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  World of Rikirta – Denizen Guide 
  Contents 
   
   
  Alliances – 5 
   
  Lycanthropes – 9 
   
  Celestials – 11 
   
  Constructs –13 
   
  Poem – Tracks in the snow - 14 
   
  Demons – 15 
   
  Dragons – 18 
   
  Marid - 23 
   
  Poem – The Goblin – 27 
   
  Myrkr – 28 
   
  Skogyr - 33 
   
  Vandyr – 37 
   
  Poem – The Vampire - 40 
   
  Undead – 41 
   
  Poem – Trolls - 52 
   
  Other Critters – 45 
   
  Adventure Starters - 49 
   
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
  The creatures in this tome are known as Denizens. 
   
  Calling them monsters implies they are not worth interacting with or lesser in value to your life or 
  the world at large. It further implies that every member of that species is the same, with no room 
  for individuality between members, and no capacity for psychological or spiritual growth as 
  individuals or in groups. 
   
  Not every creature trying to eat you is evil, and no creature is hungry all the time. Not every 
  creature shares your values, but that does not mean they are in your way and that no compromise 
  can be found. 
   
  Denizens have goals, needs and lives. Difference in behavior allows variety in interaction, which 
  gives rise to interesting situations.  
   
  So with the goal of diversity in encounters and entertainment, enjoy the denizens within. 
   
  Activity for … 
  D12 
  Roll 
  Animals & Beasts 
  Humanoids, Giants & 
  Fey 
  Dragons and Magical 
  1 
  Hunting-Biped 
  Working 
  Hunting-Biped 
  2 
  Relaxing 
  Relaxing 
  Relaxing 
  3 
  Checking territory 
  Praying/Studying 
  Checking territory 
  4 
  Hunting-Quadruped 
  Watching Others 
  Hunting-Quadruped 
  5 
  Playing 
  Playing 
  Praying/Studying 
  6 
  Sleeping 
  Sleeping 
  Sleeping 
  7 
  Hunting 
  Socialise-Chat 
  Checking territory 
  8 
  Eating 
  Eating/Drinking 
  Eating/Drinking 
  9 
  Drinking 
  Raiding/Scheming 
  Raiding/Scheming 
  10 
  Sleeping 
  Working 
  Sleeping 
  11 
  Return from Hunt 
  Revelry 
  Checking territory 
  12 
  Fornication 
  Patrolling territory 
  Return from Hunt 
   
   
  Regular Animals : 
   
  Most have far superior hearing and sense of smell than people do, we are talking 120ft range bare 
  minimum for both. 
   
  They'd flee sonic or fire affects, the smell and sound would be overwhelming, or at least roll 
  wisdom/willpower to stay or not. So pcs can use these to scare off animals, it’s nice to find 
  alternatives to killing everything after all. Plus is will add some randomness to a fight if the enemy 
  mage summons a bear, you fireball the mage, the bear decides to run for it and your druid high 
  fives the mage. 
   
  
   
  World of Rikirta – Denizen Guide 
  Animals would notice Undead very quickly, so a pc with a guard dog, horse mount or animal 
  companion should get hints about the presence of the unnatural by their companions behavior. 
   
   
  Creature Groups 
   
  A variety of creatures dwell on Rikirta, in the Underworld, the many layers of the vast oceans, and 
  the fourteen moons that orbit Rikirta. Some of these are wild, some more civilized, and others who 
  prey on the mortal humanoid species, seeing them as food, fun or even pests. 
   
  Denizens of Rikirta can be sorted into 8 groups. Celestials, such as Phoenix and Unicorn, Marid 
  Faction, with Water Elementals and Selkie, Skogyr Faction, such as Centaur and Sphinx, and the 
  Independents, with Frost Giants and Lycanthropes. The remaining four groups are collections of 
  creatures that are usually hostile in some way towards civilized humanoids.  
   
  Demons, with Dark Elves and Fomorians, the creatures from Myrkr, such as Goblins and Trolls, 
  Undead or Underworld Faction, with Ghouls & Wraiths, and lastly the Vandyr, such as Chimera and 
  Naga. Why don’t the Myrkr & Vandyr creatures just eat their own allies? They can, but creatures 
  from outside their alliance smells like food.  
   
  Alliances :  
   
  Celestials : Domovoi, Ferryman, Hippogrif, Kudari, Light Elves, Phoenix, Rui Shi, Silver Dragon, 
  Unicorn, Valkyrie. 
   
   
  Demons : Brachari, Cyndari, Dark Elves, Kavnari, Fomorians, Hag-Sea, Kraken, Merrow, Succubus. 
   
  Marid (Blue Dragon) : Anacanth, Blue Dragon, Elementals-Water, Kelp-Treant, Merfolk, Octocanth, 
  Nymph, Ranik, Selkie, Wysto, Zaratan. 
   
  Myrkr : Dao-Green Dragon : Barguest, Bugbears, Cyclopse, Elemental-Earth, Ettins, Goblins, Green 
  Dragons, Gyrrak, Harpy, Jorogumo, Minotaurs, Myriax, Ogres, Orcs, Peryton, Rakshasa, Trolls, 
  Uruz-Ooze & Manta & Gargoyle, Vyrrak. 
   
  Skogyr : Djinni-Black Dragon : Black Dragon, Centaur, Dryad, Elementals-Air, Griffin, Kenaz-Ooze 
  & Manta & Gargoyle, Pegasus, Pixie, Satyr, Sphinx, Sprite, Sylph, Treant. 
   
  Underworld : Lead by – Vampires. Creatures - Banshee, Ghost, Ghoul, Jubokko, Krasue, Lich, 
  Mummy, Revenant, Shadow, Skeleton, White Dragon, Wraith, Vampire, Zombie. 
   
  Vandyr : Lead by Efreeti-Red Dragon : Creatures - Basilisk, Chimera, Cockatrice, Elementals-Fire, 
  Fire Giants, Hydra, Kobolds, Lizardfolk, Manticore, Medusa, Naga, Ninazu (Scorpion Folk), Nocnitsa, 
  Oni, Red Dragons, Salamander, Wyvern.  
   
  Independent : Astarkyn, Dinosaurs, Frost Giants, Gold Dragon, Laguz-Ooze & Manta & Gargoyle, 
  Lycanthropes, Owlbears. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  
   
  World of Rikirta – Denizen Guide 
  Underwater Environment 
   
  Sea Levels : Water Pressure and Vision :  
  • 
  Shallow Sea – 0-300 Ft (90m) deep = Normal.  
  • 
  Middle Sea – 300-600ft (90-180m)=Dim Light (-1 to Discern Reality)  
  • 
  Deep Sea - 601+ft = Darkness. -1 Discern Reality-Vision, Sick debility from pressure/cold. 
   
  • 
  Freshwater-Shallow : 1 to 30ft  = Dim Light (-1 to Discern Reality).  
  • 
  Freshwater-Deep : 31ft and deeper = Darkness. -1 Discern Reality-Vision, Sick debility from 
  pressure/cold. 
   
   
  Underwater : Weak & Shaky (-1 Strength & Dexterity rolls) for non aquatic species. 
  Aquatic Species : Agamar, Merfolk, Ranik, Wysto. 
  Denizens : Anacanth, Demons, Dragons, Gyrrak, Kudari, Laguz, Lizardfolk, Naga, Nymph, 
  Octocanth, Selkie, Vyrrak. 
   
  Holding your breath : 3 minutes. For longer roll below. 
  Roll + Constitution, 
  10 + = You can go for another 3 minutes. 
  7-9   = You are struggling, Sick debility (-1 to Con rolls). 
  6-     = Mouth full of water, D4 damage, Sick debility (-1 Con rolls) 
   
   
  The thing to remember about being Underwater is it is a 3D environment. Enemies and Allies can 
  approach from any direction, and too much combat in the water will attract sharks if you are lucky, 
  worse if you are not.  
  Reefs and islands underwater can be like towns and cities on the surface, with a huge amount of 
  creatures nearby all active, but with great stretches of empty terrain between each reef or island. 
  This is where the big creatures rest, scheme and play. 
  It does not all have to be combat, you can have creatures diving in and out of the water, heroes 
  can explore fallen civilisations, or maybe magic works differently under 100ft (30m) deep and 
  people want those mysteries journaled. Maybe the characters just want to go somewhere different 
  to get away from it all. 
   
  Lyndsar Communication and Ritual : Aquatic creatures will breach the surface and splash the 
  surface in sequence & pattern over 10 minutes.  
   
  This can be used as communication to other groups over 1000 miles away, or to other creatures as 
  visions or dreams. As a ritual it can be used for Globe of Minor Invulnerability or Teleport Other, 
  with either option protection from evil occurs in the area. The ritual casters expend a cantrip each 
  round. Requiring 9 or more participants.  
   
  New language - Lytyr : Color changes in skin, varying speed and pattern. Does not work in total 
  darkness. 
   
  Only the following can use Lytyr : Agamar, Anacanth, Cyndari, Kelp Treant, Light Elves, Nymph, 
  Octocanth, Ranik, Vyrrak & Wysto. 
   
   
  
   
  World of Rikirta – Denizen Guide 
  Arcane Familiars & Ranger Companions 
   
   
  [Animal] Archaeopteryx - / Movement - Walk, Fly, Climb 
  Description : Small Bird – 3ft tall Prehistoric bird-reptile. Long limbed feathered bird. 
  Tags : Small, Hoarder, Cautious. 
  HP 5 / Armour 1 / Damage D6 / Skills - +1 Defy Danger. 
  Immunities/Vulnerable- Nil 
  Senses - Night vision. 
  Notes-Archaeopteryx have no understanding of money. Speak Forestspeak. 
  Avoid noisy places and people. Prefer temperate or tropical areas. 
   
  [Plant] Jackav - / Movement - Walk, Climb, Burrow 
  Description : Pumpkin-Jack'o'lantern with 4 or 6 legs. 
  Tags : Small, Intelligent, Magical. 
  HP 5 or 10 / Armour 1 / Damage D6 / Skills - +1 Spout Lore. 
  Immunities/Vulnerable- Electricity heals it. 
  Senses - Night vision. 
  Notes-Attracted to electricity or magic in any form. Movement is like spiders-scuttles along floor 
  & walls. Does not harm children, only adults. Speaks-Forestspeak. 
   
  [Animal] Trilobite - / Movement - Walk, Climb, Burrow. 
  Description : Segmented marine arthropod (shell) creature. 
  Tags : Small, Stealthy, Intelligent. 
  HP 10 / Armour 2 / Damage D4 / Skills - +1 Defend. 
  Immunities/Vulnerable- Immune to Heat and Cold. 
  Senses - Night Vision. 
  Notes - 6 to 24 inches long, 2 to 12 inches wide. Two antennae on the head and multiple legs, 
  one set per body segment.Trilobite can be familiars or animal companions. Trilobite can breath 
  air and water, and enjoy being on land and in water. They can hunt or scavenge plankton and 
  leaf matter. Language-Oceanspeak. 
  
   
  World of Rikirta – Denizen Guide 
   
  Lycanthropes of Rikirta 
   
  Straddle the line, in discord and rhyme 
  I'm on the hunt, I'm after you 
  - 
  Hungry like the Wolf, Duran Duran 
   
  Lycanthropes are caught between two worlds, that of beasts and that of civilization. While some 
  give in to their primal urges, others maintain the balance of their double life. Dangerous 
  Lycanthropes are hunted by the Mantyr Church, believing Lycans are angry dead spirits possessing 
  people. 
   
   
  Types of Lycanthropes : Bat, Bear, Boar, Owl, Rat, Raven, Tiger, Wolf. 
   
  Afflicted Species : Dwarves, Elves, Gnomes, Goblins, Humans, Kitsune, Minotaurs, Nekomata, 
  Nichav, Ogres, Orcs, Satyr.  
   
  Jasmine - Lycanthrope meeting grounds and taverns have jasmine on outer walls and on each 
  table, as the scent of this plant calms them down. 
   
  Lycanthrope Enemies : Lycanthropes instinctively dislike all types of Undead, and the 
  shapeshifter creatures Rakshasa, Jorogumo (Spider folk), Myriax (Centipede folk) & Nocnitsa (Wasp 
  folk) - who prey on Lycanthropes and civilized species. 
   
  Curse – Dying pack leaders and High Priests of Yuloss, Ginan & Impag can curse Lycanthropy to a 
  person. 
   
  Markings – Humans, Half Elves with a Human parent, and Half Orcs with a Human parent, 
  once inflicted or born with Lycanthropy, will have equal length middle and ring fingers. 
   
  Shared Dreams - Lycanthropes often have shared dreams with other Lycanthropes, sometimes 
  with Lycans they have not met yet. Nichav Lycanthropes can have shared dreams of their 
  ancestor’s interactions with Lycans.  
   
  Lunar calling in Rikirta : Every 32 days – Dreyri moon in the day then Myrkr moon at night, calls 
  Lycanthropes to change. 
  • 
  32nd & 33rd of 1st / 24th & 25th of 2nd / 16th & 17th of 3rd. 
  • 
  8th & 9th of 4th / 40th of 4th, 1st of 5th / 32nd & 33rd of 5th. 
  • 
  24th & 25th of 6th / 16th & 17th of 7th / 8th & 9th of 8th. 
  • 
  40th of 8th, 1st of 9th / 32nd & 33rd of 9th / 24th & 25th of 10th. 
  • 
  16th & 17th of 11th / 8th & 9th of 12th / 40th of 12th, 1st of 1st. 
   
  Triggers for the change to hybrid or animal form :  
  • 
  Lunar calling of full moon. 
  • 
  a loved one or pack member being hurt or threatened. 
  • 
  Lycan being hurt by silver. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
  Relations with various groups : 
  Church of Gabrielle in Tir na gren & Xenek is known for fair dealings with Lycanthropes. 
  Church of Ginan in Meervald & Nehrad is known for Lycanthrope members. 
  Church of Mantyr in Storvan & Tasek watches and hunts violent Lycanthropes. 
  Cult of Impag in various hidden locations supports violent Lycanthropes. 
  Lily Ryu in Tasek do not like Lycans and have hunted them in the past. 
  Order of Skogyr in Meervald & Storvan has some Lycan members & is known for fair dealings with 
  them. 
   
  Lycanthrope Traits : 
  •
  +1 to Discern Reality rolls that involve Hearing or Smell. 
  •
  +1 to Strength & Constitution rolls in Hybrid form only. 
  •
  For the day following the change they have -1 to Strength & Constitution rolls from 
  fatigue. 
  •
  Armour of 3 vs non Silvered weapons. 
  •
  Regular damage from Silvered weapons. 
   
  Infection – Only through bite from a lycanthrope in Hybrid or Animal form. Victim makes Con 
  check. 10+ Everything is fine. 7-9=Not infected, but restless & agitated for D4 days, 6-=Happy 
  Hunting! 
   
  Scent ability : Discern Reality 
  • 
  7-9=Rough Health and Age of the creature. 
  • 
  10+ = Nature of the creature. Advises if the creature is a shapeshifter or undead. 
  • 
   (Demonic/Lycanthrope/Myrkr/Vandyr/Undead) 
  • 
  Rained recently = -1 to roll / Scent is disguised = -1 to roll. 
  • 
  Some mask scent with aniseed, coconut oil, garlic, lavender oil, onion, pepper & perfume. 
   
  Self control : Wisdom roll. 
  Modifiers : Full moon -2, No Moon +2, Loved ones/pack members safe or with you +1 
   
  Can smell blood -1, Can smell jasmine +1, Enemy present -1. 
   
  10+ In control. 7-9=Choose 1. Physically threaten the provoker, Verbally threaten  
   
  the provoker, Flee the area. 6- = Change form and attack. 
   
  Move (2nd-5th) : Lycanthropy : This feat shows your control and allows you to choose to 
  change form. This control also gives to +1 to the roll to control Lycanthropy changes when 
  you don’t want to change. 
   
   
  
   
  World of Rikirta – Denizen Guide 
  Celestials :  
   
  It’s just a soul kinda feelin, soundin kinda sweet! 
  - Soul Kinda Feelin, Dynamic Hepnotics 
   
  Many creatures inhabit the moon of Vorda, including celestials and dinosaurs. Nichav and Lugat 
  evolved here, but many migrated to the planet of Rikirta to aid the civilized humanoids against 
  Myrkr manipulation and Undead invasions. 
   
  • Celestials don’t just show up to smite Demons, they could be helping farmers in the fields, 
  teaching vigilance against the temptation of vices, or warning travellers of great danger nearby. 
  Sometimes they watch their Nephilim children, or other mortals with great potential for awhile 
  before making their presence known and offering assistance. 
   
  [Celestial] Domovoi - / Movement - Walk, Climb or Fly 
  Description : Can change between different animal forms. 
  Tags : Small, Close, Stealthy. 
  HP 10 / Armour 2 / Damage D6 (2d6 take best vs evil)  
  Skills - +1 Defy Danger & Discern Reality. 
  Immunities/Vulnerable - Immune to Cold and Fire. 
  Senses - Night vision. Detect evil at will. 
  Notes-Small shapeshifters, protect the house/home vs theft/laziness. Typically protects children 
  and elderly. Advantage to Initiative. Can change form as Move action into Small or Medium 
  sized creatures.  
  -Harmless critter, target stops attacking 
  -Leap onto target and not let go 
  -Bite target roll+Charisma, 7-9=Feeling ill, scarred & sick debility for 3 hours, 6-=Lurgy! scarred 
  and sick debility for 3 days. 
   
  [Celestial] Kudari - / Movement - Swim-Fast 
  Description : Sea horse with 2 heads, 2 tails, and 8 octopus tentacles (4 on chest, 4 on back)   
  Tags : Devious, Large, Close/Near, Hoarder, Reach. 
  HP 10 / Armour 2 / Damage 2D10 (take best) / Skills - +1 Spout Lore/Discern Reality. 
  Immunities/Vulnerable -  Immunity to Acid & Lightning. 
  Senses - Night vision. 
  Notes-Will Grapple, Cannot be tripped over. Can do Lyndsar ritual. 
  -Trip 2 targets over 
  -Summon 2D6 Light Elves (Lysalfar) 
  -Disrupt 2 targets ongoing magic 
  -Dazzle with color-target forgets last 5 minutes 
   
  [Celestial] Light Elves / Lysalfar - / Movement - Wak, Fly 
  Description : Elven appearance, Golden feathered wings-2 3ft wide, 2 6ft wide. Golden glow to 
  skin. 
  Tags : Group, Close, Organised, Forceful. 
  HP 10 / Armour 2 / Damage 2D8 (take best) / Skills - +1 Defy Danger & Discern Reality. 
  Immunities/Vulnerable - Immune to Cold & Fire. 
  Senses - Night Vision. 
  Notes - Any weapon they use is considered blessed or holy. Focused against Demons & Myrkr, 
  no concern about Fey or Lycanthropes. Shift between moons/planes once per day. 
  -Astound with radiance, stunned debility for 10 minutes 
  -Swoop down to target and carry them upwards while upside down 
  -Memory flashback, lose the next few moments while you revisit a childhood trauma or triumph 
   
  
   
  World of Rikirta – Denizen Guide 
   
   
  [Celestial] Phoenix - / Movement - Fly 
  Description : Large bird covered in flickering fire. 
  Tags : Magical, Large, Intelligent, Planar 
  HP 15 / Armour 2 / Damage 2d10 (take best) / Skills - +1 to Defend/Hack’n’Slash. 
  Immunities/Vulnerable - Immune to Fire & Lightning. 
  Senses -  
  Notes - Phoenix do not do things on a whim, then they act it is with sureness of thought and 
  great deed. Some see the Phoenix as a bringer of change of way of life, renew through symbol 
  at first, and later through direct action.   
  -  Three meteors - three times per day, 300ft range, 3 seperate targets, 2d6 damage. 
  - Ignite the area, 30ft radius. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Constructs  
   
  It comes to you as to us all 
  Hey, we're just waiting 
  For the hammer to fall – 
  - 
  Hammer to fall, Queen 
   
  Who creates them - Used by Gnomes as Guardians & Kobolds as Skirmishers. 
  - Found in ruins, dungeons and the Underworld, not general wilderness or near the coast. 
  - Resist Slashing. Blindsight, No Senses beyond that. Disadvantage to Dexterity checks.  
  - Do not eat or sleep.  Immune to Mind effecting. Disadvantage to All rolls in water over 2 feet 
  deep. 
   
  • 
  Substance : Brass - Immune to Cold. Stunned by Electricity.  
  • 
  Substance : Iron - +5 Hp, +1 Armour. Immune to Fire. Stunned by Electricity. 
  • 
  Substance : Stone - +10 Hp, +2 Armour. Immune Cold/Fire. Stunned by Electricity.  
  • 
  Form : Minion - Small - 5 Hp. 1 Armour, D6 Damage. Ball with wheels off 3 legs. Arms-2 
  weapons-Hammer & Blade. Speed Slow.  
  • 
  Form : Statue - Medium - 10 Hp, 1 Armour, D8 Damage. 2 arms/legs. Weapons/Armour. 5 ft 
  tall. Speed Average. Plate Armour, Two Handed Sword. 
  • 
  Form : Beast - Large - 15 Hp. 1 Armour. D10 Damage. Claw/Claw/Bite. 4 legs, 2 heads. 10ft 
  long. Speed Fast. Lion shaped. 
   
  Common Constructs :  
  • 
  Gnome - Dog Construct. Small - Iron - 10 Hp, 2 Armour, D6 Damage. Immune to Fire. 
  Stunned by Electricity. 
  • 
  Gnome - Guardian. Medium - Stone - 20 Hp, 3 Armour, D8 Damage. Plate Armour, Two 
  Handed Sword. Immune to Cold/Fire. Stunned by Electricity. 
  • 
  Kobold - Beetle Construct. Small - Iron - 10 Hp, 2 Armour, D6 Damage. Slow-Walk/Climb. 
  Immune to Fire. Stunned by Electricity. 
  • 
  Kobold - Snake Construct. Large - Brass - 15 Hp, 1 Armour, D10 Damage. Fast. Walk/Climb. 
  Immune to Cold. Stunned by Electricity. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Tracks in the snow 
   
  Tonight I hear my brothers 
  at play throughout the woods 
  we bark and howl while 
  tall trees shatter 
  windy autumn moonlight 
   
  Tonight I feel the hunger 
  fresh scent is in the air 
  silently we stalk 
  so soon to kill 
  by river swift again 
   
  Tonight I smell another 
  perhaps she'll be my mate 
  we'll laugh and chase as 
  sharp eyes glisten 
  in mountain forest-glade 
   
  Tonight I watch for danger 
  the pack within the cave 
  resting close for warmth 
  new born welcomed 
  alert as stars fly by 
   
  Tonight I am the father 
  teaching new cubs to hunt 
  they find the prey fast 
  like mine full grown 
  as snowflakes ache my bones. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
  Demons :  
   
  They're out to get you, there's demons closing in on every side. 
  - 
  Thriller, Michael Jackson 
   
  Demons of Rikirta are malicious marine creatures who operate well in water and on land.  
   
  All have Night Vision & Scent-+1 on Discern Reality rolls involving smell, Breath Air/Water. Demons 
  do not use Constructs.  
   
  Demons seek to sink the surface lands, and convert captured foes into Demons, those who fail the 
  process become food for the chosen. Currently most of the Demonic forces are far to the east, but 
  some are here and others are coming this way. 
   
  Demons – Creatures came to Rikirta in third era.  
  All Demons have : -1 Dex & Wis rolls around Holy Water or Sacred Ground, Immunity-Cold. 
   
  • 
  Fomorians, Hags, Merrow & Succubus speak Oceanspeak. 
  • 
  Tactics – Rituals to target the environment. 
  • 
  Demonic Lairs typically have tunnels to the sea or portals to deep ocean. 
  • 
  Notable Merrow - Mako, Threasher, Wobbegong. 
  • 
  Notable Kavnari - Yellowmouth, Sharpfin, Bigeye. 
  • 
  While some Hags are evil, they can fulfil Mother & Crone archetypes in your stories. 
   
  Goal - Demons aim for sinking of the surface lands, to bring the filth low and transform them into 
  true form. Those who do not accept their new form are food for the strong. 
   
   
  Brachari, Crab Demon 
   
  
   
  World of Rikirta – Denizen Guide 
  [Demon] Brachari - / Movement - Walk, Swim 
  Description : Crab folk, big buggers 5ft across. 2 pincers, 4 legs. 
  Tags : Group, Close, Organised, Hoarder, Reach. 
  HP 10 / Armour 1 / Damage D6 / Skills - +1 Defend. 
  Immunities/Vulnerable - Immune to Cold.  -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Invisibility for 3 minutes, once per day. Breath Air/Water. Groups D6+2. 
  -Grab limb in pincer 
  -Burrow into ground 
  -Scuttle on top of 
   
  [Demon] Cyndari - / Movement - Swim 
  Description : Jelly fish – 10ft long, 12*20ft tentacles, 20ft reach. 
  Tags : Devious, Large, Close/Near, Reach. 
  HP 15 / Armour 2 / Damage 2D8 (take best) / Skills - +1 Spout Lore & Discern Reality. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Cyndari are simultaneous hermaphrodites. Breath Air/Water. Will Grapple, Cannot be 
  tripped over.  
  -Cyndari sting Roll+Con 7-9=D6 Damage, 6-=Over the next week transforms mortals to Dark 
  Elves (Dwarves, Elves, Gnomes, Humans, Kitsune, Nekomata, Satyr, Varin) or other races into 
  Merrow. 
  - Summoning D6 Merrow or 2D6 Brachari.  
  - Once per day can summon 2D6 Dark Elves. 
   
  [Demon] Dark Elves / Dokkalfar - / Movement - Walk, Swim 
  Description : Elven appearance, Very Pale and Quick. Webbed Digits. Entire eyes are black. Gills 
  on sides of body, their armour has slits along torso sides. 
  Tags : Group, Close, Stealthy, Piercing. 
  HP 10 or 15 / Armour 1 or 2 / Damage d8 or 2d8 (take best)  
  Skills - +1 Defend & Defy Danger 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Sick in bright sunlight or blessed/holy ground. Sentient Plants are seen as regular 
  plants, including Dryads. Usually found in river or coastal caverns. Breath Air/Water.  
  Prey on Clerics, Elves and Paladins. Weapons-Lajatang, Longbow. 
  -Move very fast towards or away from you. 
  -Draining Bite Roll+Con roll 6- heals Dokkalfar, 7-9=PC is Confused, 10+ fine. 
  -Cloud of fog in area 20ft radius. 
   
  [Demon] Fomorian-Young - / Movement - Walk, Swim 
  Description : Large humanoids with two arms and two legs. Three eyes, two scaley tails. Many 
  warts and hairy moles. Scales along forearms, & lower legs. Webbed flesh between digits. 
  Tags : Close/Near, Terrifying, Hoarder, Forceful. 
  HP 15 / Armour 1 / Damage D10 / Skills - +1 Defend. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Breath air/water. Sick in Bright sunlight. Usually carry pouches. Fomorians enjoy 
  causing disease, chaos and destruction for its own sake. 
  -Mind scream, 1 targets have Confused debility for 5 minutes. 
  -Fomorian bite Roll+Con 7-9=D6 Damage, 6-=Over the next week transforms mortals to Dark 
  Elves (Dwarves, Elves, Gnomes, Humans, Kitsune, Nekomata, Satyr, Varin) or other races into 
  Merrow. 
  -1st level Wizard spell once per day. 
   
  
   
  World of Rikirta – Denizen Guide 
  [Demon] Fomorian-Elder - / Movement - Walk, Swim 
  Description : Giant humanoids with two arms, two legs. Three eyes, two scaley tails. 
  Many warts and hairy moles. Scales along forearms, & lower legs. Webbed flesh 
  between fingers & toes. 
  Tags : Huge, Close/Near, Terrifying, Hoarder, Forceful. 
  HP 20 / Armour 2 / Damage D12 / Skills - +1 to Spout Lore. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Breath air/water. Sick in Bright sunlight. Usually carry pouches. 
  -Mind scream, 3 targets have Confused debility for 5 minutes. 
  -Trip target over with tail whip. 
  -Fomorian bite Roll+Con 7-9=D6 Damage, 6-=Over the next week transforms mortals to Dark 
  Elves (Dwarves, Elves, Gnomes, Humans, Kitsune, Nekomata, Satyr, Varin) or other races into 
  Merrow. 
  -1st and 3rd level Wizard spell once per day. 
   
  [Demon] Kavnari - / Movement - Walk, Swim 
  Description : Bipedal barracuda with 2 necks and heads, 2 legs and 2 arms. 
  Tags : Group, Close, Reach 
  HP 5 / Armour 1 / Damage 2d8 (take the best) / Skills - +1 Defy Danger. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Breath Air/Water. Kavnari do not stop to chat if there is blood any where 
  nearby. 
  -Grab limb with one head 
  -Hiss making pc shaken 
  -Bloodthirsty; Wounded foes grant an extra attack 
   
  [Demon] Kraken - / Movement - Swim 
  Description : Turtle shaped, 8 tentacles, 2 pincers, 2 barracuda heads. 
  Tags : Huge, Terrifying. 
  HP 30 / Armour 3 / Damage 2d10 (take the best) - / Skills - +1 to Discern Reality 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Holy Water/Sacred Ground. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Breath Air/Water. Will Grapple, Cannot be tripped over. Kraken will attack enemy ships 
  or spells for movement first, to prevent enemies getting away. 
  -Thrash 30ft aura, Defy Danger Con or thrown 30ft away,  
  -Animate Dead & Raise Dead once per week.- Once per day : 50% chance of Summoning 2 
  Cyndari or 2D6 Merrow. 
   
   
   
  Succubus/Incubus – Agents for Cyndari, Fomorians and Kraken.  
  - Succubus/Incubus kiss Roll+Con 7-9=D6 Damage, 6-=Over the next week transforms mortals to 
  Dark Elves (Dwarves, Elves, Gnomes, Humans, Kitsune, Nekomata, Satyr, Varin) or other races into 
  Merrow. 
   
  
   
  World of Rikirta – Denizen Guide 
   
  Cyndari, Jellyfish Demons, Slavers and Controllers 
  
   
  World of Rikirta – Denizen Guide 
  Dragons :  
   
  I feel the earth, move, under my feet, I feel the sky tumbling down, tumbling down. 
   - I feel the earth move, Martika. 
   
   
  Dragons live for a long time, are powerful in magic and might, and typically have a myriad of plans 
  and minions well before you ever meet them. All Dragons of Rikirta can swim and breath 
  underwater, since that’s where they get most of their food. 
   
  Size : All Dragons get bigger as they age. Young are Large (room sized), Old are Huge. 
  • 
  All dragons have +1 to Defy Danger.  
  • 
  Bite/Claw/Claw or Spells or Breath Weapon (once per 3 rounds).  
   
  [Dragon-Skogyr] Black Dragon - / Movement - Walk, Fly, Swim. 
  Description : Midnight scaled reptile with two heads, two Legs and four Arms. Shimmering on 
  its back are four dragonfly wings. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 30 or 50 / Armour 1 or 2 / Damage 2d8 or 2d12 (take the best). 
  Immunities/Vulnerable - Immune to Lightning.  
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Notes - Genie Form *3/day, Large Humanoid. Djinni Genie form-Eleven shimmering owls 
  surrounded by a whirlwind. Native to Skogyr Moon. Capricious. Chaotic. Speak-Common, Elven. 
  -Breath-Lightning Cone.  30*90/60*180ft. Breath 1D12/2D12 (take the best) 
  -Whirlwind slam whole area, Roll+Con, 7-9=D6 damage, 6-=D6 damage, Stunned debility. 
  -Charming smile, target considers Black Dragon as non hostile for next turn. 
  -Tail flick, knocked 20ft backwards. 
  -Silence area 20ft radius for 5 minutes. 
   
  [Dragon-Marid] Blue Dragon - / Movement - Walk, Fly, Swim. 
  Description : Many azure scales line the body of this four legged and four large finned reptile. 
  It’s two tails swish through the ocean. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying.  
  HP 25 or 50 / Armour 1 or 2 / Damage 2d8 or 2d12 (Take the best)  
  Immunities/Vulnerable - Immune to Cold. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Notes - Capricious. Neutral. -Genie Form *3/day, Marid-Genie form-Blue skinned four armed 
  thin human with fish lower half who smells of the sea. Speak-Oceanspeak & Common. 
  -Breath-Ice Cone, 30*90/60*180ft. Breath 1D12/2D12.  
  -Cloud of fog 30ft radius. 
  -10ft cube of water surrounds the target. 
  -Gaze removes ongoing magical affects from two targets. 
  -Bites off a limb. 
   
  [Dragon] Gold Dragon - / Movement - Walk, Swim, Fly 
  Description : Rich golden eyes match its scales of this reptiles six legs and four small bat wings 
  along flanks. (Oriental Dragon) 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 30 or 50 / Armour 1 or 2 / Damage 2d10 or 3d10 (take the best)  
  Immunities/Vulnerable - Immune to Suffocation 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Notes - Benevolent. Alignment-Good. Often found in Astral plane. Gold Dragons are interested 
  in Magic, Learning, Acquiring, Interacting with magic. Speak Common, Starspeak, Forestspeak. 
  
   
  World of Rikirta – Denizen Guide 
  -Breath-Wild Magic Cone. 30*90/60*180ft. Breath As Wild magic table for current and spells in 
  the next minute. 
  -Freeze whole area, Roll+Str, 7-9=D6 damage, 6-=D6 damage, Shaky debility. 
  -Visions of everyone in your life who has died fill your mind. 
  -Wind storm, knocked off your feet. 
  -Thunderclap, Defy Danger Con or Stun Debility, 60ft radius. 
   
  [Demon-Myrkr] Green Dragon - / Movement - Walk, Swim, Fly 
  Description : Cyan scaled reptile with two Heads and. They fly about with four large bat wings 
  or walk on four legs, flicking their two tail stingers from side to side. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 25 or 50 / Armour 2 or 3 / Damage - 2d8 or 2d12 (take the best) 
  Immunities/Vulnerable - Immune to Acid. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Notes - Genie Form *3/day, Dao-Genie form, Brown skinned eight eyed, six legged hairless 
  human who smells of soil. Tyrannical. Alignment-Evil. Speak Common & Orcish. 
  -Breath-Acid Cone. 30*90/60*180ft. Breath 1D12/2D12.  
  -Darken area, 30ft radius. 
  -Stinger gets you, Roll+Con, 7-9=D6 damage, 6-=D6 damage & weak debility. 
  -Rocks form hands and hold your tail or leg. 
  -Bites off a limb. 
   
  [Dragon-Vandyr] Red Dragon - / Movement - Walk, Swim, Fly 
  Description : Three heads of this crimson four legged reptiles scan the area. It’s six bat 
  wings linked to its back, arms and legs. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 30 or 50 / Armour 1 or 2 / Damage 2d8 or 2d12 (take the best)  
  Immunities/Vulnerable - Immune to Fire. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Notes - Speak Common & Vandyr.  Genie form *3/day, Efreeti-Genie form-Red skinned 
  muscular human with bone horns its three heads and Sulphur smelling fire flickering around it. 
  Tyrannical. Alignment-Lawful. 
  -Breath-Fire Cone. 30*90/60*180ft. Breath 1D12/2D12.   
  - Halve or Double normal fires size & duration within 30ft radius. 
  -Ignite the whole area, Roll+Dex, 7-9=D6 damage, 6-=D6 damage, Scarred debility. 
  -Insolent sneer, target considers the Dragon as hostile and desires combat. 
  -Wind storm, knocked off your feet. 
   
  [Dragon-Celestial] Silver Dragon - / Movement - Walk, Swim, Fly 
  Description : Glistening silver scales cover this four legged reptile, held aloft by two large 
  butterfly wings. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 25 or 50 / Armour 1 or 2 / Damage 2d8 or 2d12 (take the best)  
  Immunities/Vulnerable - Immune to sonic or sound damage. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Note - Speak Common & Starspeak. Benevolent. Alignment-Chaotic. 
  -Breath-Shatting Sonic Cone. 30*90/60*180ft. Breath 1D12/2D12.  
  -Confuse with flickering wings, Roll+Wis, 7-9=Confused debility, 6-=confused you move and 
  change direction. 
  -Visions of every moment of joy fills your mind. 
  -Tail flick, knocked 20ft backwards. 
  -Summon 2D6 Light elves once per day. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
  [Dragon-Undead] White Dragon - / Movement - Walk, Swim, Fly 
  Description : Two large bat wings keep this pearl scaled reptile ready. It’s two legs and long tail 
  are muscular from years of hunting. 
  Tags : Magical, Devious, Intelligent, Hoarder, Terrifying. 
  HP 25 or 50 / Armour 2 or 3 / Damage 2d10 or 3d10 (take the best) 
  Immunities/Vulnerable - Immune to Cold. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Note - Speak Common, Dwarvish & Elven. Tyrannical. Alignment-Evil. 
  -Breath-2D6 Spell levels or Hit Points Cone. 30*90/60*180ft. 
  -Freeze whole area, Roll+Str, 7-9=D6 damage, 6-=D6 damage, Shaky debility. 
  -Visions of everyone in your life who has died fill your mind. 
  -Wind storm, knocked off your feet. 
  -Summon 2d6 Skeletons once per day. 
   
   
  [Dragon] Sea Serpent - / Movement - Swim 
  Description : 120ft long grey-green aquatic snake is 15ft across, with fins along its flanks every 
  20ft. 
  Tags : Magical, Forceful, Hoarder, Terrifying. 
  HP 30 / Armour 2 / Damage 2d10 (take the best) / Skills - +1 to Defend. 
  Immunities/Vulnerable - Immune to cold or sonic/sound damage. 
  Senses - Night Vision. 
  Note - Breath Air/Water.  
  -Krill Spray Breath 2d10 (take the best) Breath Cone 50*100ft/60*120ft. 
  -Crush ship (takes 2 moves) 
  -Tail flick, knocked 20ft backwards. 
   
   
  Dragons & Genies :  
   
  What PC humanoid species know :  
  - Vandyr faction leaders as Red Dragons.  
  - Marid faction leaders are Marid.  
  - Skogyr faction has some Black Dragon members. 
  - Myrkr Alliance has Dao overlords. 
   
  What NPC humanoid species know -  
  - Vandyr Fire Giants & Naga know Red Dragons can take Efreeti form. 
  - Skogyr Sphinx & Treants know Djinni are also Black Dragons. 
  - Myrkr Rakshasa & Vyrrak know Myrkr Alliance Dao can take Green Dragon form. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  World of Rikirta – Denizen Guide 
  Marid 
   
  Tide is high but I’m moving on, I’m gonna be your number one 
  - Tide is high, Blondie 
   
  Creatures  : Anacanth, Blue Dragon-Marid, Elementals-Water, Kelp-Treant, Merfolk, 
  Octocanth, Nymph, Ranik, Selkie, Wysto, Zaratan. 
   
  • 
  Anacanth, Kelp Treants, Octocanth & Selkie speak Oceanspeak.  
   
  Marid Oligarchy creatures enjoy being in and around rivers, lakes and the sea. They work against 
  those who pollute the sea, such as Myrkr Alliance and Vandyr pact, but spend most of their time 
  fending off Demons, their primary aquatic rivals. 
   
  Marid Oligarchy are one of the oldest factions, and its elders are the most aware of Demonic 
  activities. Once trust is earned they can be great allies to the civilised lands. 
   
   
   
   
  Anacanth 
   
   
  [Marid] Anacanth - / Movement - Swim-Fast. 
  Description : Manta Ray creatures, intelligent, 30ft (10m) across. Gills, front fins appear like 
  horns. Large and wide dorsal fins. Flat profile. Pale green underside, Dark blue or dark green 
  topside. 
  Tags : Large, Group, Close. 
  HP 20 / Armour 2 / Damage 2d8 (take the best) / Skills - +2 Discern Reality. 
  Immunities/Vulnerable - Immunity to Bludgeoning & Cold. 
  
   
  World of Rikirta – Denizen Guide 
  Senses - Night vision. 
  Notes - May Flee Sonic damage in water. Sea Levels-All. Climate : Temperate-Tropical. Can do 
  Lyndsar ritual. Usually court and mate during Dreyri or Vorda full moons. Found in groups of 
  2D12. Lifespan : 60+2D20 years. Diet-Zooplankton. Anacanth play in shallow or mate in shallow 
  water, but just travel in deeper water. Anacanth sometimes aid people when they are attacked 
  by Demons or Sea Serpents. 
  -Zoom into/out of the area 60ft. 
  - Mind damage Blast 60ft cone for d12 damage. 
  -Sting target roll+con, 7-9=d6 damage and shaky debility for 1 hour, 6-=2d6 damage and 
  shaky debility for 1 day. 
  -Zips under you knocking you over. 
   
   
  [Marid] Kelp Treant - / Movement - Swim 
  Description : Large sea kelp cluster in a vaguely humanoid shape with 5+ arms and 5+ legs. 
  Tags : Large, Magical, Amorphous, Terrifying. 
  HP - / Armour - / Damage - / Skills -  
  Immunities/Vulnerable - Immunity to Bludgeoning & Cold.  
  Senses - Night vision. Shallow Sea. Will Grapple, Cannot be tripped over. Good Aligned. 
  Notes - Regenerates 1 hp per hour. Aquatic plant. 
  - Tangle with kelp 30ft radius. 
  - Blend in, normal animals regard as background terrain. 
   
  [Marid] Nymph - / Movement - Walk, Swim 
  Description : Appear as viewers race, but blue tint to skin, webbed fingers. 
  Tags : Magical, Planar, Stealthy, Cautious. 
  HP 15 / Armour 1 / Damage d6 / Skills - +1 to Defend & Discern Reality. 
  Immunities/Vulnerable - Immune to cold and water. -1 Dex & Wis rolls from : Fire 
  Senses - Night Vision 
  Notes - Groups of D6+1. Can be female, male, or sequential hermaphrodites. 
  - Water blast, D6 damage and thrown 20ft backwards. 
  - Quickly seep into/out of the surrounding terrain. 
   
  [Marid] Octocanth - / Movement - Swim. 
  Description : Giant octopus – 36ft (12m) 
  Tags : Large, Close/Near, Forceful, Reach. 
  HP 20 / Armour 2 / Damage 2d10 (take the best) / Skills - +1 Hack’n’Slash 
  Immunities/Vulnerable - Immunity to Bludgeoning & Cold. 
  Senses - Night vision. 
  Notes - Sea Levels-All.  
  -Trip 2 targets over. 
  -Grab your limb/weapon. 
  -Cloud of ink 60ft radius, choose 1-darkness, silence or dispel magic. 
   
  [Marid] Selkie - / Movement - Walk, Swim-Fast. 
  Description : Human and Seal forms. 
  Tags : Group, Cautious, Close, Forceful. 
  HP 10 / Armour 1 / Damage D6 / Skills - +1 Defy Danger & Parlay. 
  Immunities/Vulnerable - Immune to Cold. 
  Senses - Night vision. 
  Notes - Hold breath for 1 hour. Hide their true nature, work for Marid against evil creatures. 
  Same Humanoid form each time. Can do Lyndsar ritual. 
  -Change form (human to seal, seal to human). 
  -Slam charge into you, knocked 10ft backwards. 
  -Zoom into/out of the area 60ft. 
  
   
  World of Rikirta – Denizen Guide 
   
  [Marid] Zaratan - / Movement - Walk, Swim 
  Description : Giant turtles, shell is often mistaken for islands. 100ft to 1 mile across. 
  Tags : Hoarder, Terrifying, Huge! 
  HP 30 / Armour 2 / Damage 2d12 (take the highest) / Skills - +2 to Defend. 
  Immunities/Vulnerable - Immune to Cold & Fire. 
  Senses - Night vision. Massive reptile-turtle with island as it’s shell. 
  Notes - Hold breath for 8 days. Hide their true nature, work for Marid against evil creatures. 
   
   
  Troll Caverns 
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
  Moon of Myrkr – Home of Corruptors and Enslavers 
   
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
   
  The Goblin (Ballad)  
   
   
  The goblin walks through many caves 
  wicked king his master 
  jagged teeth and bloody claws 
  makes his prey run faster. 
   
  His flesh of green and eyes of gold 
  will haunt you in your sleep 
  on skull-like drums he bangs his spear 
  echoing in the deep. 
   
  Such painful scars; the whip his fear 
  small form but strong intent 
  like blinding rage yet unreleased 
  nightly tasks he is sent. 
   
  Toys with the weak, will trick and maim 
  sickened by the bright sun 
  chortles through his vile escapade 
  twisted soul; friend to none. 
   
   
   
   
   
   
   
   
   
   
  
   
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  World of Rikirta – Denizen Guide 
  Myrkr Alliance –  
   
  Can you hear them? They talk about us, telling lies, well that’s no surprise… 
  - 
  Go Go’s, Our Lips Are Sealed. 
   
   
  Lead by Dao-Green Dragons, the Myrkr are corrupters and conquerors, trying subtly and vices first, 
  then more overt measures to enslave every living creature. 
   
  Creatures : Barguest, Bugbears, Cyclopse, Elemental-Earth, Ettins, Goblins, Green Dragons, Gyrrak, 
  Harpy, Jorogumo, Minotaurs, Myriax, Ogres, Orcs, Peryton, Rakshasa, Trolls, Vyrrak. 
   
  • 
  Myrkr – Creatures came to Rikirta in the first era.  
  • 
  All Myrkr have : -1 Dex & Wis rolls from-Acid, Immunity-Lightning. 
  • 
  Methane based. Regenerate 1hp/rd around methane vents in underworld/underwater. Note-
  Methane has no smell. 
  • 
  Threat to morals, ethics and soul. Myrkr do not use Constructs. 
  • 
  Tactics - Protection racket. Kidnapping. Forgery, Bribery. 
  • 
  A few floating bases, dark grey metal on bottom of their forts.  
  • 
  Myrkr lairs often have notes on their targets and counterfeit coins. 
   
  • 
  Bugbears, Ettins, Minotaurs & Ogres speak Orcish. 
  • 
  Cyclopse, Goblins, Orcs & Harpy speak Orcish & Common. 
  • 
  Minotaurs can serve in your stories as the debt collectors, repercussions of bad choices, 
  your own or choices of those close to you. 
   
  What few of the civilized people know is that the moon Myrkr was brought from another realm by 
  Rakshasa ritual, smashing into Skogyr, the rocks from this hit Dreyri causing the Human evacuation 
  from Dreyri to Rikirta. Later the Rakshasa of Myrkr summoned another moon which became 
  Thallari. 
   
   
  [Myrkr] Gyrrak - / Movement - Walk, Swim 
  Description : Aquatic creatures-cuttlefish, 8 Barbed tentacles. 3ft long, (Color changing skin to 
  blend in). 
  Tags : Small, Close, Horde, Piercing, Reach. 
  HP 8 / Armour 1 / Damage D6 / Skills - +1 Defy Danger. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from-Acid. 
  Senses - Night vision. 
  Notes - Breath air/water. Used as raiders and spies by Rakshasa & Vyrrak. Gyrrak will flee if half 
  their group are slain quickly. They can use basic tools, make basic locks and traps. Small groups 
  of 3D12. Gyrrak enjoy raiding, tricking and stealing from everyone else, including other Gyrrak. 
  Gyrrak generally dwell in tribes of a hundred, ruled by a Vyrrak or Rakshasa. Gyrrak never raid 
  during Summer-Mating season. Language-Oceanspeak, Lytyr. 
  -Spit goo – sticky webbing over 2 limbs. 
  -Blend in - regular animals treat as background terrain. 
  -Ink cloud 10ft radius, purple mist. 
   
  [Myrkr] Jorogumo - / Movement - Walk, Climb 
  Description : Medium humanoid or 6ft wide spider. 
  Tags : Group, Cautious, Close, Stealthy, Hoarder. 
  HP 15 / Armour 1 / Damage D8 / Skills - +1 to Discern Reality 
  Immunities/Vulnerable - Immune to Poison & Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision, sense movement-vibrations.  
  
   
  World of Rikirta – Denizen Guide 
  Notes - May flee from Fire effects. Enemy-Lycanthropes. Speaks Common & Forestspeak. 
  Same Medium Humanoid form each time. Typically Elves, Faerie or Humans. Jorogumo often have 
  plans and backup plans, seeing people as points in a web. 
  - Bite-heals wounds 1:1.  
  -Tangle limb in web. 
  -Change form to/from Spider. 
  -Leap high up. 
   
  [Myrkr] Myriax - / Movement - Burrow, Climb, Walk. 
  Description : Medium Humanoid and Large Centipede Shapeshifters forms. 
  Tags : Terrifying, Close, Forceful, Reach. Medium/Large. 
  HP 15 / Armour 2 / Damage D6 or D10 / Skills - +1 to Hack’n’Slash. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision, sense movement-vibrations. 
  Notes - May flee Fire effects. Same Humanoid form each time. Typically Dwarves, Humans or 
  Ranik. Enemy-Lycanthropes. Sweet food is their great weakness. Speaks Common & 
  Forestspeak. 
  -Bite off limb. 
  -Change form to/from Centipede. 
  -Coil around foe. 
   
   
  [Myrkr] Myrkr Bat - / Movement - Fly. 
  Description : Large green bat with electricity arcing from its wings to its feet. 
  Tags : Magical, Organised, Horde. 
  HP 10 / Armour 1 / Damage D6 / Skills - +1 to Discern Reality. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - # If Myrkr moon full or within 30ft of Myrkr Rift/Methane vent=+1 Defy Danger rolls. 
  -Confuse target with many bats flying everywhere. 
  -Summon spark – zaps anyone with lightning – Stunned (-1 Int) 
   
  [Myrkr] Myrkr Crayfish - / Movement - Swim, Walk. 
  Description : Dark green Crayfish with electricity swirling within its shell. 
  Tags : Small, Magical, Group, Hoarder. 
  HP 10 / Armour 2 / Damage D6  / Skills - +1 to Defence. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - # If Myrkr moon full or within 30ft of Myrkr Rift/Methane vent=+1 Defy Danger rolls. 
  -Grab target limbs with pincers. 
  -Summon spark – zaps anyone with lightning – Stunned (-1 Int) 
   
  [Myrkr] Myrkr Dryad - / Movement - Walk, Climb. 
  Description : Medium Plant Humanoid, 4 arms. Grey bark for skin with darker bark for hair. 
  Electricity can be seen swirling within its black sap. 
  Tags : Magical, Devious, Hoarder, Stealthy, Forceful. 
  HP 10 / Armour 1 / Damage D8 / Skills - +1 to Spout Lore & Discern Reality. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - Lightning heals 1:1. # If Myrkr moon full or in a Thunderstorm=+1 Defy Danger rolls. 
  -Spit goo – sticky webbing over 2 limbs. 
  -Tangle with branches & vines, 20ft radius. 
  -Summon spark – zaps anyone with lightning – Stunned (-1 Int) 
   
   
  
   
  World of Rikirta – Denizen Guide 
  Uruz - Shadow Ooze, Shadow Manta & Shadow Gargoyle forms. 
   
  Uruz : Are Laguz that evolved on the moon of Myrkr, where cunning creatures roam. 
  Laguz are three stage lifeforms. Ooze, then Manta Ray, then Gargoyle. Transition from one 
  stage to the next is via a one month metamorphosis within a mud-ceramic cocoon. 
  All Laguz know about the floating rock castles over the ocean. They are pieces of the collision 
  between the moons of Dreyri and Myrkr. Shadow Gargoyles are trying to unite these pieces. 
  Selkie have allied with Fey Gargoyles to aid against the Shadow Gargoyles. 
   
   
  Shadow Laguz from Myrkr, known as Uruz, value strength, physical and magical power. 
  - Usual Alignment – Evil. They thrive on draining strength, life and magic from others. They 
  prey on anyone and everyone, including other Myrkr creatures. 
   
  • Uruz Aid-Change the light and darkness in an area, 20ft radius. 
   
   
  [Myrkr] Uruz-Ooze / Movement - Walk, Burrow, Climb. 
  Description : 2-3ft pile of jelly that oozes across the floor or ceilings. 
  Tags : Close, Piercing, Amorphous. 
  HP 6 / Armour 1 / Damage D6 / Skills - +1 to Defend. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes : Lives for 1 year, Simultaneous hermaphrodites.   
  -Squidgy-The ooze can slither through gaps as narrow as 1 inch high. 
  -Slither around targets torso. 
  -Drain presence, Scarred debility for 1 day. 
   
  [Myrkr] Uruz-Manta Ray / Movement - Swim, Fly. 
  Description : Wide flat chevron shaped creature with a thin tail. 
  Tags : Close, Stealthy, Cautious. 
  HP 10 / Armour 1 / Damage D8 / Skills - +1 to Discern Reality. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - Lives for 10 years, Omnivores, grasping teeth for holding & tearing food apart. Very 
  flexible and quiet creatures underwater. Sequential hermaphrodites. 
  -Wrap around target. 
  -Blend into/out of the shadows. 
   
  [Myrkr] Uruz-Gargoyle / Movement - Walk. 
  Description : Bat like wings, horned head, long claws, two eyes, two arms, two legs. 
  Tags : Magical, Organised, Hoarder, Stealthy, Group. 
  HP 10 / Armour 2 / Damage D6 or D10 / Skills - +1 to Parlay. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - Lives for 100 years, Gendered species. 
  -Crystallise skin, ignore blunt weapons for 5 minutes. 
  -Swoop down and knock someone over. 
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Uruz - Shadow Gargoyle and Shadow Manta. 
   
   
  [Myrkr] Vyrrak - / Movement - Walk, Swim. 
  Description : Evil intelligent Humanoid Squids. Waist down they have 6 tentacles of 4ft length 
  for walking and swimming. Waist up they have a torso and head, which has a four beaked 
  mouth. The arms are three 6ft long tentacles on each side. 
  Tags : Terrifying, Devious, Large, Close/Near, Hoarder, Reach. 
  HP 15 / Armour 2 / Damage 2d8 (take the best) / Skills - +1 to Discern Reality & Defy Danger. 
  Immunities/Vulnerable - Immune to Lightning. -1 Dex & Wis rolls from : Acid. 
  Senses - Night vision. 
  Notes - Cannot be tripped over. Breath air and water. Sea Levels-All. Found with D6 Skeletons, 
  Zombies or 2D6 Gyrrak. May Flee Sonic damage in water. - Vyrrak use their living and undead 
  minions to weaken foes before attacking. Vyrrak value necromantic items & lore. They are 
  sometimes used as guards for the slave pens of the Rakshasa.  Vyrrak look for reasons to 
  return to the ocean, preferring to avoid Astral space or Vandyr if their Rakshasa masters have 
  made them travel there. 
  Speaks Common, Oceanspeak & Forestspeak.  
  -Grab arm or leg. 
  -Ink cloud visions of death - 20ft radius defy danger int or stun debility, wis or confused 
  debility. 
  -Whip whatever you were holding away. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
   
  Vyrrak, marshals of the Myrkr Alliance 
   
   
  
   
  World of Rikirta – Denizen Guide 
  Skogyr 
   
  We close our eyes, cause time’s slippin away… 
  - We Close Our Eyes, Go West 
   
   
  Creatures : Djinni-Black Dragon, Centaur, Dryad, Elementals-Air, Elves, Faerie, Griffin, Pegasus, 
  Pixie, Satyr, Sphinx, Sprite, Sylph, Treant. 
  • 
  All Skogyr (Fey) have : -1 Dex & Wis rolls from – Iron. Immunity – Cold and Fire. 
   
  Player character Dryads, Elves, Faerie & Satyr do not have the -1 Dex & Wis rolls from and Immunity. 
   
  • 
  Centaur, Pixie, Sphinx & Treants speak Elven. 
  • 
  Sphinx can serve as tricksters in your stories, giving advice or wisdom after test or riddles to 
  those showing interest or noble intent. 
   
  The Skogyr are the fae or fairies and their allies. They try to enjoy every moment of life, though 
  they are not blind to the many dangers on Rikirta and its moons. 
   
   
   
  Kenaz : Are Laguz that evolved on the moon of Skogyr, where fey creatures roam. 
  Laguz are three stage lifeforms. Ooze, then Manta Ray, then Gargoyle forms. Transition from 
  one stage to the next is via a one month metamorphosis within a mud-ceramic cocoon. 
  Kenaz value inspiration, excitement and interaction. 
  •
  Usual Alignment-Chaotic. Despite their fierce appearance, they do not hunt innocent 
  people and are omnivorous.  
   
   
  [Skogyr] Kenaz-Ooze / Movement - Walk, Burrow, Climb. 
  Description : 2-3ft pile of jelly that oozes across the floor or ceilings. 
  Tags : Close, Piercing, Amorphous. 
  HP 6 / Armour 1 / Damage D6 / Skills - +1 to Defend. 
  Immunities/Vulnerable - Immunity vs Cold. -1 Dex & Wis rolls from to Iron. 
  Senses - Night vision. 
  Notes : Lives for 1 year, Simultaneous hermaphrodites.   
  -Squidge onto target, 1 limb damaged. 
  -Drain intellect - stun debility for 1 day. 
  -Squidgy-The ooze can slither through gaps as narrow as 1 inch high. 
   
  [Skogyr] Kenaz-Manta Ray / Movement - Swim, Fly. 
  Description : Wide flat chevron shaped creature with a thin tail. 
  Tags : Close, Stealthy, Cautious. 
  HP 10 / Armour 1 / Damage D8 / Skills - +1 to Discern Reality. 
  Immunities/Vulnerable - Immunity vs Cold. -1 Dex & Wis rolls from to Iron. 
  Senses - Night vision. 
  Notes - Lives for 10 years, Omnivores, grasping teeth for holding & tearing food apart. Very 
  flexible and quiet creatures underwater. Sequential hermaphrodites. 
  -Wrap around target. 
  -Flicker colors-confuse target, confuse debility for 5 minutes. 
  - Kenaz Attack - Deafen - Defy Danger Con, 5 minutes. 
   
  
   
  World of Rikirta – Denizen Guide 
  [Skogyr] Kenaz-Gargoyle / Movement - Walk. 
  Description : Bat like wings, horned head, long claws, two eyes, two arms, two legs. 
  Tags : Magical, Hoarder, Intelligent, Stealthy, Group. 
  HP 10 / Armour 2 / Damage D6 or D10 / Skills - +1 to Parlay. 
  Immunities/Vulnerable - Immunity vs Cold. -1 Dex & Wis rolls from to Iron. 
  Senses - Night vision. 
  Notes - Lives for 100 years, Gendered species. 
  -Fractal skin, ignore elemental damage for 5 minutes. 
  -Swoop down and carry someone up. 
  -Kenaz Aid - Change Sounds – dampen or amplify specific or general sounds. 
   
   
  All Laguz know about the floating rock castles over the ocean. They are pieces of the collision 
  between the moons of Dreyri and Myrkr. Shadow Gargoyles are trying to unite these pieces. 
  Selkie have allied with Fey Gargoyles to aid against the Shadow Gargoyles. 
   
   
  Kenaz - Fey Manta and Fey Gargoyle 
   
  
   
  World of Rikirta – Denizen Guide 
   
  [Skogyr] Sphinx-Rikirtan - / Movement - Walk, Fly 
  Description : Large Human headed Lion or Jaguar with feathery wings. 
  Tags : Devious, Planar, Close, Hoarder. 
  HP 20 / Armour 3 / Damage D10 / Skills - +1 Spout Lore & Discern Reality. 
  Immunities/Vulnerable - Immune to Cold & Fire. -1 Dex & Wis rolls from – Iron. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - Lifespan 2D100 years. Often found with D6 Air Elementals or 2D6 Centaur. Does not 
  like Chimera or Manticores at all. Enjoys riddles, puzzles and trading information. 
  -1st and 3rd level Cleric spell once per day. 
  -Confound with riddles, confused debility for 10 minutes 
  -Bite limb off 
  -Debates philosophy at you, roll+wisdom, 7-9=confused debility for 10 minutes, 6-=started a 
  transition-consideration period where you change alignment either for a week or permanently. 
   
   
  [Skogyr] Sylph - / Movement - Walk, Fly 
  Description : Appear as viewers race, but silver tint to skin and with butterfly wings. 
  Tags : Group, Cautious, Forceful, Planar. 
  HP 10 / Armour 2 / Damage D8 / Skills - +1 to Spout Lore. 
  Immunities/Vulnerable - Immune to Cold & Fire. -1 Dex & Wis rolls from – Iron. 
  Senses - Night vision. 
  Notes - Groups of 2D6+2. Sylph enjoy travel and freedom and will assist in those denied of 
  either. 
  -Cloud of fog 60ft radius. 
  -Whirlwind-target lifted 30ft in the air for 30 seconds. 
  -Gust of wind-target blown 30ft backwards. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
   
   
   
   
  Moon of Vandyr – Home of Fire Creatures & Reptiles 
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Vandyr Pact :  
   
  Now I got a new fire, burnin' in my eyes 
  Lightin' up the darkness, movin' like a meteorite 
  - 
  All Fired Up, Pat Benetar 
   
   
  Lead by the Efreeti-Red Dragons, Vandyr creatures live to consume land, sky and all things that 
  dwell within both. The Vandyr came to the planet of Rikirta during the Fire Era, but raided Jarri 
  moon in Earth Era. 
   
  Creatures - Basilisk, Chimera, Cockatrice, Elementals-Fire, Fire Giants, Hydra, Kobolds, Lizardfolk, 
  Manticore, Medusa, Naga, Ninazu (Scorpion Folk), Nocnitsa, Oni, Red Dragons, Salamander, 
  Wyvern.  
   
  All Vandyr have : -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
   
  • 
  Fire Giants, Lizardfolk, Ninazu (Scorpion Folk) & Salamander speak Vandyr. 
  • 
  Kobold, Medusa, Naga & Nocnitsa speak Vandyr & Common. 
  • 
  Rumour-A Medusa’s heart or love can be used to raise Pegasus or Unicorn from the dead. 
   
  Most Vandyr creatures avoid creatures of the Marid faction, Marid, Nymph & Water Elementals 
  terrify the Fire Elementals, Ninazu & Salamanders. 
   
  All Vandyr creatures have the following traits -  
  • 
  Silicon based life forms. 10+HD worth will affect metal within 100ft. Vibrates. Wis/Per DC 10 
  to notice. Grey tint flesh when wounded or slain. Dark grey blood.  
  • 
  Threat to resources, physical threat to person and the land. 
  • 
  Tactics - Bandits, Pirates. Value food-now and sources for later. Do not go deep into 
  underworld or underwater from fear of Methane vents-Make them suffocate or explode. 
  • 
  Vandyr Lairs have fire pits, open rooves and smell of Sulphur. 
   
  Once per 16 years (7,680 Days) Vandyr, Myrkr, Skogyr, Galasir & Jarri align - Day 200/480 in the 
  year. One of these occurred when the Vandyr invaded Jarri. Sickly yellow night sky. Last two 
  conjunctions were in Fire Era 470 then 486. Next conjunction will be Fire Era 502. 
   
   
  Tainted by the presence of Vandyr portals and Ninazu catacombs -  
  Air : Buzzing disrupts and distracts - Hourly save - Wis DC 12 or Disadv to Int/Wis/Chr checks.  
  Land : Disturbs stomach - Hourly save - Con DC 12 or Disadv to Str/Dex/Con checks. 
  * Once links to vandyr have been removed the area is Dead magic for 100 years. 
   
   
  Lands fallen to the Vandyr Pact -  
   
  • 
  Akronas : Former Satyr, now infested with Vandyr faction Kobolds & Naga. 0 FE. 
  • 
  Harakaft : Former Elven, now overrun with Vandyr faction Kobolds and Naga. 422 FE. 
  • 
  Varokaj : Former Dwarven, now infested with Vandyr faction Kobolds & Naga. 486 FE. 
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  [Vandyr] Naga-Rikirtan / Movement - Walking 
  Description : Evil Snakes with two Cobra heads or two long Constrictor tails. All have two arms. 
  Tags : Large, Devious, Hoarder, Cautious, Terrifying. 
  HP 10 / Armour 1 / Damage 2D8 (best dice) / Skills - +1 Spout Lore. 
  Immunities/Vulnerable - -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Sense movement. 
  Notes - Diurnal. Sea Levels-Shallow Sea/Middle Sea. May Flee Cold/Water damage. 
  -Poison bite, roll+Con, 7-9=D6 damage, 6-=D6 damage and Sick debility. 
  -Coil around target. 
  -Quickly approach/leave the area. 
   
  [Vandyr] Ninazu - Scorpion folk / Movement - Walking, Climb, Burrow 
  Description : 4ft-5ft scorpion humanoids with four arms and a tail stinger. Stocky build with hair 
  and beards are typical. Mouth has four pincers and their eyes are entirely white. 
  Tags : Small-Large, Planar, Organised, Hoarder, Terrifying. 
  HP 10 or 15 / Armour 1 or 2 / Damage 2D8 (best dice) / Skills - +1 Defy Danger. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Sense movement, Night vision. 
  Notes - Found in deserts and underworld caverns, avoid Water. Reshape the world-land, 
  sea and sky into their catacombs nests. One in 10 are Wizards. Prey on Wizards, 
  Dwarves and Bards. 
  -Grab limb in pincer. 
  -Fire aura ignites area. 
  -Sting body with stinger. Those stung, D4 days later, Con roll, 6-+2d6 damage, 7-9=d6 
  damage. Hundreds of tiny scorpions erupt from flesh or via vomit. 
   
  [Vandyr] Nocnitsa / Movement - Walking, Fly 
  Description : Medium Waspfolk Shapeshifters. Bipedal intelligent wasps. 
  Tags : Devious, Hoarder, Terrifying. 
  HP 10 / Armour 1 / Damage 2D8 (best dice) / Skills - +1 Defend. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Night Vision, Scent, +1 on Discern Reality involving smell. 
  Speaks-Common & Vandyr. Do not swim in or underwater. Hibernate in Winter. Can change 
  into different Humanoid forms. True form is Wasp folk. Some use Hand crossbows with sleep 
  poison. Nocnitsa will pretend to be children, or Fey (Skogyr faction) to get close to prey. 1 in 10 
  Nocnitsa are Warlocks or Witches. 
  -Fly up high. 
  -Stings leg with Stinger (heals their wounds 1:1) 
  -Change form (Human to Waspfolk, Waspfolk to Human) 
   
   
  [Vandyr] Vandyr Ghouls / Movement - Walking. Climbing 
  Description : Blacked flesh cover half of the red boned undead humanoid. 
  Tags : Group, Devious, Hoarder. 
  HP 10 / Armour 2 / Damage 2D6 (best dice) / Skills - +1 Defy Danger. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Life sense 60ft radius 
  Notes - # Faster movement if Vandyr moon is Zenith or within 30ft of a campfire/burning 
  building/Vandyr rift. 
  -Claws - Roll+Con 7-9=Shaky debility, 6-=Paralysed. 
  -Fire Aura D4 damage within 10ft. Once per day can extend Aura by 20ft radius.  
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  [Vandyr] Vandyr Kangaroo / Movement - Walking 
  Description : Red furred kangaroo with black eyes. 
  Tags : Large, Devious, Hoarder, Terrifying. 
  HP 10 / Armour 1 / Damage 2D8 (best dice) / Skills - +1 Hack’n’slash. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Night Vision & Scent, +1 on Discern Reality involving smell. 
  Notes - # Faster movement if Vandyr moon is Zenith or within 30ft of a campfire/burning 
  building/Vandyr rift. 
  -First attack hits, attacks again-rake with rear claws. 
  -Bound into the area or out of the area. 
  -Burn limb – Makes limb useless until magically healed. 
   
  [Vandyr] Vandyr Scorpion / Movement - Walking, Climb 
  Description : Large scorpion with black shell, red flames flicker across its hide. 
  Tags : Large, Devious, Hoarder, Terrifying. 
  HP 10 / Armour 2 / Damage 2D10 (best dice) / Skills - +1 Defend. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from-Cold, Immunity-Fire. 
  Senses - Night vision and sense movement. 
  Notes - # Faster movement if Vandyr moon is Zenith or within 30ft of a campfire/burning 
  building/Vandyr rift. 
  -Poison roll+Con 7-9=Sick debility, 6-=D6 damage. 
  - Bite/Scratch target-Infect - D4 days later, Con roll, 6-+2d6 damage, 7-9=d6 damage. Hundreds of 
  tiny scorpions erupt from flesh or via vomit. 
   
   
   
   
  Kobold Sorcerer 
  
   
  World of Rikirta – Denizen Guide 
   
   
   
  Vampire (Villanelle) 
   
   
  His lonely home the willowed park 
  taste of blood to quench his thirst 
  the ageless hunter embraced by dark. 
   
  In watchful eyes his future stark 
  with a lightless soul he is cursed 
  his lonely home the willowed park. 
   
  Guardians ears twitch then they bark 
  stalks his meal with skills rehearsed 
  the ageless hunter embraced by dark. 
   
  Far from aid this easy mark 
  upon his prey he quickly burst 
  his lonely home the willowed park. 
   
  Fleeing the suns morning arc 
  battered conscience poorly nursed 
  the ageless hunter embraced by dark. 
   
  His only friend the evening lark 
  in sin his haunted nights immersed 
  his lonely home the willowed park 
  the ageless hunter embraced by dark. 
   
   
   
   
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Underworld :  
   
  When I said that I love you I meant, that I love you forever…. 
  - 
  Keep on loving you, REO Speedwagon. 
   
  A variety of souls who have not died, come back as a physical or ghostly forms inhabit and 
  Underworld, the caverns below the surface. 
   
  Lead by – Vampires, some times a Lich. 
  Creatures - Banshee, Ghost, Ghoul, Jubokko, Krasue, Lich, Mummy, Revenant, Shadow, 
  Skeleton, White Dragon, Wraith, Vampire, Zombie. 
   
  • 
  Undead – Recurring invasions from Underworld.  
  • 
  -1 Dex & Wis rolls from-Holy Water/Sacred Ground. Immunity-Mind damage. 
  • 
  Tactics - Distracted by strong emotion or blood.  
  • 
  Shadows can be used in stories to represent the unconscious of the character, their fears 
  and vices that they don’t want brought to the light or haven’t dealt with. They ‘win’ against 
  the character by tempting them to give into their mindset. 
   
  Once per 270 years (129,600 days) Undead swarm out of the Underworld during a Lunar 
  Conjunction : Vandyr, Myrkr, Skogyr, Galasir, Thallari & Jarri are full on same night. Day 312/480 in 
  the year. Green night sky. Next conjunction of this type will be in Fire Era 510. 
   
   
  [Undead] Jubokko - / Movement - Walking 
  Description : Large Vampiric Tree. Maple tree in temperate zones, Willow tree in tropical zones. 
  Four eyes, three mouths and eight branches to grab people. 
  Tags : Large, Devious, Hoarder, Terrifying. 
  HP 10 / Armour 2 / Damage 2D8 (best dice) / Skills - +1 Defend. 
  Immunities/Vulnerable- -1 Dex & Wis rolls from : Holy Water/Sacred Ground 
  Senses - Life sense 60ft radius. 
  Notes-Often found at gates to the Underworld or sites of violent crime  – Will Grapple, Immune to 
  Mind effecting. Usually found in haunted areas. 
  -Smash target down with tree limbs. 
  -Draw towards gaping maw. 
   
  [Undead] Krasue - / Movement - Flying 
  Description : Flying head with entrails dangling, slight ghostly glow. 
  Tags : Small, Magical, Devious, Terrifying. 
  HP 10 / Armour 1 / Damage D6 / Skills - Spout Lore +1 
  Immunities/Vulnerable--1 Dex & Wis rolls from : Holy Water/Sacred Ground 
  Senses - Night vision. 
  Notes - Scream 60ft radius *3/day Defy Danger Wisdom or Frightened for D6 rounds. Krasue 
  often targets the weak or those prone to gluttony. Feeds on the living, from the Underworld. 
  -Hypnotise with gaze, stunned debility for 1 target. 
  -Entangle limb with entrails. 
   
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
  Krasue, Undead Tormentor 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
   
   
  Trolls (Villanelle)  
   
  Deep in the hills that mortals shun 
  grey cloaked ancients we rarely meet 
  hiding from the poisonous sun. 
   
  Upon sighting tis best to run 
  the taste of flesh to them so sweet 
  Deep in the hills that mortals shun. 
   
  Fading from view to have some fun 
  innocents to harm or treat 
  hiding from the poisonous sun. 
   
  Loud noise or fire might scare one 
  or just verse with those you greet 
  Deep in the hills that mortals shun. 
   
  In limestone halls they drink and pun 
  after week long toil they eat 
  hiding from the poisonous sun. 
   
  Strong as rocks that none could stun 
  trolls reign on earth fate did cheat 
  Deep in the hills that mortals shun 
  hiding from the poisonous sun. 
   
   
  
   
  World of Rikirta – Denizen Guide 
  Other  Critters  
   
  We can dance if we want to, we can leave your friends behind 
  Cause your friends don't dance and if they don't dance 
  Well they're are no friends of mine 
  - 
  Safety Dance, Men without Hats 
   
  Ancients : Constellations - also beings for Warlock Pacts. 
   
  The Twelve Year Birth animals are the stars.  
  • 
  Bat, Bear, Cat, Crocodile, Dolphin, Kangaroo, Otter, Raven, Salmon, Snake, Stag and Wolf. 
   
  Regardless of whether the Warlock pact is with a Fey, Fiend or Elder being, they will be with one of the 
  twelve Year Birth creatures. 
   
  So yes Cat can be fey, fiend and elder being, depending on who is interacting with it. These creatures 
  are not gods, they are something else. 
   
  [Independent] Astarkyn - Children of the Constellations / Movement - Varies 
  Types : Bat, Bear, Cat, Crocodile, Dolphin, Kangaroo, Otter, Raven, Salmon, Snake, Stag, Wolf. 
  Tags : Magical, Intelligent, Terrifying, Planar. 
  HP 50 / Armour 3 / Damage 2d12 (take the best) / Skills - +1 to all rolls. 
  Immunities/Vulnerable - Immune to Cold & Fire.  
  Senses - Night vision. 
  Notes - Defenders of nature - will attack Demons & Undead, anyone doing AOE damage vs environment. 
  Will warn Druids and Rangers, or worshippers or Sygnara & Yuloss of Demons or Undead. 
  -Screech/roar at you, blown 20ft backwards. 
  -Open your mind, shows you the universe, confused debility for 1 day 
  -Drain mana-heals itself and causes dead magic area 30ft radius for 3 minutes 
  -Summon Ferryman or Valkyrie once per month if someone recently died. 
   
  Laguz - Oceanic Ooze, Manta Ray and Gargoyle forms. 
  
   
  World of Rikirta – Denizen Guide 
   
  Laguz are three stage lifeforms. Ooze, then Manta Ray, then Gargoyle. Transition from one 
  stage to the next is via a one month metamorphosis within a mud-ceramic cocoon. 
   
  The Laguz evolved on three realms, Fey Laguz on the moon of Skogyr, regular oceanic 
  Laguz on Rikirta, and Shadow Laguz on the moon of Myrkr. The Oceanic Laguz wish to unite 
  the Marid and Skogyr factions, but have met some resistance. They enjoy trading with 
  Centaurs and Nymph. 
  Laguz, the regular oceanic version from Rikirta, are curious about surface dwellers objects 
  and experiences.  
  •
  Usual Alignment – Neutral. These creatures are not concerned with civilised races 
  factions or alliances, involving themselves with other creatures on an individual level 
  only. 
   
  All Laguz know about the floating rock castles over the ocean. They are pieces of the 
  collision between the moons of Dreyri and Myrkr. Shadow Gargoyles are trying to unite 
  these pieces. Selkie have allied with Fey Gargoyles to aid against the Shadow Gargoyles. 
   
  [Independent] Laguz-Ooze / Movement - Walk, Burrow, Climb. 
  Description : 2-3ft pile of jelly that oozes across the floor or ceilings. 
  Tags : Close, Piercing, Amorphous. 
  HP 6 / Armour 1 / Damage D6 / Skills - +1 to Defend. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Fire. 
  Senses - Night vision. 
  Notes : Lives for 1 year, Simultaneous hermaphrodites.   
  -Drain awareness - confuse debility for 1 day. 
  -Squidgy-The ooze can slither through gaps as narrow as 1 inch high. 
  -Squidge on to target-1 equipment damaged. 
  [Independent] Laguz-Manta Ray / Movement - Swim, Fly. 
  Description : Wide flat chevron shaped creature with a thin tail. 
  Tags : Close, Stealthy, Cautious. 
  HP 10 / Armour 1 / Damage D8 / Skills - +1 to Discern Reality. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Fire. 
  Senses - Night vision. 
  Notes - Lives for 10 years, Omnivores, grasping teeth for holding & tearing food apart. Very 
  flexible and quiet creatures underwater. Sequential hermaphrodites. 
  -Wrap around limb. 
  -Laguz Aid – Breath air/breath water for 60 minutes. 
  -Zoom through the air to anywhere within 30ft. 
   
  [Independent] Laguz-Gargoyle / Movement - Walk. 
  Description : Bat like wings, horned head, long claws, two eyes, two arms, two legs. 
  Tags : Magical, Organised, Hoarder, Stealthy, Group. 
  HP 10 / Armour 2 / Damage D6 or D10 / Skills - +1 to Parlay. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from : Fire. 
  Senses - Night vision. 
  Notes - Lives for 100 years, Gendered species. 
  -Harden skin, ignore sharp weapons for 5 minutes. 
  -Pretend to be a statue. 
  -Laguz Attack - Changing targets ability to breath air or water. Suffocating, Defy Danger Con. 
  -Whack target on head, stunned debility for 5 minutes. 
   
  
   
  World of Rikirta – Denizen Guide 
   
  [Independent] Sea Anemone - / Movement - Swim 
  Description : Array of tentacles on a round base or truck like stem. Mouth/Anus in the centre of 
  it. Sea Anemone exist in all colors. 4ft or 8ft or 12ft across. 
  Tags : Small-Large, Amorphous, Stealthy. 
  HP 10 or 15 or 20 / Armour 1 or 2 / Damage d6 or d10 / Skills - +1 Defend. 
  Immunities/Vulnerable - Immune to Cold. -1 Dex & Wis rolls from – Acid. 
  Senses - Sense movement 60ft radius. 
  Notes - Shallow Sea/Middle Sea, Omnivore Animals. 
  -Stun sting, roll+Con, 7-9=Stunned debility, 6-=Paralysed. 
  -tangle foe in tentacles. 
   
  [Independent] Sea Stars - / Movement - Swim 
  Description : Five or seven tentacle arms meeting in the centre. Sea Stars/Starfish exist in all 
  colors. 
  Tags : Small-Large, Amorphous, Stealthy. 
  HP 8 or 12 or 15 / Armour 1 or 2 / Damage d6 or d10 / Skills - +1 Defy Danger. 
  Immunities/Vulnerable - Immune to Cold. 
  Senses -  
  Notes - 2ft or 8ft or 14ft across. 5-7 long arms in a star shape, Regeneration 5 per hour. 
  Omnivore Animals, Middle Sea/Deep Sea. Sea Stars typically live for 20-30 years, and can see 
  through their skin. Sea Stars are happy to eat algae, plankton and anything else they can. 
  -Bash target 20ft backwards. 
  -Blend in-regular animals treat as background terrain. 
  
   
  World of Rikirta – Denizen Guide 
   
  
   
  World of Rikirta – Denizen Guide 
  Plot Hooks for Adventure starter areas 
   
  Rikirta Caves 1 - Demons  :  Critters - Brachari, Kavnari  
  - 
  Church of Tylyn request light be brought to the darkness by the sea. 
  - 
  Recurring dreams of swarm of crab demons devouring all. Drawn to the sea. 
  - 
  Order of Astar member kidnapped. Rescue from caves before lunar conjunction in 3 
  days. 
  Rikirta Caves 2 - Off the sewers : Critters-Gyrrak, Vyrrak 
  - 
  Mayor wants counterfeit coins to stop. Snitch advised dealer in the sewers. 
  - 
  Vampire wants a sewer lair, offers huge pile of cash to characters. 
  - 
  Ghost Ryu scried book of arcane lore in sewer lair. Retrieve it at all costs. 
  Moon of Skogyr - Low powered :  Critters - Laguz-Oozes, Pixies, Centaurs 
  - 
  A Monk wants to meet all creatures and travel to each moon. 
  - 
  Wild magic during twilight teleported heroes here. 
  - 
  Order of Skogyr send aid for their Centaurs. Centaurs want the Oozes gone. 
  Moon of Skogyr - Medium powered :  Critters - Lycanthropes-Boar, Medusa, Treants 
  - 
  Medusa wants treasure from the lake. 
  - 
  PC's little sister went through the portal, get them safely home. 
  - 
  Yuloss church wants you to understand other hunters-meet changers in the woods. 
  Moon of Myrkr - Low powered :  Critters - Gyrrak, Orcs, Harpies 
  - 
  Orcs raiding farms and villages along coastal route. 
  - 
  Noble hunter wants bodyguards while he hunts new prey. 
  - 
  Harpies took nine children from a nursery. 
  Moon of Myrkr - Medium powered :  Critters - Goblins, Trolls, Earth Elementals, Vyrrak  
  - 
  Goblins beg for aid (trying to set masters against each other) 
  - 
  Thunderstorm during Skydark conjunction teleported heroes here. 
  - 
  Nightshade Ryu want Troll organs for enchanting. High risk/reward. 
  Moon of Vandyr - Low powered :  Critters - Kobolds, Constructs, Lizardfolk, Scorpions 
  - 
  Kayel church had a vision about pc, battle challenge awaits at the pyramid. 
  - 
  Militia wants you to 'collect' resources for the coming campaign. 
  - 
  Dreams of a grandparents death, fighting in a strange place. 
   
  
   
  World of Rikirta – Denizen Guide 
  Moon of Vandyr - Medium powered : Critters - Basilisk, Constructs, Naga, Fire Elementals 
  - 
  Naga with Constructs raiding caravans along inland route. 
  - 
  Rakshasa offers information on Vandyr in return to take out Vandyr bases. 
  - 
  Uncle was recruited to create Constructs, employers offered him a deal he couldn't 
  refuse. 
   
   
   
  
   
  World of Rikirta – Denizen Guide 
  Adventure Starters 
  
   
  World of Rikirta – Denizen Guide 
   
  
   
  World of Rikirta – Denizen Guide 
   
  
   
  World of Rikirta – Denizen Guide 
   
   
  Disclaimer : this document is intended for use with Dungeon World game produced by Sage 
  Kobold Productions.  For more information on Dungeon World checkout their website   
  http://www.dungeon-world.com/ 
   
  Dungeon World created by Sage LaTorra and Adam Koebel. 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a 
  copy of this license, visit http://creativecommons.org/licenses/by/3.0/ or send a letter to 
  Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. 
   
  Front Cover Art by Jacob Blackmon http://prodigyduck.deviantart.com/ 
  Back cover & Black & White illustrations (Fantasy Clip Inks) copyright William McAusland, used with 
  permission.  Outland Arts http://www.outlandarts.com  
   
  Color art by Jacob Blackmon http://prodigyduck.deviantart.com/ 
  • 
  Kristen Collins - http://kmcgeijyutsuka.deviantart.com/gallery/ 
  • 
  Matt Morrow – Purple Duck Games - publisher@purpleduckgames.com 
  • 
  Brett Neufield - https://brettneufeld.carbonmade.com/ 
   
  Rikirta Denizens; Copyright 2017 Blake Ryan. 
  All other original material in this work is copyright 2017 by Blake Ryan. 
  
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