Claw Fighting 10W+2, Thick Skin +1, Aura of Pain and Terror 15W2, Carve Rock 18W, Large 18, Rapid Reflexes 10W, Run Fast 15W, Strong 8W, Adept of Kimotian Elemental Powers 5W
Habitat: Hills, mountains
Gorgers are tall, emaciated humanoids with large bulging heads, long snouts, thick manes and dagger-like claws. They are locked in centuries-old war with the humans of Kimos, who they battle with powerful elemental magics that they use to direct rivers, storms and other natural forces against their opponents. They can focus these powers with carvings in the rock, and by manipulation of the very geography of Kimos to suit their ends. An individual gorger may augment any of his spells (usually Control Weather, Direct Water and Transform Terrain) with his Carve Rock ability, but normally they work in large groups, so that the most powerful individual has access to the APs of his followers.
Gorgers prefer to plan their battles long
term, and to
ware war indirectly with their magical powers. However, they will not
to kill any human they encounter with their talons. Gorgers are also
with a psychic aura which causes intense pain and spine-chilling terror
non-Gorger sentient being within a hundred feet. They may use this
augment any ability they employ in a contest against the subject,
Fists & Teeth 5W2, Thick Skin +5, Agile 17, Climb Cliff 5W, Large 18W, Run Fast 12W, Strong 8W2, Tough 5W2, Track Prey 10W
Distribution: Umathela, Fonrit
Pamaltelan giants are quite different from their typical northern counterparts. Like them, they have devolved from the ancient race of giants, but Pamalt’s defeat of chaos ensured that they did not become tainted. They are grey-skinned humanoids who would be nearly twenty feet in height if they stood erect, although they generally travel on all fours. They use few tools and no weapons, altough they may wear crude animal skins to protect against the cold of the high mountains. Grey giants are purely carnivorous, and will eat any large animal or person who enters their territory.Grey giants are not intelligent enough to think tactically, and will usually grapple an opponent (using their Strong ability) or pummel with their fists until it stops moving. Sometimes they pick up smaller creatures and smash them against rocks or cliff-faces.
Missile Combat 17, Acute Hearing 8W, Agile 18W, Bonecrafting 17, Climb 8W, Dextrous 10W, Dodge Attack 17, Feel Emotion 2W2, See at Night 2W, Set Traps 17, Stonecrafting 17, Woodcrafting 17
Habitat: Montane forest
After Pamalt had made the hoolar, and found
wanting, he enlisted the aid of Bolongo to make a new race to people
The result were the Jelmre, but did not prove succesful either, and,
Pamalt created the first humans, their race has dwindled and remains
in the Palarkri mountains of the east. Jelmre are slender humanoids
foot-long fingers and huge ears and eyes. They live a simple lifestyle
mountains, with few organised leaders or social structures. Jelmre
hardly visible; many live in hollow trees and crude lean-tos are the
structures, despite their impressive aptitude for carving tools and
They fear outsiders, for their myths tell them that all such beings
brought nothing but misery in the past. They are herbivores, and eat
and leaves of mountain trees and shrubs.
Jelmre do not practice any of the forms of magic used by humans. Instead, they have the power to feel emotions with a magical intensity. They may chose which emotion to feel, and can turn it off at will. Whilst they are in the grip of an emotion, they may augment any appropriate ability roll. For example, if they chose to feel Fear, they may use it to augment a Running roll, Hide roll or similar. Likewise, Determination may let them augment rolls of strength, Pity allows them to augment rolls to heal wounds, and so forth. A jelmre can only feel one emotion at a time.
More curiously still, a jelmre may crystallise an emotion at will, so that it forms into a crystalline growth which sprouts from the jelmre’s body and is released. Such crystals may be used, on a one-use basis, by the jelmre, or any other individual normally capable of feeling the relevant emotion (for example, a broo could not feel Compassion) to augment an appropriate roll with an ability of 18W2. However, once used in this manner the crystal is destroyed, and a jelmre which has crystallised an emotion cannot feel it again without the aid of the crystal (the Narrator may have to rule when two emotions are similar enough for this rule to apply – for example, a jelmre cannot crystallise Anger and then still expect to be able to feel Rage).Jelmre will avoid hand-to-hand combat at all costs, and prefer to use blowguns from a distance if intruders threaten them. If engaged face to face, they will pick use improvised weapons and feel Bravery, Hatred or similar emotions.
Pummel Foe 18W, Armoured Hide +6, Charge at Foe 12W, Forage 17, Large 18W, Short Tempered 17, Strong 12W2, Stupid 13, Tough 18W, Beastman Tradition 17
Distribution: Jolar, Tarien, Kothar
The rascullu are one of the few types of beastmen found in Pamaltela, and first appeared there in the Second Age. They have the same body-form as a centaur, but their torso and limbs resemble those of a rhinoceros. Rascullu also have a thick, armoured hide which covers their entire bodies and a sharp horn on the forehead. The average rascullu is even larger than a typical rhino, and stands nine feet high at the shoulder and fifteen feet to the tip of his horn. Like minotaurs, they are omnivorous, violent, and stupid.
Rascullu live in small family groups. Many consist simply of a mated pair and their children, but sometimes a powerful individual will persuade his children to remain together once they reach adulthood. They are very primitive, and never make tools, clothing or shelter of their own.
Both male and female rascullu are deadly warriors, who will charge at an enemy and augment their first attack with the relevant ability. Because they make no tools, they usually fight unarmed with their fists and feet. More intelligent rascullu have been known to pick up tree trunks or large rocks to use as weapons. Many have at least one minor combat Talent.
Innate Abilities (lesser slarge): Scaly Hide +1, Rapid Reflexes 2W, Remain Motionless 17, Tough 5W, Swim 17
Innate Abilities (giant slarge): Scaly Hide +3, Large 5W, Rapid Reflexes 2W, Strong 10W, Tough 8W, Swim 17
Magic: Animism (lesser slarges), Common Magic
Habitat: Savannah, hills
The origin of the slarges, also known as
is a mystery to humans. They were first encountered in Wongarissi, only
couple of centuries ago. Since then, they already conquered most of
defeated many of the native human tribes. They have a nomadic culture,
dinosaurs for meat, leather and eggs and as riding animals.
Lesser slarges are the sexual forms, and resemble five-foot tall bipedal lizards, with a scaly greenish skin, claws and sharp teeth. They mate, and lay eggs which later hatch to release infant giant slarges. As adults, giant slarges are around eight feet in height but otherwise similar in appearance to their parents. Giant slarges are all parthenogenetic females, which lay eggs that give birth to the next generation of lesser slarges.
While lesser slarges are cooperative and perform typical professions such as warrior, craftsman or herder, the giant forms are highly individualistic. Although most still live among lesser slarges, each giant slarge practices a specialised profession such as triceratops tamer, axe maker or the like. Some giant slarges are tacticians who lead their fellows in combat, or else warriors who specialise in the use of a particular (generally unusual) weapon or form of combat magic.
Lesser slarges practice animism, although they rarely become shamans. Giant slarges may practice almost any type of common magic, but generally know only a single set of closely related feats, bind only one type of spirit, etc. However, they are typically highly skilled at that magic they do know.Given the opportunity, slarges will prepare with careful tactics. This, combined with their superior technology, is the primary factor in their successful campaigns against the local humans. If caught by surprise, slarges generally rely on massed attacks, in which professional warriors and a few giant slarge combat specialists lead their fellows of all sexes in a bloodthirsty brawl that relies on superior numbers more than careful planning.
More commonly known as ‘goblins’ or red elves, the slorifings consist of a wide variety of plant men that inhabit the eastern and western coasts of Pamaltela. They are associated with ferns and mosses rather than with trees, and are not considered true Aldryami. Almost all slorifings are male, and they must breed with the single female type to continue their kind. Goblins are born with full intelligence and the ablity to speak their language from birth, even though they are only a few inches long at the time. Because of this, adult slorifings treat their young (sometimes called ‘imps’) as equals, and any goblin band will include many of these miniature young in addition to the adults. Four types of Slorifing are described below, but many others also exist.
Spear Combat 2W, Camouflage 5W, Fear Cold 17, Know Swamp Plants 8W, Night Vision 5W, Resist Heat 5W, Small 12, Swim 17
Magic: Slor Tradition
Habitat: Mangrove forest
The Erinjo live in the southern reaches of Hornilio, where the climate becomes too uncomfortable for most humans. They are short goblins, under four feet in height, but with bulky, rounded bodies. Four stubby legs project from their undersides, and can be used as paddles underwater. Their upper bodies are covered in thick pelt of moss, but their long arms are naked and tan coloured. Their heads are flattened side to side, with a wide mouth filled with dagger-like teeth. Unlike most other goblins, erinjo are not entirely herbivorous, and do eat some insects and small grubs from time to time.
Erinjo rarely see humans or other outsiders, and are rarely attacked by the native wildlife, so that they lead a fairly idyllic existence. However, they are noted for their magical prowess, which is particularly associated with powers of heat, and they are sometimes hired by more northerly slorifings to help protect them or to provide other magical services. Their large eyes are also able to see in conditions of low light, so that erinjo can act as lookouts for other goblins.
Erinjo prefer to avoid direct confrontation, and will attack from a distance with their magic, which may induce fever-like sensations or make weapons or other tools too hot to handle. If forced into close combat, adult erinjo will fight with bamboo spears, while their young scramble across the opponent to distract and hinder him.
Avoid Combat 12W, Agile 8W, Camouflage 10W, Control Swamp
Plants 15W, Know Swamp
Plants 10W, Reclusive 17,
Small 12, Swim 17,
Tough 17, Wise 17, Slor Tradition 10W
Magic: Shaman (Slor Tradition)
Distribution: Hornilio, Sozganjio, Slon
Habitat: Swamp, forest
Oralans are female slorifings, and mate with all of the male varieties. They are among the most humanoid of all the goblins, but possess a mottled greenish-yellow skin and bedraggled fern-like hair. They are shy of outsiders, and will always hide when any approach. Any slorifings living nearby will also try to distract the intruders away from an oralan’s lair, for they are a rare race essential to the survival of all goblin-kind. Oralans also maintain most of the ancient lore and myths of the slorifing people, and many are full-fledged shamans.
When a male slorifing reaches the age where it must mate, it seeks out the nearest oralan, and conducts a special mating ritual. Once the ritual is completed, the male travels to a secluded spot, digs a hole in the ground and crawls within to die. Soon after, a fernlike plant grows on the ground above the hole and sprouts pods from which a litter of miniature imps will eventually be released. Almost all of these imps will resemble the male parent, but around one in twenty will be a miniature oralan. Oralan imps seek out the adults to teach them, but eventually each will travel away to make its own solitary lair.
Three-Stiletto Fighting 5W, Agile 17, Dodge Attack 5W, Hardy 2W, Hide in Cover 17, Know Swamp Plants 10W, Move Silently 17, Small 10, Swim 10W, Slor Tradition 17
Magic: Slor Tradition
Distribution: Hornilio, Slon
The orveltor are the largest and most common of the western slorifings. They are vaguely humanoid in shape, but possess three flexible, flattened arms, with the third sprouting from the abdomen roughly where a human navel would be. They have two legs, which are gnarled, twisted and covered in bark. Their stocky bodies are covered in green fuzz, although their flattened and wrinkled head is grey and quite hairless.
Young orveltor live in water filled burrows, and do not surface and begin to breathe air until they reach adulthood. Thus, unlike most other slorifings, the orveltor are not normally accompanied by their young. Orveltor are relatively peaceful, so long as they do not perceive the vegetation and wildlife of their swamps being threatened. They rarely deal with humans however, for each race finds the other alien (not to mention ugly) and difficult to understand. They often have limnades as allies, and prefer to learn healing and plant related magics to those associated with combat, although they will not ignore the latter entirely.
In combat, orveltor will first seek to intimidate enemies into leaving, through superior numbers or demonstration of magic. If this fails, one or two will hang back and use their magic to support their fellows, so that swamp weeds entangle their foes, and that the fighters may be augmented as necessary. The remainder will charge forward, and swim beneath the water to catch the intruders by surprise if possible. Orveltor usually fight with a sharp bamboo stilletto in each hand; they stab with two and use the third, stouter, stilletto to parry their opponent’s blows.
Shortsword Combat 5W, Camouflage 2W, Dishonest 17, Hear Noise 2W, Know Local Area 17, Know Swamp Plants 5W, Nimble 17, Small 10, Ugly 13, Slor Tradition 17
Magic: Slor Tradition
The scythanni are the most common type of slorifing in the eastern swamps of Sozganjio, although they are despised by all of their neighbours for their dishonest natures. They are humanoid in shape, and about four feet tall, but with scrawny bodies and a matted black pelt on their torsos and the top of their heads. They have exaggerated features which even other slorifings find ugly, with long, pointed noses and elongated ears. They prefer Slor’s magics of combat and confusion to those associated with plants, and are universally hostile to outsiders.
Scythanni always travel in groups of several dozen, and will mob intruders and try to overwhelm them with sheer weight of numbers. They are not especially brave, and will flee from any serious opposition.
Darksense 17, Eat Anything 10W, Hungry 5W, Large 12,
Move Silently 17, Resist Poison 17, Strong 2W
Magic: Initiate of Moorgarki
Muri, also known as jungle trolls or hot trolls, are the descendants of Moorgarki, a troll goddess who healed herself from a chaos wound with the aid of fire. As a result, jungle trolls are comfortable in climes which would be unbearably hot for other trolls, and, indeed are unable to survive for long in the cold. They are much slimmer than the bulky dark trolls, but otherwise are very similar. They have a primitive tribal society, in which most individuals are hunters.
Snang (MOUNTAIN TROLL)
Brawling 15W, Thick Skin +3, Corrosive Blood 2W, Eat Anything 10W, Hungry 5W, Large 10W, Resist Poison 18W, Scent Prey 2W, Short Tempered 17, Strong 18W, Tough 17
Distribution: Umathela, Fonrit, Errinoru
northern trolls tainted by chaos became cave trolls, those similarly
Pamaltela became more fearsome still. The result was the mountain
race of gigantic near-mindless brutes. Even other trolls consider them
violent to tame, and they are left to themselves in the remote
are unable to use any tools more advanced than a large club to hit
opponents with, and even then frequently resort to teeth and claws.
chaotic taint in mountain trolls manifests in their corrosive black
can damage any items with which it comes into contact, such as weapons
injure the troll. Snangs are also known to deliberately splash
their blood if they have been injured in combat. Like cave trolls, they
have other chaotic features.
Innate Abilities: Dodge Attack 17, Hide in
2W, Know Fungus
17, Mental Communion 10W, Move Silently
2W, Nimble 2W, Small 12
Magic: Mee Vorala Tradition
Typical Weapons & Armour: Sling +1, Hesh +0
Habitat: Gloomy fungus forests
Also known, erroneously, as ‘black elves’, the Voralans were the creations of Mee Vorala, goddess of fungus, and believe that the rest of the world was created as food for them to digest. Like true elves, there are many different types, associated with different types of fungus, such as toadstools, leaf mould and so on. In general though, voralans are diminutive squat humanoids with grey skin, swollen limbs or heads, and a soft, pudgy appearance. All are hermaphrodites, and they are themselves more closely allied to fungi than they are to animals.
Voralans do not talk among themselves, for they are able to commune telepathically. Indeed, many scholars believe that they may actually share some sort of group mind, but if so, they must be able to mimic the ways of other races very effectively, for some can live among other races (usually trolls or elves) for short times without apparent difficulty.
Voralans have little in the way of visible culture of their own, and use only the most basic of stone tools if they use any at all. All are equal, and there do not appear to be even informal leaders among them. They normally keep to themselves, and few humans have ever seen one. Most simply tend their fields of fungus, but, where they live close to other races, voralan groups may include a few warriors or other specialists. All voralans have at least some skill in the production of drugs, poisons and magical potions from their crops.
Voralans prefer to avoid combat, and fight only in defence of themselves or their fungi. They often try to make themselves invaluable to their neighbours, as a unique source for all manner of potions, and do not seem to mind taking a subordinate role. If they do have to fight, however, many voralans prove surprisingly effective. The favoured weapons for voralan warriors are slings, which can hurl either stones or small packets of deadly compounds, and a large moist pad, known as a ‘hesh’, which may be coated with fast-acting poisons, acids or other unpleasant substances. Voralans use biological warfare, too, and may fill the air with deadly spores, parasites or hallucinogenic drugs to which their unique body chemistry renders them immune.
- Part 1 – Mundane Carnivores
- Part 2 – Mundane Herbivores
- Part 3 – Miscellaneous Mundane Mammals & Birds
- Part 4 – Sea Mammals
- Part 5 – Reptilian Carnivores
- Part 6 – Reptilian Herbivores of Pamaltela
- Part 7 – Aquatic Reptiles
- Part 8 – Mundane Amphibians and Fish
- Part 9 – Giant Insects
- Part 10 – Other Invertebrates
- Part 11 – Non-chaotic Monsters of Pamaltela
- Part 12 – Magical Beings and Creatures
- Part 13 – Elder Races of Jrustela & the East Isles
- Part 15 – Mermen
- Part 16 – Chaos Monsters of Genertela
- Part 17 – Chaos Monsters of Pamaltela
- Part 18 – Spirits & Undead
Page Last updated: 2023-11-11 09:33:46