a
victim by generating a suc-
cessful corruption total
against a difficulty number
of an opponent's Spirit. If
this attack is successful, cor-
ruption points are added to
(or honor points subtracted
from - see page 51 of the
Aysle sourcebook) the tar-
get. On a Minimal success,
one corruption point is
added; on an Average suc-
cess, two, on a Good success, SIZE REFERENCE
three; on a Superior success,
four; and on a Spectacular
success, five points are
added. U the target should
die before eliminating aU of
these corruption points, he
will rise again as a Tainted
One.
Note: Immune to shock
and KO conditions, except
when caused by enchanted
weapons. Vulnerable to
magic and miracles.
f
Discovered by
a 8
."_a_a_" 1_O_7_··.~
THESS IANS
o'
~
Thessarians have committed real or foe's boat, or order the
-- are a race of imagined wrongs against drounen to board the other
creatures them. Thessarians are am· vessel.lt is said that no one
hated and phibious, but are at their who encounters a thes-
feared in the most dangerous in the wa- sarianon the open sea lives
• Aysle cosm for their mali· ter, where they will stalk to reach shore.
dous natures and their p0- vessels and punch holes in
o tent magic. Theyarewidely hulls, frighten away fish, or
) , believed to be the descen- use their sorcery to cause Domain
dants of Ayslish sea set· gales to whip upon the sea,
pents, who evolved to re- Often, they will swim along- Thessarians are native to
semble man-lizards. They side a boat only to taunt the the icy waters on the outer
retain thedawsand teeth of sailors with the knowledge rim of both Upper and
their ancestors, but are that soon the thessarians Lower Aysle. In the realm,
smaller (roughly two meters will take their revenge. they have been sighted in
in height), bipedal, and Thessariansoccasionally the Gulf of Bothnia between
more intelligent. act as masters of small ships Sweden and Finland, and
The thessarians are best crewed by drounen they there are unconfirmed re-
known for their vengeful. have raised (see separate ports of them along the
ness- their chief activity is entry). The thessarians will northern coast of Norway
planning and executing summon winds and waves and in cold-water lakes
elaborate schemes of re- and attempt toswamp their throughout Scandinavia.
venge against those who
•• G-
108
&
Standard Thessarian
DEXTERITY 12 DOMAIN
~ge IS, maneuver
14, prestidigitation 13,
stealth 16, swimming
18, unarmed combat 16
STRENGTH1?
TOUGHNESS 10
PERCEPTION 12
Alteration magic 16,
tracking IS, trick 17
MIND 12
Conjuration magic 15,
test 16
CHARISMA 12
Charm IS, persuasion
17, taunt 19
SPIRIT 13
Intimidation 16 Upper Aysle Lower Aysle
Possibility Potential:
some (20)
Arcane Knowledgu:
UJQtn 17, air 15, entity 15
Spells: wafer spray.
Aysle Realm
Ultflfhn control, raise zom~
Natural Tools: claws,
damage value STR+3/20;
teeth, damage value
STR+3/20
SIZE REFERENCE
• = z = _. &
_.. . . ---=_ll_"'="'~------""-----"l"'09-"""
~ by Brum Scl«,mn
T---·"~"'~~"·_' w...
"
NTOR
~
Trelantors are its prey loses consciousness,
-- tree-like crea- then drop it and begin tear-
tures which ing off pieces and feed. The
,,,'''-' make their trelantor does have a large
home in the mouth. but when it is shut,
darker parts of Ayslish for- it looks like a gash made by
ests, hoping to snare the a sloppy woodsman.
unwary as they pass. Al- If a trelantor's initial at-
though they resemble tack fails, it runs a great risk
plants, even to the point of of being destroyed. Jtis dif-
having bark, they are in ficult for it to elude a pur-
truth carnivorous animals. suer unless it can find a
Their "branches" are actu- grove of trees which will
ally arms, their "roots" legs, provide effective camou-
and though their movement flage. For this reason, three
is limited by their bu1I< they or four trelantors will com·
have found stealth and sur- monIy hunt together, en-
prise to be effective weap-- abling some to strike while
ons. a target's attention is fixed
Trelantors average four on the others.
to six meters in height, and
rommonlyhaveamultitude
of arms and legs. Typical Domain
behavior for the creature is
to stand motionless in the Trelantors have taken
forest as a traveler ap- root in themore heavily for-
proaches, then reach out ested areas of Upper Aysle
witha "branch" and wrap it and northern England and
around the victim. The Scotland.
trelantor will squeeze until
110
Trelantor
DEXTERITY 5 DOMAIN
Dodge 7, maneuver 9,
stealth 15, unarmed
combat 13
STRENGTH 21
Lifting 22
TOUGHNESS 15/18
PERCEPTION 10
Find 11, tracking 13,
trick 16
MIND6
Surviva19, test 11
CHARISMA 7
Charm (20). persuasion
(25), taunt 10
SPIRIT 9
Intimidation 18
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: bark, ar·
mor value TOU+3/18;
branches, damage value
STR+3/24
Aysle Realm ..
SIZE REFERENCE
'f' 111
I.
~
Centuries_go, tween dwarves loyal to the elves, dwarves and hu-
~- the leaders of slavers and those who mans. Giant is a delicacy
House Vareth battled them. Killing indis- that tunnel spiders rarely
hiredacorrupt criminately, the tunnel spi- enjoy, as most giants are
mage of the der was branded a failure strong enough to snap its
Seven Towers to use his by the Vareths, and the of- webbing.
knowledge of alteration fending mage executed. Tunnel spiders dislike
magic to create a creature No one thought to tell bright light, and if exposed
that could find and destroy the tunnel spider it was a to torches, etc. will be sty-
dwarven tunnel fighters. disaster, and the creatures mied. The spiders will usu-
The mage succeeded, only continued to breed. During ally try to attack from am-
too well - what emerged the invasion of Earth, tun- bush and snuff out the light
from his sanctum was the nel spiders swarmed down first beforeattacking its foes.
tunnel spider, a beast two the bridges and found many
meters in diameter with dark, cool tunnels in which
eight legs .75 meters in to take up residence. Domain
length. More aggressive and Tunnel spiders rely on
durable than the standard their poisonous venom and Tunnel spiders are found
jump spider, a tunnel spi- their webbing to capture in Aysle's Land Between,
der could attack and slay victims. Thespidercan spin as well as the subway and
Land Between dwarves or .80 square meters of web- sewer systems of many
effectively trap them by bing per round, and will major cities in Great Britain
webbing up their tunnels. ohen leave prey in its sticky and Ireland. Whilesomecan
The best laid plans of trap for days before corning be found in rural areas, they
House Vareth went awry to feed. Tunnel spiders are seem to prefer the citi~
because the tunnel spiders carnivores, eating every- where prey is more plenti-
could not distinguish be- thing from small animals to
.......~11::-:2------"""'-------------"'~-~
ful.
+
Tunnel Spider
DEXTERITY 13 DOMAIN
Long jumping 14,
maneuver 14, stealth
15, unarmed combat 15
STRENGTH 10
Climbing 14
TOUGHNESS 12
PERCEPTION 7
Find 12, tracking 11,
trick 10
MINOS
Survival 11, test (8)
CHARISMAS
Charm (25), persuasion
(25), taunt OS)
SPIRIT 5
Intimidation 12
Possibility Potential: Upper Aysle Lower Aysle
none
Natural Tools: fangs,
damage value STR+l/11;
venOm, damage value 15;
webbing, TOU 10; webbing
Aysle Realm
adhesive, STR 13
Note: venom isautomati-
cally injected when tunnel
spider makes a successful
biting unarmed combat at-
tack. The venom does dam-
age value 15 per round un-
til the victim is first aided or
dies (jirst aid difficulty of
10,)
SIZE REFERENCE
Discovered by
:i:od_g.'.'J_'_'- -------------------------------••••~
I 113
UNICORN
T.....
I]
Unicorns .,. they are drawn to the virtu- Core Earth prior to the col-
-- equine crea- ous and good, and can of- lapse of the Milgic axiom,
tureswhosport ten be lured from their lairs but later were hunted to
a single white by the presence of a virgin. extinction. All of the uni·
hom on their In battle, wingless uni- corns presently in the Aysle
foreheads. They stand two corns will transform into realm emigrated from the
meters tall and their horns humans and ride their cosm to aid Ardinay in her
may be as long as half a Winged brothers. Their struggle.
meter. Roughly half the horns transform into spirit
unicorns of Aysle have lances, enchanted weapons
wings. with a three meter which. they wield to great Domain
span. effect. Unicorns are the
Unicorns are magical sworn enemies of Wotan Unicorns frequent the
creatures with. the ability to and the Wild Hunt, and can temperate and tropical
change their shape to that often be seen in the skies zones of the Aysle cosm,
of a human, to detect the over Aysle locked in com- and in the realm, are most
presence of magic. and to bat with the shadow de- numerous in the southeast·
purify water. Though they mons. em portion of England.
are often shy around folk, Unicomswerepresentin
•• 114
Standard Unicorn
DEXTERITY 14 DOMAIN
Dodge 15, flight 15,
maneuver 16, stealth
15, unarmed combat 15
STRENGTH 11
TOUGHNESS 12
PERCEPTION 13
Alteration magic 15,
divination magic 15,
find 14, scholar
(Ayslish lore) 15,
tracking 14, trick 15
MIND 11
Test 12, willpower 13
CHARISMA 10
Charm II, persuasion
12
SPIRIT 9 Upper Aysle Lower Aysle
Faith (ShaH) 10, honor
10, reality 12
Possibility Potential:
all
ArcaneKnowledges:en·
Aysle Realm ..
chanted 6, water 6, magic 5
Spells: polymorphism,
sweet water, detect magic
Natural Tools: hooves,
damage value STR+3/14;
horn, damage value
STR+5/16; wings, speed
value 14
Equipment: spirit lance
(enchanted), damage value
STR+4/15
Note: When in human
form, unanned combat skill
becomes melee weapons, and
they possess beast riding at a
value of 15.
SIZE REFERENCE
115
••
UVWE
~
Uvwe "e have become involved in attempt to strike up roman-
-- aquatic erea· the Ayslish civil war,onone tic relationships with hu-
tures capable sideor the ather. Their best- mans, but these relation-
of assuming known exploit involved aid- ships are foredoomed to
the form of ei- ing Storm Knights in their failure, for Uvwe are born
ther a human or a seal-like quest to obtain the Possibil- with a love for the freedom
creature. They live under- ityChalice, but Uvwe have provided by the open sea.
water, often in wrecked also harried Viking ships In their seal form. Uvwe
ships or in caves. The larg- and even launched hit-and- are excellent swimmers, ca-
est settlement discovered to run amphibious assaults on pable of outdistancing Vi-
date was that located in the Uthorion'sroastal camps in king longships with ease.
'1051 city" of Lyonesse off Norway.
Land's End, which was de- In their human form,
stroyecfover a year ago by most Uvwe are, by human Domain
Nile Empire agents, result- standards, beautiful. The
ing in a monstrous loss of sole characteristics marking Uvwe can be found
life. them as non-humans is a throughout the English
Uvwe are, in general, a greenish tinge to their skin Channel and the North Sea
pacifistic people. Despite and a slight webbing of the in the realm, and in the Uv·
this, more and more of them hands and feet. Uvwe often ing Sea in the cosm.
•• 116
Standard Uvwe
DEXTERITY 11113 DOMAIN
Acrobatics 12/14,
dodge 13/15, maneuver
13/15, melee weapons
12, swimming 14/16
STRENGTH 8/10
TOUGHNESS 9110
PERCEPTION 10
Alteration magic 14,
find 12, tracking 13,
trick 11
MIND9
Test 10
CHARISMA 11
Charm 14, persuasion 12
SPIRIT 9
Faith (Mesus or
Harang) 11 Upper Aysle Lower Aysle
Additional Skills:
three at +1 adds,
including one add in
either honor or corrup~
tion
Aysle Realm
Possibility Potential:
some (SO)
Arcane Knowledges:e71-
chanted 5
Spells: polymorphism
Natural Tools: teeth(seal
form),damagevalueS'fR+2/
12;flippers(sealform),speed
value 10
Equipment: bone knife,
damage value STR+3/16;
spear, damage value
STR+4/19
Note: Numbers before
the slash refer to human
form; numbers after, to seal
form. In seal form, melee
weapons becomes unarmed
combat. SIZE REFERENCE
...1,--------------------...
·T· ,-. 117
VOLVOUSH
. . . .. .,..,.,.-------------------...L
1 1 8 T
Standard Volvoushka
DEXTER/TY 11 DOMAIN
Acrobatics 14, dodge
13, long jumping 13,
maneuver 15, running
13, stealth 15, unarmed
combat 14
STRENGTH 13
Climbing 14
TOUGHNESSll
PERCEmON13
Find 14, tracking 16,
trick /4
MIND 9
Test 13, willpower 12
CHARISMAll
Charm 16, persuasion
14
SPIRIT 10 Upper Aysle Lower Aysle
Intimidation 13
Additional Skills: two
at +2 adds
Possibility Potential:
some (21) Aysle Realm •
Natural Tools: nails,
damage value STR+2/15;
teeth, damage value
STR+3/16
SIZE REFERENCE
...::::1::...------------------.--
• 119
WATER SPRITE
•
--
c
toits resemblancetoa wave.
No eyes or mouth are vis--
ible on the creature, but it
can form themifitwishesto
converse with another be-
ing. While elementals can
speak many languages,
. theirspeechisoftengarbled
because of the constant
movement of their watery
form.
Domain
Water sprites can be
found in lakes, streams and
larger bodies of water
throughout the Aysle cosm
and realm. They tend to
, .... cluster near the homelands
of seafaring races, such as
the Vikings, the Corsairs,
and the Freetraders.
: -=':""----------------..L
••p:'
120 -T-
Water Sprite
DEXTERITY 15 DOMAIN
Dodge 18, maneuver .-------------, .-------------,
18, stealth 17, swim-
ming 19
STRENGTH 1
TOUGHNESS 20
PERCEPTION 12
Alteration magic 16,
find 13, tracking 14,
trick 15
MIND 11
Apportation magic 14,
conjuration magic 14,
test 14
CHARISMA 9
Charm 13, persuasion
14, taunt 13
SPIR1T9 Upper Aysle Lower Aysle
IntinUdation 12. reality 14
Possibility Potential: aU
Arc.J.ne Knowledges:
UItlter 12
SpeUs. kluin's watoval-
Aysle Realm
ley, bath of detJth, Corgain's
gill sptll
Note: immune to shock
and KO damage from non-
magical weapons. A wound
disperses the sprite's wa-
tery form, leaving it stymied
in the next round.
SIZE REFERENCE
~------------------._.
• 121
WEREDRAGON
:: ~~; tiS
~;- ~ -
, ~_ ~,2~~'\-~~J
~ ;::'A'!i)~ r ~
~~
-. ~ -~~~~ ~
~~~
~
~//~~I.'III"'I"v.\IA\"''''~'~~
I
~
--
I The species
dubbed "were-
power to hide from larger
foes in places they could not
to refill). But their cunning
remains,andnovillagercan
dragons" is an enter. Combining this with be certain that the smiling
offshoot of the thetaJentofconcealingtheir face of his neighbor does
Ora con i s evil, weredragons found not hide the twisted mind
Teutonica, the dreaded themselves being accepted of the weredragon.
scourge of all Aysle.ln ron- into Ayslish communities.
trast tomostwere-creatures, Once they had gathered in-
weredragons are not hu- formation on the locations Domain
mans who change to ser- of any treasure in the area,
pents. but the opposite - they would return to their Weredragonsareknown
dragons with the sorcerous natural form and ravage the to have been present on the
ability to cloak themselves town, then fly off with the continent of Aysle and on
in the guise of men. plunder. Rakholm and Arland in
It is believed that the Weredragons are ex· Lower Aysle. In the realm,
weredragondeveloped this tremely vulnerable in their they have been sighted in
abiHtyasameanso{protec- human form, as they lose Denmark, Sweden, and
tion. Far smaller than its all their formidable natural northern England. Where
Teutonic brother (reaching tools, including their arctic else they may be, safely hid-
a maximum length of 10 breath weapon (two sacs, den in their human forms,
meters), the weredragon each of which takes a round is unknown.
discovered it could use this
_..'"::=--------------~
122 ~
Weredragon
DEXTERITY 10111 DOMAIN
Flight 12, maneuver
13/14, stealth 11/15,
unarmed combat 12/14
STRENGTH 22110
TOUGHNESS 25/10
PERCEPTION 19
Alteration magic 24,
evidence analysis 21.
find 23, hick 22
MIN015
Test 21. willpower 18
CHARISMA 7
Charm 9, persuasion
11, taunt 11
SPIRIT 7
Intimidation 15, reality
12 Upper Aysle Lower Aysle
Possibility Potential:
all
Arcane Knowledges:en-
chanted 10, darkne5S 4
Spells: polymorphism,
Aysle Realm
conceal evil
Natural Tools: armor,
TOUta/25; wings, speed
value 11; claws, damage
value SfR+3/25; arctic air
blast, damage value 20,
""'ge 3-50/ 51-250/151-600
(none of these are present in
human form)
Note: numbers before
the slash refer to attributes
and skills in dragon form;
numbers after the slash re-
fer to attributes and skills in
human form.
SIZE REFERENCE
•• 124
Witherers (6)
DEXTERITY 13 DOMAIN
Right 15, maneuver 14,
unarmed combat 16
STRENGTH 21
TOUGHNESS 22/30
PERCEPTIO 16
Alteration magic 18,
divination magic 18,
find 17, scholar (plant
lore) 19, tracking 18,
trick 17
MIND 18
Apportation magic 19,
conjuration magic 20,
survival 20, willpower
22
CHARISMA 6
Charm 13, persuasion Upper Aysle Lower Aysle
13, taunt (14)
SPIRIT 9
Corruption 12, intimi-
dation 17, reality 12
Possibilities: 15
Aysle Realm
Arcane Knowledges:
plant 6, living forces 5, living
forces 5
Natu.ral Tools: armor,
TOU+8/30;thorns,damage
value STR+3/24; claws,
damage value STR+3/24;
wings, speed value 13
SIZE REFERENCE
D;S<:O!J<'<d by
:La_""_ga_n ~~I...~
I 125
WYLERYN
~
Thewylerynis countered up to now have of their own lives. Wyleryn
-- a creature who been merely soldiers. Expe- communicate by clicking
thrivesindark- ditions to find and extermi- their mandibles together,
ness, a menace nate queen wyleryn have using a language akin to
to any Land ended in disaster, with en- Morse code.
Between denizens who ac- tire hunting parties wiped There have been reports
cidentally wander too near out by the enraged crea- that a small sect of dwarves
its nest. Resembling a giant tures. have domesticated wyleryn
ant, the wyleryn is most re- Wyleryn are extremely that had been cast out by
markable forits hue-solid sensitive to bright light, and their colony, and use them
white. will ventureoutoftheircav- as mounts. These rumors
Wyleryn are omnivo- ems only at night. It is be- are, as yet. unsubstantiated.
rous, feeding both on the lieved that at least one
mosses that grow in the colony has traveled down a
caves and on any travelers maelstrom bridge to the Domain
who ventur.e into their do- realm. but their predations
main. Often. just the have yet to arouse the at· Wyleryn are most fre.
wyleryn's appearance is tention of the HomeCuard. quently found in the deeper
startling enough to freeze Wyleryn are not consid· caverns of the Land Be-
its prey, at which point it ered to be extremely intelli· tween. In the realm, they
seizes the victim in its man- gent creatures, but they are have taken up residence in
dible and tears him apart. fanatically loyal to their subway tunnels and aban·
Wyleryn live in colonies queen and will carry out doned mineshafts in En·
dominated by a queen, but her orders even at the cost gland and Scotland.
it is believed that those en-
•• 126
Standard Wyleryn
DEXTERITY 9 DOMAIN
Dodge 11, maneuver
10, stealth 10, unarmed
combat 14
STRENGTH1S
Climbing 18
TOUGHNESS 20
PERCEPTION 8
Find 9, tracking 12,
trick (t 1)
MIND 6
Survival 11, test 13
CHARISMA 4
Charm (20), persuasion
(20), taunt (I5)
SPIRIT 6
Intimidation IS
Additional Skills: two Upper Aysle Lower Aysle
at +1 adds
Possibility Potential:
some (75)
Natural Tools: man-
dibles, damage value
Aysle Realm ..
STR+S/20
Nott: automatic setback
result in any round exposed
to bright light
SIZE REFERENCE
I.
127
·ElfDrRgon lUikr is 2 mdos lall. Note: TinUd silhouette npresotts t~ lLvUIthlln.
128