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Page 1: BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL … · RuneQuest Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune

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Page 2: BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL … · RuneQuest Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune

BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL O’BRIEN, STEVE PERRIN, GREG STAFFORD, AND CORY-TREGO-ERDNER

WITH DAVID DUNHAM, CHRIS KLUG, SVEN LUGAR, JAMIE REVELL, AND KEN ROLSTON

COVER ARTIST: Andrey FetisovEDITOR: Jason Durall

PROOFREADING: Richard PerryART DIRECTION: Jeff Richard

DESIGN & LAYOUT: Simeon Cogswell and Malcolm WolterCARTOGRAPHY: Colin Driver

ARTISTS: Cory Trego-Erdner

SPECIAL THANKS GO to these people who contributed greatly or a little, but whose impact has affected the game: Simon Bray, Nick Brooke, Rob Heinsoo, Martin Helsdon, Kris Alice Hohls,

Oliver Jovanovic, Sebastian Körner, Robin Laws, Claudia Loroff, Daniel McCluskey, Rick Meints, Christine Reich, Neil Robinson, Dana Schack, Harald Smith, David Scott, and Jonathan Tweet.

Our apologies to any others who were unrecorded.

As always, a special thank you and credit goes to Greg Stafford, without whom none of us would be reading this, or playing games in Glorantha,

and to Ray Harryhausen, who first brought the fantastic beasts of mythology to life.

May Hykim and Mikyh Consume and Devour those that would misuse this book.

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Page 3: BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL … · RuneQuest Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune

“We do not know what the dragon means, just as we do not know the meaning of the universe, but there is something in the image of the dragon that is congenial to man’s imagination, and thus the dragon arises in many latitudes and ages.”

—Jorge Luis Borges, The Book of Imaginary Beings

RUNEQUESTA Chaosium Game

First Chaosium Edition 1978Second Chaosium Edition 1979, 1980, 1981, 1982, 1983

Third Chaosium/Avalon Hill Edition 1984, 1993Fourth Chaosium Edition 2018

Copyright ©1978, 1980, 1984, 1993, 2018 by Moon Design Publications, all rights reserved.RuneQuest, HeroQuest, and Glorantha are trademarks of Moon Design Publications.

The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, optical, electronic, or other media or methods of storage and retrival, is prohibited.

Art provided by A Sharp is copyright © 2018 A Sharp and is provided under license. Art provided by Petersen Entertainment is copyright © 2018 Petersen Entertainment and is provided under license.

Chaosium Publication 4032 ISBN-9781568825021Printed in China. First Printing.

CHAOSIUM INC.www.chaosium.com

3450 Wooddale Ct, Ann Arbor, MI 48104

Copyright 2018

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Page 4: BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL … · RuneQuest Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune

ContentsIntroduction ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Distribution Maps ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

The Elder Races ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Chaos Monsters ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

Monsters ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108

Giant Arthropods ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Animals ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

Spirits .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164

Terrors ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188

Flora ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

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Introduction

his book is a compendium of creatures—animals, spirits, and plants—found in the northern continent

of Glorantha. Some of these creatures have terrestrial analogues, others exist only in fantasy. Some of these creatures are as intelligent as humans—some even more

intelligent than our species. Others are completely non-intelligent and respond simply to basic stimuli.

What unites them all is that they are the sort of creatures that adventurers are likely to interact with in a RuneQuest campaign. These creatures all have motivations and drives and occupy their own ecological niches.

Game Balance and RuneQuest

Many of the creatures in this bestiary are very dangerous for any group of adventurers, even a party of Rune Masters. Several of the Terrors described within can best armies and are perhaps better thought of as pieces of vast and deadly geography.

The best strategy adventurers may have in some encounters is to try to negotiate with the creature, or failing that, to just run away.

In RuneQuest, few creatures are mere cannon fodder—mobs of weaker monsters that can be cut down safely in large numbers. Instead, every creature is an individual. Even a trollkin or a rubble runner might get a lucky critical hit against a far more skilled and better equipped foe. Every confrontation poses the risk of death or maiming to the adventurers. Players and the gamemaster alike should be aware that blindly engaging in combat with every encountered creature is a good way to get the adventurers killed. Even a party of Storm Bull berserks take care to prepare

themselves for battle, even if all that means is spending a few rounds calling upon their god and casting Rune spells!

This can pose a challenge for the gamemaster. Encounters will often not be fair or balanced for a given party of adventurers. A few suggestions include:

.Give the players some warning of the deadliness of the encounter. They might not understand that a band of dark trolls backed up by a mob of trollkin and a great troll are more than a match for their adventurers, but their adventurers likely would!

. Let the adventurers run away. Most creatures are perfectly content to allow a foe to flee. The players can enjoy their lucky escape or decide to plan a rematch.

. Be willing to negotiate. Most intelligent creatures would rather negotiate than fight if possible. Remember that most adventurers have a ransom price. A dream dragon that talks with the adventurers and makes demands on them is more memorable than one that just attacks.

. Let there be a way around the encounter. Maybe there is a way to sneak around the giant, or maybe the adventurers can hide until the giant leaves. Avoiding a fight with the monster can spur player creativity and ingenuity.

.Don’t fight to the death. As the gamemaster, be willing to have creatures surrender or run away. If the adventurers clearly have the upper hand, most intelligent creatures would prefer to surrender than fight to the death. Or run away if the combat looks like it is going poorly. Remember, too, that many intelligent creatures have ransoms as well.

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I n t r o d u c t i o n

Creature ClassificationIn this book creatures are classified into seven categories: Elder Races, Chaos, Monsters, Animals, Spirits, Terrors, and Flora.

Elder Races: The intelligent non-humans of Glorantha are known collectively as the Elder Races. The Elder Races have their own histories and cultures, some far more ancient than humanity.

Chaos: Many species, including the Elder Races, were corrupted by Chaos during the Gods War. These species may be intelligent or non-intelligent, social or loners—what unites them all is their Chaos taint.

Monsters: Glorantha has numerous gigantic or monstrous creatures. Some are intelligent, others non-intelligent. Not all monsters are malevolent, and some are known to serve (or at least work with) friendly humans. Dinosaurs and draconic monsters fall into this category. Some monsters could be classified as Elder Races (such as dragons, wyrms, magisaurs, and unicorns) but not all. Giant arthropods are a subcategory of monsters so numerous as to merit their own chapter.

Animals: Glorantha has a wide variety of mammals, birds, and reptiles.

Spirits: Creatures without corporeal bodies, petty gods, demons, etc. fall into this category.

Terrors: Unique creatures which are far greater in power than any ordinary mortal.

Flora: Glorantha has a tremendous variety of plant life. A small selection of unique or interesting flora is presented here.

Intelligent CreaturesGlorantha is home to many intelligent species other than mankind. Different gods have created intelligence in their own likenesses, and the images have not always been humanoid.

The non-human species are at various stages of civilization. Most human scholars agree that Uz (trolls) and Triolini (merfolk) are at a lower stage of civilization than humanity and place the dragonewts at the top (assuming humans can even evaluate their ancient, almost inexplicable civilization).

The Mostali (dwarfs) rate only slightly lower than the dragonewts, and the dwarfs clearly have the most developed technology.

However, applying human criteria to the cultures of other species can be a pointless exercise. For example, trolls naturally consider themselves to have reached a pinnacle of sophistication. In certain terms, such as the availability of complex smells and

Darksense sensations within their caves, they are right, and can be proud of their achievement.

Due to constant contact between different species, xenophobia among the common races is virtually unknown on Glorantha. Specific combinations, such dwarfs and elves, dwarfs and trolls, and elves and trolls, are engaged in constant warfare, but the reasons are based on ancient treacheries and religious differences.

Humankind is the most prevalent race on Glorantha. They are prolific and have spread throughout the world. The reincarnating dragonewts are slowly dying through evolution, the elves are too tied to their forests, and the Surface World holds no appeal for the dwarfs. The ancient curse resulting from the Gbaji Wars has turned the slow-breeding trolls into a fading race. Into this vacuum, humankind has stepped. Human philosophers theorize that only humanity has truly adapted to the onset of Time and made the full transition from the God Time before the Great Darkness.

Yet, during the time of the Hero Wars, there are still many strange intelligent beings on Glorantha. Many can be used as player character adventurers, as described below.

Gamemastering Intelligent CreaturesIntelligent creatures should be played appropriately by the gamemaster. Creatures should use their weapons, magic, and other abilities to good effect. A band of dark trolls are as intelligent as a band of humans. When confronted with a strange party of armed adventurers, they may try to negotiate, while using that time to cast spells and get their trollkin into position, in case the negotiations fail. Remember all the advice to the players on dealing with creatures applies to the gamemaster in dealing with the adventurers. Few intelligent creatures have much enthusiasm in fighting to the death when they don’t have to!

Intelligent creatures such as the Elder Races have cults and communities of their own. The band of dark trolls are going to be predisposed to be friendly to the Argan Argan cultist in the party, and an elf patrol is going to be reluctant to kill an Ernalda priestess. The Elder Races have Rune Priests and Rune Lords of their own, with Rune magic and spirits at their disposal.

Incorporating these interesting beings in a RuneQuest adventure should not be restricted to life-and-death struggles where they are simply another thing to kill. Some might always be met as enemies; some are unimportant and incidental, but potentially interesting and entertaining: and some are potential long-term friends for the adventurers.

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an occupation and cult (and add appropriate skill bonuses), and then add personal interest skill bonuses, just as with a human adventurer.

No family backgrounds are included in this book, though non-human family backgrounds and personal histories will be featured in future RuneQuest supplements.

Wild BeastsWhen using wild beasts (natural animals or creatures of low intelligence) in encounters, the gamemaster should keep in mind that these creatures have many of the same instincts as do humans or other intelligent creatures. With rare exceptions, natural creatures are wary of humankind and other intelligent species, and generally prefer to be left alone to graze, hunt, procreate, or tend to their offspring.

Only in the most extreme cases will natural creatures fight to the death—and will usually take the first chance they can to flee if wounded severely. Fire, loud noise, or displays of magic might be enough to drive a natural creature away, and if it persists in attacking, there should be a good reason for this, such as its offspring being threatened, or it has no recourse but to fight.

Even the fiercest predators may be fundamentally lazy or cautious, backing away from any other predators who present too much of a challenge. While there are beasts that are all-too-willing to consume humans and other intelligent races, they are unlikely to be foolish enough to attack a group of well-armed adventurers, or to persist in such an attack once they have been injured.

Gloranthan EcologyEcology is the study of the interaction of living things with their environment. Gloranthan ecology is quite different from Earth, because of the presence of magic. Magic affects climate, biology, and the very basis of life itself. For example, evolution is an individual process to dragonewts, rather than an eons-long system of species change. Elf forests behave like single living organisms, each part cooperating for the good of the whole.

In Glorantha, Chaos is a powerful, palpable force. Chaos alters the ecology by damaging or perverting it. When Chaos appears, it eliminates the local ecosystem and substitutes no stable system of its own. Areas that have been Chaos Nests for extended periods eventually reach a semblance of stability, but this is illusory. The natural system is trying to reestablish itself, seeping into the Chaos Nest, while simultaneously being destroyed.

Intelligent Creatures as adventurersMost intelligent creatures within this book can become adventurers. The best-suited are typically dark trolls, elves, morokanth, and ducks. However, the occasional baboon, centaur, or Telmori makes a refreshing change, lending an enjoyable whimsical quality to gameplay.

It is not recommended that players play any subgroups amongst the races with INT of less than 2D6+6. However, a player wishing to play a dumb character may do so, always remembering that this is a roleplaying game. Dumb monsters should be played appropriately.

Species maximum amongst the various races portrayed is the maximum dice roll plus the number of dice, as with humans. If the characteristic concerned has an addition, such as 2D6+6, the remaining addition is considered as one die. Thus, a characteristic of 3D6+3 has a species maximum of 21+4, or 25. This also applies to additions of 12, 18, or 24. They all count as one additional die.

All CHA ratings provided for individual creatures applies to their charm among others of the same species. When dealing with other species, a creature’s CHA score is reduced by 10.

Many cults have no such restriction on other beings joining their ranks, or have them for only certain other beings, but this is established per cult.

It is always possible to increase a creature’s suggested skill levels by assuming it is more experienced. This keeps creatures from becoming pushovers once the adventurers have gained more experience themselves. There is no specific rule for this, though a bonus of +20% to any combat skill usually represents a much more skilled individual. Creatures that survive initial encounters with adventurers may return later, their skills improved from their experiences. Monsters get experience rolls too!

Eventually, adventurer Rune Lords and Rune Priests will run into monster Rune Lords and Rune Priests, major and significant foes to reckon with.

Some monsters make very poor adventurers and it is recommended to avoid allowing them. Chaotic monsters such as broo, ogres, or scorpion men are categorically not intended as adventurers.

Creating Non-human AdventurersAdditional information for creating adventurers has been included for several species in this book. To create a non-human adventurer, create a character of that species, choose

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The countryside is most rolling hills, farms, grasslands, and smallish forests. Since the advent of the Lunar Empire and its specialized Icebreaker cult, the winters have been getting more temperate.

Pent: An endless expanse of steppes, over which horse nomads wander endlessly. The winters are bitterly cold, the summers short, though deceptively warm.

Ralios: Temperate Ralios is fairly dry in winter, with muggy, wet summers. The interior, around Lake Felster and the Sodal Marsh, is cultivated. Further northeast are hilly grasslands, the driest of which are near desert.

Seshnela: The rich and fertile plains are heavily cultivated and are bracketed on the north and south with mixed pine/broadleaf woods. The land is fertile and verdant, though beset by severe storms in winter.

Teshnos: A small region of forested savannah blends into jungle towards the east. It is flat, and nearly at sea-level. Several large rivers irrigate the land. In the north, hills slowly give way to dry mountains.

The Wastelands: An arid expanse of chaparral and rocky desert intermingled with stagnant marshes and dry riverbeds. Near the coast, the land drops off into brackish salt marshes. A vast whirlwind, the home of Storm Bull, rages at its center, sometimes moving north or south to devastate nearby lands. The plant life of the Wastelands is scrubby, tough, and sparse. There are thorn-bushes, cacti, and clumpy grasses. There are occasional trees and more succulent plants at the few scattered oases.

FormatThe materials in this book are presented in a uniform fashion. For the Elder Races (including the broo), background information is presented in the following order:

Mythos and History: This section contains a short summary of the mythology and history of the species, where appropriate.

Subtypes: Significant subtypes of the species are listed. Some subtypes are given their own entry.

Description: This section outlines the species’ appearance, ecology, habits, and behavior.

Culture: This section briefly outlines the species’ culture, where appropriate.

Government: This section briefly outlines the species’ government, where appropriate.

Relationship with Other Races: How the species gets along with other major races, politically and culturally.

Ecological Zones of Genertela

The focus of the book is on the northern continent of Genertela. The name means “Land of Genert”, the Earth King that once ruled the northern half of Glorantha. Genertela is about 5,000 km east to west and 1,700 km north to south. It is bordered on the north by Valind’s Glacier, a frozen land ruled by the god of winter. To the south, east, and west all lie oceans: the Homeward, Kahar, and Neliomi. Many seas and bays invade the coastline.

Three great ranges of mountains, laid by the gods before Time, separate the regions of Genertela. Three great rivers drain lands in the center and west, plus many lesser ones that drain the other lands.

The ecological zones of Genertela are:

Dragon Pass: Fertile valleys nestled between hills and mountains. Temperate to subarctic (in the higher elevations) climates. Mixed pine/broadleaf woods and grasslands are prevalent, although conifers are dominant in the higher elevations.

Fronela: Fronela has a moist, cool climate. Winters are long and cold, with plenty of precipitation. Summers are green and fertile. The land is dominated by pinewoods, with deciduous trees dominant in the south and west. The Janube river valley is mostly cultivated land. North of the Janube the climate is subarctic, dotted with herds of caribou and mammoth.

Kethaela: The western part of this extremely fertile area has a humid subtropical climate, while the higher plateau in the east more resembles Dragon Pass. Deciduous woods and cultivated land dominate in the west, mixed-woods and grasslands in the east.

Kralorela: The land is fertile, with extensive forest and light jungle, broken by many rivers. Most river valleys have been cleared by people for rice planting. The foothills are covered in light woods ranging from subtropical in the south to temperate and cold coniferous forests in the north. Many woods have thickets of bamboo, replaced by rhododendrons at higher elevations.

Maniria: Mild weather and frequent rains make this one of the more pleasant places in Genertela to live. The southern coasts are warmed by sea currents and are subtropical. Inland rolling hills are covered by a vast deciduous forest of oak, beech, and other broadleafs ruled by Aldryami.

Peloria: This land has cold, snowy winters, and hot, dry summers. The river valleys are cultivated and irrigated.

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for two-weapon combat shown in the Combat chapter of the RuneQuest: Roleplaying in Glorantha rulebook. Also included is the strike rank and basic damage for each weapon, and any damage modifier the average creature has. Some may do far more, or less, damage.

Adventurer Generation: Information has been given to permit the roleplaying of several species in addition to humans, including occupations and cults. These are intended to be atypical potential adventurers, not ordinary examples of the species.

If a section is missing, it is not relevant to that species. For other creatures, a description is provided, including tactics, weapons, armor, and other pertinent information.

FlyingMany creatures in this book can fly. Some are relatively poor fliers, while others are extremely skilled at it. All flying animals have a Fly skill. Whenever a flying animal wishes to take off, it must launch itself, and then make its Fly roll. It may do nothing else in the round in which it takes off. If it fails its Fly roll, it remains on the ground, and may try again next round.

Once airborne, it need not roll again unless wounded in a wing, adverse air conditions are encountered, or if attempting to perform a complex flying maneuver. Only roll if necessary.

If a flying creature fails a Fly roll while airborne, it stalls and begins to fall. It may attempt to resume flying while it falls. It will fall roughly 10 meters each strike rank if conscious and attempting to slow its fall. If unconscious or intentinally diving, it will fall faster—the amount to be determined by the gamemaster.

Creature SizeAs with adventurers, creatures with physical bodies have SIZ, and thus height and weight. Due to the wide variety of body types, it is impossible to create an exact correlation between a creature’s SIZ and its actual dimensions, just as height is a different thing for bipeds as it is for creatures oriented horizontally or without easily-measured bodies. However, due to the preponderance of humanoid beings presented here, an expanded Humanoid Size table is provided for the gamemaster’s reference.

Note that these are loose conversions and should not be considered as exact measurements.

Religion: This section briefly outlines the species’ religion, where appropriate. Included are short cult write-ups for Aldrya (the major elf deity), Cult of the Bloody Tusk (the deity of the Tusk Riders), Kyger Litor (the major troll deity), Mallia (a goddess of disease worshiped by broo), Telmor (Father of Wolves), Thed (Mother of the Broos) and Zorak Zoran (a troll war god).

Region of Origin: Where the species is primarily found, or where it originally came from.

Characteristics: Every creature’s ranges are given in terms of D6 rolls and numeric modifiers. For gamemaster convenience, averages of characteristics are also presented. Any creature lacking one or more of the characteristics of STR, CON, SIZ, INT, POW, or DEX, is said to be an

“incomplete creature.” Only fully sentient physical beings are defined as “complete.”

Hit Points: The average number of hit points for this species.

Move: The average movement for this species. Some creatures have multiple forms of movement.

Magic Points: Magic points available for this species.Base SR: The base strike rank for this species.Armor: Either the basic armor a creature has, or the value

of its skin as armor.Skills: Describes important or common skills for the

species. The skills are presented at the level an average specimen encountered by adventurers might possess. A creature with no Dodge skill does not dodge in combat.

Passions: Common Passions for the average representative of the species.

Runes: Significant Runic affiliations for an average being of the species.

Special Rune Spells: Special Rune spell an average being is likely to have access to.

Magic: What spells the average being knows or magical abilities it possesses.

Other Features: Any other specialties the creature might have, due to its unique upbringing and background.

Hit Locations: The hit location table for this creature, each table is different depending on the creature’s anatomy.

Weapons: Describes the types of weapons or the mode of attack commonly used. It includes the weapon skill percentage of an average creature likely to be encountered by adventurers. Some creatures are considerably more dangerous. Many creatures can attack more than once in a round: if so, unless specified otherwise, the creature uses both attacks at once, instead of working under the guidelines

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