Sample file BY SANDY PETERSEN, JEFF RICHARD, JASON DURALL, MICHAEL O’BRIEN, , , AND CORY-TREGO-ERDNER

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

COVER ARTIST: Andrey Fetisov EDITOR: Jason Durall PROOFREADING: Richard Perry ART DIRECTION: Jeff Richard DESIGN & LAYOUT: Simeon Cogswell and Malcolm Wolter CARTOGRAPHY: 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, , Martin Helsdon, Kris Alice Hohls, Oliver Jovanovic, Sebastian Körner, , Claudia Loroff, Daniel McCluskey, Rick Meints, Christine Reich, Neil Robinson, Dana Schack, Harald Smith, David Scott, and . 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 , 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. Sample file “We do not know what the 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

RUNEQUEST A Game First Chaosium Edition 1978 Second Chaosium Edition 1979, 1980, 1981, 1982, 1983 Third Chaosium/ Edition 1984, 1993 Fourth Chaosium Edition 2018 Copyright ©1978, 1980, 1984, 1993, 2018 by , 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-9781568825021 SamplePrinted in China. First Printing. file CHAOSIUM INC. www.chaosium.com 3450 Wooddale Ct, Ann Arbor, MI 48104

Copyright 2018 Contents

Introduction...... 4 Distribution Maps...... 12 The Elder Races...... 16 Chaos Monsters...... 88 Monsters...... 108 Giant Arthropods...... 130 Animals...... 140 Spirits...... 164 Terrors...... 188 Flora...... 197

Sample file Introduction

his book is a compendium of creatures—animals, themselves for battle, even if all that means is spending a spirits, and plants—found in the northern continent few rounds calling upon their god and casting Rune spells! of Glorantha. Some of these creatures have terrestrial This can pose a challenge for the gamemaster. Encounters analogues, others exist only in fantasy. Some of these will often not be fair or balanced for a given party of creatures are as intelligent as humans—some even more adventurers. A few suggestions include: intelligent than our species. Others are completely non- intelligent and respond simply to basic stimuli. ..Give the players some warning of the deadliness of What unites them all is that they are the sort of creatures the encounter. They might not understand that a that adventurers are likely to interact with in a RuneQuest band of dark trolls backed up by a mob of trollkin campaign. These creatures all have motivations and drives and a great troll are more than a match for their and occupy their own ecological niches. adventurers, but their adventurers likely would! ..Let the adventurers run away. Most creatures are perfectly content to allow a foe to flee. The Game Balance and players can enjoy their lucky escape or decide to RuneQuest plan a rematch. ..Be willing to negotiate. Most intelligent creatures Many of the creatures in this bestiary are very dangerous would rather negotiate than fight if possible. for any group of adventurers, even a party of Rune Masters. Remember that most adventurers have a ransom Several of the Terrors described within can best armies price. A dream dragon that talks with the and are perhaps better thought of as pieces of vast and adventurers and makes demands on them is more deadly geography. memorable than one that just attacks. The best strategy adventurers may have in some ..Let there be a way around the encounter. Maybe encounters is to try to negotiate with the creature, or failing there is a way to sneak around the giant, or maybe that, to just run away. the adventurers can hide until the giant leaves. In RuneQuest, few creatures are mere cannon fodder— Avoiding a fight with the monster can spur player mobs of weaker monsters that can be cut down safely in creativity and ingenuity. large numbers. Instead, every creature is an individual. Even ..Don’t fight to the death. As the gamemaster, be a trollkin or a rubble runner might get a lucky critical hit willing to have creatures surrender or run away. If against a far more skilled and better equipped foe. Every the adventurers clearly have the upper hand, most confrontation poses the risk of death or maiming to the intelligent creatures would prefer to surrender adventurers.Sample Players and the gamemaster alike should than fight to the death. Or runfile away if the combat be aware that blindly engaging in combat with every looks like it is going poorly. Remember, too, that encountered creature is a good way to get the adventurers many intelligent creatures have ransoms as well. killed. Even a party of Storm Bull berserks take care to prepare 4 Introduction

Creature Classification Darksense sensations within their caves, they are right, and can be proud of their achievement. In this book creatures are classified into seven categories: Due to constant contact between different species, Elder Races, Chaos, Monsters, Animals, Spirits, xenophobia among the common races is virtually unknown Terrors, and Flora. on Glorantha. Specific combinations, such dwarfs and , Elder Races: The intelligent non-humans of Glorantha dwarfs and trolls, and elves and trolls, are engaged in constant are known collectively as the Elder Races. The Elder Races warfare, but the reasons are based on ancient treacheries and have their own histories and cultures, some far more ancient religious differences. than humanity. Humankind is the most prevalent race on Glorantha. Chaos: Many species, including the Elder Races, were They are prolific and have spread throughout the world. The corrupted by Chaos during the Gods War. These species reincarnating dragonewts are slowly dying through evolution, may be intelligent or non-intelligent, social or loners—what the elves are too tied to their forests, and the Surface World unites them all is their Chaos taint. holds no appeal for the dwarfs. The ancient curse resulting Monsters: Glorantha has numerous gigantic or monstrous from the Gbaji Wars has turned the slow-breeding trolls into creatures. Some are intelligent, others non-intelligent. Not all a fading race. Into this vacuum, humankind has stepped. monsters are malevolent, and some are known to serve (or at Human philosophers theorize that only humanity has truly least work with) friendly humans. Dinosaurs and draconic adapted to the onset of Time and made the full transition monsters fall into this category. Some monsters could be from the God Time before the Great Darkness. classified as Elder Races (such as , wyrms, magisaurs, Yet, during the time of the Hero Wars, there are still many and unicorns) but not all. Giant arthropods are a subcategory strange intelligent beings on Glorantha. Many can be used of monsters so numerous as to merit their own chapter. as player character adventurers, as described below. Animals: Glorantha has a wide variety of mammals, birds, and reptiles. Gamemastering Intelligent Spirits: Creatures without corporeal bodies, petty gods, Creatures demons, etc. fall into this category. Intelligent creatures should be played appropriately by the Terrors: Unique creatures which are far greater in power gamemaster. Creatures should use their weapons, magic, and than any ordinary mortal. other abilities to good effect. A band of dark trolls are as Flora: Glorantha has a tremendous variety of plant life. A intelligent as a band of humans. When confronted with a small selection of unique or interesting flora is presented here. 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 Intelligent Creatures advice to the players on dealing with creatures applies to the Glorantha is home to many intelligent species other gamemaster in dealing with the adventurers. Few intelligent than mankind. Different gods have created intelligence creatures have much enthusiasm in fighting to the death in their own likenesses, and the images have not always when they don’t have to! been humanoid. Intelligent creatures such as the Elder Races have cults and The non-human species are at various stages of civilization. communities of their own. The band of dark trolls are going Most human scholars agree that Uz (trolls) and Triolini to be predisposed to be friendly to the Argan Argan cultist (merfolk) are at a lower stage of civilization than humanity in the party, and an patrol is going to be reluctant to and place the dragonewts at the top (assuming humans can kill an Ernalda priestess. The Elder Races have Rune Priests even evaluate their ancient, almost inexplicable civilization). and Rune Lords of their own, with Rune magic and spirits The Mostali (dwarfs) rate only slightly lower than at their disposal. the dragonewts, and the dwarfs clearly have the most Incorporating these interesting beings in a RuneQuest developed technology. adventure should not be restricted to life-and-death struggles However,Sample applying human criteria to the cultures of other where they are simply another thingfile to kill. Some might species can be a pointless exercise. For example, trolls naturally always be met as enemies; some are unimportant and consider themselves to have reached a pinnacle of sophistication. incidental, but potentially interesting and entertaining: and In certain terms, such as the availability of complex smells and some are potential long-term friends for the adventurers. 5 RuneQuest

Intelligent Creatures an occupation and cult (and add appropriate skill bonuses), as adventurers and then add personal interest skill bonuses, just as with a Most intelligent creatures within this book can become human adventurer. adventurers. The best-suited are typically dark trolls, elves, No family backgrounds are included in this book, though morokanth, and ducks. However, the occasional baboon, non-human family backgrounds and personal histories will centaur, or Telmori makes a refreshing change, lending an be featured in future RuneQuest supplements. 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, Wild Beasts a player wishing to play a dumb character may do so, always When using wild beasts (natural animals or creatures of remembering that this is a roleplaying game. Dumb monsters low intelligence) in encounters, the gamemaster should should be played appropriately. keep in mind that these creatures have many of the same Species maximum amongst the various races portrayed instincts as do humans or other intelligent creatures. With is the maximum dice roll plus the number of dice, as with rare exceptions, natural creatures are wary of humankind humans. If the characteristic concerned has an addition, such and other intelligent species, and generally prefer to be left as 2D6+6, the remaining addition is considered as one die. alone to graze, hunt, procreate, or tend to their offspring. Thus, a characteristic of 3D6+3 has a species maximum of Only in the most extreme cases will natural creatures fight 21+4, or 25. This also applies to additions of 12, 18, or 24. to the death—and will usually take the first chance they They all count as one additional die. can to flee if wounded severely. Fire, loud noise, or displays All CHA ratings provided for individual creatures of magic might be enough to drive a natural creature away, applies to their charm among others of the same species. and if it persists in attacking, there should be a good reason When dealing with other species, a creature’s CHA score is for this, such as its offspring being threatened, or it has no reduced by 10. recourse but to fight. Many cults have no such restriction on other beings Even the fiercest predators may be fundamentally lazy or joining their ranks, or have them for only certain other cautious, backing away from any other predators who present beings, but this is established per cult. too much of a challenge. While there are beasts that are all- It is always possible to increase a creature’s suggested too-willing to consume humans and other intelligent races, skill levels by assuming it is more experienced. This keeps they are unlikely to be foolish enough to attack a group of creatures from becoming pushovers once the adventurers well-armed adventurers, or to persist in such an attack once have gained more experience themselves. There is no specific they have been injured. 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 Gloranthan Ecology later, their skills improved from their experiences. Monsters Ecology is the study of the interaction of living things with get experience rolls too! their environment. Gloranthan ecology is quite different from Eventually, adventurer Rune Lords and Rune Priests will Earth, because of the presence of magic. Magic affects climate, run into monster Rune Lords and Rune Priests, major and biology, and the very basis of life itself. For example, evolution is significant foes to reckon with. an individual process to dragonewts, rather than an eons-long system Some monsters make very poor adventurers and it is of species change. Elf forests behave like single living organisms, recommended to avoid allowing them. Chaotic monsters each part cooperating for the good of the whole. such as broo, ogres, or scorpion men are categorically not In Glorantha, Chaos is a powerful, palpable force. Chaos intended as adventurers. alters the ecology by damaging or perverting it. When Chaos appears, it eliminates the local ecosystem and substitutes no Creating Non-human stable system of its own. Areas that have been Chaos Nests AdventurersSamplefor extended periods eventually reachfile a semblance of stability, Additional information for creating adventurers has been but this is illusory. The natural system is trying to reestablish included for several species in this book. To create a non- itself, seeping into the Chaos Nest, while simultaneously human adventurer, create a character of that species, choose being destroyed. 6 Introduction

Ecological Zones of The countryside is most rolling hills, farms, grasslands, and smallish forests. Since the advent of the Lunar Empire and Genertela its specialized Icebreaker cult, the winters have been getting The focus of the book is on the northern continent of more temperate. Genertela. The name means “Land of Genert”, the Earth Pent: An endless expanse of steppes, over which horse King that once ruled the northern half of Glorantha. nomads wander endlessly. The winters are bitterly cold, the Genertela is about 5,000 km east to west and 1,700 km summers short, though deceptively warm. north to south. It is bordered on the north by Valind’s Glacier, Ralios: Temperate Ralios is fairly dry in winter, with a frozen land ruled by the god of winter. To the south, east, muggy, wet summers. The interior, around Lake Felster and and west all lie oceans: the Homeward, Kahar, and Neliomi. the Sodal Marsh, is cultivated. Further northeast are hilly Many seas and bays invade the coastline. grasslands, the driest of which are near desert. Three great ranges of mountains, laid by the gods before Seshnela: The rich and fertile plains are heavily cultivated Time, separate the regions of Genertela. Three great rivers and are bracketed on the north and south with mixed pine/ drain lands in the center and west, plus many lesser ones broadleaf woods. The land is fertile and verdant, though that drain the other lands. beset by severe storms in winter. The ecological zones of Genertela are: Teshnos: A small region of forested savannah blends into jungle towards the east. It is flat, and nearly at sea-level. Dragon Pass: Fertile valleys nestled between hills and Several large rivers irrigate the land. In the north, hills slowly mountains. Temperate to subarctic (in the higher elevations) give way to dry mountains. climates. Mixed pine/broadleaf woods and grasslands The Wastelands: An arid expanse of chaparral and rocky are prevalent, although conifers are dominant in the desert intermingled with stagnant marshes and dry riverbeds. higher elevations. Near the coast, the land drops off into brackish salt marshes. Fronela: Fronela has a moist, cool climate. Winters are A vast whirlwind, the home of Storm Bull, rages at its center, long and cold, with plenty of precipitation. Summers are sometimes moving north or south to devastate nearby lands. green and fertile. The land is dominated by pinewoods, The plant life of the Wastelands is scrubby, tough, and sparse. with deciduous trees dominant in the south and west. There are thorn-bushes, cacti, and clumpy grasses. There The Janube river valley is mostly cultivated land. North of are occasional trees and more succulent plants at the few the Janube the climate is subarctic, dotted with herds of scattered oases. caribou and mammoth. Kethaela: The western part of this extremely fertile area has a humid subtropical climate, while the higher plateau Format in the east more resembles Dragon Pass. Deciduous woods The materials in this book are presented in a uniform fashion. and cultivated land dominate in the west, mixed-woods and For the Elder Races (including the broo), background grasslands in the east. information is presented in the following order: Kralorela: The land is fertile, with extensive forest and light jungle, broken by many rivers. Most river valleys have Mythos and History: This section contains a short been cleared by people for rice planting. The foothills are summary of the mythology and history of the species, covered in light woods ranging from subtropical in the south where appropriate. to temperate and cold coniferous forests in the north. Many Subtypes: Significant subtypes of the species are listed. woods have thickets of bamboo, replaced by rhododendrons Some subtypes are given their own entry. at higher elevations. Description: This section outlines the species’ appearance, Maniria: Mild weather and frequent rains make this one ecology, habits, and behavior. of the more pleasant places in Genertela to live. The southern Culture: This section briefly outlines the species’ culture, coasts are warmed by sea currents and are subtropical. Inland where appropriate. rollingSample hills are covered by a vast deciduous forest of oak, Government: This section brieflyfile outlines the species’ beech, and other broadleafs ruled by Aldryami. government, where appropriate. Peloria: This land has cold, snowy winters, and hot, Relationship with Other Races: How the species gets dry summers. The river valleys are cultivated and irrigated. along with other major races, politically and culturally. 7 RuneQuest

Religion: This section briefly outlines the species’ religion, for two-weapon combat shown in the Combat chapter of where appropriate. Included are short cult write-ups for the RuneQuest: Roleplaying in Glorantha rulebook. Aldrya (the major elf deity), Cult of the Bloody Tusk (the Also included is the strike rank and basic damage for each deity of the Tusk Riders), Kyger Litor (the major troll deity), weapon, and any damage modifier the average creature has. Mallia (a goddess of disease worshiped by broo), Telmor Some may do far more, or less, damage. (Father of Wolves), Thed (Mother of the Broos) and Zorak Adventurer Generation: Information has been given Zoran (a troll war god). to permit the roleplaying of several species in addition to Region of Origin: Where the species is primarily found, humans, including occupations and cults. These are intended or where it originally came from. to be atypical potential adventurers, not ordinary examples Characteristics: Every creature’s ranges are given in of the species. terms of D6 rolls and numeric modifiers. For gamemaster convenience, averages of characteristics are also presented. If a section is missing, it is not relevant to that species. For Any creature lacking one or more of the characteristics of other creatures, a description is provided, including tactics, STR, CON, SIZ, INT, POW, or DEX, is said to be an weapons, armor, and other pertinent information. “incomplete creature.” Only fully sentient physical beings are defined as “complete.” Hit Points: The average number of hit points for Flying this species. Many creatures in this book can fly. Some are relatively Move: The average movement for this species. Some poor fliers, while others are extremely skilled at it. All flying creatures have multiple forms of movement. animals have a Fly skill. Whenever a flying animal wishes Magic Points: Magic points available for this species. to take off, it must launch itself, and then make its Fly roll. Base SR: The base strike rank for this species. It may do nothing else in the round in which it takes off. Armor: Either the basic armor a creature has, or the value If it fails its Fly roll, it remains on the ground, and may try of its skin as armor. again next round. Skills: Describes important or common skills for the Once airborne, it need not roll again unless wounded in a species. The skills are presented at the level an average wing, adverse air conditions are encountered, or if attempting specimen encountered by adventurers might possess. A to perform a complex flying maneuver. Only roll if necessary. creature with no Dodge skill does not dodge in combat. If a flying creature fails a Fly roll while airborne, it stalls Passions: Common Passions for the average representative and begins to fall. It may attempt to resume flying while of the species. it falls. It will fall roughly 10 meters each strike rank if Runes: Significant Runic affiliations for an average being conscious and attempting to slow its fall. If unconscious of the species. or intentinally diving, it will fall faster—the amount to be Special Rune Spells: Special Rune spell an average being determined by the gamemaster. is likely to have access to. Magic: What spells the average being knows or magical abilities it possesses. Creature Size Other Features: Any other specialties the creature might As with adventurers, creatures with physical bodies have SIZ, have, due to its unique upbringing and background. and thus height and weight. Due to the wide variety of body Hit Locations: The hit location table for this creature, types, it is impossible to create an exact correlation between each table is different depending on the creature’s anatomy. a creature’s SIZ and its actual dimensions, just as height is Weapons: Describes the types of weapons or the mode a different thing for bipeds as it is for creatures oriented of attack commonly used. It includes the weapon skill horizontally or without easily-measured bodies. However, percentage of an average creature likely to be encountered due to the preponderance of humanoid beings presented by adventurers. Some creatures are considerably more here, an expanded Humanoid Size table is provided for the dangerous.Sample Many creatures can attack more than once in gamemaster’s reference. file a round: if so, unless specified otherwise, the creature uses Note that these are loose conversions and should not be both attacks at once, instead of working under the guidelines considered as exact measurements.

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