TEXT: Monster Coliseum
  Monster Coliseum
  
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  RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
  1
  Author(s)
  Lawrence Whitaker
  Editor
  Richard Ford
  Layout and Graphic Design
  Will Chapman
  Interior Illustrations 
  Esther Sanz, Kiriko Moth, Pedro Potier, Olivier Frot, 
  John Koelepp, Robin Wallin, Sean Thornton, Nick Egberts, 
  Danilo Guida, JM Ringuet & Alejandro Gutiérrez
  Proofreading 
  Charlotte Law
  Playtesters 
  James Carrington, Chris Donnelly, Chris Furness, Bruce 
  Mason, Ben Quant, Douglas W. Wacker, Ioan Wigmore
  Special Thanks
  Pete Nash, John Hutchinson, Simon Bray, Jeff Richard and 
  Greg Stafford 
  Monster Coliseum
  Credits
  Contents
  Introduction 
  2
  Arena, Amphitheatres & Coliseums 
  4
  Monsters Introduction 
  16
  Humans & Humanoids 
  23
  Arachnids & Insects 
  73
  Dinosaurs & Reptiles 
  94
  Creatures of Legend 
  113
  Mammals 
  149
  The Mean Arena 
  171
  Index of Beasts 
  184
  
  2
  Introduction
  T
   
  his book concerns monsters.
  This is not strictly true; it concerns creatures of all kinds but monsters 
  – things that frighten, things of supernatural origin – ﬁ gure large 
  in its content. But, more importantly, Monster Coliseum places the 
  creatures described in a speciﬁ c context – that of the arena. A place 
  where people come to be entertained watching humans do battle 
  with each other and creatures captured from across the world.
  Of course all the creatures contained herein can and should, be 
  used to populate RuneQuest scenarios and campaigns; they are not 
  intended to be used solely in a coliseum environment. However 
  the coliseum lends context and allows the strategies and tactics of 
  these creatures to be explored in some depth which naturally also 
  translates to encounters with them in the wilds.
  Placing Monster Coliseum 
  in RuneQuest Campaigns
  First of all, take and use the creatures described in this book 
  wherever you need them. Do not be conﬁ ned to the coliseum 
  itself. Monster Coliseum is both a resource and a setting.
  The most famous coliseum is, of course, the Roman version but 
  fantasy literature has taken the Roman model and used it time 
  and again. Monster Coliseum is therefore designed to be used 
  with a variety of RuneQuest settings and in home-brewed ones. 
  Some ideas and suggestions are as follows and these receive more 
  embellishment in the Coliseum Chapter.
  Glorantha
  The God Learners
  The Middle Sea Empire has gone to great lengths to catalogue and 
  understand the myriad races of Glorantha. This curiosity has also 
  been translated into how creatures react in a certain environment 
  and how they can be used for entertainment. The God Learners 
  have thus developed the coliseum as both an exercise in study and 
  a way of keeping the masses enthralled. A happy populace means 
  a happy empire – and the God Learners ﬁ nd that the coliseum 
  provides both an outlet for naturally aggressive tendencies and a 
  way of demonstrating the supremacy of its warriors. It also serves 
  as a punishment for those who dare question its doctrines: heretics 
  and criminals ﬁ nd themselves slung into the arena to battle each 
  other and whatever comes through the gates as a way of atoning 
  for their crimes. Win and you might go free. Fail and you die. A 
  just, if crude, punishment for wrongdoing.
  Empire of the Wyrms’ Friends
  The EWF uses the coliseum not as a place of entertainment but 
  as a training and proving ground for its troops and its mystics. 
  The amphitheatres of the EWF are not there to create a diversion 
  for the masses but to test the mettle of Wyrmfriend soldiers and 
  individuals against enemies of all kinds and creeds. Wyrmfriend 
  dinosaur units face-off against prisoner units captured on previous 
  battleﬁ elds and conditioned into replaying their old tactics, allowing 
  Wyrmfriend forces to hone their skills. Powerful, high-ranking 
  draconic cultists take on the toughest monsters in single combat, 
  armed only with their own magic, in a bid to gain enlightenment 
  either through defeat or victory.
  Elric of Melniboné
  The cruelties of the Bright Empire are never more manifest than 
  in the amphitheatres of Imrryr, the Dreaming City; and the dread 
  atrocities of Pan Tang are characterised by the immense, twisted 
  hulk of the Hwamgaarl coliseum. Both cultures actively pursue 
  gladiatorial colleges, ﬁ lled with slaves and prisoners, who are then 
  pitted against horrors captured, summoned and created for the 
  speciﬁ c purpose of entertaining – either the bored, jaded minds 
  of the Melnibonéan aristocracy, or the insane, twisted ones of the 
  Pan Tangian nobility.
  
  Alejandro Gutiérrez 
  3
  Both cultures have exported their traditions. Amphitheatres 
  staging massacres are found all across the Young Kingdoms, even 
  in those states where Law prevails. Here, the rationale is that 
  martial prowess is rightfully channelled through arena combat and 
  the impure bloodlust that all humans suffer from can be slaked 
  without guilt.
  Structure of this Book
  Monster Coliseum contains the following chapters:
  Chapter One: Arenas, Amphitheatres and Coliseums
  A guide to the layout and mechanics of coliseums, including special 
  rules for combat, gladiators, chariots and chariot racing.
  Chapter Two: Monsters Introduction
  An explanation of the format for monsters described in Monster 
  Coliseum, plus guidance on non-human Adventurers, additional 
  traits and so forth.
  Chapter Three: Humans and Humanoids
  Bipedal foes: humans, trolls, broo and many others.
  Chapter Four: Arachnids and Insects
  Giant creepy-crawlies of all descriptions.
  Chapter Five: Dinosaurs and Reptiles
  Monstrosities of the scaled variety.
  Chapter Six: Creatures of Legend
  Monsters from common myths and legend.
  Chapter Seven: Mammals
  Mundane mammals from a variety of cultures.
  Chapter Eight: The Mean Arena
  A fully described coliseum, with Non-Player Characters and plot 
  seeds, designed for use with any RuneQuest setting.
  What Else Do I Need for 
  Monster Coliseum?
  Monster Coliseum requires only the RuneQuest II Core Rulebook. 
  Arms and Equipment may prove useful but is by no means essential.
  
  4
  Arenas, Amphitheatres 
      & Coliseums
  A
   
       coliseum is any place where large spectacle games,  
   
     usually involving ﬁ ghts to the death, are held. In 
  general these are huge, purpose-built stadiums capable of holding 
  thousands of people with an arena area that can accommodate 
  dozens of simultaneous ﬁ ghts or large, set-piece spectaculars such 
  as the recreation of particular battles. Coliseums can also house 
  horse and chariot races, generally having a circular or oval ﬂ oor 
  permitting high-speed contests. However, coliseums can house more 
  peaceful and artistic pursuits: drama and musical performances, 
  for example. The design of a coliseum – an oval, tiered structure 
  – has excellent acoustics permitting even the highest reaches to 
  hear all that goes on below, whether it is the clash of swords, the 
  cries of dying men or the recital of a famous dramatic work.
  The most famous examples of coliseums are, of course, those 
  created by the Romans. The coliseum of Rome and the arena at 
  Verona are two spectacular examples but Greek amphitheatres; 
  smaller, more intimate and geared towards the arts, are also 
  worthy of note simply because their design emulates that of the 
  larger venues.
  Coliseum Structure
  The general design is that of an oval. The design philosophy is 
  simple: to permit the maximum capacity, allow for all manner of 
  arena-ﬂ oor events, including chariot races staged in laps around 
  the track and to optimise acoustics. Most coliseums are open 
  to the elements, although some tiers of the auditorium can be 
  shielded against strong sun or rain with canvas covers erected when 
  necessary. However the open oval design need not be universal in 
  all RuneQuest settings. Coliseums may be covered structures and 
  square or rectangular in design. Yet the oval design is iconic and 
  offers the best use of space and maximises the whole experience. 
  And that is what it is all about: the experience. Coliseums are built 
  for mass entertainment; to satiate natural aggression and cater for 
  man’s baser instincts (and his more elevated ones). In doing so a 
  populace can be controlled – give the crowd what it wants, be it 
  blood or culture – sometimes both – and it rewards the state by 
  behaving. More or less.
  Size varies. The Rome coliseum could house some 20,000 people 
  but smaller venues, housing a few thousand, were not uncommon. 
  Truly massive arenas are the reserve of capital and major cities but 
  any small city or large town might have its own arena, built of 
  wood or stone, to greater or lesser degrees of ostentation. Arenas 
  can also be improvised affairs: a clearing in a glade; a natural 
  hollow in a hillside or depression in the ground; an old quarry. 
  Anywhere a ﬁ ght can be organised and observed, rather than being 
  an impromptu encounter, serves for an arena.
  The purpose-built coliseums, though, are major undertakings. 
  Places such as the Roman or Veronan coliseums used concrete to 
  create the massive, characteristic arches and tiered auditoriums on 
  a truly epic scale, with dressed stone and vast numbers of statues 
  and carvings being added to lend grandeur. A coliseum of this size 
  – and even smaller ones – serve to act as symbols of wealth and 
  power as much as they are places of entertainment. Building and 
  operating an arena costs a great deal of money and, in the case of 
  Rome, may even be state-funded with free public entry.
  Any arena can be divided into three areas: the arena ﬂ oor, where 
  games and combats take place; the lower levels, where combatants, 
  whether human, animal or monster await their turn; and the 
  auditorium, where the spectators sit. The ﬁ rst two areas are off-
  limits to the public – with the exception of wealthy patrons and 
  sponsors – whilst the third houses the eager public. The complexity 
  of a coliseum is not lessened in the lower levels: a maze of passages 
  and rooms beneath the auditorium and arena ﬂ oor house all the 
  resources necessary for staging games – from holding pens to 
  armouries. The frenzy of the crowd in the seating areas is mirrored 
  in the frenzied activity below them, as coliseum ofﬁ cials make 
  preparations and the combatants await their fate with either utter 
  dread or nervous anticipation.
  
  5
  Atmosphere
  The atmosphere of the arena is in a continually heightened state. 
  The spectacle and experience is all. Crowds always want more 
  – bigger, better, more vicious. Organisers and owners, reliant on 
  the wealth the coliseum brings, pander to this expectation and 
  are always seeking new ways to thrill the crowd. This means that, 
  although duels between gladiators remain a staple, the real crowd 
  pleasers are those where the exotic and monstrous is pitted against 
  a lesser foe and the outcome not necessarily guaranteed.
  Thus, contests between humans, animals and monsters are a 
  frequent occurrence. The larger, more aggressive the creature, 
  the sharper and deeper the gasps of amazement and the louder 
  and greater the cheers for the victor – especially if the underdog 
  Random Coliseum Generation
  If the need arises to quickly create an arena, it can be accomplished in a couple of dice rolls. First roll 1D10 to determine the arena 
  capacity. Modify the 1D10 as follows:
  Large Town/Small City: –2  
  Medium City: –1  
  Large City: +0
  Large, Wealthy City: +1 
   
  Capital City: +2  
  Wealthy/Imperial Capital: +3
  Random Arena Size
  1D10
  Capacity (in seats)
  Structure Modiﬁ er
  Atmosphere Modiﬁ er
  1 or less
  500 or less
  –5
  0
  2
  500 – 1,000
  –4
  0
  3
  1,000 – 3,000
  –3
  +1
  4
  3,000 – 6,000
  –2
  +1
  5
  6,000 – 10,000
  –1
  +1
  6
  10,000 – 14,000
  0
  +2
  7
  14,000 – 17,000
  +1
  +2
  8
  17,000 – 20,000
  +2
  +2
  9
  20,000 – 50,000
  +3
  +3
  10+
  50,000 – 80,000
  +4
  +3
  Next roll 1D10, modiﬁ ed by the Structure Modiﬁ er, to determine the general structure and available kinds of contests/games that can 
  be staged.
  Arena Structure
  1D10
  Structure
  Combats
  Battle Recreations
  Races
  1 or less
  Small natural clearing
  X
  —
  —
  2
  Medium natural clearing
  X
  —
  X
  3
  Large natural clearing
  X
  —
  X
  4
  Dug arena with earth banks
  X
  —
  —
  5
  Wood auditorium
  X
  —
  —
  6
  Stone auditorium
  X
  X
  X
  7
  Stone and wood oval arena
  X
  X
  X
  8
  Concrete, oval arena
  X
  X
  X
  9
  Concrete and dressed stone in a typical oval arrangement
  X
  X
  X
  10+
  Concrete and dressed stone in a bizarre architectural arrangement
  X
  X
  X
  prevails. Pitting a wyrm against a lightly armoured gladiator might 
  seem an unfair ﬁ ght and it is but a cunning gladiator, able to play 
  the crowd, use his options well and ﬁ ght bravely may prevail – and 
  to see an obvious victor vanquished, creating a new hero in the 
  process – is a sight coliseum crowds appreciate far more than two 
  armoured warriors slugging-it out to the death.
  Random Atmosphere
  The atmosphere in the arena – the way the crowd reacts and 
  appreciates the contests staged – can have an impact on the 
  combatants. Roll 1D10 to randomly determine the general 
  atmosphere, applying the Atmosphere Modiﬁ er (found on the 
  Random Arena Size table, earlier). The Atmosphere generated 
  creates a bonus for those gladiators who have the Lore (The 
  Crowd) skill (see page 10).
  
  6
  Pedro Potier
  Atmosphere Table
  1D10
  Atmosphere
  The Crowd Bonus
  1
  Content
  0
  2
  Lively
  0
  3
  Excited
  +5%
  4
  Very Excited
  +5%
  5
  Highly Charged
  +10%
  6
  Ecstatic
  +10%
  7+
  Euphoric
  +15%
  A Day At the Games
  Games staged follow different patterns depending on seasonality. 
  Spring, Summer and Autumn being the key seasons for staging 
  events, although the geographical location clearly has a bearing. 
  In general though, games occupy a full day, from dawn until dusk. 
  Games may continue into the night with sufﬁ cient arena lighting 
  – either torches, sconces, beacons or light spells – and night-time 
  games may favour combatants with a preference for the darkness 
  (such as trolls).
  A typical day’s games may look like this:
  Dawn – Opening Ceremony (Pompa, in Latin): The ruling 
  noble, esteemed guest or sponsor takes his box marking the 
  ‘I chanced to stop in at a midday show, expecting fun, 
  weight and some relaxation, when men’s eyes take respite 
  from the slaughter of their fellow men. The preceding 
  combats were merciful by comparison; now all triﬂ ing 
  is put aside and it is pure murder. The men have no 
  protective covering. Their entire bodies are exposed to the 
  blows and no blow is ever struck in vain. In the morning 
  men are thrown to the lions and the bears, at noon they 
  are thrown to their spectators. The spectators call for the 
  slayer to be thrown to those who in turn will slay him 
  and they detain the victor for another butchering. The 
  outcome for the combatants is death; the ﬁ ght is waged 
  with sword and ﬁ re. This goes on while the arena is free. 
  “But one of them was a highway robber, he killed a man!” 
  Because he killed he deserved to suffer this punishment, 
  granted. “Kill him! Lash him! Burn him! Why does he 
  meet the sword so timidly? Why doesn’t he kill boldly? Why 
  doesn’t he die game? Whip him to meet his wounds! Let 
  them trade blow for blow, chests bare and within reach!” 
  And when the show stops for intermission, “Let’s have men 
  killed meanwhile! Let’s not have nothing going on!”’
  – Seneca, commenting on a (probable) contest between 
  slaves or prisoners, in The Moral Epistles
  
  7
  beginning of proceedings. The main gates to the arena open and 
  the gladiators march through, arranged according to rank or status 
  (the most famous and prestigious entering last) and around the 
  arena, allowing the spectators to view the personnel for the day’s 
  events, cheer for their favourites and boo the unworthy. Following 
  the gladiatorial procession, some – but not necessarily all – of the 
  creatures the gladiators will ﬁ ght, are led through, either leashed 
  or, more likely, in cages drawn by horses or larger beasts of burden. 
  Animal masters might keep certain cages covered until a lap of 
  the arena has been completed before revealing the cage’s occupant 
  – to cheers or horriﬁ ed gasps, depending on the creature being 
  displayed. Very large creatures or monsters of a certain type may 
  not be paraded at all, their appearance being a surprise (preceded by 
  carefully released rumours) at the appropriate time. The Opening 
  Ceremony may also have religious overtones with priests of various 
  cults preceding the gladiators, offering blessings, prayers or curses 
  depending on the circumstances.
  The Opening Ceremony concludes with a high priest or even 
  the attendant noble or dignitary, offering a formal blessing or 
  dedication to The Games, perhaps accompanied by a sacriﬁ ce 
  (animal or human, again depending on the prevailing religion).
  Dawn – Mid-Morning: Animal contests involving gladiators 
  (usually slaves, prisoners or animal trainers) against all manner of 
  creatures (venationes, in latin) and creature versus creature combats 
  (bestiarii). Not all creatures would see battle in this period; some 
  may be reserved for later in the day and the set-piece events.
  Mid-Morning – Noon: Contests between prisoners and the 
  ritual execution of prisoners. These spectacles involve the 
  common prisoners being forced to ﬁ ght with the incentive of a 
  possible reprieve or pardon if they ﬁ ght well. After the combats 
  those prisoners denied the luxury of trial by combat are executed 
  in whatever manner the culture prefers (burning at a stake, 
  beheading, hanging and so forth). Some prisoners may be used as 
  practice targets for archers or spearmen. This ritualised execution 
  was known as humiliores in Roman games.
  Noon: Political and religious prisoners of a high proﬁ le are 
  executed. A last chance to appeal to the mercy of the noble or 
  dignitary presiding over the games might be offered, with the 
  mood of the crowd inﬂ uencing the decision.
  Noon – Late Afternoon: Gladiatorial contests. Here, warriors 
  ﬁ ght each other in single combat, although dozens of ﬁ ghts might 
  be staged simultaneously, with the victor leaving the arena rather 
  than continuing to face another foe. Elite, famous and favoured 
  gladiators appear towards the end of the session, where they face 
  other gladiators of status and particular creatures (usually matched 
  to the strengths of the gladiator, rather than being a foregone 
  conclusion).
  Late Afternoon – Dusk: Chariot races and set-piece spectaculars. 
  The set-pieces may be recreations of famous battles, usually spun 
  to give the prevailing culture a favourable outcome, even if that 
  was not what happened in the real battle. If the arena is capable 
  of supporting water-borne spectacles, such as ship-combats, then 
  the arena will be ﬂ ooded after the gladiatorial contests and then 
  drained overnight in preparation for the next day’s games. Other 
  spectaculars would involve the ﬁ ercest, largest, monsters pitted 
  against teams of gladiators or even single gladiators, depending on 
  the nature of the creature, the skill of the gladiators and the mood 
  of the crowd. The idea of these spectacular ﬁ nales was to reward 
  the crowd for a long day at the games and, hopefully, encourage 
  attendance on the next day.
  Of course, the running order will vary from arena to arena, 
  governed by size, availability of animals and creatures, the number 
  of prisoners or slaves, the mood of the crowd and available money. 
  The running order described here reﬂ ects a typical Roman-style 
  day at the games; other cultures will clearly vary according to their 
  nature and any particular purpose the games might have. But, in 
  general, the games are an all-day affair, to make best use of the 
  opportunity for spectacle and the money being spent to stage 
  them.
  Gladiators
  Few free men choose to be gladiators. Most are recruited from 
  slaves or prisoners of war, being forced to train and ﬁ ght in a bid 
  to win their freedom. Gladiatorial schools house large stables of 
  gladiators, owned by a wealthy individual or group of individuals 
  and the investment is considerable: both in terms of purchasing 
  potential gladiators, housing them, training them and equipping 
  them for the arena. Thus, mortality amongst trained gladiators 
  was not as dire as one might believe. A gladiator represents an 
  investment; a good gladiator an asset; and a superb, elite, famous 
  gladiator, a continual moneymaking opportunity. Gladiator owners 
  did not want to see their valued warriors slaughtered by the dozen 
  and so the real, merciless bloodletting would be reserved for slaves 
  and prisoners – not gladiators.
  Every gladiator is taught to ﬁ ght and die well and with honour. 
  Those who do gather the kind of admiration and fame modern-
  day sporting heroes attain. The very best earn their freedom, which 
  could be conferred by a ruling noble at the climax of a particular 
  set of games. Popular gladiators, even if vanquished, could still 
  see the mercy of the presiding noble (swayed, often, by the mood 
  of the crowd) and live to ﬁ ght another day. Gladiator owners 
  will petition nobles before games, hoping that their best, most 
  expensive warriors are spared should they be in a losing position.
  Gladiatorial Etiquette
  Gladiatorial contests are framed by a particular, stringent, 
  etiquette. Warriors are deserving of a ﬁ ghting chance and so 
  combats are arranged so that the gladiators involved are usually 
  evenly matched.
  Gladiators are usually designated a particular ﬁ ghting style suiting 
  their physique and capabilities and are trained in the appropriate 
  Combat Style and with the appropriate armour. In the Roman 
  Coliseum gladiators were always clothed to resemble barbarians 
  
  8
  Esther Sanz
  conquered by the Romans. They were armed with unusual and 
  exotic weapons and their ﬁ ghts reﬂ ected famous victories which 
  illustrated the power of the Roman Empire.
  Before the gladiatorial contests get underway, the probation 
  armorum takes place: this is the checking of weapons and armour 
  by either the presiding noble or a guest he wants to honour, to make 
  sure that the equipment is real and not imitation. This reassures the 
  public, many of whom may have placed bets on the outcome of a 
  ﬁ ght, that all is in order and no weapons have been tampered with.
  The spectators may be bloodthirsty but their interest is not 
  solely governed by carnage. Many seek to observe the technical 
  subtleties, the skill of trained professionals when watching the 
  ﬁ ghts. Much of the attraction of the gladiatorial contest lays in the 
  way the various ﬁ ghters and their different ﬁ ghting techniques are 
  matched. Certain matches are deemed incompatible and hence are 
  not staged: gladiators armed with the same weapon and armour or 
  using the same Combat Style, for instance.
  Typical Gladiator Types and Styles
  The gladiator styles presented here are based on a variety of 
  Roman gladiators from different eras of the empire’s history. Use 
  the different styles as the basis for individual gladiator types in 
  RuneQuest campaigns, altering weapons or armour combinations 
  as desired. Note, however, the lack of chest and abdomen armour: 
  gladiators rarely fought with it – to increase speed in the arena but 
  also to allow for bodily injuries.
  Andabatae (Sight Restricted Gladiators)
  Combat Style: Any.
  Armour: Full helmet restricting sight. Reduce Perception and 
  Combat Style skills by –40%.
  Bestiarii (Beast Fighters)
  Combat Style: Spear (two handed); Spear and Shield; Spear and 
  Net.
  Armour: Leather vambraces and greaves. Elite gladiators may be 
  equipped with plate vambraces and greaves and a plate helm.
  Dimachaeri (Double Sword Gladiators)
  Combat Style: Sword. Gladiators ﬁ ght with either a matched pair of 
  swords or a main, thrusting sword and a shorter sword for parrying.
  Armour: Leather vambraces and greaves. Elite gladiators may be 
  equipped with plate vambraces and greaves and a plate helm.
  Equites (Mounted Gladiators)
  Combat Style: Sword, Spear or Lance.
  Armour: Metal greaves on right arm.
  Gallus (Heavily armed Gladiators)
  Combat Style: Spear and Shield, Sword and Shield. Gallii typically 
  carry both weapons into the arena, changing between them as 
  circumstances dictate or if a weapon is lost/damaged.
  Armour: Target Shield, plate helm, leather greaves and 
  vambraces.
  
  9
  Essedari (War-Chariot Fighters)
  Combat Styles: Bow, Spear.
  Armour: Leather helm, leather vambraces and greaves.
  Hoplomachi (Armed Fighters)
  Combat Style: Spear and Shield.
  Armour: Buckler. Chainmail manica (covers the right or left arm), 
  linen greaves, plate helm.
  Laquerarii (Lasso Fighters)
  Combat Style: Lasso and Net, Spear and Lasso, Dagger.
  Armour: Chainmail or plate manica (covers the right or left arm), 
  linen greaves.
  Murmillones (Gladius and Shield Gladiators)
  Combat Style: Sword and Shield – typically a shortsword and 
  target or heater shield.
  Armour: Stylised plate helmet with a ﬁ sh on the crest; chainmail 
  manica (covers the right or left arm); leather greave (opposite leg 
  to the manica).
  Provocatores (Gladiators Protected by a 
  Breastplate)
  Combat Style: Sword and Shield, Spear and Shield – typically a 
  shortsword and target or heater shield.
  Armour: Open plate helm, plate breastplate; chainmail manica 
  (covers the right or left arm) and a linen tunic (abdomen and chest 
  protection).
  Retiarii (Net Fighters)
  Combat Style: Trident and Net, Spear and Net, Dagger
  Armour: Chainmail or plate manica (covers the right or left arm), 
  linen greaves.
  Rudiarius (Free Gladiators)
  Any gladiator who has won his freedom but chosen to remain a 
  gladiator: will be trained in any of the gladiatorial styles.
  Sagittarius (Mounted Bowman)
  Combat Style: Bow (recurve bow) used from the back of a horse.
  Armour: Leather vambraces and greaves, linen tunic (abdomen 
  and chest protection).
  Samnites (Sword and Shield Fighters)
  Combat Style: Sword and Shield – either a shortsword or 
  warsword, coupled with a heater.
  Armour: Plate vambraces and greaves, linen tunic (abdoment and 
  chest protection).
  Secutores (Helmeted Warrior)
  Combat Style: Sword and Shield – typically a shortsword and 
  target or heater shield.
  Armour: Stylised plate helmet with a ﬁ sh on the crest, as per the 
  murmillones but the helm has a complete facial covering with two 
  small holes for vision; chainmail manica (covers the right or left 
  arm); leather greave (opposite leg to the manica).
  Scissores (Short Swords)
  Combat Style: Sword – scissores use a pair of shortswords (in 
  Rome, a scissor was used – an unhinged, double-bladed weapon. 
  This may be used in RuneQuest and functions identically to the 
  shortsword but has the advantage of being able to use the Pin 
  Weapon Combat Manoeuvre without the need for a critical 
  success.
  Armour: Chainmail or plate manica (covers the right or left arm), 
  linen greaves.
  Thraces (Scimitar Gladiators)
  Combat Style: Sword and Shield – always a scimitar or falchion.
  Armour: Buckler. Chainmail manica (covers the right or left arm), 
  linen greaves, plate helm.
  Velites (Spear Fighters)
  Combat Style: Spear (thrown and melee). The spear is attached to 
  the wrist by a thong that allows it to be retrieved after throwing. 
  It costs a Combat Action to reel the spear in, plus a successful 
  Athletics roll.
  Armour: Leather vambraces and greaves.
  The Gladiator Profession
  Gladiators can come from any culture but are typically slaves or 
  prisoners sold to a gladiatorial master or school. Roll 1D20 to 
  determine the type of gladiatorial training received:
  Gladiator Type
  1D20
  Gladiator Type
  1
  Andabatae 
  2
  Bestiarii 
  3
  Dimachaeri 
  4
  Equites 
  5
  Essedari 
  6
  Gallus 
  7-8
  Hoplomachi 
  9
  Laquerarii 
  10-11
  Murmillones 
  12
  Provocatores 
  13-14
  Retiarii 
  15
  Sagittarius 
  16
  Samnites
  17
  Scissores 
  18
  Secutores 
  19
  Thraces 
  20
  Velites 
  
  10
  Common Skill Bonuses
  Choose one at +5% from: Athletics, Brawn, Evade or Resilience.
  Choose any one Combat Style at +10%, appropriate to the 
  gladiatorial style trained in.
  Advanced Skills
  Lore (The Crowd) – see below, plus Select One from: Courtesy, 
  Lore (Tactics) or Survival
  Gladiators belong to a gladiatorial school or a single master owning 
  a handful of gladiators. Therefore the gladiator character gains 
  a +10% bonus to any two skills for forming a Connection with 
  either another gladiator or someone within the school (which may 
  include the master or owner).
  The gladiator may also roll 1D6–1 to determine how many ﬁ ghts 
  he has previously won. Each successful ﬁ ght grants him a +2% 
  bonus to either Inﬂ uence or Lore (The Crowd). If the result is 
  zero, he has either not yet participated in the arena or has fought 
  one combat, lost it and been spared.
  Lore (The Crowd) INT+CHA
  With this skill the gladiator understands the dynamics of a 
  coliseum crowd, knows how to play to them and to use the resulting 
  energy to enhance his own performance. With the crowd behind 
  him, chanting his name and willing him to excel, his potency as a 
  ﬁ ghter can increase.
  Note that this Lore is calculated slightly differently to other Lore skills, 
  as Charisma has a deﬁ nite part to play in the skill’s use.
  At the beginning of each round of combat, the gladiator can make 
  a Lore (The Crowd) roll before calculating his Strike Rank. A 
  successful roll allows him to choose one Crowd Beneﬁ t from the list 
  below; a critical allows him to choose two. The gladiator receives 
  a bonus to his roll based on the Atmosphere of the audience (see 
  page 5).
  Crowd Benefits
  X
  Strike Rank is rolled on 1D6+6 rather than 1D10.
  X
  The Gladiator gains an additional Combat Action for this 
  Combat Round.
  X
  The Gladiator gains a bonus equal to the crowd’s Atmosphere 
  modiﬁ er to either an attacking skill roll or a defensive skill 
  roll.
  X
  The Gladiator can negate one Combat Manoeuvre gained by 
  his opponent this round.
  X
  The Critical Range for one Combat Style is treated as double 
  this Combat Round (a Combat Style of 50% would have its 
  critical range doubled from 01–05 to 01–10, for example).
  If the Lore roll is a fumble, the gladiator has lost the crowd’s favour 
  and he cannot make any subsequent rolls during this combat.
  If two gladiators have Lore (The Crowd) then they engage in an 
  opposed test of their skills. The winner of this test gains the beneﬁ ts 
  whilst the loser gains none. Crowds do shift allegiance during a 
  contest based on how the gladiators ﬁ ght, so crowd beneﬁ ts can 
  shift from one round of combat to another.
  For every victory in the arena, the gladiator is allowed to make 
  an immediate Improvement Roll for his Lore (The Crowd) skill. 
  This is in addition to any other Improvement Rolls awarded for 
  experience at the end of a story or game session.
  Staging Contests Between Gladiators
  Where a contest pits one gladiator against the other, either pick 
  gladiator types that are different or use the Gladiator Type table 
  (page 9) to randomly determine the types pitted against each 
  other. If the second 1D20 roll is the same as the ﬁ rst or the same as 
  a Player Character gladiator, then re-roll ignoring replications.
  Because arenas stage several contests simultaneously, a party of 
  Adventurer gladiators can easily be accommodated, each with their 
  own melee. An optional rule is to randomly determine additional 
  attributes for the combat; use the Added Complications table to 
  determine what other factors impinge on the ﬁ ght:
  Added Complications
  1D6 Added Complication
  1
  A group of gladiators are chained together at the legs. 
  Reduce Movement by 2m and gladiators roll Strike Rank 
  on 1D8 rather 1D10.
  2
  Gladiators are sent into the arena without weapons and 
  must retrieve them from where they have been left, 1D6+6 
  metres away. An opposing gladiator stands between the 
  weapons and the combatant.
  3
  Two Player Character gladiators are pitted against each 
  other.
  4
  A single gladiator is pitted against two opponents. The 
  opposing gladiators are of the same type but their Combat 
  Styles are 25% lower than the Combat Style of the single 
  gladiator.
  5
  The opposing gladiator is aided by a wild animal – 
  typically a lion, tiger or similar. However his Combat Style 
  is 25% lower than the Combat Style of the single gladiator.
  6
  The opposing gladiator has already won The Crowd for 
  the ﬁ rst round of combat. Randomly determine which 
  Crowd Beneﬁ t he has. Subsequent Crowd Beneﬁ ts are 
  determined as described under the Lore (The Crowd) skill 
  description.
  Death or Mercy?
  Gladiators are expected to ﬁ ght to the death. However, it is 
  frequently the case that one disables the other or renders his 
  opponent helpless and unarmed in some way. The gladiator with 
  this level of advantage is in a position to deliver a coup-de-grace but 
  before doing so, etiquette maintains that the sponsor or presiding 
  noble of the games makes the decision: Death or Mercy (usually a 
  thumbs-down or thumbs-up signal; but nobles may differ in the 
  way they indicate the decision).
  
  JM Ringuet
  11
  Much depends on how the losing gladiator has fought during the 
  combat and the whim of the presiding noble. If this needs to be 
  left to chance, rather than roleplayed, make a roll for the Presiding 
  Noble’s Attitude:
  Presiding Noble’s Attitude
  1D20
  Attitude
  1-2
  Ruthless: the noble always commands the victorious 
  gladiator to kill his opponent.
  3-15
  Crowd Pleaser: the noble looks to the crowd. The 
  losing gladiator is allowed to make one ﬁ nal Lore 
  (The Crowd) roll. If successful, the crowd roars for 
  mercy and the noble grants it. Fail and the noble 
  commands death.
  16
  Ambivalent: the noble cares little either way. Roll any 
  kind of dice. On an odd result he commands death. 
  On an even result he offers mercy.
  17-18
  Prudent: the noble commands that the vanquished 
  gladiator be allowed to retrieve his weapons and the 
  ﬁ ght continues. However, the next time a Death or 
  Mercy decision is called for, he acts as Ruthless.
  19-20
  Merciful: the noble always commands mercy but the 
  ﬁ ght ends.
  If a presiding noble has been petitioned by a gladiatorial master or 
  other inﬂ uential person, then his attitude may have been affected. 
  The person who has attempted to inﬂ uence the noble – and this 
  could be anyone: the noble’s wife, friends or colleagues or the owner 
  of the vanquished combatant – may attempt an Inﬂ uence roll. If 
  successful, treat the noble’s attitude as one step higher or lower 
  (depending on what the inﬂ uencer wants to see happen) and two 
  steps higher if the roll is a Critical success. If the roll is a failure, 
  then the noble’s attitude is unaffected by pleas or petitions. 
  For example, Emperor Ilotos of Jrustela has just watched a contest 
  between two captured EWF gladiators. His attitude, determined 
  randomly, is Ambivalent. However his wife, who has secretly taken 
  a shine to the handsome EWF warrior who now lies prone, facing 
  the spear-point of his opponent, makes a successful Inﬂ uence roll. She 
  convinces Ilotos to be Prudent and he signals that the vanquished 
  gladiator should be given his weapons and the ﬁ ght should continue.
  Staging Contests Between Gladiators and 
  Creatures
  Pitting gladiators against creatures and monsters is a guaranteed 
  crowd-pleaser and a staple of the coliseum. According to Roman 
  records, thousands of animals of different types were slaughtered 
  in a single session of games, underlining the popularity of such 
  contests.
  This book contains dozens of animals, beasts and monsters suitable 
  for arena combat. One can choose which creature to pit against one 
  or more gladiators but a more structured approach, one following 
  gladiatorial etiquette, is as follows:
  X
  The SIZ of the creature determines how many gladiators are 
  pitted against it. A creature with an average SIZ equal to or 
  less than human SIZ will be pitted against a single gladiator. A 
  single gladiator will not normally face a creature of more than 
  half again his own SIZ (thus a SIZ 12 gladiator would face a 
  creature with an average SIZ of 18 but no larger). Creatures of 
  twice average human SIZ will be pitted against two gladiators, 
  three times average SIZ against three gladiators and so on.
  X
  Creatures that use magic or have inherent magical powers or 
  abilities will be pitted against either multiple gladiators or 
  gladiators will be allowed to use magic of their own. However, 
  gladiators will only be permitted to use Common Magic spells 
  and these must be cast prior to the beginning of the combat, 
  not during. Attempting to cast magic during a combat will 
  result in the noble’s attitude being one step lower than randomly 
  determined (see the Presiding Noble’s Attitude table).
  X
  Gladiators may not know what creature they are to face: either 
  the creature is released into the arena after the gladiator has 
  entered, or the creature is held in a cage or hidden pit below the 
  arena ﬂ oor. A gladiator is allowed an Insight roll just before the 
  creature is released or revealed, representing what the gladiator 
  has been able to deduce or has seen/heard (growls, rumbles, 
  moans and so forth). If the Insight roll is successful, he gains a 
  random beneﬁ t from the Crowd Beneﬁ ts list on page 10 for the 
  ﬁ rst round of combat against the creature he is to face.
  
  12
  All the creatures described in Monster Coliseum have notes 
  regarding their typical combat approach and notes regarding uses/
  attitudes/tactics in the arena. Use these to inform the direction 
  of gladiator/creature contests, noting the Combat Manoeuvres 
  preferred or available.
  Chariot Races
  In Rome, chariot races were not staged in the coliseum but the 
  circus maximus, which was designed for racing rather than other 
  forms of entertainment. Thus, an arena in Monster Coliseum can 
  be either a gladiatorial arena or a purpose-built race arena, such 
  as a hippodrome. However, despite the anachronism, gladiatorial 
  arenas of sufﬁ cient size can host chariot races and this section 
  describes a system used to abstract the outcome of such races.
  Races are based on laps of the track – usually seven – and between 
  four and twelve chariots can compete. Each race is measured in 
  Race Rounds, with a round being an abstract period of time that 
  measures a single lap and speciﬁ c manoeuvres and events during 
  that lap. Chariot races are lethal affairs: drivers, horses (or other 
  creatures) and ofﬁ cials regularly lose their lives during chariot 
  races as the frenzy of activity forces stumbles, throws, crashes and 
  impacts with wreckage. Charioteers are every bit as famous as 
  gladiators and chariot races are a hugely popular spectacle.
  Race Round Sequence
  Play the Crowd
  If a charioteer has the Lore (The Crowd) skill, he may make a roll to see 
  if any beneﬁ t is gained. The race beneﬁ ts differ to those of gladiators 
  but work in the same way: a successful roll allows the charioteer to 
  choose one beneﬁ t; a critical success results in two choices; and a 
  fumble results in not being able to Play the Crowd during this race.
  Race Benefits
  X
  Initiative is rolled on 1D6+6 rather than 1D10.
  X
  The Charioteer gains an additional Movement Point for this 
  Combat Round.
  X
  The Charioteer gains a bonus equal to the crowd’s Atmosphere 
  modiﬁ er to his Drive roll.
  X
  The Charioteer can negate one Race Manoeuvre gained by an 
  opponent this round.
  X
  The Charioteer gains one Race Manoeuvre with no Movement 
  point cost this round.
  X
  The Critical Range for his Drive skill is treated as double this 
  Race Round (a Drive skill of 50% would have its critical range 
  doubled from 01–05 to 01–10, for example).
  Initiative
  Initiative is rolled just as for Strike Rank in combat but is used for 
  resolving the order of Race Manoeuvres.
  Movement
  Gaining ground is the key to winning a race. Each Race Round 
  charioteers make a Drive roll, gaining a number of Movement 
  points based on their level of success. The Movement points are 
  tallied from one round to the next with the winner being the one 
  who completes the race and has the highest overall Movement 
  point total.
  Drive Skill Result
  Movement Points
  Critical
  3
  Success
  2
  Failure
  1
  Fumble
  Crash – see the Crash section.
  The distance covered in each Race Round is unimportant and 
  thus abstracted. Running totals show the order of charioteers from 
  one round to the next with equal Movement points indicating 
  charioteers being neck and neck.
  It is perfectly permissible for a draw to result at the end of a race. 
  If a decisive victory is needed, then have the charioteers make 
  opposed Drive rolls with the winner gaining that ﬁ nal burst of 
  speed necessary to win by a nose.
  Race Manoeuvres
  Each round charioteers can opt to use Race Manoeuvres to gain an 
  advantage over their opponents. Each manoeuvre costs a number 
  of Movement points (unless a charioteer has gained a manoeuvre 
  through his Lore (The Crowd) skill) which reﬂ ects the fact that 
  attempting any kind of special manoeuvre or tactic sacriﬁ ces a 
  certain amount of distance and requires a degree of concentration 
  and effort that could cost distance advantage.
  Race Manoeuvres are resolved in Initiative order, from highest to 
  lowest and must be declared before Movement is resolved. Thus, a 
  charioteer cannot wait to see how many Movement points he gains 
  in a round before declaring he is using a manoeuvre.
  Crashes
  Crashes are spectacular affairs usually caused by failing to negotiate 
  a bend, losing control of the mounts drawing the chariot or hitting 
  wreckage or debris on the track. If a charioteer suffers a crash, he 
  rolls against either his Athletics or Acrobatics (whichever is higher) 
  and notes the outcome of the roll:
  Critical Success: The charioteer rolls or is thrown clear but sustains 
  no injuries. He gains an automatic Improvement Roll for his Lore 
  (The Crowd) skill as the audience applauds this miraculous escape.
  Success: The charioteer suffers 1D6 damage to 1D3 random 
  locations. He must also make an Evade roll. If successful he remains 
  lying on the track, stunned, until the chariots come around again. 
  If the Evade roll is a critical success, he manages to crawl to safety. 
  If the Evade roll fails, he is ensnared in the wreckage and tack of 
  his chariot and is dragged by the mounts which will continue to 
  race for either 1D6 laps or until the race ends. Each lap inﬂ icts a 
  further 1D6 damage to 1D3 Hit Locations. A further Evade roll is 
  allowed each lap for the victim to free himself.
  
  Robin Wallin
  13
  Failure: The charioteer is crushed under the weight of his chariot 
  or mounts, sustaining 2D6 damage to 1D3 locations.
  Fumble: The Charioteer makes a Resilience roll. If successful, he 
  automatically sustains Major Wounds to 1D3+1 Hit Locations. 
  If the roll is a Critical success, then only 1D2 Hit Locations are 
  mangled. If the Resilience roll fails or fumbles, the charioteer dies 
  a spectacular and gruesome death.
  Manoeuvre
  Movement 
  Cost
  Block opponent. This can only be used on 
  chariots that are behind the charioteer in 
  the running order. The charioteer swerves to 
  prevent an opponent from overtaking, costing 
  the opposing charioteer 1 Movement point.
  1
  Bottleneck. This can only be used on chariots 
  that are level with or behind the charioteer in 
  the running order. The charioteer deliberately 
  forces his opponent into the path of another 
  chariot or into the sidewalls of the race arena. 
  The affected opponent reduces the level of 
  success of his Drive skill by one step. If this 
  results in a Fumble, then the affected charioteer 
  must roll on the Crash table.
  2
  Evade. The charioteer concentrates solely on 
  the race and works hard to avoid dirty tricks 
  by his opponents. He may ignore one Race 
  Manoeuvre used against him this round.
  2
  Lashing. This can only be used against 
  opponents who are level or 1 Movement point 
  ahead of the charioteer. Here, the charioteer 
  attempts to lash out with his whip to disrupt 
  the mounts of his opponent. The whip attack 
  causes no measurable injury as such but 
  imposes a –30% penalty to the opponent’s next 
  Drive roll. As whipping an opponent is often 
  illegal or considered unsporting in some races, 
  the charioteer who uses this manoeuvre may 
  be denied any Lore (The Crowd) rolls for the 
  duration of the race.
  1
  Sideswipe. This can only be used between 
  charioteers who are level in the running 
  order. Here, the charioteer tries to catch the 
  legs of the mount of his opposition. The 
  affected opponent reduces the level of success 
  of his Drive skill by one step and loses 1D3 
  Movement points.
  3
  Sprint. The charioteer aims to concertedly gain 
  ground. He may make an additional Drive roll 
  and apply the result to his Movement points. 
  However, in the next round his Drive roll is 
  reduced by a step owing to the fatigue imposed 
  on the mounts. The Sprint tactic is thus best 
  reserved for that ﬁ nal round dash for the ﬁ nish 
  line.
  0
  Trample. This can only be used against 
  opponents who have suffered some kind of 
  crash and have not been able to leave the track 
  or who have been reached by orderlies. If not 
  already dead, the affected charioteer must make 
  an Evade roll to get out of the way or suffer 
  2D6 damage to 1D6 randomly determined Hit 
  Locations.
  1
  Battle Recreations
  Recreating famous or signiﬁ cant battles in the arena allows a culture 
  to relive its victories or rewrite history so it emerges victorious. 
  Restaging a battle underlines a culture’s supremacy, mocks its 
  enemies and demonstrates its skill at warfare to a populace far 
  removed from the theatre of conﬂ ict.
  These set pieces are either key parts of a battle or an entire battle 
  replayed in miniature. Gladiators and prisoners take the part of 
  the enemy, being dressed in the attire of that enemy and being 
  equipped with certain weapons. They ﬁ ght for real but are expected 
  to play a role: that is, submit to defeat by the regular troops they 
  face – not emerge victorious and humiliate their superiors.
  Gladiators face soldiers of the regular forces of the culture’s army. 
  They ﬁ ght with real weapons although their weapons may be 
  inferior in some way to convey the advantage to the regular troops. 
  They are given instructions on how to ﬁ ght and how to move but 
  are otherwise expected to be defeated – after having fought well 
  and for the entertainment of the crowd.
  
  14
  Combatants forced to ﬁ ght in a recreation may still play the crowd 
  using their Lore (The Crowd) skill but as the support is almost 
  always with the ‘home side’, all Lore (The Crowd) rolls are at a 
  –40% penalty.
  Otherwise battle re-enactments are gladiatorial melees but involve 
  units of warriors rather than one-on-one combats. Any Gladiators 
  who served as soldiers prior to becoming gladiators can use their 
  knowledge and skill to aid them in the re-enactment but a sensible 
  gladiator will simply use his skills and knowledge to optimise his 
  own survival rather than try to turn the tables on his captors.
  The easiest way to resolve battle re-enactments is to abstract the 
  process. Each unit of men functions as a single character with the 
  following characteristics:
  Calculate STR, CON, POW and DEX based on the average 
  characteristics of the combatants in the unit. INT is equal to 
  the INT of the unit’s commander. SIZ and CHA are not used. 
  Calculate Combat Actions as per the RuneQuest Core Rulebook. 
  Damage Modiﬁ er is calculated based on STR x2. Hit Points are 
  equal to the unit’s CON; Hit Locations are not used. Strike Rank 
  is calculated as normal.
  Combat Styles and skills such as Evade are based on the average 
  value for the unit’s members. The unit’s leader may use his Lore 
  (Tactics) skill, if present.
  Weapon damage and other characteristics, such as size and reach, 
  remain as normal.
  If the battle re-enactment involves a party of Adventurers, have 
  each character operating in a separate unit and give them charge of 
  that unit, thereby ensuring that everyone is involved in the combat. 
  Adventurers could easily be leaders of that unit or take charge.
  Combat is then resolved in rounds, as normal. However, Combat 
  Manoeuvres are not used for the process.
  Attack Critical Success: The unit inﬂ icts maximum damage.
  Attack Success: The unit may inﬂ ict damage if the attack is not 
  parried by the opposing side or if damage gets through the parrying 
  weapons of the opposition.
  Attack Failure: No damage is inﬂ icted.
  Attack Fumble: The unit cannot use its next CA to attack; it may 
  only defend.
  Defensive Critical Success: The unit blocks all damage from the 
  attack. If the attack roll failed, the unit gains a +20% bonus to its 
  next attack or defence roll.
  Defensive Success: Damage is countered according to weapon 
  type as per the RuneQuest rules. If the attack roll failed, the unit 
  gains a +10% bonus to its next attack or defence roll.
  Defensive Failure: Damage as normal.
  Defensive Fumble: Initiative automatically passes to the opposition 
  on the next round.
  Commanders of a unit can make a Lore (Tactics) roll at the start of 
  each round, before any attacks or parries are resolved. If successful, 
  the unit gains a bonus equal to one quarter of its Combat Style 
  to either attack or defence rolls for that round. If the Tactics roll 
  succeeds critically, the bonus is applied to both attack and defence 
  rolls. 
  Alternatively, the unit commander can forfeit this bonus and 
  instead gain one Combat Action for the round; the Tactics roll was 
  a critical success, he gains two CA.
  Damage is applied to the CON of the unit. The extent of damage 
  reﬂ ects what percentage of the unit has been either killed or 
  incapacitated. If CON reaches zero or less, then the unit is utterly 
  vanquished although Adventurers may survive unscathed. If a unit 
  is vanquished, have Adventurers make a Resilience roll:
  Critical Success: No damage sustained and Adventurer is allowed 
  an immediate Lore (The Crowd) Improvement Roll.
  Success: No damage sustained.
  Failure: 1D8 points of damage is distributed to 1D4 Hit Locations 
  of the Adventurer’s choosing.
  Fumble: 2D6 points of damage are applied to a single, randomly 
  rolled Hit Location.
  Extent of the Battle
  Naturally enough, gladiators involved in battle recreations have 
  the odds stacked against them. Roll to see how the opposing side 
  beneﬁ ts:
  1D6
  Effect
  1
  Opposing units have Combat Styles at +25% higher 
  than those the gladiatorial units.
  2
  Gladiatorial units are shackled together; Strike Rank is 
  calculated on 1D8 rather than 1D10.
  3
  Opposing unit has superior numbers and gains an 
  additional Combat Action each round.
  4
  Gladiators ﬁ ght with inferior weapons; damage is one 
  dice step lower than normal (war swords, for example, 
  inﬂ ict 1D6 rather than 1D8 damage).
  5
  Gladiators have no shields to protect them and must 
  rely on weapons alone.
  6
  Gladiators ﬁ ght without armour protection.
  Battles continue over a series of Combat Rounds determined by 
  the organisers. The following conditions may apply:
  X
  The battle lasts for a set number of rounds (1D8+1). At the 
  end, the gladiators are declared defeated, no matter what 
  state they are in or how they have fought, with the organisers 
  explaining that this battle represents a fragment of the true 
  battle. If things go badly for the regular troops, the battle 
  may be ended prematurely and the gladiatorial units may be 
  punished in some form – a certain proportion executed or 
  
  15
  members of units forced to battle each other in one-on-one 
  contests.
  X
  Each round, one of the gladiatorial units is removed from the 
  fray, conferring increasing advantage to the regular troops.
  X
  A gladiatorial unit is ordered to deliberately lose one or more 
  rounds of combat. If the unit fails to comply, every single 
  member will be executed.
  However, individual gladiators can still gain glory from 
  participating in a set battle. At the end, gladiators may still improve 
  Lore (The Crowd) skills if they used the skill successfully during 
  the battle.
  Sea Battles
  Sea battles operate in a similar way to normal battles, except that 
  the arena ﬂ oor is ﬂ ooded and replicas of ships are launched, units 
  aboard each small, replica ship. Usually no more than four ships 
  can be accommodated in any sea battle, with ships moving to 
  engage and boarding actions commencing before the ﬁ ght ensues. 
  All conditions and rules for resolving land battles apply to sea 
  battles. However, the following complications also arise:
  X If a unit wins an attack, it can opt to drive a number of 
  combatants into the water equal to the damage their weapons 
  would inﬂ ict. Those combatants driven into the water must 
  succeed in Swim rolls to evade missile ﬁ re or simply stay aﬂ oat 
  and survive. If a Swim roll is a critical success then the character 
  making it can opt to climb aboard a ship (any ship!) and resume 
  combat.
  X
  Missile units aboard the boats of the regular troops hurl missiles 
  at those of the gladiators continuously during the event; 
  gladiator boats are typically lacking in such armaments.
  X
  Swimming creatures such as crocodiles may be introduced 
  into the water at the same time as the boats. Fresh blood, to 
  provoke a feeding frenzy, is also poured into the water to ensure 
  that carnivorous water creatures move in to attack swimmers.
  
  16
   Monsters
  Introduction
  T
  Kiriko Moth
   
  he chapters that follow detail many different creatures  
   
  for RuneQuest. Each chapter concerns a different type of 
  creature: human/humanoid, arachnid/insect, legendary beasts and 
  monsters, and so forth.
  Entries are listed alphabetically by creature type. Each entry 
  contains:
  Description – A physical description of the creature plus some 
  information relating to its natural habitat, its background and so 
  forth.
  Cultural Background and Professions – Where a creature can 
  be used as an Adventurer, this entry provides the appropriate 
  Cultural Background(s) and Professions open to it. Some have 
  custom backgrounds; others use the standard RuneQuest options, 
  as found in the RuneQuest Core Rulebook. See also the Creatures as 
  Adventurers section later in this chapter.
  Statistics – The standard RuneQuest layout for statistics as found 
  in the RuneQuest Core Rulebook. The statistics provide the dice 
  codes for randomly generating an instance of the creature and the 
  average statistics for the creature. Attributes, skills, spells, combat 
  styles and so forth reﬂ ect an average creature – one that would be 
  most commonly encountered. Where a creature uses magic, it is 
  given a range of spells and the appropriate skills for that magical 
  type.
  Combat Notes – When RuneQuest Adventurers encounter a 
  creature a ﬁ ght often ensues – and where Monster Coliseum is 
  concerned, combat is part and parcel of the arena. This entry 
  describes any speciﬁ c tactics and Combat Manoeuvres a creature 
  uses or favours based on its weapons, instincts, traits and so on. Use 
  the Combat Notes when staging a RuneQuest combat to represent 
  the unique aspects of the foe. Clever Adventurers will learn the 
  signature manoeuvres of different creatures and develop their own 
  tactics and strategies for dealing with them.
  Creatures as Adventurers
  The ‘default’ race for Player Characters in RuneQuest is human but 
  Players and Games Master should certainly not feel constrained to 
  populate the world with nothing but human characters. Many of 
  the creatures listed in this book are well suited to be Adventurers, 
  though naturally the Games Master should retain ﬁ nal judgement 
  on which races he will allow the Players to take. Elfs, dwarfs, ogres 
  orcs and even broo are just a few examples of nonhuman races that 
  would make for perfectly serviceable Adventurers – though in the 
  case of broo, it would likely be best if all the Player Characters were 
  broo, as no other race willingly associates with the ﬁ lthy things.
  
  17
  Other creatures, of course, are less suitable. It is a matter of common 
  sense that ﬁ xed INT creatures, beasts without rational thought that 
  rely solely on instinct, are poor choices for Adventurers, despite the 
  sheer power many of these creatures possess. Likewise, incomplete 
  creatures, those that are missing one or more characteristics, are 
  also too limiting to truly make viable Adventurers.
  On the other end of the spectrum are those rational, complete 
  creatures which are simply too powerful. While some Players might 
  hunger after the strength and abilities of a dragon, such a beast as 
  an Adventurer in a group composed otherwise of humans and their 
  ilk will almost certainly eclipse the remainder of the group, unless 
  those Player Characters are themselves unspeakably powerful.
  A creature is made into a full character just as any Adventurer is 
  created. The creature’s characteristics are determined, along with 
  its Combat Actions, Damage Modiﬁ er and so on according to the 
  characteristic ranges given in its description and the rules in the 
  Creating an Adventurer chapter of the RuneQuest Core Rulebook. 
  The creature’s background and profession are chosen according to 
  the guidelines and options given for its entry.
  Creatures & Intelligence
  Some of the creatures listed in this book have randomly determined 
  INT, such as the broo with an INT of 2D6+6. Others have only 
  a single number listed as their INT. A creature with a randomly 
  determined INT is considered sapient – it is a rational creation 
  capable of logical thought and self-determination. A creature with 
  a ﬁ xed INT (any INT listed as a single number, rather than a die 
  roll) is sentient but not sapient.
  Fixed INT creatures operate solely on instinct rather than logic or 
  intuition. This does not mean that all ﬁ xed INT creatures with the 
  same INT score are identically intelligent but it does mean that all 
  lions (INT 5) are more intelligent than horses (INT 4). Creatures 
  with a very large ﬁ xed INT have rudimentary reasoning abilities, 
  as well as a set of complex and honed instincts.
  As INT is a component in calculating both Combat Actions and 
  Strike Rank, creatures with a ﬁ xed INT are placed at an automatic 
  disadvantage over other creatures. Therefore, when calculating 
  both Combat Actions and Strike Rank for creatures with a Fixed 
  INT, multiply the INT by two. Thus, a lion with INT 5 is treated 
  as having INT 10 for the purposes of calculating its Combat 
  Actions and Strike Rank.
  Traits
  Many creatures have Traits, which are special abilities above and 
  beyond their normal Characteristics, Attributes and Skills. The full 
  description of these Traits and their effect on the game are covered 
  here.
  Blood Drain: The creature drains its victim’s blood, causing the 
  loss of Hit Points.
  Breath Flame: The creature may breathe ﬂ ame over an area as 
  a Combat Action. The ﬂ ame will cover a cone in front of the 
  creature, which stretches as far as its POW in metres. At its furthest 
  extent, the cone is equal to the creature’s POW in width.
  Any creature caught in the ﬂ ame suffers the noted ﬁ re damage to 
  all Hit Locations, though a character may make an Evade roll to 
  halve this damage and AP counts as normal.
  A creature may only breathe ﬂ ame once in a speciﬁ ed time 
  period (usually once per hour or once per day). Further attempts 
  to breathe ﬂ ame within this time period require the creature to 
  make a Resilience test, with a cumulative –20% penalty for every 
  attempt.
  Burrower: The creature is adept at moving through the ground, 
  creating its own tunnels as it goes. The creature may move through 
  the ground at its normal Movement rate. Some creatures are limited 
  in the kind of ground they can move through. This is noted in the 
  creature’s description.
  Chaotic Aura: This creature is tainted by Chaos and other Chaotic 
  creatures can sometimes recognise this. When encountering a 
  creature of Chaos, it may make a Perception or Insight test (its 
  choice which). If successful, the creature will not be attacked by his 
  enemy, so long as he does not take any hostile action towards it.
  Chaotic Feature: Creatures of Chaos do not always obey the normal 
  laws of physical growth and many are hideously malformed. Each 
  Chaotic Feature trait forces the creature to roll once on the Chaotic 
  Feature table on page 19, applying the effects immediately.
  Communal Mind: Though a single creature of this type has only 
  a low ﬁ xed INT, a large group of them together possess a vastly 
  improved intellect.
  Darksense: The creature possesses a combination of Dark 
  Sight, olfactory awareness and echolocation to achieve precise 
  underground awareness and orientation. Creatures with this trait 
  function as well underground as humans function above it in 
  broad daylight.
  Dark Sight: Creatures with Dark Sight can see perfectly well in 
  total darkness and suffer no penalties to skills resulting from the 
  absence of light.
  Disease Immunity: The creature is immune to all diseases. All 
  creatures without SIZ automatically have this Trait and it is not 
  listed in their descriptions.
  Earth Sense: Some creatures are so in tune with the rock around 
  them that they can work perfectly well in the total darkness of the 
  deep. By sensing heat and air pressure, a creature with Earth Sense 
  can ﬁ ght and make Perception tests with no penalty so long as 
  their target is no more than 10 metres away.
  
  18
  Echolocation: The creature is able to sense its environment 
  through reﬂ ections of sonic waves.
  Excellent Swimmer: The creature gains a permanent +30% bonus 
  to its Athletics skill whenever swimming. In addition, the creature 
  uses its normal Movement score when swimming.
  Formidable Natural Weapons: This creature’s natural weapons 
  are tough and durable as metal. As such they may parry weapon 
  attacks.
  Gaze Attack: The creature has a gaze attack. This attack may be 
  active (the creature must consciously use it on a foe) or passive 
  (anyone looking at the creature is affected).
  Life Sense: In tune with the rhythms of nature, this creature can 
  determine the vitality of any living creature by touch alone. If the 
  creature touches another and makes a successful Perception test, 
  it will learn of the target’s current Hit Points, Fatigue level and 
  whether it is currently afﬂ icted by any poison or disease.
  Night Sight: Creatures with Night Sight can see perfectly well 
  during nocturnal hours but still suffer any penalties associated 
  with being plunged into total darkness.
  Poison: The creature has a venomous bite, sting or other means 
  of attack. The description will describe the particular poison or 
  venom the creature displays.
  Poison Immunity: The creature is immune to all poisons. All 
  creatures without SIZ automatically have this Trait and it is not 
  listed in their descriptions.
  Possession, Covert: An insidious means of possession, covert 
  possession means, essentially, that the spirit is a hitchhiker in the 
  body of the possessed. It exhibits no control over the body and 
  the possessed remains completely in charge. In many cases, the 
  possessed may not even know he is possessed.
  Possession, Dominant: The more well-known and obvious form 
  of possession, dominant possession occurs when the possessing 
  entity literally takes control of the possessed body. The identity 
  (INT, POW and CHA) of the body’s owner is subsumed beneath 
  the identity of the possessing spirit. The possessed is absolutely 
  helpless, unable to take any action at all, unable even to regain 
  Magic Points, a prisoner in his own body. The possessor is in 
  complete control, though it does not have access to any of the 
  memories, skills or magic of the possessed.
  Regeneration: The creature is able to regenerate Hit Points lost 
  to damage. The speed of regeneration varies depending upon the 
  creature.
  Trample: The creature is able to trample beings with a SIZ of half 
  or less its own. This attack inﬂ icts damage equal to double the 
  creature’s Damage Modiﬁ er and requires the creature to expend 
  Movement. A creature with this trait may Trample even if it has 
  only one Combat Action – the Trample is assumed to be part of 
  its Movement.
  Wall Walking: The creature can move freely on vertical surfaces and 
  even move upside down on a ceiling with no special equipment. Such 
  Movement is always at half the creature’s normal Movement rate.
  Vampiric Touch: The creature can drain one or more of a 
  character’s Characteristics permanently by touch.
  Creatures & Chaos
  Chaos is a corrupting force found throughout fantasy literature. 
  It perverts the natural order giving rise to hideous mutations and 
  amalgams that are hateful of all that is not twisted and corrupted. 
  Many of the creatures found in Monster Coliseum are the products 
  of Chaos.
  Games Masters setting their RuneQuest campaigns in Glorantha’s 
  Second Age should be aware that Chaos has been quelled and the 
  Chaos creatures once so prevalent in the world are now in short 
  supply. Chaos creatures still exist, certainly but are rarely seen 
  outside of such inhospitable and dangerous places as Dorastor. 
  Naturally, Games Masters are free to use as many of these beasts as 
  they wish but ofﬁ cially, they are considered to be rare.
  Games Masters using one of the Eternal Champion settings, such 
  as Elric of Melniboné or Hawkmoon, ﬁ nd chaos creatures abound – 
  either the results of malignant sorcery or science or the denizens of 
  chaotic realms summoned to or invading, the earth. Again, these 
  creatures tend to be rare but Adventurers have a habit of delving 
  into those areas where such rarities are likely to be encountered.
  In the case of Monster Coliseum, coliseum owners and investors 
  actively seek-out Chaos creatures to capture them and use them as 
  the ultimate in arena spectacle. Adventurers might ﬁ nd themselves 
  being actively employed to capture chaos monsters and bring them 
  to a coliseum’s owner. Conversely, they might themselves be pitted 
  against these monstrosities in the arena, ﬁ ghting for their lives. 
  Chaotic Features
  Creatures of Chaos are often hideously malformed, displaying a wide 
  range of mutations that can both help and hinder the recipient. If a 
  creature is noted as having Chaotic Features, use the table on pages 
  19-22 to determine their effect. Although Chaotic Features can 
  make for some truly deformed and horrid creatures, some results are 
  simply not appropriate for some monsters. The gorp, for example, is 
  an amoeboid blob of tissue. If the Games Master rolls for a Chaotic 
  Feature for a gorp and gets a result such as ‘snake neck,’ he should 
  re-roll – the gorp’s body cannot have a neck, snake or otherwise.
  Note that the Chaotic Features table uses D8 to modify 
  characteristics. The number eight is traditionally associated with 
  chaos and it is therefore ﬁ tting to use an eight-sided die to modify 
  a chaos creature’s characteristics, either positively or negatively.
  
  19
  Chaotic Features
  D100
  Feature
  Effect
  01
  Absorbing
  If the creature strikes successfully with a natural weapon, 1D8 Magic Points are absorbed and added 
  as temporary Characteristic or Attribute points; roll 1D10, 1=STR, 2=CON, 3=DEX, 4=SIZ, 
  5=INT, 6=POW, 7=CHA, 8=MP, 9=HP or 10= Add points to the Damage Modiﬁ er (1D2+4, for 
  instance, if 4 MP absorbed).
  02
  Accursed
  Temporarily weakens the soul of an opponent by 1D8 POW each successful hit.
  03
  Acidic
  Possesses acidic ichor which sprays whenever the skin is penetrated, causing damage to the attacker; 
  roll 1D4, 1=1D2, 2=1D4, 3=1D6 and 4=1D8 damage per wound.
  04
  Agile
  +1D8 DEX.
  05
  Alluring
  Produces pheromones which attract and seduce victims, who must succeed in an opposed test 
  of Persistence against the Allurement’s potency of 1D8x10%. If the resistance fails the victim is 
  hopelessly allured by the creature for 21–INT Combat Rounds.
  06
  Antennae
  Large antennae which sprout from a random location and grant a new primary sense; roll 1D6, 
  1=Echolocation (sonar), 2=Thermoception (senses heat), 3=Insanoception (senses madness and 
  insanity), 4=Nociception (senses pain), 5=Ethoception (senses souls), 6=Magiception (senses any type 
  of magic).
  07
  Apathetic
  –1D8 POW.
  08
  Armed
  Uses physical weapons having an appropriate Combat Style for 1D4 different types.
  09
  Armoured
  Bears extra armour, +1D8 Armour Points to every location.
  10
  Arms
  Gain an extra pair of manipulation limbs from a random species (roll on Physique Type table, page 
  22).
  11
  Asymmetric
  One half of the creature is larger, longer or taller than the other, double the Hit Points of locations in 
  the larger side and halve the Hit Points of locations in the smaller.
  12
  Beaked
  Gain a bite attack. Each additional incidence adds another toothed beak on a different location; roll 
  1D4, 1=1D6 damage, 2=1D8 damage, 3=1D10 damage or 4=1D12 damage.
  13
  Beautiful
  +1D8 CHA.
  14
  Big
  +1D8 SIZ.
  15
  Blind
  No vision organs, but relies on a different sense to move and ﬁ ght perfectly well. Creature is 
  impervious to any attacks or spells affecting sight.
  16
  Boneless
  Can squeeze through any gap.
  17
  Broadcast Pain
  Any damage inﬂ icted on the creature is felt by everybody within 5m, who suffer the psychological but 
  not physiological effects as if they had been wounded too.
  18
  Burning
  Glows with burning heat, injuring anyone within melee range; roll 1D4, 1=1D2, 2=1D4, 3=1D6 and 
  4=1D8 damage per round.
  19
  Chameleon
  +1D8x5% bonus to Stealth when hiding.
  20
  Clawed
  Gain a claw attack. Each additional incidence adds another set of claws on a different location; roll 
  1D4, 1=1D6 damage, 2=1D8 damage, 3=1D10 damage or 4=1D12 damage.
  21
  Clever
  +1D8 INT.
  22
  Climbing
  Has a spider or lizard like ability to scale surfaces, +1D8x10% bonus to Athletics when climbing.
  23
  Clumsy
  –1D8 DEX.
  24
  Contagious
  Inﬂ icts a virulent disease with a delay of 1D8 hours and potency of 1D8x10%, which causes a penalty 
  of 1D8 points to; roll a D6, 1=STR, 2=CON, 3=DEX, 4=INT, 5=POW or 6=CHA.
  25
  Corroding
  Weapons take 1D8 damage each time they strike the creature.
  26
  Crystalline
  Gain 1D10 Armour Points from a crystalline crust.
  27
  Deaf
  No hearing organs. Creature is immune to verbal commands and attacks or spells that affect hearing.
  28
  Disturbing
  Creature is covered with 2D8 unsettling forms, such as baby arms or multiple eyes or mouths. Non-
  Chaotic foes suffer a –20% penalty to combat rolls owing to the disturbing nature of the deformities.
  29
  Draining
  Temporarily weakens the willpower of an opponent by 1D8 Persistence each successful hit. The drain 
  is not permanent; victims recover drained Persistence points, up to their previous level, at a rate of 
  1D10 per hour after the end of the encounter.
  30
  Droning
  Produces a buzzing noise that sedates listeners, who must succeed in an opposed test of Persistence 
  against the Droning’s potency of 1D8 x10% to avoid falling asleep for 1D8 minutes.
  
  20
  31
  Exploding
  Deals damage equal to its Damage Modiﬁ er to all within 5 metres upon death.
  32
  Feeble
  –1D8 STR.
  33
  Fixated
  Creature may only concentrate upon one thing at any one time. If in combat all attacks are 
  concentrated on one particular opponent, determined randomly. It will not defend itself against 
  attacks from anyone but the selected opponent.
  34
  Frail
  –1D8 CON.
  35
  Haemophiliac 
  Bleeds 1 HP per round from any wounded location.
  36
  Hated
  Will be instantly attacked by any encountered members of a speciﬁ c species.
  37
  Hatred
  Creature possesses unreasoning hatred of a particular species and will attack on sight. Creature also 
  gains the Fixated feature.
  38
  Head
  Gain an extra head (roll on the Physique Type table, page 22), each one gets an independent 
  Persistence check against mental effects, spells and so forth and can control the entire body if one 
  head is incapacitated.
  39
  Heart of Wealth
  The creature’s heart is a precious gem the size of a human ﬁ st. Roll 1D6 for its properties: 1 = Worth 
  1D10 x1,000 silvers; 2 = When ground up and ingested heals 2D6 damage to all wounded locations 
  instantly; 3 = When ground up and ingested causes 2D6 damage to all Hit Locations instantly; 4 = 
  Spell Focus – the gem offers 1D8 uses of a randomly chosen Common Magic spell at a Magnitude 
  equal to the creature’s POW divided by 3; 5 = The gem offers 1D8 uses of a randomly chosen Divine 
  Magic spell at a Magnitude equal to the creature’s POW divided by 3. Using the spell requires the 
  gem’s owner to make a successful Persistence roll. 6 = The gem offers 1D8 uses of a randomly chosen 
  Sorcery spell at a Magnitude equal to the creature’s POW divided by 3. Using the spell requires the 
  owner to make a successful Insight roll.
  40
  Horned
  Gain a gore attack. Each additional incidence adds another set of horns on a different location; roll 
  1D4, 1=1D6 damage, 2=1D8 damage, 3=1D10 damage or 4=1D12 damage.
  41
  Icy
  Radiates freezing coldness, injuring anyone within melee range; roll 1D4, 1=1D2, 2=1D4, 3=1D6 
  and 4=1D8 damage per round.
  42
  Intangible
  Cannot be harmed physically (roll again if Inviolate).
  43
  Inverted
  All vital organs are external, thus all successful attacks upon it are automatically treated as critical 
  successes.
  44
  Inviolate
  Cannot be harmed magically (roll again if Intangible).
  45
  Leaper
  Has powerfully sprung legs, +1D8 x10% bonus to Athletics when jumping.
  46
  Legs
  Gain an extra pair of motile limbs from a random species (roll on Physique Type table, page 22).
  47
  Levitating
  Has the capability to move over any solid or liquid surface without sinking or leaving tracks.
  48
  Mimic
  Changes into the shape of a creature it successfully touches, maintaining its own Characteristics but 
  assuming the locations and a duplicate image of the being contacted.
  49
  Mutable
  Every 1D3 Combat Rounds the creature mutates into a different form as determined on the Physique 
  Type table on page 22. The transformation lasts 2 Combat Actions during which time the creature 
  is vulnerable. The creature completes the transformation with all its original characteristics the same 
  but gaining additional Hit Locations (or losing them) according to the nature of the transformation. 
  Owing to the creature’s disturbing mutability, all attacks against it are at –20% and –40% whilst it is 
  transforming (although it can neither attack nor defend).
  50
  Mutated
  Roll a random Hit Location, which no longer exists.
  51
  Nerveless
  Cannot feel pain and does not suffer the ill-effects of serious wounds.
  52
  Numb
  No sense of touch.
  53
  Obfuscating
  Produces a cloud of mist that blinds observers, who must succeed in an opposed test of Perception 
  against the Obfuscation’s potency of 1D8x10% every Combat Action to keep the creature in sight.
  D100
  Feature
  Effect
  
  21
  54
  Observant
  One of the creature’s sensory organs either grows bigger (x1D4 in size) or multiplies (x1D4 in 
  number), adding a +1D8x10% bonus to the Perception skill when using that sensory perception; roll 
  a D6, 1=Sight, 2=Sound, 3=Smell, 4=Taste, 5=Touch and 6=Other (if possessed).
  55
  Oversized
  One location is swollen to a very large size or length, doubling its Hit Points
  56
  Paralysing
  Temporarily weakens the dexterity of an opponent by 1D8 DEX each successful hit. DEX points are 
  recovered at the rate of 1 per hour after the end of the encounter.
  57
  Patterned
  Weird colouring and markings, tiger stripes, spots, blotches and so forth, granting a +1D8 x10% 
  bonus to Stealth.
  58
  Phobic
  Creature is scared of one thing; singing, light, cats and so on.
  59
  Poisonous
  One unarmed attack inﬂ icts a venomous poison with a delay of 1D8 Combat Actions and a potency 
  of 1D8x 10%, which causes an extra 1D8 damage to the location struck.
  60
  Pregnant
  The creature is pregnant with 1D8 young. If killed, these vile offspring explode from the carcass of 
  the parent and have half its statistics. The young are voraciously hungry and incredibly aggressive, 
  launching attacks on the nearest living thing. Alternatively, the offspring view whatever living thing 
  they ﬁ rst see as the parent and form an immediate, emotional (and perhaps physical) bond…
  61
  Quick
  Double Movement.
  62
  Reﬂ ecting
  All spells cast on the creature are reﬂ ected back upon the caster.
  63
  Regenerating
  Recovers 1D4 Hit Points per round to every injured location, unless the location has suffered a Major 
  Wound.
  64
  Resistant
  Invulnerable to one type of damage or weapon type; ﬁ re, cold, poison, disease, swords, spears, cudgels 
  and so forth.
  65
  Roaring
  Produces a thunderous sound which deafens listeners, who must succeed in an opposed test of 
  Resilience against the Roaring’s potency of 1D8x10% to avoid becoming temporarily deaf.
  66
  Scaly
  Gain 1D6 Armour Points from reptilian scales.
  67
  Scintillating
  A shifting polychromatic appearance that confuses onlookers, who must succeed in an opposed 
  test of Persistence against the Scintillation’s potency of 1D8x10% to avoid becoming mesmerised. 
  Mesmerised characters are rooted to the spot for 1D3 Combat Rounds.
  68
  Screaming
  Horrible screams which terrify listeners, who must succeed in an opposed test of Persistence against 
  the Screaming’s potency of 1D8x10%. Failure to do so causes the listener to crumple into a sobbing, 
  whimpering, foetal ball for 1D3 rounds.
  69
  Shadowy
  Can control the ambient light in its immediate surroundings, gaining a 1D8x10% bonus to Stealth in 
  daylight conditions or total invisibility in twilight/night conditions.
  70
  Shaggy
  Gain 1D4 Armour Points from a thick, hairy pelt.
  71
  Shelled
  Gain 1D8 Armour Points from an insectile or crustacean carapace.
  72
  Shrunken
  One location is shrunken to a very small size or length, halving its Hit Points.
  73
  Skinless
  The creature has no Armour Points and cannot wear armour.
  74
  Slimy
  Leaves a sticky trail wherever it travels.
  75
  Slow
  Halve Movement.
  76
  Small
  –1D8 SIZ.
  77
  Spiny
  Opponents in melee suffer half their own rolled damage if they successfully land an attack.
  78
  Spores
  Produces clouds of spores. If inhaled the breather must win an opposed test of Resilience against 
  the Spore’s potency of 1D8x10% to avoid suffering 1D8 Hit Points to the chest every round until 
  successful; as the spores gestate into worms, ﬂ owers, vines and so on that are coughed up or grow out 
  of the victim’s lungs.
  79
  Stalker
  +1D8x5% bonus to Stealth when sneaking.
  D100
  Feature
  Effect
  
  22
  80
  Stench
  Gives off nauseating odours that sicken inhalers, who must succeed in an opposed test of Resilience 
  against the Stench’s potency of 1D8x10% to avoid dropping prone and vomiting for 1D4 Combat 
  Actions.
  81
  Sticky
  Secretes a strong glue or mucus of potency 1D8x10% which causes items to adhere to its skin, 
  requiring a Brawn roll at a penalty equal to the potency to remove.
  82
  Sting
  Gain a sting attack. Each additional incidence adds another stinger on a different location; roll 1D4, 
  1=1D6 damage, 2=1D8 damage, 3=1D10 damage or 4=1D12 damage.
  83
  Strong
  +1D8 STR.
  84
  Stupid
  –1D8 INT.
  85
  Susceptibility
  One form of substance causes double damage to the creature; alcohol, silver, ﬁ re, and so on,
  86
  Swimmer
  Has webbed digits and gills, +1D8x10% bonus to Swim. Can breathe underwater.
  87
  Tailed
  Gains extra Unarmed attack, the damage is triple the creature’s Damage Modiﬁ er but only for the 
  purposes of calculating Knockback.
  88
  Tentacle
  Gains Unarmed attack. If successful then the tentacle inﬂ icts the Entangle Combat Manoeuvre.
  89
  Tongue
  Gains Umarmed attack. If successful then the sticky tongue inﬂ icts the Grip Combat Manoeuvre.
  90
  Toothed
  Gain a bite attack. Each additional incidence adds another toothed maw on a different location; roll 
  1D4, 1=1D6 damage, 2=1D8 damage, 3=1D10 damage or 4=1D12 damage – roll.
  91
  Tough
  +1D8 CON.
  92
  Transmuter
  Changes the substance of whatever it touches into another material; living victims must succeed in an 
  opposed test of Resilience against the Transmute’s potency of 1D8x10% to avoid being changed into 
  crystal, dust, plants, wine, bronze, etc.
  93
  Ugly
  –1D8 CHA.
  94
  Vampiric
  Temporarily weakens the health of an opponent by 1D8 CON each successful hit.
  95
  Vulnerable
  Damage to one location slays the creature instantly.
  96
  Warded
  Invulnerable to one form of material; steel, wood, stone, ﬂ esh, etc.
  97
  Warped
  One random location changes to that of a different species (roll on the Physique Type table).
  98
  Weakening
  Temporarily weakens the strength of an opponent by 1D8 STR each successful hit.
  99
  Wilful
  +1D8 POW.
  100
  Wings
  Gains bat, bird butterﬂ y or insect wings granting a Flying Movement equal to twice its normal 
  Movement.
  Physique Table
  Use this table to randomly generate a creature body type as directed by the Chaotic Features table or if the creature mutates into something else.
  Physique Type
  1D100
  Body Type
  Nature
  01-04
  Arachnine
  Spider
  05-08
  Avian
  Bird
  09-12
  Canine
  Dog
  13-16
  Caprine
  Goat
  17-20
  Cervine
  Stag
  21-24
  Cancrine
  Crab
  25-28
  Crocodilian
  Crocodile
  29-32
  Equine
  Horse
  33-36
  Feline
  Cat
  37-38
  Glirine
  Rodent
  39-40
  Hirudinal
  Leech
  41-44
  Humanoid
  Human
  45-48
  Insect
  Insect
  D100
  Feature
  Effect
  49-52
  Lupine
  Wolf
  53-56
  Noctillionine
  Bat
  57-60
  Octopine
  Octopus
  61-64
  Pyridine
  Butterﬂ y
  65-68
  Piscine
  Fish
  69-72
  Porcine
  Boar
  73-76
  Ranine
  Frog
  77-80
  Saurian
  Lizard
  81-84
  Simian
  Ape
  85-88
  Taurine
  Bull
  89-92
  Ursine
  Bear
  93-96
  Vermian
  Worm
  97-00
  Vespine
  Wasp
  1D100
  Body Type
  Nature
  
  Humans &       
     Humanoids
  T
  23
   
     his chapter focuses on humans and humanoids; that   
   
  is, bipedal, sapient creatures of many different forms.
  The creatures include a number of types that have a speciﬁ c 
  Gloranthan variant and so these creatures are given their own 
  entry – largely because Gloranthan versions of a fantasy staple are 
  different enough to warrant the distinction. It also allows Games 
  Masters running Gloranthan campaigns to easily ﬁ nd and use 
  the appropriate version of the creature. Of course, Gloranthan 
  versions can be used in any setting, if the creature ﬁ ts in with the 
  world-view.
  A range of humans are also included. Here, the humans are all 
  based on the RuneQuest II Core Rulebook and the entries are focused 
  on humans most likely to be found in the coliseum environment 
  – gladiators, slaves and so forth but also a variety of full-rounded 
  humans such as guards, merchants, nobles and crowd members. 
  These entries can be used as ﬂ exibly as one needs for ad-hoc 
  encounters and so forth.
   Aldryami
  Aldryami are the elves of Glorantha. A race of plant-based 
  entities they are closer to trees than humans despite adopting a 
  humanoid form. Born of the Plant and Man runes they are trees 
  given sapience, shape and mobility and are found in a variety of 
  species reﬂ ecting the habitats of their birth. Each species differs 
  as much from each other as humans do from other human-like 
  species but all aldryami share certain traits. Generally, the larger 
  the plant then the larger the aldryami counterpart. The two most 
  commonly encountered aldryami are the Vronkali or green elves 
  and the Mreli or brown elves. These are detailed here with the 
  other aldryami species gaining particular attention in the Races of 
  Glorantha book.
  All aldryami have a natural afﬁ nity with the plant type they are 
  related to. Vronkali and Mreli, for instance, have a natural afﬁ nity 
  with the trees of their home forests and are able to commune with 
  the natural trees on a magical level.
  All adryami worship the goddess Aldrya, from whom their name 
  derives and also Flamal, the progenitor of all plants and sometimes 
  known as Grower. Flamal was devoured by the Uz god Zorak 
  Zoran and this atrocity has fuelled the enmity between aldryami 
  and uz ever since.
  The statistics provided here represent young, mature aldryami. All 
  aldryami are long-lived but not immortal and so older examples 
  have characteristics, skills and magic reﬂ ecting their greater age 
  and maturity.
  Aldryami can be Adventurers and the Cultural Backgrounds and 
  Professions open to them are summarised in the description of 
  each species. A new, aldryami profession is included: Gardener. 
  Gardeners tend the forests and plants within it. They are ﬁ ercely 
  protective of their homes and will ﬁ ght to defend against invaders 
  and deﬁ lers. Common Skill Bonuses: First Aid +10%, Lore (Regional) 
  +10%. Advanced Skills: Lore (Botany) and pick one from Craft 
  (Plantweaving), Healing and Survival.
  
  24
  John Koelepp
   Mreli (Brown Elves)
  Humanoid with skin resembling the bark of the tree dominating 
  the home forest, Mreli are highly intelligent beings possessed of 
  a ﬂ uid, creaking movement, woody, crackling voices and bright 
  green or red eyes. They are found in deciduous forests and Mreli 
  have a natural curiosity for things beyond the tree line but not so 
  developed that they feel comfortable walking abroad unless part of 
  a larger group of aldryami or in areas where trees are plentiful.
  Cultural Background: Athletics +5%, Culture (Own) +30%, 
  Inﬂ uence +10%, Lore (Regional) +5%. Pick two, at +10% each, 
  from: Lore (Aldryami), Perception, Persistence, Sing and Stealth. 
  Pick two Combat Styles at +15% each from: Sword (one or 
  two handed), Sword and Shield, Bow, Dagger, Spear, Staff and 
  Unarmed.
  Mreli have the following Advanced skills: Language (Aldryami) 
  +50%, Lore (Forest), Survival. Pick one further Advanced skill from: 
  Craft (any), Language, Lore (Aldryami) or Play Instrument.
  Professions: Craftsman, Farmer, Gardener, Healer, Priest, 
  Woodsman.
  Combat Notes
  The formidable Elf Bow, grown by the owner, is the preferred 
  weapon with the Mreli using it from concealed cover where possible 
  and augmented by Multimissile. Choose Location and Impale are 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  14
  1–3
  Right Leg
  5/5
  CON
  3D6
  11
  4–6
  Left Leg
  5/5
  SIZ
  2D6+3
  14
  7–9
  Abdomen
  5/6
  INT
  3D6+6
  17
  10–12
  Chest
  5/7
  POW
  2D6+6
  13
  13–15
  Right Arm
  5/4
  DEX
  3D6+6
  17
  16–18
  Left Arm
  5/4
  CHA
  3D6
  11
  19–20
  Head
  5/5
  Combat Actions
  3
  Typical Armour: Aldryami lacquered wood (AP5, –7 Strike Rank Penalty)
  Damage Modiﬁ er
  +0
  Magic Points
  13
  Traits: Life Sense
  Movement
  8m
  Strike Rank
  +10 
  Skills: Athletics 65%, Evade 45%, Inﬂ uence 60%, Lore (Aldryami) 65%, Perception 
  70%, Persistence 45%, Resilience 45%
  Common Magic 65%: Bladesharp 2, Clear Path, Co-ordination 2, Multimissile 2
  Combat Styles
  Sword and Shield 70%, Sword (Two Handed) 65%, Spear 68%, Bow 70%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Elf Bow  
  H 
  – 
  1D8 
   
  5/8 
   
  175m
  Longsword 
  L 
  L 
  1D10 
   
  6/12
  Long Spear 
  L 
  VL 
  1D10+1  
  4/10
  Target Shield 
  L 
  S 
  1D6 
   
  4/12
  
  25
  the favoured Combat Manoeuvres for the bow. In close quarters 
  combat, Mreli prefer the Longsword and Shield style, using the 
  shield to Bash opponents and then deliver a strike with the sword 
  aiming for a Bleed or Impale result.
  Both Mreli and Vronkali maintain small, regular units of warriors 
  to defend their forests and they are familiar with every nuance of 
  their territory, using routes known only to them to move quickly 
  between locations of maximum cover to ambush intruders, using 
  their bows as the main weapon.
  In the Arena
  Artiﬁ cial forests have been planted in some God Learner arenas with 
  gladiators having to negotiate their way through the trees whilst Mreli 
  archers deliver fearsome volleys of arrows. One end of the forest is set 
  alight with the aim of driving the Mreli out of their hiding places and 
  onto the waiting weapons of the gladiators. However, Mreli archers 
  are also used in chariot contests where they circle a group of warriors 
  in the middle of the arena, delivering arrows from the moving chariot 
  whilst another elf or human driver steers the course.
   Vronkali (Green Elves)
  Natives of the pine forests, Vronkali have a dark green skin that is 
  often covered with pine needles, lending them either a spiked or even 
  furred appearance, depending on the density of the needle covering 
  (density increases with maturity). Pinecones often grow in the hair 
  or across the body. Natural leaders, they tend to take command of 
  the elf populations in mixed forest areas. They are also born ﬁ ghters, 
  which is reﬂ ected in their superior physical capabilities.
  Cultural Background: Athletics +10%, Culture (Own) +30%, 
  Perception +10%. Pick two, at +10% each, from: Evade, Lore 
  (Aldryami), Persistence, Resilience and Sing. Pick two Combat 
  Styles at +15% each from: Sword (one or two handed), Sword and 
  Shield, Bow, Dagger, Spear, Staff and Unarmed.
  Vronkali have the following Advanced skills: Language (Aldryami) 
  +50%, Lore (Forest), Survival. Pick one further Advanced skill 
  from: Craft (any), Language, Lore (Aldryami) or Track.
  Professions: Champion/Knight/Noble Warrior, Craftsman, 
  Farmer, Gardener, Healer, Priest, Solider/Warrior, Woodsman
  Combat Notes
  Vronkali use very similar tactics to Mreli but augment their 
  arrows, swords and spears with Pierce at the earliest opportunity. A 
  Vronkali Champion commonly leads a unit of Vronkali and Mreli 
  and casts Fanaticism upon himself as a ﬁ nal measure if the unit is 
  in fear of defeat.
  In the Arena
  As per Mreli.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+4
  15
  1–3
  Right Leg
  5/5
  CON
  3D6
  11
  4–6
  Left Leg
  5/5
  SIZ
  3D6
  13
  7–9
  Abdomen
  5/6
  INT
  4D6
  14
  10–12
  Chest
  5/7
  POW
  2D6+6
  13
  13–15
  Right Arm
  5/4
  DEX
  3D6+6
  17
  16–18
  Left Arm
  5/4
  CHA
  3D6
  11
  19–20
  Head
  5/5
  Combat Actions
  3
  Typical Armour: Aldryami lacquered wood (AP5, –7 Strike Rank Penalty)
  Damage Modiﬁ er
  +0
  Magic Points
  13
  Traits: Life Sense
  Movement
  8m
  Strike Rank
  +9 
  Skills: Athletics 65%, Evade 65%, Lore (Aldryami) 65%, Perception 70%, 
  Persistence 65%, Resilience 65%
  Common Magic 65%: Bladesharp 2, Fanaticism, Co-ordination 1, Multimissile 1, 
  Pierce 2
  Combat Styles
  Sword and Shield 75%, Sword (Two Handed) 70%, Spear 71%, Bow 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Elf Bow  
  H 
  — 
  1D8 
   
  5/8 
   
  175m
  Longsword 
  L 
  L 
  1D10 
   
  6/12
  Long Spear 
  L 
  VL 
  1D10+1  
  4/10
  Target Shield 
  L 
  S 
  1D6 
   
  4/12
  
  26
  Jason Banditt Adams
   Broo
  Feared Chaos creatures, broo are twisted, humanoid hybrids that 
  typically combine the head and hind quarters of goat or antelope 
  with human or human-like torsos. Broo can breed with any species 
  and this means that there is no single set form, although broo from 
  a particular area manifest the traits of the most popular mammal 
  types in the region. Thus, hill and mountain-dwelling broo are 
  often goat and sheep hybrids whilst forest and plains dwelling broo 
  are antelope and cattle hybrids. More exotic strains – rhinoceros 
  broo, dog and cat broo, tiger broo and even dinosaur broo – are 
  not unheard of. In Glorantha the infamous Ralzakark of Dorastor 
  is said to be a unicorn broo.
  Broo are twisted in mind and spirit as well as in body. They 
  worship foul gods of Chaos and venerate disease and madness 
  spirits. Amongst their own kind they are social but intensely 
  hateful of anything not of Chaos, viewing other species as a means 
  of breeding, food and spreading disease and madness. Broo attack 
  and kill for the sheer joy of it; but most joyful of all is impregnating 
  and causing suffering. Broo raiders might slaughter half a caravan 
  of lowly traders and leave the rest physically unscathed but infected 
  with disease or broo embryos which always leads to a slow, painful, 
  unpleasant death.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-3
  Right Leg
  –/7
  CON
  1D6+12
  16
  4-6
  Left Leg
  –/7
  SIZ
  1D6+12
  16
  7-9
  Abdomen
  –/8
  INT
  2D6+6
  13
  10-12
  Chest
  –/9
  POW
  3D6
  11
  13-15
  Right Arm
  –/6
  DEX
  3D6
  11
  16-18
  Left Arm
  –/6
  CHA
  2D6
  7
  19-20
  Head
  3/7
  Combat Actions
  2
  Typical Armour: Horns (AP 3, Head only), if of the goat/antelope variety.
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: Diseased*, Chaos Features
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 60%, Evade 40%, Perception 50%, Persistence 43%, Resilience 
  55%, Sleight 45%, Stealth 15%, Survival 40%, Tracking 25%
  Common Magic 45%: Bladesharp 1, Bludgeon 1, Demoralise
  *If diseased, the broo carries one of the following diseases, found in the RuneQuest Core Rulebook: Creeping Chills, Rabies, Soul Palsy.
  Combat Styles
  Head Butt 60%, Club and Shield 60%, Short Spear and Shield 50%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Head Butt 
   
  S 
  T 
  1D6+1D2 
  As for Head
  Club 
   
   
  M 
  S 
  1D6+1D2 
  4/4
  Shortspear  
   
  M 
  L 
  1D8+1+1D2 
  4/5
  Target Shield 
   
  L 
  S 
  1D6+1D2 
  4/12
  
  27
  Broo worshipping disease spirits carry disease: the chance of a broo 
  having a disease is equal to its POW x5 (so 55% for a typical broo). 
  If so, anyone wounded by the broo is exposed to its disease.
  As creatures of Chaos, broo also manifest Chaos Features. The 
  chance of a broo doing so is equal to its POW x3 with 1D3 Chaos 
  Features, randomly determined, being present.
  When generating the look of a broo, go by the region and landscape 
  it originates from. Otherwise, use the Physique Type table on page 
  22 to determine the broo’s head. Nothing is too outlandish or 
  obscene where broo are concerned.
  The statistics reﬂ ect a standard, goat broo, probably the most 
  common kind. Most broo are primitives in culture and wear little 
  or no armour unless it can be scavenged from some hapless soul. 
  Broo can fashion soft and hard leather armour and there is a 30% 
  chance that a broo wears either type on 1D6+1 Hit Locations.
  Broo can be used as Adventurers although their very nature makes 
  them best suited to all-broo parties.
  Cultural Background: Primitive.
  Professions: Craftsman, Champion/Knight/Noble Warrior, 
  Mercenary, Shaman, Soldier/Warrior
  Combat Notes
  Vicious ﬁ ghters, broo tend to use the Combat Manoeuvres that 
  inﬂ ict the most damage but also those that give them the best 
  chance of infecting an opponent, so rely on Impale, Bleed and 
  Maximise Damage. Quite often the intention is to disable or knock 
  an opponent unconscious so that infection and/or procreation can 
  follow at a leisurely, sadistic pace. Thus, a broo may not always 
  ﬁ ght to kill but to unbalance, wound and disable. What then 
  follows is too horriﬁ c to describe but it should be noted that broo 
  can impregnate anything – even males of a species.
  Broo are also bullies; in the wilds, they travel in raiding gangs of 
  1D6+2 individuals and always use their numbers to best advantage, 
  surrounding and outnumbering a foe wherever possible.
  In the Arena
  The sadistic and unsophisticated combat styles of broo make them 
  superb arena combatants. Broo trained for the coliseum delight in 
  taking their time in a combat, opening-up lots of slow bleeding 
  wounds, launching disabling strikes and then toying with their 
  prey, lunging-in with weapons to taunt, or their sexual organs to 
  threaten impregnation. Dealing with a broo foe means keeping it at 
  bay, especially if it is known to be diseased, and so gladiators may be 
  armed with longspears or polearms to add spectacle. However, if the 
  broo’s opponent is a prisoner or hapless slave, just there to provide 
  slaughter (and an obscene show), then a dagger or shortsword might 
  be the only weapon offered – with little or no shield or armour 
  protection to defend against disease-causing attacks.
   Dragonewt
  Mysterious and majestic, dragonewts are a species unique to 
  Glorantha. They claim to be the eldest creatures, descended from 
  the primordial dragons who created the world before the Dawn 
  of Time.
  Dragonewts are peculiar creatures who continually reincarnate 
  and metamorphose, striving to achieve dragonhood. They are an 
  enigmatic race and are usually misunderstood and mistrusted by 
  humans. Individual dragonewts trace descent from whatever dragon 
  laid the initial clutch of eggs that culminated in their existence. 
  Dragonewts of the same clutch call each other ‘egg-brother’ and 
  organise themselves into settlements along these family lines.
  Normal dragonewts are intended to be a race of mystery, alien and 
  irrational to human understanding. Their language (Auld Wyrmish) 
  includes visual, auditory, olfactory and empathic components. 
  However, they are unconscious of their own language and cannot 
  teach it, and because humans are not naturally empathic they can 
  never gain more than a basic understanding of it. Dragonewts 
  have no written language and have little need of one, as they are 
  immortal, ever-reincarnating and learn needed facts directly from 
  other dragonewts.
  Some places in Glorantha have large colonies of deviant 
  dragonewts, those who exist outside the normal order and society 
  of their kind.
  The Dragonewt Life Cycle
  A dragonewt is not like other creatures. It is born only once but 
  may die hundreds of times. Each time it dies it returns to life in a 
  new body spawned from the dragonewt’s original egg. Dragonewts 
  hatch from eggs laid by immature dragons, those just beginning 
  their reproductive lives. All the spawn of such an immature dragon 
  are known as ‘scout’ or ‘crested’ dragonewts.
  Originally, dragons taught these strange hatchlings the Dragon Way 
  and many infant dragonewts grew quickly to full maturity. Those 
  still in Glorantha have been slower and are gradually developing 
  through the dragonewt cycles.
  When a dragonewt dies, its old body is discarded and the creature’s 
  soul instantly returns to the original egg from which it ﬁ rst sprang. 
  Each dragonewt egg is capable of producing a seemingly limitless 
  number of bodies for the dragonewt, doing so without fail until 
  the creature ultimately matures into a full dragon. After a number 
  of days, the reborn dragonewt emerges from the leathery skin of 
  the egg, its memory and personality intact, ready to pick up its life 
  from where it left off. The time spent in the egg varies with each 
  individual dragonewt according to its moral development but is 
  never more than a month. For a dragonewt, death is not the end, 
  nor is it something to be feared. It is an inconvenience at worst, a 
  mere interruption in the creature’s life.
  
  28
  Dragonewts are very close to humanoids in body proportion. They 
  are bipedal, tailed, left-handed and possess opposable thumbs. 
  They do not reﬁ ne metal, choosing instead to make their weapons 
  and tools of bone, stone and wood. Of course, a deviant dragonewt 
  may well utilise metal items it has acquired for itself. Only the 
  leaders of a group of dragonewts wear armour, though dragonewts 
  at all stages of development are known to ornament themselves 
  with trinkets, jewellery and bits of shiny cloth.
  Dragonewts have four distinct stages of growth, though their precise 
  shape will alter within each stage as the creature moves closer to 
  the next. Each stage also has distinct and ironclad responsibilities 
  within dragonewt society. Each of these purposes is served by the 
  shape of the dragonewt at that stage in its development.
  The Scout Dragonewt (First Stage)
  The scout (or crested) dragonewt is small, short-tailed and has an 
  arched crest upon the head. A vegetarian, it prefers leaves and fruit. 
  Its betters will train it as a slinger to bring down birds and rabbits 
  and teach it the art of scouting and skirmishing and to serve as a 
  slave.
  The markings of the scout dragonewt may be of various colours 
  and patterns but the hide of these creatures is uniformly drab.
  As the scout dragonewt ages, its tail grows longer and its entire 
  body enlarges. The most prominent changes, however, occur in 
  the head. The creature’s head elongates and the crest becomes 
  more pronounced, while the beak lengthens and grows its ﬁ rst set 
  of front teeth – teeth more akin to something found on a cow than 
  a dragon.
  Eventually, often after many centuries and many deaths, the 
  scout dragonewt dies one last time, only to emerge from its egg 
  as a member of the next stage of the dragonewt life cycle – the 
  warrior.
  The Warrior Dragonewt (Second Stage)
  The warrior (or beaked) dragonewt is larger than the scout and 
  is carnivorous. Its tail reaches to the ground and at ﬁ rst its skin is 
  covered both with scales and with small protrusions. As the second 
  stage matures, the warrior’s hide becomes harder and thicker, often 
  toughest on the creature’s back, chest or tail.
  Dragonewts at this stage are most often found as hunters or guards 
  of dragonewt nests.
  Most warrior dragonewts ride upon creatures called demi-birds 
  (see page 118). Demi-birds are feathered, beaked and lay eggs but 
  their bones are solid and they have vestigial arms, not wings. The 
  demi-bird is fearless and carnivorous, adding to the ﬁ erceness of 
  the dragonewt warrior.
  The Noble Dragonewt (Third Stage)
  Second-stage armour and natural weapons are, in the third stage, 
  almost completely replaced by frills, spines, wattles, pouches and 
  other decorative and communicative devices. Skin colours become 
  more vivid and the number and variety of scent glands increase. 
  At this stage the dragonewt is omnivorous. Some ambassadors to 
  human cultures in this stage have been recorded as having become 
  remarkable gourmets.
  A noble dragonewt will lead and represent; it is expert at living 
  peacefully with the outside world. In some regions this stage is 
  known as the ‘tailed priest’.
  The Ruler Dragonewt (Fourth Stage)
  These rare dragonewts are almost never found outside their own 
  nests. One is usually found in each small nest and several in a town 
  cluster. Their community functions, diet and powers are unknown, 
  though some are recorded as having turned into immense dragons 
  in order to guard their nests.
  The appearance of a ruler dragonewt (sometimes known as a ‘full 
  priest’) resembles that of a noble dragonewt but those of the rule 
  stage have wings. These wings, like the rest of the creature, grow 
  larger as it ages.
  Presumably, a ruler dragonewt meditates upon the secrets of 
  dragonhood in preparation for the ﬁ nal metamorphosis. Such a 
  dragonewt will, one day, awake to ﬁ nd itself a full dragon. It will 
  then depart from its nest, to go to wherever dragons go. Given 
  their natures, Ruler dragonewts are not detailed in this book but 
  are given more extensive treatment in Races of Glorantha.
  Dragonewt Weapons
  Just as dragonewts themselves are exotic and difﬁ cult to 
  understand, so too are the weapons and tools the race employs. 
  As mentioned, normal dragonewts do not reﬁ ne and forge metal, 
  so all implements of a dragonewt must be formed of bone, stone 
  or wood. Shields are not used in dragonewt culture, though an 
  outlaw dragonewt may certainly use one if it wishes.
  Klanth: A klanth is a weapon constructed of ﬂ int blades set into 
  a wooden haft. A few rare klanths are constructed of dragon bone 
  rather than wood and have the following statistics:
  Damage: 2D6; STR/DEX 9/11; Size M, Reach M, Combat 
  Manoeuvres: Bleed, Sunder; ENC 2; AP/HP 8/18.
  Gami: A gami is a three-pronged swordcatcher made of 
  dragonbone, exceptionally effective at parrying. 
  Damage: 1D6+3; STR/DEX 9/10; Size M, Reach M, Combat 
  Manoeuvres: Pin Weapon – using a Gami allows this Combat 
  Manoeuvre without having to score a critical success; ENC 1; AP/
  HP 8/12.
  Utuma: This weapon is the dragonewt version of a shortsword. 
  Usually, it is a reinforced ﬂ int blade but a very rare utuma is made 
  from dragon bone. These have an AP/HP of 8/12 but otherwise 
  treat as a shortsword.
  
  29
  Chokin and Samarin: These are small throwing weapons, which 
  can impale. The dragonewt may throw up to three chokin or 
  four samarin at the same time during a single Combat Action. 
  The dragonewt may not mix the two weapons in a single throw 
  – for example, he may not throw two chokin and one samarin. For 
  each additional weapon thrown 
  at one time, the dragonewt must 
  subtract 10% from the chance to 
  hit for all weapons thrown. Treat 
  both choking and samarin as 
  darts; however chokin inﬂ ict 1D6 
  damage and samarin 1D4+1.
  Long Bow: This is a large bow 
  made of bone and used strictly by 
  dragonewts. Treat as a longbow.
  Sling: A dragonewt’s sling is 
  essentially identical to any other 
  sling, save that the pouch is often 
  made of human or dragonewt 
  skin.
  Dragonewts as 
  Adventurers
  Dragonewts are not recommended 
  as Adventurers. Their psyches and 
  motives are complex and alien; 
  their behaviour patterns driven by complex, mythically signiﬁ cant 
  concerns. Dragonewts continually strive for ‘Right Action’; that is, a 
  decision and outcome that is precisely right for what the dragonewt 
  is doing according to other concerns determined by its stage of 
  incarnation. Right Action can mean completely contradictory 
  things: for example a dragonewt 
  might voluntarily become a gladiator 
  and then completely refuse to ﬁ ght. 
  Or it might ﬁ ght viciously against the 
  best, most heavily armed opponents 
  but whimper and cower when faced 
  with an unarmed, unarmoured foe. 
  Dragonewt behaviour is bizarre and 
  unpredictable at best: frustrating and 
  insane at worst.
  There are, however, Adventuring 
  possibilities that will be more fully 
  explored in the Races of Glorantha.
  First Stage Dragonewt 
  (Scout)
  The smallest of the dragonewt species 
  and sometimes referred to as ‘scouts’ 
  (although this term is considered 
  derogatory by dragonewts). They 
  resemble a cross between human and 
  freshwater newt, with an angular 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6
  7
  1-2
  Tail
  1/4
  CON
  3D6
  11
  3-5
  Right Leg
  1/4
  SIZ
  2D6
  7
  6-8
  Left Leg
  1/4
  INT
  4D6
  14
  9-11
  Abdomen
  1/5
  POW
  2D6
  7
  12
  Chest
  1/6
  DEX
  2D6+9
  16
  13-15
  Right Arm
  1/3
  CHA
  3D6
  11
  16-18
  Left Arm
  1/3
  19-20
  Head
  1/4
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  –1D4
  Magic Points
  7
  Traits: Reincarnation
  Movement
  8m
  Strike Rank
  +15
  Skills: Athletics 25%, Evade 25%, Perception 25%, Persistence 31%, Resilience 
  43%, Sleight 25%, Stealth 25%,
  Common Magic 30%: Bladesharp 2
  Combat Styles
  Thrown Chokin and Samarin 25%, Utuma 30%, Sling 30%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP  
  Range
  Chokin  
  S 
  — 
  1D6–1D4 
  2/1 
   
  20m
  Samarin  
  S 
  — 
  1D4+1–1D4 
  2/1 
   
  20m
  Sling  
   
  L 
  — 
  1D8–1D4 
  1/2 
   
  200m
  Utuma  
  M 
  S 
  1D6–1D4 
  8/12
  
  30
  Sean Thornton
  head, large, round, unblinking eyes and a crest running from 
  above the eye ridge to the nape of the neck. The crest can be raised 
  and lowered at will and is used to indicate emotional states: erect 
  when calm; ﬂ attened to the head when panicked, confused or 
  under stress.
  The limbs are slender to the point of being scrawny, with long, 
  thin ﬁ ngers and opposable thumbs. The feet are twin-toed. The 
  legs possess a traditional human-like knee but this is modiﬁ ed in 
  later stages to a pair of reverse joints much like the hindlegs of 
  quadruped mammals.
  The hide is smooth and drab-coloured although many display 
  mottling or dappling of the skin as they mature. The tail begins 
  as a bony nub, elongating with age and as its body enlarges and 
  reincarnates.
  Crested dragonewts are exclusively vegetarian with no desire to eat 
  meat, although they hunt it for others happily and are trained to 
  do so by Beaked and Noble dragonewts. Unlike other herbivores 
  they do not need to consume large quantities of vegetable matter 
  to survive; a handful of nuts and berries will sufﬁ ce and even grass 
  provides nutrition if nothing else is available.
  Crested dragonewts look, and act, inferior to the higher stages. 
  They are subservient when in the company of Beaked or Nobles 
  and actively terriﬁ ed of Ruler dragonewts. When encountered 
  singly or in small groups they are easily inﬂ uenced with a natural 
  deference to anyone showing a degree of authority.
  Scout dragonewts can use Common Magic and are usually taught 
  one or two points of Magnitude in spells that will aid with hunting 
  food for the higher species.
  Combat Notes
  Scout dragonewts tend to ﬁ ght only when directed by a higher stage 
  commander (typically a Warrior). Singly, they lack the courage 
  – or more accurately, the inclination – to ﬁ ght. As all dragonewts 
  are immortal, death holds no fear for them and cowardice and self-
  preservation are alien terms. In combat roll the Scout dragonewt’s 
  Persistence each Combat Round. If a success, it ﬁ ghts; if a failure 
  it does not. The Persistence can be increased by +5% for each 
  additional Scout dragonewt present and by +10% for each Warrior 
  (or higher) dragonewt. However, when ﬁ ghting, they are tenacious 
  foes. Scouts prefer ranged combat, using either a sling or chokin/
  samarin, lobbed with zeal to bring-down a foe before using the 
  utuma to ﬁ nish it off.
  In the Arena
  No EWF culture would ever dare place a dragonewt in a 
  gladiatorial arena but the dragonewts themselves are quite happy 
  to, often for reasons of curious experimentation or more esoteric, 
  incomprehensible reasons. God Learners, when they have captured 
  Scout dragonewts like to put them into gladiatorial contests simply 
  to see what they will do. Their unpredictable nature can make 
  some quite interesting – or even boring – ﬁ ghts. The God Learners 
  like to test whether or not dragonewts truly are unafraid of death 
  or simply too stupid to care.
  Second Stage Dragonewt 
  (Beaked/Warrior)
  Larger and stockier than the Crested stage, Beaked dragonewts have 
  developed bony ridges across the body and a thickening of the skin 
  lending a more menacing appearance. The round, bewildered gaze 
  of the Crested has been replaced with a narrow, stony stare and the 
  crest has shrunk to form a spiny ridge that now extends almost the 
  length of the backbone.
  The limbs are thicker and stronger. Musculature is vastly improved, 
  as are general reactions. The mouth has elongated and narrowed, 
  forming a tough, bony beak ﬁ lled with rows of small, sharp teeth. 
  The hands have developed claws but these do not impeded manual 
  dexterity. As the dragonewt matures, its skin begins to develop 
  more horns, spines and warty protrusions. The tail is almost full 
  length and covered in thick scales with occasional spikes and spine-
  like protrusions.
  Body colourings are more varied. The drab grey-green of the 
  Crested stage is replaced with darker and lighter hues, especially 
  across the chest and abdomen. Gold 
  and amber spots or stripes are not 
  uncommon and appear to follow 
  a particular pattern for a speciﬁ c 
  nest or clutch.
  The inferiority complex of 
  the Crested stage has been 
  lost. Beaked dragonewts are 
  naturally more aggressive 
  
  31
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1-2
  Tail
  6/8
  CON
  3D6+6
  17
  3-5
  Right Leg
  6/8
  SIZ
  2D6+12
  19
  6-8
  Left Leg
  6/8
  INT
  4D6
  14
  9-11
  Abdomen
  6/9
  POW
  2D6+6
  13
  12
  Chest
  6/10
  DEX
  2D6+3
  10
  13-15
  Right Arm
  6/7
  CHA
  3D6+3
  14
  16-18
  Left Arm
  6/7
  19-20
  Head
  6/8
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  13
  Traits: Reincarnation
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 70%, Brawn 68%, Evade 70%, Perception 70%, Persistence 49%, 
  Resilience 67%, Ride 75%, Sleight 70%, Stealth 70%
  Combat Styles
  Thrown Chokin and Samarin 80%, Klanth 50%, Longbow 50%, Utuma 80%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP  
  Range
  Chokin  
  S 
  — 
  1D6+1D6 
  2/1 
   
  20m
  Samarin  
  S 
  — 
  1D4+1+1D6 
  2/1 
   
  20m
  Longbow 
  H 
  — 
  1D8+1D6 
  4/5 
   
  175m
  Utuma  
  M 
  S 
  1D6+1D6 
  8/12
  Klanth  
  M 
  M 
  2D6+1D6 
  8/18
  (remember: dragonewts are unfazed by death). As leaders, they 
  lead from the front, dancing their way into battle and inspiring 
  any Scouts they have with them to ﬁ ght as they do – fearlessly.
  In the Arena
  Apostate Warrior dragonewts have been found as voluntary gladiators 
  in both God Learner and EWF arenas where they are content to pit 
  themselves against the strongest and meanest opponents. Demi-bird 
  riding Warrior dragonewts are used as mounted opponents against 
  lightly armoured gladiators who must avoid the charges of the birds 
  and the sweeping klanths of the rider.
  Third-Stage Dragonewt (Noble)
  The Noble stage sees the dragonewt adopting clearly draconic 
  physical characteristics. Neck wattles are common as is a lateral 
  crest running between the dragonewt’s ears. Frills of skin decorate 
  the arms and torso and the tail is now almost fully developed into 
  a long, whip-like limb that tapers to a point and is often covered in 
  small spines or warts and more frills of skin.
  Skin colouration is far more varied; Nobles display all manner of 
  skin colourations, often with bright, primary colours replacing the 
  drab colours of previous stages. Colours in different parts of the 
  body, such as the face, can alter subtly with mood and emotion 
  and frequently at the dragonewt’s particular whim. Scent glands 
  and ready to challenge for position in social groupings, unless a 
  Noble or Ruler is present. Whilst more aggressive as a breed, Beaked 
  dragonewts are considered and ﬂ uid in their actions and movements, 
  exhibiting inner control and conﬁ dence in their bodies. They are 
  not easy to startle or intimidate, even for Noble dragonewts.
  Beaked dragonewts are exclusively carnivorous and hunt their own 
  meat unless there is a handy Crested dragonewt to do it for them. 
  Meat is eaten raw but always killed ﬁ rst. Bones are reserved for 
  crafting tools and weapons, as are skins and hides which may be 
  used for crafting shelters and armour.
  Beaked dragonewts are able builders. They possess a very ﬁ ne 
  degree of hand-eye co-ordination and visual perception allowing 
  them to accurately gauge distances and measurements without the 
  need for any form of measuring equipment. 
  Beaked dragonewts do not use Common Magic.
  Combat Notes
  Warrior dragonewts are naturally aggressive and need no excuse to 
  ﬁ ght. Any and all Combat Manoeuvres are employed – whatever 
  gives the best advantage. Often, though, a Warrior dragonewt 
  will direct all its attacks against a single opponent and commit 
  all its efforts into the attack, not bothering to defend in any way 
  
  32
  have also developed across the body, giving the Noble a distinctive 
  and sometimes unpleasant (to humans) aroma.
  Nobles are omnivorous and have a developed taste for cooked 
  food. Some have the reputation of being gourmands enjoying 
  complicated dishes that excite all the senses. Banquets held 
  exclusively for Nobles, cooked by Nobles, are common, with 
  dragonewt chefs competing to prepare and serve the most intricate 
  dishes.
  By the third stage of development, dragonewts usually cease 
  riding demi-birds. Most noble dragonewts possess weapons 
  made of dragon bone, rather than of wood and stone and most 
  use a gami in place of an utuma.
  Combat Notes
  Nobles are cunning warriors but ﬁ ght only when absolutely forced 
  to: combat is usually the preserve of the beaked dragonewts. But, 
  when combat presents no alternative or when it is deemed the right 
  thing to do, Nobles are fond of using disabling tactics, aiming for 
  weapons and limbs rather than going for outright killing blows. 
  This gives them time to reconsider their options when it comes 
  to disposing of a foe. Once a foe is in no position to ﬁ ght, a 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-2
  Tail
  3/6
  CON
  3D6+6
  17
  3-5
  Right Leg
  3/6
  SIZ
  2D6+6
  13
  6-8
  Left Leg
  3/6
  INT
  4D6
  14
  9-11
  Abdomen
  3/7
  POW
  2D6+12
  19
  12
  Chest
  3/8
  DEX
  2D6+6
  13
  13-15
  Right Arm
  3/5
  CHA
  3D6+6
  17
  16-18
  Left Arm
  3/5
  19-20
  Head
  3/6
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  19
  Traits: Reincarnation
  Movement
  8m
  Strike Rank
  +14
  Skills: Athletics 90%, Evade 90%, Perception 90%, Persistence 90%, Resilience 
  80%, Sleight 90%, Stealth 90%
  Combat Styles
  Thrown Chokin and Samarin 90%, Gami 90%, Klanth 90%, Longbow 90%, Utuma 90%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP  
  Range
  Chokin  
  S 
  — 
  1D6+1D2 
  2/1 
   
  20m
  Samarin  
  S 
  — 
  1D4+1+1D2 
  2/1 
   
  20m
  Gami 
   
  M 
  M 
  1D6+3+1D2 
  8/12
  Longbow 
  H 
  — 
  1D8+1D2 
  4/5 
   
  175m
  Utuma  
  M 
  S 
  1D6+1D2 
  8/12
  Klanth  
  M 
  M 
  2D6+1D2 
  8/18
  
  33
  Persistence roll should be made. If it fails, then the Noble aims to 
  end the foe’s life in whatever bizarre way it chooses. If it succeeds, 
  the Noble usually tends to squat down and question the opponent 
  extensively, wondering why it fought, why it chose the tactics it did 
  and so forth. This can sometimes result in the opponent bleeding 
  or even starving to death, depending on the dragonewt’s whim.
  In the Arena
  No Noble dragonewt would willingly enter any form of arena 
  combat, preferring ritual suicide. Nobles are simply above such 
  crude, un-Right things.
   Ducks
  Whether ducks cursed with human characteristics or vice versa, 
  this species is an oddity and one that is frequently ridiculed by 
  other sapient species. In Glorantha there are many species of 
  bird-people, known as keets and the ducks (known as Durulz to 
  themselves) are the most commonly found.
  Despite being an awkward amalgam of human and duck (duck 
  heads, waddling bodies, webbed feet and human-like arms), these 
  creatures are every bit as sophisticated as human cultures. They 
  can be curious, industrious, mischievous and even warlike if the 
  circumstances dictate it.
  Ducks can make for excellent Adventurers and it is not uncommon 
  for a durulz to join human cults and affect human habits in a bid 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  10
  1-3
  Right Leg
  –/5
  CON
  2D6+6
  13
  4-6
  Left Leg
  –/5
  SIZ
  1D6+6
  9
  7-9
  Abdomen
  –/6
  INT
  2D6+6
  13
  10-12
  Chest
  –/7
  POW
  3D6
  11
  13-15
  Right Arm
  –/4
  DEX
  2D6+6
  13
  16-18
  Left Arm
  –/4
  CHA
  2D6
  7
  19-20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: Whatever can be bought or scavenged. Leather is preferred; metal 
  armour being heavy for them.
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  6m
  Strike Rank
  +13
  Skills: Athletics 40%, Boating 40%, Inﬂ uence 30%, Persistence 43%, Resilience 
  49%, Sleight 40%, Stealth 30%, Swim 100%
  Common Magic 60%: Co-ordination 2, Countermagic 2, Lucky
  Combat Styles
  Spear and Shield 50%, Sword and Shield 50%, Sling 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortsword 
   
  M 
  S 
  1D6+1D2 
  6/8
  Shortspear  
   
  M 
  L 
  1D8+1+1D2 
  4/5
  Buckler  
   
  M 
  S 
  1D3+1D2 
  6/8
  Sling 
   
   
  L 
  — 
  1D8 
   
  1/2 
   
  200m
  
  34
  for acceptance. They are, however, happiest amongst their own 
  kind but curious enough about the world to form adventuring 
  bands or join existing ones.
  Cultural Background: Barbarian.
  Professions: As per Barbarian.
  Combat Notes
  Being diminutive, ducks prefer weapons that give the best reach 
  and opt to impale and pull-free the weapon when possible. As a 
  species they take a defensive stance and will not squander Combat 
  Actions on needless attacks when defence would clearly serve them 
  better. That said, they are not cowardly and many a conﬁ dent 
  opponent has come away scarred and sliced following what he 
  thought would be an easy ﬁ ght.
  In the Arena
  Ducks, for sheer comedy value, are popular in arenas. Laden 
  down with heavy armour and oversized weapons they are cruelly 
  used as light relief between more serious bouts. However some 
  ducks have gained notoriety in the gladiatorial arena. Kwaktacus, 
  a famed durulz gladiator, had a very successful career armed only 
  with a shortsword and a net. He met his demise when he led an 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  5/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  5/6
  SIZ
  1D6+6
  10
  7–9
  Abdomen
  5/7
  INT
  2D6+6
  13
  10–12
  Chest
  5/8
  POW
  3D6
  11
  13–15
  Right Arm
  5/5
  DEX
  2D6
  7
  16–18
  Left Arm
  5/5
  CHA
  3D6
  11
  19–20
  Head
  5/6
  Combat Actions
  2
  Typical Armour: Chainmail (AP5, –7 Strike Rank Penalty)
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Traits: Earth Sense, Dark Sight
  Movement
  6m
  Strike Rank
  +10 (+3 if 
  armoured)
  Skills: Athletics 50%, Brawn 53%, Craft (stone or metal working) 70%, Engineering 
  35%, Evaluate 60%, Lore (Mineral) 80%, Mechanisms 40%, Persistence 43%, 
  Resilience 67%
  Magic: Sorcery (Dwarf Grimoire) 56%, Manipulation 54%: Animate (Rock or 
  Metal), Damage Resistance, Form/Set (Rock or Metal), Holdfast
  Combat Styles
  Mace and Shield 75%, Battleaxe (two handed) 65%, Crossbow 45%
  Weapons
  Type 
   
   
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mace & Shield (Target) 
   
  M 
  S 
  1D8 
   
  6/6
  Target 
   
   
   
  L 
  S 
  1D6 
   
  4/12
  Battleaxe – 2H 
   
   
  M 
  M 
  1D8+1  
  4/8
  Light Crossbow 
   
   
  L 
  — 
  1D8 
   
  4/5 
   
  100m
  unsuccessful revolt against the God Learners of Seshnela, seeking 
  feedom for all durulz slaves, but his name is legendary in arenas 
  across the Middle Sea Empire.
   Dwarf
  Often at conﬂ ict with elves, an ancient feud that stretches back to 
  their creation, dwarfs are servants of the Earth, revering The Great 
  Maker and often have considerable skill as artiﬁ cers and artisans. 
  They will, however, set aside their differences to take up arms 
  against the forces of Darkness – making them the enemies of trolls. 
  They have a great love of their underground homes, venturing to 
  the surface only to gain treasure and knowledge before returning 
  to their halls to hoard both. Dwarf character is often avaricious but 
  usually has a strong sense of duty.
  Dwarfs are practitioners of sorcery, which ﬁ ts with their world-
  view. Common Magic is sometimes available to them but usually 
  dismissed as a lesser magical discipline, inferior to the craft and 
  skill sorcery requires.
  Dwarfs are natural choices for Adventurers, although they always 
  feel more at home beneath ground than above it. Groups containing 
  elves and trolls do not, however, make for a good mix due to their 
  age-old enmities. 
  
  Olivier Frot
  35
  Cultural Background: Civilised
  Professions: As per Civilised with the exception of those professions 
  involving sailing, farming and husbandry: dwarves are not sailors 
  or farmers…
  Combat Notes
  Dwarves ﬁ ght without ﬁ nesse, opting for manoeuvres that inﬂ ict 
  mighty damage – so Maximise Damage is the most popular 
  choice and coupled with Bypass Armour when circumstances 
  are right. However a dwarf knows the value of a prone 
  opponent and will use swings with an axe to fell an opponent 
  at the legs (Choose Location) so that ﬁ nishing the job is that 
  much easier.
  A further tactic is to shoot a crossbow bolt into a foe, using 
  Impale as the Combat Manoeuvre and then cast Animate 
  Metal on the embedded projectile, forcing it deeper into 
  the body of the opponent. Doing so causes the bolt to inﬂ ict 
  its rolled damage continually within the body. As an alternative 
  a dwarf might use the same spell to crunch metal armour plates 
  together, crushing whatever they encase. Using this tactic the AP 
  of the metal armour is inﬂ icted as damage to the Hit Location 
  each Combat Round although the victim is granted a Resist 
  (Evade) roll to get out of the way of the incoming incantation.
  In the Arena
  Dwarves relish battle and make for good gladiators – even though 
  they hate being enslaved and forced to ﬁ ght above ground. Units 
  of dwarves are often pitted against their ancient enemies, elves 
  and trolls, in staged battles to see who comes out on top. In 
  some arenas dwarves are allowed to tunnel beneath the ﬂ oor of 
  a solid arena whilst gladiators face-off above. The aim is for the 
  passages created by the industrious dwarves to collapse plunging 
  the warriors into the narrow, exposed alleys below, creating new 
  mayhem for battles.
   Elf
  This is the traditional fantasy elf; the human-like but long-lived, 
  denizens of the forests and woodlands, co-existing with nature to 
  a greater degree than their human brethren. Elves are found all 
  over the world, embarking on long Quests for ultimate knowledge. 
  However far they are from their homes, they remain tied to their 
  forests in ways other races could never understand. Though a little 
  humanlike in appearance, elves are slighter in build and often taller 
  than humans, with ﬁ ne bone structure and pointed, tapering ears. 
  Elves are often removed from other characters on an emotional 
  level coming across, to humans, as lofty and aloof. 
  
  36
  As they are tied to their forests, elves have a natural afﬁ nity with 
  the Plant rune and work with Common, Divine and Spirit Magic 
  but abhor sorcery, which they believe perverts the natural order 
  and harmony of the world. The elf statistics show an elf with both 
  Common Magic and a Divine Pact with the Grower gods, hence 
  the 3 points of Dedicated POW and subsequent lowering of Magic 
  Points for Common Magic.
  Elves make for good Adventurers as they are able to mix well with 
  most races, although ancient enmities with dwarves and trolls 
  may cause friction within a mixed adventuring group. Most elves 
  are capable of setting such differences aside although trolls and 
  dwarves, traditionally more stubborn, may have more difﬁ culty 
  in this area.
  Cultural Background: Civilised
  Professions: As per Civilised but excluding Sorcerer/Witch.
  Combat Notes
  Elves can be tenacious ﬁ ghters but are more given to mercy than 
  other races, such is their innate respect for all life. Thus Combat 
  Manoeuvres that disable but do not necessarily kill, are favoured 
  ﬁ rst and foremost. When choosing Combat Manoeuvres, Impale 
  and Maximise Damage are only chosen in the most extreme of 
  circumstances.
  In the Arena
  Reluctant combatants when it comes to blood sports, elves ﬁ nd 
  themselves pitted against foes who goad and insult, attempting to 
  draw elves to anger and thus ﬁ ght with vehemence. Only an elf who 
  has been pushed signiﬁ cantly will attempt to ﬁ ght to the death and 
  the natural tendency towards clemency means that even a foe who 
  is vanquished will ﬁ nd an elf merciful in victory – although the 
  baying crowd may force its hand, much to the elf’s sorrow.
   Giant
  Giants are enormous, ugly humanoids with misshapen features 
  and notoriously bad dispositions. At as much as 16 metres, a full-
  grown giant is a terrible enemy. Giants usually grow at the rate of 
  1D6 SIZ and 1D6 STR every ﬁ ve years.
  Giants tend to use mighty clubs (and sometimes even tree trunks) 
  in battle. Because of the sheer size of a giant, characters of SIZ 20 
  or less only roll 1D10 to determine Hit Location when attacking it 
  in close combat. A giant’s Movement is equal to six plus its height, 
  in metres.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  10
  1–3
  Right Leg
  2/5
  CON
  3D6
  11
  4–6
  Left Leg
  2/5
  SIZ
  2D6+6
  13
  7–9
  Abdomen
  2/6
  INT
  3D6+6
  17
  10–12
  Chest
  2/7
  POW
  2D6+6
  13 
  13–15
  Right Arm
  2/4
  DEX
  3D6+6
  17
  16–18
  Left Arm
  2/4
  CHA
  3D6
  11
  19–20
  Head
  3/5
  Combat Actions
  3
  Typical Armour: Leather (AP 2, –3 Strike Rank Penalty)
  Damage Modiﬁ er
  +0
  Magic Points
  10
  Traits: Life Sense, Night Sight
  Movement
  10m
  Strike Rank
  +17 (+14 if 
  armoured)
  Skills: Acrobatics 56%, Athletics 46%, Evade 56%, First Aid 40%, Insight 45%, 
  Lore (Regional) 80%, Perception 50%, Persistence 49%, Resilience 43%, Stealth 
  56%, Survival 55%, Tracking 30%
  Magic: Common Magic 54%: Clear Path 2, Co-Ordination 2, Multi-Missile 2
  Pact (Grower) 60% – 3 points of Dedicated POW; Lore (Grower) 60%: Alter 
  Target, Behold, Evergreen
  Combat Styles
  Longbow 80%, Spear 60%
  Weapons
  Type 
   
  Size 
  Reach 
   
  Damage  
  AP/HP  
  Range
  Longbow 
  H 
  — 
   
  1D8 
   
  4/7 
   
  175m
  Longspear 
  L 
  VL 
   
  1D10+1  
  4/10
  
  37
  The Characteristics reﬂ ect a six metre high giant. For every 
  two metres of height, a giant rolls 3D6+6 for STR, 2D6+6 
  for CON and 3D6+6 for SIZ.
  Due to their incredible size and the difﬁ culties of operating in 
  the environments of smaller races, giants are not well suited 
  to being Adventurers but smaller members of the giant race 
  can be used as Player Characters if Games Master wishes it. If 
  so, it is recommended that six metres is the maximum size for 
  an Adventurer giant.
  Cultural Background: Barbarian.
  Professions: As per Barbarian.
  Combat Notes
  Giants are truly formidable foes for human-sized races. Their 
  immense reach means that they can hold foes at bay easily and 
  their weapons deliver devastating damage. Bash manoeuvres 
  are favoured, sweeping foes clear with the club (which may 
  be nothing more than a shaped tree-trunk). The thick skin of 
  giants and their huge hands and feet, mean that a weapon is 
  often unnecessary.
  In the Arena
  Giants pose many problems for coliseum arrangers. Their 
  size is difﬁ cult to manage, meaning that special building 
  adjustments are necessary to accommodate them and, in the 
  arena, unless the giant can be trusted not to attack the crowd, 
  they tend to be tethered with massive chains in the centre of 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  9D6+18
  50
  1–3
  Right Leg
  5/18
  CON
  6D6+18
  39
  4–6
  Left Leg
  5/18
  SIZ
  9D6+18
  50
  7–10
  Abdomen
  5/19
  INT
  3D6
  11
  11–12
  Chest
  3/20
  POW
  3D6
  11
  13–15
  Right Arm
  3/17
  DEX
  2D6+3
  10
  16–18
  Left Arm
  3/17
  CHA
  2D6
  7
  19–20
  Head
  3/18
  Combat Actions
  2
  Typical Armour: Tough Hide (AP 3), Heavy Leather Apron (AP 2, Abdomen and 
  Legs only, –2 Strike Rank Penalty)
  Damage Modiﬁ er
  +2D12
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  12m
  Strike Rank
  +11 
  (+9 
  if 
  wearing 
  apron) 
  Skills: Athletics 44%, Brawn 112%, Lore (Regional) 20%, Perception 40%, 
  Persistence 43%, Resilience 99%, Survival 30%
  Combat Styles
  Club 84%, Unarmed 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Huge Club 
  E 
  VL 
  2D6+2D12 
  3/12
  
  38
  the arena ﬂ oor with just enough slack to defend themselves and 
  attack the groups of gladiators pitted against them – but not reach 
  into the baying crowds.
  Contests between giants and up to 20 foes are staged in those arenas 
  designed to cope with massive creatures although the giant may be 
  equipped with nothing more than its bare hands for the combat 
  and its movements severely restricted by the chains clamped to its 
  ankles. Such displays of abject cruelty are nonetheless popular with 
  the more bloodthirsty arena hordes.
   Goblin
  Ugly, crabby, stunted humanoids, ranging in height between that 
  of a dwarf and human, goblins are secretive, typically avaricious, 
  frequently malicious (but not always so) and cunning. Most 
  goblins dwell in caves or underground lairs away from 
  civilised settlements but not always so far that they 
  cannot beneﬁ t from what civilisation has to offer. 
  Their skin is usually dark green or ochre in colour, 
  with long, pointed noses, pock-marked complexions, deep wrinkles 
  and narrow, slitted eyes. Mouths are lipless and ﬁ lled with small, 
  sharp, white teeth. Their arms are disproportionately long compared 
  with their bodies but legs are short and sometimes bowed. Their 
  backs are sometimes hunched but this is by no means common.
  Goblins share some racial traits with elves, dwarves and trolls 
  hinting at some form of common ancestry but all three of these 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  10
  1–3
  Right Leg
  1/4
  CON
  2D6+3
  10
  4–6
  Left Leg
  1/4
  SIZ
  2D6
  7
  7–10
  Abdomen
  1/5
  INT
  3D6
  11
  11–12
  Chest
  1/6
  POW
  2D6+3
  10
  13–15
  Right Arm
  1/3
  DEX
  2D6+3
  10
  16–18
  Left Arm
  1/3
  CHA
  2D6
  7
  19–20
  Head
  1/4
  Combat Actions
  2
  Typical Armour: Tough Hide (AP 1), No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  10
  Traits: Night Sight
  Movement
  6m
  Strike Rank
  +11
  Skills: Athletics 75%, Brawn 45%, Lore (Regional) 50%, Perception 70%, 
  Persistence 40%, Resilience 40%, Sleight 70%, Stealth 75%, Survival 30%
  Common Magic 50%: Bandit’s Cloak 2, Bladesharp 2, Pierce 2
  Combat Styles
  Spear and Shield 45%, Sling 50%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortspear  
   
  M 
  L 
  1D8+1–1D2 
  4/5
  Buckler  
   
  M 
  S 
  1D3–1D2 
  4/10
  Sling 
   
   
  L 
  — 
  1D8–1D2 
  1/2 
   
  200m
  
  39
  races are quick to deny any connection. Goblins are social amongst 
  their own kind and resentful of – but not always aggressive towards 
  – other races and they often emulate the trappings of civilisation, 
  dressing in (what they consider to be) the latest fashions and 
  adopting civilised mannerisms.
  Goblins have some skill with Common Magic and, very 
  occasionally, sorcery but tend not to pursue higher forms of 
  magic for reasons best known to themselves. They can be used 
  as Adventurers although a party containing a goblin may be the 
  subject of (perhaps unjust) suspicion from others.
  Cultural Background: Barbarian.
  Professions: As per Barbarian.
  Combat Notes
  Goblins rarely tackle a foe larger than themselves singly, preferring 
  to ﬁ ght in groups and use superior numbers to gang-up on a 
  foe. Dirty ﬁ ghters by nature they use the most effective Combat 
  Manoeuvres available to them – anything to give them an edge. 
  The sling, used from cover (and preferably dark cover) is the 
  favoured weapon, with spear and buckler used as a last resort.
  In the Arena
  Gangs of goblins (between 10 and 20) are pitched against better 
  armed and armoured single ﬁ ghters to see who emerges victorious. 
  In such ﬁ ghts goblins are given tridents and weapons with a long 
  reach, the intention being that the lone gladiator must batter 
  through long weapons before striking the goblin itself. Where 
  gangs are use, around half are unarmed, the intention being that 
  the gladiator must fend-off goblins using unarmed attacks whilst 
  dealing with the ones armed with proper weapons.
   Halfling
  Halﬂ ings are small humanoids who make their comfortable homes 
  in temperate climes. They usually live underground, preferably in 
  a house bored into the side of a hill. Appearing as children to some, 
  Halﬂ ings tend to be stout but this is mostly a product of their 
  comfortable existence and passion for food and drink. Halﬂ ing 
  skill in the culinary arts is legendary. Despite their diminutive 
  stature and love of the ﬁ ner things in life, halﬂ ings are not without 
  curiosity for the wider world: most are literate and enjoy stories 
  and legends, documenting them with appropriate embellishment. 
  Their skill with words makes for good scribes.
  As a general rule, halﬂ ings prefer to avoid conﬂ ict and as a result of 
  this, halﬂ ing villages are usually located away from the wild corners 
  of the world, where monsters and dangerous beasts are little more 
  than stories from distant lands. Most halﬂ ing adventurers are those 
  few members of the race who grow weary of this bucolic existence 
  and set out to make their own way in the larger world.
  Halﬂ ings get along well with humans and may even share a village 
  with them. They also get along quite well with elfs and dwarfs, 
  though they fear and mistrust trolls.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6
  7
  1–3
  Right Leg
  –/5
  CON
  2D6+9
  16
  4–6
  Left Leg
  –/5
  SIZ
  1D6+3
  7
  7–10
  Abdomen
  –/6
  INT
  2D6+6
  13
  11–12
  Chest
  –/7
  POW
  3D6
  11
  13–15
  Right Arm
  –/4
  DEX
  2D6+9
  16
  16–18
  Left Arm
  –/4
  CHA
  3D6
  11
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: None but leather when available or needs must.
  Damage Modiﬁ er
  –1D4
  Magic Points
  11
  Traits: None
  Movement
  6m
  Strike Rank
  +15
  Skills: Athletics 30%, Evade 35%, First Aid 25%, Inﬂ uence 25%, Perception 30%, 
  Persistence 43%, Resilience 58%, Sleight 50%, Stealth 40%
  Common Magic 30%: Abacus, Becalm, Detect Food, Entertainer’s Smile 2
  Combat Styles
  Shortsword 35%, Sling 40%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortsword 
   
  M 
  S 
  1D6–1D4 
  6/8
  Sling 
   
   
  L 
  — 
  1D8–1D4 
  1/2 
   
  200m
  
  40
  Cultural Background: Civilised.
  Professions: As per Civilised but with an emphasis on crafting 
  and husbandry professions rather than militaristic ones (although 
  Halﬂ ing warriors are not unknown).
  Combat Notes
  Halﬂ ings are not natural warriors preferring to avoid a ﬁ ght 
  whenever possible and, if forced to contribute, using their sling 
  from a safe distance.
  In the Arena
  Contests between terriﬁ ed halﬂ ings and much larger opponents 
  are a source of light relief for coliseum goers – especially if the 
  halﬂ ing is equipped with heavy armour and unwieldy weapons in 
  a parody of a human-sized gladiator.
   Humans
  Creating human characters is covered in the RuneQuest II Core 
  Rulebook. This entry therefore presents a gazetteer of different 
  human occupation types for both the coliseum and general 
  adventuring.
  Gladiator
  Beginning as either a slave or a willing entrant to the arena, the 
  gladiator is skilled in arena combat, risking his life on a daily basis 
  to bring bloody entertainment to the masses. He knows precisely 
  how many foes he has defeated and he knows how to work the 
  crowd, extending a melee to encourage the roars and his own 
  popularity. He is not afraid to play-up a weakness and then snatch 
  a victory from it. He is unmoved by the quivering wrecks who are 
  thrown before him. He knows that, to attain freedom and riches, 
  he must ﬁ ght. He knows death is a sword-stroke or spear-thrust 
  away but if he can hold death at bay, he takes one step closer to 
  liberty and all the glittering rewards it brings.
  This gladiator is a retiarius – one who ﬁ ghts with trident and net and 
  wearing a chainmail kilt and sleeve as his only protection. The same 
  statistics can be used for a dimarchaerus – a gladiator ﬁ ghting with 
  two shortswords or a shortspear and shortsword. Dimarchaeii wear 
  Hard Leather (2 AP) on the arms, legs, chest and head and a linen kilt 
  (1 AP) on the abdomen. The Armour Penalty being –3.
  Combat Notes
  The gladiator uses the reach of both his net and trident to keep his 
  opponent at bay, taking his time to ﬁ nd a suitable opening for a 
  sharp, impaling thrust with the trident. If the opponent exposes an 
  opening, then the net is hurled with the intention of causing either 
  a Trip Opponent or Tangle Combat Manoeuvre. In order to work 
  the crowd the gladiator spends at least two rounds circling the 
  opponent and making searching – but not necessarily damaging 
  – attacks before moving in the for the kill. Even then, the lore 
  of the arena means he must put his opponent down so that the 
  option for kill or mercy is at the decision of whichever noble or 
  ruler is watching the games.
  At the end of each Combat Round the gladiator is allowed to make 
  a Lore (The Crowd) roll to see how his tactics have fared with the 
  baying audience. For each successful attack or defensive roll he 
  made during the round, he gains a +5% bonus to the Lore roll 
  (+10% if he scored a critical success). If the Lore roll is successful 
  then the crowd is behind him and he gains a +5% bonus towards 
  all Combat Styles for the next round. Successful Lore rolls are 
  cumulative; but if a Lore roll is failed, he loses the advantage and 
  must start over at the end of the next round. If he fumbles the Lore 
  (The Crowd) roll, he suffers a –5% penalty to his Combat Styles as 
  the crowd boo and jeer at the clumsiness of his actions.
  Legionnaire
  A moderately armoured foot soldier used to ﬁ ghting as part of a 
  unit, legionnaires are a common form of infantry found in the 
  ancient world. This warrior is used to accepting and acting on 
  orders without question. His job is to ﬁ ght and his loyalty is to his 
  comrades to right and left in the shield wall or phalanx.
  
  41
  Gladiator
  STR
  12
  1D20
  Hit Location
  AP/HP
  CON
  12
  1–3
  Right Leg
  –/5
  SIZ
  13
  4–6
  Left Leg
  –/5
  INT
  13
  7–10
  Abdomen
  4/6
  POW
  10
  11–12
  Chest
  –/7
  DEX
  14
  13–15
  Right Arm
  –/4
  CHA
  9
  16–18
  Left Arm
  5/4
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: Chainmail kilt and sleeve. –2 Armour Penalty
  Damage Modiﬁ er
  +0
  Magic Points
  10
  Traits: None
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 75%, Brawn 60%, Evade 70%, Lore (The Coliseum) 70%, Lore 
  (The Crowd) 70%, Perception 55%, Persistence 56%, Resilience 60%
  Common Magic 30%: Bladesharp 2, Pierce 2
  Combat Styles
  Trident and Net 80%, Sword 65%, Spear 65%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortsword 
   
  M 
  S 
  1D6 
   
  6/8
  Shortspear  
   
  M 
  L 
  1D8+1  
  4/5
  Trident  
   
  M 
  L 
  1D8 
   
  4/10
  Net 
   
   
  S 
  L 
  1D4 
   
  2/20
  Legionnaire
  STR
  12
  1D20
  Hit Location
  AP/HP
  CON
  13
  1–3
  Right Leg
  2/5
  SIZ
  11
  4–6
  Left Leg
  2/5
  INT
  11
  7–10
  Abdomen
  3/6
  POW
  11
  11–12
  Chest
  3/7
  DEX
  14
  13–15
  Right Arm
  6/4
  CHA
  10
  16–18
  Left Arm
  6/4
  19–20
  Head
  6/5
  Combat Actions
  3
  Typical Armour: Ringmail hauberk, leather greaves, plate vambraces and helm. –6 
  Armour Penalty
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +7
  Skills: Athletics 45%, Brawn 50%, Evade 45%, Lore (Tactics) 40%, Perception 
  45%, Persistence 50%, Resilience 50%
  Common Magic 30%: Bladesharp 2, Pierce 2
  Combat Styles
  Spear and Shield 65%, Sword and Shield 60%, Javelin 55%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortspear 
   
  M 
  L 
  1D8+1  
  4/5
  War Sword 
   
  M 
  M 
  1D8 
   
  6/10
  
  42
  Combat Notes
  Legionnaires maximise their cover with their kite shield and rely 
  on spear or sword thrusts to injure opponents. The spear’s longer 
  reach offers the best shield combination with the war sword being 
  used when thinned ranks or more space makes a swing more 
  viable. Impales and Choose Location are the favoured Combat 
  Manoeuvres as the legionnaire aims for weak or unarmoured 
  spots on the foe. The skill with the javelin allows the legionnaire 
  to provide ranged combat without relinquishing the shield before 
  charging forward with a readied spear.
  If three or more legionnaires are gathered, they can form a Shield 
  Wall, with shields overlapping to form a tough defensive barrier. If 
  a shield wall is formed then the shield’s armour points are added to 
  the arm, chest and abdomen Hit Locations. However, Movement 
  is halved and whilst the legionnaires continue to ﬁ ght in the shield 
  wall they can only use the Bash, Choose Location and Impale 
  Combat Manoeuvres, reﬂ ecting their limited agility. 
  Charioteer
  An expert controller of a chariot, the charioteer is skilled in both 
  racing and driving a chariot in battle. His concentration is absolute 
  as he manoeuvres his vehicle and horses to the utmost and he is 
  skilled at reading the conditions around him, ready to take evasive 
  action when necessary.
  Combat Notes
  If trying to ﬁ ght whilst controlling his chariot, the Drive skill 
  cannot exceed the Combat Style for that Combat Round and 
  he must make a successful Drive roll following any attack to 
  maintain control of the chariot. For this reason, charioteers prefer 
  to concentrate on driving rather than attempting to attack, leaving 
  offensive duties to a passenger armed with either a bow or javelin.
  Magic using charioteers cast Co-ordination on themselves to 
  maximise personal agility and Mobility on their horses for speed.
  Chariot Warrior
  Accompanying a charioteer, the chariot warrior’s sole concern is to 
  attack the enemy using a bow, spear or javelin. As weight is a factor 
  in chariot speed and manoeuvrability, chariot warriors do not wear 
  heavy armour and are often light of frame.
  Combat Notes
  Chariot-mounted warriors use Choose Location and Impale as 
  their favoured Combat Manoeuvres, augmenting their weapons 
  with Bladesharp and Multimissile. Delaying their attacks to gain 
  maximum position and advantage is common, rather than loosing 
  missiles at the ﬁ rst opportunity.
  Merchant
  This wily merchant frequents the bazaars and markets that form 
  around the gateways of the arena, both inside and outside its 
  perimeter, selling all manner of goods and treats: street food, 
  trinkets, souvenirs, blankets, mulled wine – you name it, the 
  merchant can put a target on the market. He knows a good deal 
  and a bad one and drives a hard bargain always. Haggling is a 
  gladiatorial sport and the merchant always aims to be victorious 
  although he will be at pains to illustrate how much the deal is 
  costing him, his wife, umpteen children and poor, sick, diseased 
  and dying mother.
  Courtesan
  The courtesan sells her charm and company to those who need 
  companionship – whether it is to attend a function, the games or 
  something of a more personal nature. She dresses to the occasion 
  and her behaviour is chameleon like so that she is all things to 
  all people. Coming into contact with so many different people of 
  different stations gives her the consummate ability to discourse on 
  any topic and her knowledge of local scandal and gossip seemingly 
  limitless. In the private conﬁ nes of the boudoir additional talents 
  come into play and the good courtesan knows both the power of 
  discretion but also the power of a secret, using those conﬁ dences 
  she holds with the skill of the best gladiator.
  Nobleman/Diplomat/Politician
  The nobleman is well-connected through money and breeding. He 
  may occupy high ofﬁ ce or merely be a dilettante, frittering away a 
  family fortune in pursuit of excitement. Whatever his nature, he 
  combines personal charm with a certain style and a social echelon 
  highly desirable to those below it. He enjoys being seen in public; 
  to ﬂ aunt his wealth, his position or because it is required of him. 
  His manners might be impeccable in the company of his equals 
  and peers, yet disparaging to the lower social orders who are viewed 
  with disdain.
  Cut Purse
  Where people gather for entertainment or commerce, so gravitates 
  the cut-purse. This cunning thief watches for dangling bags of 
  coin, carelessly placed wallets and purses and makes his move, 
  using light ﬁ ngers or a sharp blade to make them his own. He 
  frequently works with a partner – someone to distract whilst he 
  performs the theft with the skill of a surgeon but sometimes he 
  is forced to act alone, using his wits and other skills to ensure he 
  remains uncaught. If suspicion falls on him, he will run – and he 
  knows the back alleys well enough to out-pace his pursuers.
  
  43
  Charioteer
  STR
  15
  1D20
  Hit Location
  AP/HP
  CON
  11
  1–3
  Right Leg
  2/5
  SIZ
  12
  4–6
  Left Leg
  2/5
  INT
  12
  7–10
  Abdomen
  2/6
  POW
  11
  11–12
  Chest
  6/7
  DEX
  16
  13–15
  Right Arm
  –/4
  CHA
  9
  16–18
  Left Arm
  –/4
  19–20
  Head
  2/5
  Combat Actions
  3
  Typical Armour: Leather greaves, kilt and helm. Plate chest plate. –3 Armour 
  Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +11
  Skills: Athletics 60%, Brawn 58%, Drive 75%, Evade 45%, Lore (Chariot) 40%, 
  Perception 70%, Persistence 40%, Resilience 40%
  Common Magic 30%: Clear Path, Co-ordination 2, Mobility 3
  Combat Styles
  Javelin 55%, Whip 45%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Javelin  
   
  H 
  — 
  1D8+2  
  3/8 
   
  30m
  Whip 
   
   
  M 
  VL 
  1D2+2  
  3/6
  Chariot Warrior
  STR
  12
  1D20
  Hit Location
  AP/HP
  CON
  12
  1–3
  Right Leg
  2/5
  SIZ
  9
  4–6
  Left Leg
  2/5
  INT
  11
  7–10
  Abdomen
  2/6
  POW
  12
  11–12
  Chest
  2/7
  DEX
  17
  13–15
  Right Arm
  –/4
  CHA
  9
  16–18
  Left Arm
  –/4
  19–20
  Head
  2/5
  Combat Actions
  3
  Typical Armour: Leather. –2 Armour Penalty
  Damage Modiﬁ er
  +0
  Magic Points
  12
  Traits: None
  Movement
  8m
  Strike Rank
  +12
  Skills: Acrobatics 30%, Athletics 40%, Brawn 40%, Evade 45%, Perception 70%, 
  Persistence 40%, Resilience 40%
  Common Magic 30%: Bladesharp 2, Co-ordination 2, Speedart 2
  Combat Styles
  Bow 65%, Javelin 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Short Bow 
   
  L 
  — 
  1D6 
   
  4/4 
   
  80m
  Javelin  
   
  H 
  — 
  1D8 
   
  3/8 
   
  30m
  
  44
  Merchant
  STR
  9
  1D20
  Hit Location
  AP/HP
  CON
  10
  1–3
  Right Leg
  –/5
  SIZ
  12
  4–6
  Left Leg
  –/5
  INT
  16
  7–10
  Abdomen
  –/6
  POW
  14
  11–12
  Chest
  –/7
  DEX
  13
  13–15
  Right Arm
  –/4
  CHA
  14
  16–18
  Left Arm
  –/4
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  +0
  Magic Points
  14
  Traits: None
  Movement
  8m
  Strike Rank
  +15
  Skills: Commerce 75%, Culture (Own) 70%, Evade 40%, Evaluate 65%, Inﬂ uence 
  60%, Insight 65%, Lore (Regional) 60%, Streetwise 53%
  Common Magic 35%: Bearing Witness 2, Glamour 2, Golden Tongue 2
  Combat Styles
  Dagger 25%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Dagger  
   
  S 
  S 
  1D4+1  
  6/8
  Courtesan
  STR
  8
  1D20
  Hit Location
  AP/HP
  CON
  10
  1–3
  Right Leg
  –/4
  SIZ
  8
  4–6
  Left Leg
  –/4
  INT
  15
  7–10
  Abdomen
  –/5
  POW
  16
  11–12
  Chest
  –/6
  DEX
  14
  13–15
  Right Arm
  –/3
  CHA
  18
  16–18
  Left Arm
  –/3
  19–20
  Head
  –/4
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  –1D2
  Magic Points
  16
  Traits: None
  Movement
  8m
  Strike Rank
  +15
  Skills: Art (Acting) 40%, Commerce 60%, Culture (Own) 75%, Dance 60%, Evade 
  20%, Evaluate 60%, Inﬂ uence 70%, Insight 75%, Lore (Regional) 60%, Perception 
  60%, Persistence 70%, Resilience 35%, Play Instrument 45%, Seduction 75%, 
  Streetwise 50%
  Common Magic 45%: Glamour 3, Golden Tongue 3
  Combat Styles
  Dagger 25%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Dagger  
   
  S 
  S 
  1D4+1  
  6/8
  
  45
  Nobleman/Diplomat/Politician
  STR
  11
  1D20
  Hit Location
  AP/HP
  CON
  13
  1–3
  Right Leg
  –/6
  SIZ
  13
  4–6
  Left Leg
  –/6
  INT
  13
  7–10
  Abdomen
  –/7
  POW
  12
  11–12
  Chest
  –/8
  DEX
  13
  13–15
  Right Arm
  –/5
  CHA
  13
  16–18
  Left Arm
  –/5
  19–20
  Head
  –/6
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  +0
  Magic Points
  12
  Traits: None
  Movement
  8m
  Strike Rank
  +13
  Skills: Athletics 45%, Brawn 30%, Courtesy 75%, Culture (Own) 90%, Dance 
  60%, Evade 45%, Evaluate 50%, Inﬂ uence 75%, Insight 45%, Lore (Regional) 
  70%, Lore (Administration or Politics) 80%, Perception 50%, Persistence 46%, 
  Resilience 49%, Ride 70%
  Common Magic 55%: Bladesharp 2, Countermagic 2, Thunder’s Voice 2
  Combat Styles
  Sword and Shield 60%, Bow 65%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  War Sword 
   
  M 
  M 
  1D8 
   
  6/10
  Target 
   
   
  L 
  S 
  1D6 
   
  4/12
  Recurve Bow 
   
  H 
  — 
  1D8 
   
  4/8 
   
  175m
  Cut Purse
  STR
  9
  1D20
  Hit Location
  AP/HP
  CON
  9
  1–3
  Right Leg
  –/4
  SIZ
  8
  4–6
  Left Leg
  –/4
  INT
  13
  7–10
  Abdomen
  1/5
  POW
  12
  11–12
  Chest
  1/6
  DEX
  18
  13–15
  Right Arm
  –/3
  CHA
  10
  16–18
  Left Arm
  –/3
  19–20
  Head
  1/4
  Combat Actions
  3
  Typical Armour: Linen padding and cap. –1 Armour Penalty.
  Damage Modiﬁ er
  –1D2
  Magic Points
  12
  Traits: None
  Movement
  8m
  Strike Rank
  +15
  Skills: Athletics 65%, Brawn 30%, Culture (Own) 60%, Evade 70%, Evaluate 70%, 
  Insight 45%, Lore (Regional) 70%, Perception 75%, Persistence 45%, Resilience 
  40%, Sleight 70%, Stealth 65%, Streetwise 65%
  Common Magic 40%: Befuddle, Co-ordination 2, Fate 2
  Combat Styles
  Dagger 70%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Dagger  
   
  S 
  S 
  1D4+1–1D2 
  6/8
  
  46
  Danilo Guida
   Iqari
  With humanoid arms and torsos and the head, legs and wings of 
  a raptor, Iqari are formidable hunters, possessing the keen sight 
  and instincts of predators and a strength and size far superior to 
  that of humans. Iqari are found primarily in mountainous regions 
  overlooking verdant foothills and wide plains. 
  Iqari are social amongst their own kind but 
  are antagonistic towards most other species, 
  including any who venture too close to 
  their mountain colonies. Certainly they are 
  intelligent, with tool-making and crafting 
  skills. Few have been able to venture successfully 
  into the mountainous reaches they inhabit to view 
  ﬁ rst-hand what kind of settlements they occupy but the 
  common view is of great collections of nest-like structures that form 
  crude versions of cities, high in the mountain peaks.
  Iqari can ﬂ y great distances far and wide but seem to prefer the areas 
  around their home mountains. They are known to husband the native 
  animals as a food source but are sometimes also seen soaring above 
  the seas and lakes which border their territories, swooping low to 
  catch ﬁ sh on the wing. In human-settled areas, Iqari hunting ﬂ ocks 
  regularly attack the settlements clustered in the fertile lower reaches 
  of the hills and mountains, taking livestock and the occasional 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1-3
  Right Leg
  –/7
  CON
  2D6+6
  13
  4-6
  Left Leg
  –/7
  SIZ
  2D6+12
  19
  7-9
  Abdomen
  2/8
  INT
  2D6+6
  13
  10
  Chest
  –/8
  POW
  3D6
  11
  11-12
  Right Wing
  –/7
  DEX
  2D6+12
  19
  13-14
  Left Wing
  –/7
  CHA
  3D6
  11
  15-16
  Right Arm
  2/6
  17-18
  Left Arm
  2/6
  19-20
  Head
  –/7
  Combat Actions
  3
  Typical Armour: Iqari wear leather kilts to protect their abdomen and leather 
  vambraces to protect their weapon arms but little else, which would impede ﬂ ight 
  and manoeuvrability. –2 Armour Penalty
  Damage Modiﬁ er
  +1D8
  Magic Points
  11
  Traits: Formidable Natural Weapons (Beak, Claws), Night Sight
  Movement
  8m/18m
  Strike Rank
  +14
  Skills: Athletics 60%, Brawn 79%, Perception 70%, Persistence 43%, Resilience 
  43%, Stealth 55%, Survival 60%, Tracking 95%
  Combat Styles
  Spear (Two Handed) 70%, Bite 65%, Claw 65%, Wing Strike 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D6+1D8  
  As for Head
  Claw 
   
  M 
  S 
  1D8+1D8 
  As for Leg
  Wing Strike 
  L 
  L 
  1D3+1D8 
  As for Wing
  Spear (2H) 
  L 
  VL 
  1D10+1+1D8 
  4/10
  
  47
  human victim – either as prey or simply for the joy of the kill. Iqari 
  communicate through a complex series of beakclicks, squawks, 
  feather-rufﬂ es, head tilts and hand signals. Some have noted that they 
  can understand certain languages but lack the ability to speak them. 
  As yet, negotiation with Iqari has been futile: they are unwilling to 
  communicate openly or offer any respite from their attacks.
  Cultural Background and Professions
  Iqari can be used as Adventurers – although their aggressive 
  tendencies and inability to speak human tongues may make them 
  more suitable to all-Iqari groups.
  Cultural Background: Primitive.
  Professions: Choose only from Animal Trainer, Champion/
  Knight/Noble Warrior, Craftsman, Herdsman, Hunter, Mercenary, 
  Shaman or Soldier/Warrior.
  Combat Notes
  The favoured Iqari attack technique when aloft is to swoop down 
  on the opponent and deliver a thrust with the long, barbed, iqari 
  spear. Going into a controlled dive from height gives the Iqari 
  immense speed and doubles the Iqari’s Damage Modiﬁ er. However 
  diving is a tricky manoeuvre to successfully complete and thus the 
  Iqari’s chance to hit with its spear is halved. The favoured Combat 
  Manoeuvre is to Impale, leaving the weapon in the victim and 
  making further attacks with claws and beak.
  When using its natural weapons, Iqari favour the Bash, Bleed and 
  Grip manoeuvres in order to overbalance, slice and immobilise 
  their prey.
  In the Arena
  Captured Iqari have their wings clipped or broken to prevent ﬂ ight 
  or have a tether attached to their ankle and set into the ground 
  to allow very limited ﬂ ight within the conﬁ nes of the arena ﬂ oor 
  (guarding against attacking the audience). Iqari gladiators are 
  equipped with a spear or trident and their preference for minimal 
  armour is fully indulged. Iqari gladiators are frequently pitted 
  against humans, armed with nets and other winged creatures such 
  as grifﬁ n, harpies and wyverns.
   Jack-O-Bear
  Large, shaggy-bodied humanoids with a head shaped like an 
  overlarge pumpkin, Jack-O-Bears are creatures of Chaos. They are 
  aggressive, carnivorous and have a Chaos Feature peculiar to their 
  species. These are creatures native to Glorantha but may be found 
  in other fantasy worlds.
  Every Jack-O-Bear has the capability of transﬁ xing its prey, rooting 
  it helplessly to the spot whilst it then deals whatever damage it 
  wishes. To avoid being transﬁ xed the victim must avoid looking at 
  the leering, abyssal-eyed, pumpkin head – which means a penalty 
  of at least –30% to any attacks or defences made against it. If the 
  gaze is captured, the victim must succeed in a Persistence roll, 
  subjected to a penalty equal to the Jack-O-Bear’s POW. If the 
  Persistence roll succeeds then the victim is immune to the Jack-O-
  Bear’s power; if it fails, he is rendered immobile and helpless for 
  every round until a successful Persistence roll can be made. If the 
  potential victim has the opportunity to act ﬁ rst, successfully casting 
  either Countermagic 2 or Dispel Magic (minimum Magnitude of 
  1) negates the Jack-O-Bear’s power.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1–3
  Right Leg
  2/6
  CON
  2D6+6
  13
  4–6
  Left Leg
  2/6
  SIZ
  3D6+6
  17
  7–10
  Abdomen
  2/7
  INT
  2D6
  7
  11–12
  Chest
  2/8
  POW
  4D6
  14
  13–15
  Right Arm
  2/5
  DEX
  3D6
  11
  16–18
  Left Arm
  2/5
  CHA
  3D6
  11
  19–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour: Natural hide. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  14
  Traits: Chaos Features, Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +9
  Skills: Athletics 25%, Brawn 40%, Evade 35%, Perception 30%, Persistence 55%, 
  Resilience 60%, Stealth 50%
  Combat Styles
  Unarmed 40%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Claw 
   
   
  M 
  M 
  1D6+1+4 
  As for Arm
  
  48
  As well as this fearsome ability there is a percentage chance equal 
  to half the Jack-O-Bear’s POW that it will also have one further 
  Chaos Feature.
  Combat Notes
  Jack-O-Bears ﬁ ght to kill so they can feast on the warm innards 
  of their prey and thus go all-out to maximise their damage, with 
  little ﬁ nesse. A helpless opponent is an easy target but one that has 
  avoided their gaze attracts full fury.
  In the Arena
  A cruel game perfected by some God Learner arena owners is called 
  Pumpkin Patch Hop. Dozens of full-sized pumpkins are set into 
  the ground with one or more captured Jack-O-Bears buried amidst 
  them. Each pumpkin has a crude face painted onto it, making the 
  real Jack-O-Bear difﬁ cult to detect. The contestants have to tread 
  through the pumpkins and are forbidden to touch any of them. As 
  soon as a contestant gets within two metres of the buried Jack-O-
  Bear it bursts forth from its hiding place and attacks. Contestants 
  are allowed to make a Perception roll at –30% to attempt to spot 
  and avoid, the real monster waiting to pounce. The roll can be 
  made once every 8 metres – and a typical Pumpkin Patch Hop can 
  have a good 50 square metres of pumpkins…
   Morokanth
  Intelligent, tapir-like creatures, morokanth are native to the marshes 
  and plains of Glorantha, particularly Prax. Socially sophisticated, 
  morokanth mirror the nomadic tribes by herding humans which 
  are traded for things they need. 
  Where civilised humans are concerned, relations are reserved, at 
  best. Neither the EWF nor the God Learners like to see humans 
  enslaved and herded in this way but it has been a morokanth 
  practice since the Dawn Age and is thus accepted as a natural 
  order. Some prisoners of both empires are sold into morokanth 
  herds – a harsh punishment for certain offenders.
  The claws of the morokanth mean that using weapons is difﬁ cult, 
  although they are capable of making and using some primitive 
  tools. However where combat is concerned the morokanth have 
  developed their own unique style of ﬁ ghting, discussed below.
  Morokanth can be used as Adventurers.
  Cultural Background: Barbarian.
  Professions: Craftsman, Herdsman, Mercenary, Soldier/Warrior.
  
  49
  Combat Notes
  The unarmed capabilities of a morokanth lend it a distinct edge 
  in hand-to-hand combat. Attacks aim to cause maximum damage 
  and the defensive manoeuvre following is usually designed to 
  immobilise or pin the opponent – so combinations such as Choose 
  Location (arm) followed by Pin Weapon or Take Weapon are 
  common tactics.
  In the Arena
  Captured morokanth make for interesting gladiatorial adversaries 
  in God Learner arenas, where their unarmed prowess is pitted 
  against trident and net armed warriors. Some morokanth have 
  become gladiators in a bid to hone their combat style so whilst it is 
  rare to ﬁ nd morokanth gladiators, it is not unknown.
   Mostali
  Glorantha’s dwarves are the mostali, creations of Mostal the Maker. 
  They are unlike the more generic dwarves described earlier in this 
  chapter in that the mostali are functioning parts of the World 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1–3
  Right Leg
  4/6
  CON
  3D6
  11
  4–6
  Left Leg
  4/6
  SIZ
  3D6+6
  17
  7–10
  Abdomen
  4/7
  INT
  3D6
  11
  11–12
  Chest
  4/8
  POW
  3D6
  11
  13–15
  Right Arm
  4/5
  DEX
  2D6+3
  10
  16–18
  Left Arm
  4/5
  CHA
  3D6
  11
  19–20
  Head
  4/6
  Combat Actions
  2
  Typical Armour: Natural hide. No Armour Penalty. Morokanth sometimes trade for 
  leather armour, worn on the head and body
  Damage Modiﬁ er
  +1D4
  Magic Points
  11
  Traits: None
  Movement
  10m
  Strike Rank
  +11
  Skills: Athletics 25%, Brawn 60%, Commerce 25%, Evade 30%, Lore (Herding) 
  50%, Perception 40%, Persistence 43%, Resilience 43%, Unarmed 30%
  Combat Styles
  Unarmed 30%, Spear 15%
  The Unarmed style of the morokanth is a highly stylised martial art. If a morokanth scores a successful attack it may immediately apply a 
  defensive Combat Manoeuvre in addition to any offensive Combat Manoeuvre. The defensive Combat Manoeuvre is applied even if the 
  morokanth does not achieve a higher level of success than the opponent. This rule does not apply if a morokanth uses a made weapon.
  If using human weapons, the basic percentage is one half the usual Close Combat style.
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Claw 
   
   
  M 
  M 
  1D6+1D4 
  As for Arm
  Spear 
   
   
  M 
  L 
  1D8+1+1D4 
  4/5
  Machine: their interpretation of how the cosmos manifests and 
  interacts. It is their unshakeable belief that the World Machine 
  is broken and thus the role of the mostali is to repair it, thereby 
  remaking the Dawn Age of Glorantha as the repaired mechanism 
  begins to work as it was originally meant to.
  The mostali race consists of several separate castes. Each caste 
  consists of separate dwarf entities that are sapient mouldings of the 
  element of their caste. The castes are as follows: 
  Brass
  Brass mostali are the metal workers: metallurgists and alloyists; 
  creators of new metals and reﬁ ners of old ones. Brass mostali 
  tend the mighty forges and furnaces at the heart of the World 
  Machine and throughout the dwarﬁ sh city-factories, channelling 
  the essential heat, at the correct temperature, to where it is needed. 
  Brass mostali are moulded from the same metal and have absolute 
  mastery over its mundane forms. They are masters of ﬁ re and 
  temperature, being able to endure the greatest of heats or the 
  bitterest of colds.
  
  50
  
  51
  Clay
  Moulded and therefore identical to each other (although there are 
  subtle differences between mould castings, which creates a massive 
  variety in Clay sub-castes), Clay dwarfs are the most numerous 
  of all dwarfs. They are general workers and foot soldiers, assigned 
  to speciﬁ c tasks and duties from the moment they emerge from 
  the mould and expected to never deviate from their assignment. 
  Clay dwarfs are diligent workers, obedient, compliant but with the 
  ﬂ exibility of their material that allows them to be shaped to new 
  tasks as work demands. Most humans will encounter Clay dwarfs 
  above ground, although that is only because they are the most 
  numerous. Clay dwarfs exhibit personalities that are the result of 
  their mould; so some may be happy and talkative whilst others will 
  be reserved and sullen. Their skin is rough when compared with 
  the perfection of the mostali castes and is invariably the reddish 
  brown of the clay from which they are shaped.
  Copper
  Toolsmiths, blacksmiths, weaponsmiths and makers of containers, 
  Copper mostali are shaped from that metal and their skin ranges 
  from the brilliant, golden sheen of polished copper through to the 
  bright verdigris of those who have been exposed to the effects of 
  wind and rain in pursuit of their craft. Copper mostali are diligent 
  and painstaking – masters of detail. They are patient, painstaking 
  craftsmen who might take centuries crafting the smallest washer 
  but are absolutely conﬁ dent that what they create will work 
  perfectly, ﬂ awlessly, forever.
  Diamond
  As the numbers of the ﬁ rst mostali dwindle, it has become 
  necessary to create a new set that can readily emulate The Maker’s 
  original creations. These are the Diamond dwarfs and they 
  represent the pinnacle of non-mostali dwarfdom. Each caste has 
  its own Diamond dwarfs; so there are Iron Diamond dwarfs, Gold 
  Diamond dwarfs, Quicksilver Diamond Dwarfs and so on. They 
  are project managers, overseers, foremen and gang-masters. With 
  their scintillating diamond skin and hard, unwavering personalities, 
  they are the very best approximations to the original eight mostali 
  types that the mostali have been able to fashion. Despite their hard 
  natures they are versatile, being able to slot neatly into any of the 
  roles epitomised by the eight original mostali castes or into general 
  assignments running thousands of Clay dwarf workers.
  Diamond dwarfs differ from their brethren in that they are 
  physically perfect specimens, made that way.
  Gold
  The teachers, mentors and overseers of mostali society, the Golden 
  mostali represent the mind of The Maker and ensure the continuity 
  of purpose, process and purity through the correct education and 
  indoctrination of all dwarfs. The keepers of all lore, schemes, 
  hypotheses and project plans, Gold dwarves are the scholars 
  and guiders, wise in all things pertaining to dwarﬁ sh purpose. 
  Their skin is that of beaten gold leaf, their voices low, slow and 
  sonorous. Of all the mostali, only the Gold are permitted anything 
  approaching original, individual thought but even then, they are 
  attuned to The Maker’s will and never contemplate anything that 
  might involve deviation from the Grand Master Plan (to which all 
  mostali work). 
  Iron
  Second most numerous of the dwarf castes, the Iron dwarfs are 
  smiths, metalworkers and war machinists. They equip the ranks 
  of the mostali armies, test new weapons and reﬁ ne old ones. Iron 
  dwarfs invented the Mostali Axe, which resembles the original 
  weapon wielded by The Maker and know the secret of forging 
  iron into steel, which lends their weapons exceptional strength and 
  guards against rusting. Iron dwarfs are single-minded and dedicated 
  to their purpose. Once given an assignment, that assignment is 
  set for eternity and Iron dwarfs are unable to easily deviate from 
  it, although, like Clay dwarfs, they have distinct personalities 
  reﬂ ecting the forge where they were honed.
  Lead
  Thought of as plumbers and glassblowers, Lead mostali have a 
  far wider remit than moving water or producing vials and other 
  accoutrements. They are the strategic defenders of the dwarﬁ sh 
  settlements, responsible for making the sorcerous seals and wards 
  that defend the factories and workshops. Their arcane knowledge 
  is formidable and, working closely with the Quicksilver mostali, 
  they turn their defensive sorcery to cunning and intriguing ends 
  that would make even the God Learners marvel. As grey as the lead 
  they work, Lead mostali rarely speak and, when they do, speak 
  with such gravitas (save for when they uttering incantations), that 
  the words fall like tombstones from their thick, cumbersome lips. 
  Quicksilver
  Masters of alchemy and transmutation, the Quicksilver mostali 
  toil ceaselessly in their laboratories creating the potions, salves, 
  balms, unguents, powders and special alloys essential to dwarﬁ sh 
  endeavours. It was the Quicksilver mostali who created Black 
  Powder and many other compounds that burn, ﬁ zz, corrode and 
  dissolve are known to them. They are also masters of medicine 
  – including that of growing, organic creatures (although that 
  knowledge is used to attempt to inhibit and remove growth, rather 
  than promote healing) – and tend those dwarfs who are injured in 
  the course of their work and must be rapidly repaired to maintain 
  efﬁ ciency. The skin of the Quicksilver mostali is liquid-like and 
  reﬂ ective, seeming to course over the frame lying beneath. Their 
  voices are quick (by mostali standards) and their movements 
  graceful and ﬂ uid. They have the ability, unique amongst dwarfs, 
  to concentrate on and perfectly manage, multiple projects or 
  operations simultaneously.
  Rock
  The ﬁ rst mostali created by The Maker, the Rock mostali are the 
  architects and master builders – both of dwarﬁ sh settlements and its 
  very society. Working in both cement and stone, their visions, perfectly 
  aligned with the mind of The Maker, result in the stunning feats of 
  architecture and construction that are the dwarﬁ sh city-factories. The 
  
  52
  Brass 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  2/7
  CON
  2D6+18
  25
  4–6
  Left Leg
  2/7
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  2/8
  INT
  2D6+6
  13
  11–12
  Chest
  2/9
  POW
  2D6
  7
  13–15
  Right Arm
  2/6
  DEX
  2D6
  7
  16–18
  Left Arm
  2/6
  CHA
  3D6
  11
  19–20
  Head
  2/7
  Combat Actions
  2
  Typical Armour: Natural Brass. No Armour Penalty.
  Damage Modiﬁ er
  +0
  Magic Points
  7
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 25%, Brawn 60%, Evade 15%, Lore (Metallurgy) 80%, Perception 
  30%, Persistence 31%, Resilience 85%
  Sorcery (Brass Grimoire) 45%, Manipulation 45%. Animate (Metal), Form/Set 
  (Metal) Holdfast
  Combat Styles
  Axe 25% (Two Handed)
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Battleaxe  
   
  M 
  M 
  1D8+1  
  4/8
  Clay 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  1/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  1/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  1/7
  INT
  2D6+6
  13
  11–12
  Chest
  1/8
  POW
  3D6
  11
  13–15
  Right Arm
  1/5
  DEX
  2D6
  7
  16–18
  Left Arm
  1/5
  CHA
  3D6
  11
  19–20
  Head
  1/6
  Combat Actions
  2
  Typical Armour: Natural Clay. No Armour Penalty.
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 35%, Brawn 65%, Evade 20%, Lore (Work Pattern) 80%, 
  Perception 30%, Persistence 43%, Resilience 67%
  Sorcery (Clay Grimoire) 35%, Manipulation 35%, Abjure (Sleep), Form/Set 
  (Clay), Holdfast
  Combat Styles
  Axe 35% (Two Handed)
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1  
  4/8
  
  53
  Copper
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–3
  Right Leg
  2/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  2/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  2/7
  INT
  2D6+6
  13
  11–12
  Chest
  2/8
  POW
  3D6
  11
  13–15
  Right Arm
  2/5
  DEX
  2D6
  7
  16–18
  Left Arm
  2/5
  CHA
  3D6
  11
  19–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour: Natural Copper. No Armour Penalty.
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 35%, Brawn 65%, Craft (Smithy) 85%, Evade 20%, Lore (Work 
  Pattern) 80%, Perception 30%, Persistence 43%, Resilience 67%
  Sorcery (Copper Grimoire) 35%, Manipulation 35%. Animate (Metal), Enhance 
  (STR), Form/Set (Metal), Holdfast
  Combat Styles
  Axe 35% (Two Handed)
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
  M 
  M 
  1D8+1–1D2 
  4/8
  Diamond
  Score
  1D20
  Hit Location
  AP/HP
  STR
  21
  1–3
  Right Leg
  12/7
  CON
  26
  4–6
  Left Leg
  12/7
  SIZ
  9
  7–10
  Abdomen
  12/8
  INT
  20
  11–12
  Chest
  12/9
  POW
  21
  13–15
  Right Arm
  12/6
  DEX
  14
  16–18
  Left Arm
  12/6
  CHA
  21
  19–20
  Head
  12/7
  Combat Actions
  3
  Typical Armour: Natural Diamond. No Armour Penalty.
  Damage Modiﬁ er
  +1D2
  Magic Points
  21
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +17
  Skills: Athletics 35%, Brawn 65%, Evade 80%, Inﬂ uence 90%, Lore (Administration) 
  90%, Lore (Mostal) 90%, Perception 90%, Persistence 100%, Resilience 100%
  Sorcery (Diamond Grimoire) 90%, Manipulation 90%. Animate (Rock and 
  Stone), Dominate (Mostali), Enhance (All Characteristics), Form/Set (Rock and 
  Stone), Holdfast, Spell Resistance
  Combat Styles
  Axe 90% (Two Handed)
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1+1D2 
  4/8
  
  54
  Gold
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6
  7
  1–3
  Right Leg
  1/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  1/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  1/7
  INT
  2D6+12
  19
  11–12
  Chest
  1/8
  POW
  2D6
  7
  13–15
  Right Arm
  1/5
  DEX
  2D6
  7
  16–18
  Left Arm
  1/5
  CHA
  3D6
  11
  19–20
  Head
  1/6
  Combat Actions
  3
  Typical Armour: Natural Gold. No Armour Penalty.
  Damage Modiﬁ er
  –1D2
  Magic Points
  7
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +13
  Skills: Athletics 35%, Brawn 65%, Evade 20%, Inﬂ uence 60%, Insight 75%, Lore 
  (Mostal) 90%, Perception 30%, Persistence 43%, Resilience 67%
  Sorcery (Gold Codex) 65%, Manipulation 65%. Animate (Gold), Enhance (INT), 
  Intuition, Mystic Vision
  Combat Styles
  Axe 25% (Two Handed)
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1–1D2 
  4/8
  Iron
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1–3
  Right Leg
  3/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  3/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  3/7
  INT
  2D6
  7
  11–12
  Chest
  3/8
  POW
  3D6
  11
  13–15
  Right Arm
  3/5
  DEX
  2D6
  7
  16–18
  Left Arm
  3/5
  CHA
  3D6
  11
  19–20
  Head
  3/6
  Combat Actions
  2
  Typical Armour: Natural Iron. No Armour Penalty.
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +7
  Skills: Athletics 35%, Brawn 85%, Craft (Steel Making), Evade 40%, Lore (Mostal) 
  40%, Perception 30%, Persistence 43%, Resilience 67%, Unarmed 60%
  Sorcery (Iron Codex) 35%, Manipulation 35%. Animate (Iron), Damage 
  Enhancement, Damage Resistance, Enhance (STR)
  Combat Styles
  Axe 75% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1+1D2 
  4/8
  
  55
  Lead
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  4/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  4/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  4/7
  INT
  2D6+6
  13
  11–12
  Chest
  4/8
  POW
  3D6+6
  17
  13–15
  Right Arm
  4/5
  DEX
  2D6
  7
  16–18
  Left Arm
  4/5
  CHA
  2D6
  7
  19–20
  Head
  4/6
  Combat Actions
  2
  Typical Armour: Natural Lead. No Armour Penalty
  Damage Modiﬁ er
  +0
  Magic Points
  17
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 35%, Craft (Glass Making and Pipe Making) 85%, Evade 30%, 
  Lore (Mostal) 40%, Perception 30%, Persistence 43%, Resilience 67%
  Sorcery (Lead Grimoire) 75%, Manipulation 75%. Animate (Glass and Lead), 
  Neutralise Magic, Protective Ward, Spell Resistance
  Combat Styles
  Axe 25% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1  
  4/8
  Quicksilver
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–3
  Right Leg
  1/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  1/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  1/7
  INT
  2D6+9
  16
  11–12
  Chest
  1/8
  POW
  3D6+3
  14
  13–15
  Right Arm
  1/5
  DEX
  2D6
  7
  16–18
  Left Arm
  1/5
  CHA
  2D6+6
  13
  19–20
  Head
  1/6
  Combat Actions
  2
  Typical Armour: Natural Quicksilver. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  14
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +12
  Skills: Athletics 35%, Evade 30%, First Aid 70%, Healing 70%, Lore (Alchemy) 
  85%, Lore (Mostal) 40%, Perception 30%, Persistence 43%, Resilience 67%
  Sorcery (Quicksilver Grimoire) 75%, Manipulation 75%. Form/Set (Metal and 
  Rock), Holdfast, Regenerate, Treat Wounds
  Combat Styles
  Axe 25% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1–1D2 
  4/8
  
  56
  Rock
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1–3
  Right Leg
  2/6
  CON
  2D6+12
  19
  4–6
  Left Leg
  2/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  2/7
  INT
  2D6+6
  13
  11–12
  Chest
  2/8
  POW
  2D6
  7
  13–15
  Right Arm
  2/5
  DEX
  2D6
  7
  16–18
  Left Arm
  2/5
  CHA
  3D6
  11
  19–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour: Natural Stone. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  7
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 35%, Brawn 85%, Craft (Masonry) 85%, Evade 25%, Lore 
  (Architecture) 85%, Lore (Stone) 80%, Perception 30%, Persistence 43%, 
  Resilience 67%
  Sorcery (Stone Grimoire) 75%, Manipulation 75%. Animate (Stone and Rock), 
  Damage Enhancement, Form/Set (Stone and Rock), Holdfast
  Combat Styles
  Hammer 65% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Great Hammer 
   
  H 
  L 
  1D10+3+1D2 
  4/10
  Silver
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–3
  Right Leg
  2/6
  CON
  2D6+6
  19
  4–6
  Left Leg
  2/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  2/7
  INT
  2D6+12
  19
  11–12
  Chest
  2/8
  POW
  2D6+12
  19
  13–15
  Right Arm
  2/5
  DEX
  2D6
  7
  16–18
  Left Arm
  2/5
  CHA
  3D6
  11
  19–20
  Head
  2/6
  Combat Actions
  3
  Typical Armour: Natural Silver. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  19
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +13
  Skills: Athletics 35%, Craft (Silver) 85%, Evade 25%, Lore (Mostal) 65%, 
  Perception 60%, Persistence 43%, Resilience 67%
  Sorcery (Silver Codex) 90%, Manipulation 90%. Any six Sorcery spells
  Combat Styles
  Axe 25% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
   
  M 
  M 
  1D8+1–1D2 
  4/8
  
  57
  Rock mostali tunnel, delve, quarry and dress their favoured material. 
  Tireless, relentless and completely unswerving, Rock mostali embody 
  The Maker’s physical purpose in the same way the Gold mostali 
  embody his mental purpose. With gnarled and ﬁ ssured skins of rock 
  and stone, the Rock mostali rarely speak; but, when they do, it is in 
  shuddering monosyllables that echo the movement of tectonic plates 
  or the scraping together of mountain ranges.
  Silver
  Sorcerers to rival the very best of the God Learners, the Silver 
  mostali are masters of shaping magical forces to The Maker’s will 
  – and, although all dwarfs learn sorcery appropriate to their role, 
  nature and position, it is the Silver mostali who research it and 
  teach it to others. The Silver mostali engage in extended sorcerous 
  projects, always connected with a particular part of the World 
  Machine’s repair and wield immense magical power as easily as the 
  lower ranks of mostali wield spanners or bolt-cutters. Mostali speak 
  in hushed tones of the immense Spell Factories, known only to the 
  Silver mostali and buried deep within the bowels of Glorantha. 
  Tin
  The logistics experts. Tin mostali have responsibility for the 
  movements of materials throughout the dwarf realms and 
  accomplish this task through the summoning and control of 
  the earth elementals, the gnomes and other magical, semi-living 
  constructs such as jolanti and nilmergs which are set to labour on 
  specialised tasks and projects. In addition the Tin mostali shape 
  and ﬁ t replacement limbs and organs for dwarfs hurt or maimed as 
  a result of their never-ending task of repairing the World Machine. 
  Their Limb Forges craft custom-designed prosthetics that are every 
  bit as practical and strong as the parts they replace and, again, the 
  Zistorite God Learners take great interest in how the Tin mostali 
  accomplish these bio-mechanical marvels. 
  All mostali, with the exception of Diamond dwarfs, can be used 
  as Adventurers.
  Cultural Background: Civilised
  Professions: As per Civilised but with a focus on crafting and 
  military professions. Farming and husbandry professions are 
  forbidden.
  Combat Notes
  Mostali have fought amongst themselves, humans, aldryami and 
  uz throughout their history. Antagonistic and aggressive towards 
  their enemies, they are single-minded and committed to their 
  cause with no fear of death: thus, in combat, they are relentless 
  and efﬁ cient, choosing the best combat manoeuvres to bring a 
  foe down quickly and effectively. They use similar tactics to those 
  found in the Dwarf entry on page 35.
  Tin
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–3
  Right Leg
  1/6
  CON
  2D6+6
  19
  4–6
  Left Leg
  1/6
  SIZ
  1D6+6
  9
  7–10
  Abdomen
  1/7
  INT
  3D6+6
  17
  11–12
  Chest
  1/8
  POW
  2D6+12
  19
  13–15
  Right Arm
  1/5
  DEX
  2D6
  7
  16–18
  Left Arm
  1/5
  CHA
  3D6
  11
  19–20
  Head
  1/6
  Combat Actions
  2
  Typical Armour: Natural Tin. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  19
  Traits: Earth Sense
  Movement
  6m
  Strike Rank
  +12
  Skills: Athletics 35%, Craft (Jolanti) 85%, Evade 25%, Lore (Logistics) 65%, 
  Perception 60%, Persistence 43%, Resilience 67%
  Sorcery (Tin Grimoire) 90%, Manipulation 90%. Animate (Jolanti), Dominate 
  (Jolanti and Nilmerg), Haste, Hinder
  Combat Styles
  Axe 25% (Two Handed), Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Battleaxe  
  M 
  M 
  1D8+1–1D2 
  4/8
  
  58
  In the Arena
  God Learners value mostali secrets too highly to use them as arena 
  combatants and so it is rare to ﬁ nd mostali in Gloranthan arenas. 
  However the mostali have determined that the structure and 
  activities of coliseums form an important function in governing 
  the overall aggression of the World Machine and so have built 
  their own, far underground, where captured species, particularly 
  aldryami, us and captured God Learners are pitted against each 
  other. The mostali spectators are researchers, usually of the Tin, 
  Quicksilver and Gold castes, who take copious notes on the 
  outcome of battles, chalking-up equations and tactical predictions 
  and forecasts on immense blackboards suspended above the arena. 
  Clay and Iron mostali are contributed to the arena combats both 
  to hone their own combative skills but also to benchmark results 
  and calibrations. Mostali arenas are also used as weapon-testing 
  environments with captured test subjects staked in the centre of 
  the arena whilst new weapons are tested and retested mercilessly in 
  a variety of conditions, strengths and intensities.
   Newtling
  Newtlings are among the oldest races of Glorantha, distantly 
  related to dragonewts but without the latter’s immortality and 
  progress toward dragonhood.
  Newtlings are bipedal creatures that seem partially amphibious 
  and partially reptilian. They are smaller than humans, whom they 
  tend to fear.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1-2
  Tail
  2/4
  CON
  3D6
  11
  3-5
  Right Leg
  2/4
  SIZ
  2D6
  7
  6-8
  Left Leg
  2/4
  INT
  3D6
  11
  9-11
  Abdomen
  2/5
  POW
  3D6
  11
  12
  Chest
  2/6
  DEX
  2D6+6
  13
  13-15
  Right Arm
  2/3
  CHA
  3D6
  11
  16-18
  Left Arm
  2/3
  19-20
  Head
  2/4
  Combat Actions
  2
  Typical Armour: Leather Armour across all locations. –4 AP
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  6m
  Strike Rank
  +8
  Skills: Athletics 80%, Perception 25%, Persistence 43%, Resilience 43%, Stealth 
  50%, Swim 100%, Track 50%, Unarmed 25%
  Combat Styles
  Spear and Shield 30%, Unarmed 25%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP
  Shortspear  
  M 
  L 
  1D8+1–1D2 
  4/5
  Buckler  
  M 
  S 
  1D3–1D2 
  6/8
  When young, newtlings resemble giant tadpoles, requiring 
  submersion in water in order to survive. Bachelors, the form of 
  newtling most often met by outside races, is bipedal and tailed 
  with bulging eyes like a frog’s. Adult newtlings, who seldom if ever 
  venture forth from their homeland marshes, are similar to bachelors 
  but less robust. The adults possess various sexual characteristics of 
  interest only to other adult newtlings.
  
  59
  Newtling culture centres around the care and raising of 
  the tadpoles. It is not materialistic and values survival 
  over honour. Newtlings are sometimes kept as slaves by 
  dragonewts, which they do not seem to mind.
  Combat Notes
  Not an aggressive race by any means, newtlings would 
  rather hide than ﬁ ght but will do so to protect their nests. 
  A typical water-borne tactic is to swim beneath a foe and impale 
  him with the spear or to grasp a foe’s legs and drag him under 
  the water, drowning him. On land, newtlings are reticent ﬁ ghters 
  acting defensively unless cornered in which case they attempt to 
  Impale their enemies.
  In the Arena
  Useless in land-based contests, newtlings are very useful in 
  simulated naval battles where, once warriors have been plunged 
  into the water of a ﬂ ooded arena, they are released from underwater 
  cages to spear and drown the ﬂ ailing, armour-laden victims.
   Ogre
  A generally malign race, ogres are virtually impossible to 
  distinguish from humans. They are all but identical to 
  humans in size and features, though they are much 
  stronger and have very sharp, white teeth which are used 
  to slice through ﬂ esh. Their favourite meat is human.
  Ogres rarely exist in groups of their own kind – they are much more 
  likely to be found in a population of humans, using their physical 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1–3
  Right Leg
  –/6
  CON
  2D6+6
  13
  4–6
  Left Leg
  –/6
  SIZ
  2D6+6
  13
  7–10
  Abdomen
  –/7
  INT
  2D6+6
  13
  11–12
  Chest
  –/8
  POW
  2D6+6
  13
  13–15
  Right Arm
  –/5
  DEX
  3D6
  11
  16–18
  Left Arm
  –/5
  CHA
  3D6
  11
  19–20
  Head
  –/6
  Combat Actions
  2
  Typical Armour: None but capable of wearing any human armour they can afford 
  or steal
  Damage Modiﬁ er
  +1D4
  Magic Points
  13
  Traits: Chaotic Aura
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 40%, Inﬂ uence 35%, Perception 50%, Persistence 50%, Resilience 
  50%, Stealth 15%, Track 25%, Unarmed 60%
  Common Magic 30%: Endurance, Glamour 2, Golden Tongue 2 
  Combat Styles
  Sword and Shield 45%, Unarmed 60%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  War Sword 
   
  M 
  M 
  1D8+1D4 
  6/10
  Target 
   
   
  L 
  S 
  1D6+1D4 
  4/12
  
  60
  similarity to blend seamlessly into human society. Obviously, given 
  their preference for a diet of sentient beings, ogres must keep their 
  true identities secret and indulge their appetites only in secret or 
  when none can gainsay them.
  As ogres tend to merge themselves into the local human population 
  as much as possible, they use equipment, weapons and armour 
  appropriate to the culture.
  Ogres can make for perfectly acceptable Adventurers although 
  they may need to carefully hide their nature and appetites from 
  comrades and ﬁ nd suitable outlets for feeding.
  Cultural Background: Any.
  Professions: As per Culture.
  Cultural Background: Civilised.
  Professions: As per Civilised but with a focus on crafting and military 
  professions. Farming and husbandry professions are forbidden.
  Combat Notes
  Ogres behave in similar ways to humans. If the ogre needs to 
  feed it aims to kill its victim quickly to preserve tenderness and 
  succulence; it also prefers not to damage muscle tissue too much 
  and so relies on Impale, which minimises structural damage. If it 
  has to use its hands, the ogre aims to disable and then focus on the 
  head location, strangling the victim.
  In the Arena
  Due to their strength, ogres make for ﬁ ne gladiators. Fallen 
  warriors in the arena are awarded to victorious ogres as a much-
  relished prize.
   Orc
  When some vile, dark god or chaos horror captured elves, it used 
  that race to forge its own, vile, twisted foot soldiers: the orcs. 
  Hairless, dark skinned and bestial in appearance, orcs are hunched 
  and gnarled but fast nevertheless. Hateful of all things bright and 
  just, orcs are things of darkness, bent to pain and destruction and 
  bathing the world in the blood.
  As creatures made with darkness at their heart, they suffer a –20% 
  penalty to all skills when forced into sunlight. Otherwise they are 
  hostile and aggressive to all races and war even amongst themselves. 
  They worship gods and goddesses of darkness and war and like 
  nothing better than to ﬁ ght. They make perfect gladiators.
  Orcs can be used as Adventurers but if so, they should be part of 
  an all-orc group.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  –/5
  CON
  3D6
  11
  4–6
  Left Leg
  –/5
  SIZ
  2D6+3
  10
  7–10
  Abdomen
  –/6
  INT
  3D6
  11
  11–12
  Chest
  –/7
  POW
  2D6+3
  10
  13–15
  Right Arm
  –/4
  DEX
  4D6
  14
  16–18
  Left Arm
  –/4
  CHA
  2D6
  7
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: None but capable of wearing any human armour they can afford 
  or steal
  Damage Modiﬁ er
  +0
  Magic Points
  10
  Traits: Night Sight
  Movement
  8m
  Strike Rank
  +13
  Skills: Athletics 30%, Brawn 35%, Evade 40%, Perception 35%, Persistence 43%, 
  Resilience 55%, Stealth 35%, Unarmed 40%
  Common Magic 20%: Bladesharp 2, Pierce 2
  Combat Styles
  Spear and Shield 45%, Sword and Shield 45%, Bow 40%, Unarmed 40%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Shortspear 
   
  M 
  L 
  1D8+1  
  4/5
  Scimitar  
   
  M 
  M 
  1D8 
   
  6/10
  Target 
   
   
  L 
  S 
  1D6 
   
  4/12
  Short Bow 
   
  L 
  — 
  1D6 
   
  4/4 
   
  80m
  
  61
  Cultural Background: Barbarian.
  Professions: Craftsman, Champion, Mercenary, Soldier/Warrior.
  Combat Notes
  Fearless and ruthless, orcs ﬁ ght to cause as much suffering as 
  possible using any and all Combat Manoeuvres that exacerbate 
  pain: Bleed, Impale, Maximise Damage being the favourites. 
  Putting a foe down with a bow is preferable but close quarters 
  combat is relished.
  In the Arena
  Orcs are bred for killing and dying and are thus perfect, willing, 
  arena gladiators. They will ﬁ ght with any combination of weapons 
  and armour and are deployed in the evening and at night when 
  their abilities are unaffected by daylight. They ﬁ ght dirty, prolonged 
  ﬁ ghts relishing the roaring and baying of the crowd as they slice 
  and mutilate.
   Slarge
  Slarges are aggressive reptilian humanoids native to the 
  Gloranthan continent of Pamaltela and considered one 
  of the world’s lesser Elder Races. Slarges are divided 
  into Giant and Lesser species. Both are bipedal and 
  intelligent and their reptile nature is clear, from their 
  fanged snouts to their scaly skin to their long tails. Giant Slarges 
  are parthenogenetic: they do not need to mate to produce eggs. 
  From the egg a Lesser Slarge is born and Lesser Slarges are sexually 
  deﬁ ned, mating as normal. The product of a mating is a Giant 
  Slarge.
  Lesser slarges are a co-operative people, at least within their own 
  race, forming hunting and herding bands of various sizes. Giant 
  slarges are extremely individualistic, pursuing a single goal or 
  interest to the exclusion of all else. Slarges of both species are, 
  however, hostile to other races as they seek to expand their territory 
  across Pamaltela.
  Of the two species the lesser slarge is by far the better choice for 
  an Adventurer, though considering the outright enmity with 
  which many other races of Glorantha view all slarges, any slarge 
  Adventurer will face his fair share of trouble.
  Cultural Background: Primitive.
  Professions: As per Primitive.
  
  62
  Lesser Slarge
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1-2
  Tail
  3/6
  CON
  1D6+12
  15
  3-5
  Right Leg
  3/6
  SIZ
  3D6
  11
  6-8
  Left Leg
  3/6
  INT
  2D6+5
  12
  9-11
  Abdomen
  3/7
  POW
  3D6
  11
  12
  Chest
  3/8
  DEX
  2D6+12
  19
  13-15
  Right Arm
  3/5
  CHA
  3D6
  11
  16-18
  Left Arm
  3/5
  19-20
  Head
  3/6
  Combat Actions
  3
  Typical Armour: Scaly skin. No Armour Penalty
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +16
  Skills: Athletics 35%, Evade 35%, Perception 30%, Persistence 43%, Resilience 
  55%, Sleight 25%, Stealth 35%, Unarmed 35%
  Common Magic 30%: Bladesharp 2
  Combat Styles
  Axe 30%, Unarmed 35%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP
  Battleaxe M 
  M 
  1D6+1  
  4/8
  Claw 
   
  M 
  T 
  1D4 
   
  As per Arm
  Bite 
   
  S 
  T 
  1D6 
   
  As per Head
  Giant Slarge
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  7D6
  25
  1-2
  Tail
  5/9
  CON
  3D6+6
  17
  3-5
  Right Leg
  5/9
  SIZ
  7D6
  25
  6-8
  Left Leg
  5/9
  INT
  2D6+5
  12
  9-11
  Abdomen
  5/10
  POW
  3D6
  11
  12
  Chest
  5/11
  DEX
  3D6+6
  17
  13-15
  Right Arm
  5/8
  CHA
  3D6
  11
  16-18
  Left Arm
  5/8
  19-20
  Head
  5/9
  Combat Actions
  3
  Typical Armour: Scaly skin. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  6m
  Strike Rank
  +15
  Skills: Athletics 45%, Evade 25%, Perception 40%, Persistence 43%, Resilience 
  61%, Sleight 25%, Stealth 25%, Unarmed 45%
  Common Magic 30%: Bladesharp 2
  Combat Styles
  Axe 40%, Unarmed 45%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP
  Battleaxe  
  M 
  M 
  1D6+1+1D10 
  4/8
  Claw 
   
  M 
  T 
  1D4+1D10 
  As per Arm
  Bite 
   
  S 
  T 
  1D6+1D10 
  As per Head
  
  63
  Combat Notes
  The title ‘lesser’ does not reﬂ ect the slarge tenacity in combat. 
  Lesser slarges strike with their axe and follow-up the blow with a 
  second claw attack aiming to Sunder armour, thus improving the 
  damage of further axe attacks. Bites are reserved for helpless foes 
  when the axe is discarded and unarmed attacks are directed at a 
  fallen enemy with ferocity.
  Combat Notes
  As per Lesser Slarge.
  In the Arena
  Giant slarges are highly focused individuals following paths of 
  their own determination. It is thus not uncommon to ﬁ nd giant 
  slarge gladiators in the Slave Pit arenas of Fonrit where they are 
  capable of forging a gladiatorial career every bit as glorious as 
  human combatants.
   Timinit
  Timinit is a blanket term given to multiple races of insectoid 
  peoples living in Glorantha’s Pamaltelan continent. There are 
  dozens of types of timinit; in the words of the timinit peoples 
  themselves, they manifest ‘in as many forms as there are days in the 
  hot season’. Timinits are a relatively young race, originating on the 
  isle of Jrustela but having migrated substantially to the southern 
  continent. Though they are young, the timinits have made vast 
  strides in culture and technology and are on a par with most other 
  advanced Gloranthan races. Once a backward and ignorant folk, 
  they owe their quick advancement to the Jrusteli, who awakened 
  them from ignorance and taught them the secrets of sorcery.
  The timinits are a ﬁ ercely logical and utilitarian people. 
  Sentimentality is an alien concept to them and they are perfectly 
  willing to consume the bodies of other timinits when food becomes 
  scarce. The timinits value achievement and outward symbols of 
  success. They prefer action over contemplation and motion over 
  stillness. The timinits are largely worshippers of the Invisible God. 
  Prior to their awakening by the Jrusteli, whom they revere, the 
  timinits were a very primitive people, given to worshipping spirits 
  and rulership by witch doctors who practiced Spirit Magic. Some 
  timinits still hew to these old ways but they are an embarrassment 
  to other timinits who have embraced progress and sorcery as their 
  new goals.
  Because of their alien appearance, timinits are often mistrusted or 
  feared when they venture out amongst other races. However, as 
  more and more of them do so, intent on exploring and experiencing 
  the world, the other races in turn become more used to them.
  Three types of timinits described below are only a few of the dozens 
  of varieties that exist.
  Timinits make for good, if very different, Adventurers. Human 
  Adventurers in Glorantha might ﬁ nd working with a giant insect 
  somewhat disconcerting but timinit sensibilities are well honed 
  and humans ﬁ nd they can relate to them with greater ease than 
  imagined. God Learners are well versed in timinit culture and do 
  not ﬁ nd them at all alien or imposing.
  Cultural Background: Civilised.
  Professions: As per Civilised.
  
  64
  Arachan
  These beings are known within timinit culture as the ‘Spider 
  Assembly,’ for reasons which are obvious when viewing the arachan 
  form. Their bodies seem spindly and frail. They walk on two legs 
  jointed like a human’s but they have four long, wiry arms nearly 
  as long as the arachan’s entire body, giving them an arm span of 
  four metres.
  The insect-like head of an arachan boasts a pair of wicked mandibles 
  and two large, multi-faceted eyes that sparkle in the light and glow 
  in the dark and which even change colour from time to time. They 
  are strictly carnivorous.
  Arachans tend to be the most erudite and well spoken of the 
  timinits and are also the ones most commonly seen outside timinit 
  lands. They particularly prize the trappings of wealth and power 
  and commonly drape themselves in silken garments and practice 
  sorcery. They are famed for their shrewd business dealings.
  Combat Notes
  Arachan venom has the following characteristics:
  Application: Injected
  Onset time: 1D3 Rounds
  Duration: 1D3 Hours
  Resistance Time: Hourly. The ﬁ rst Resistance roll must be made 
  at the end of the Onset Time, then daily thereafter. Successfully 
  resisting the poison allows the victim to avoid suffering the 
  Conditions until the next roll must be made. 
  Potency: 30+ CON of Arachan.
  Resistance: Resilience.
  Conditions: Agony 
  Antidote/Cure: Healing skill and magic.
  In the Arena
  Despite their fearsome arachnid appearance, arachans are peaceable 
  creatures with little desire for ﬁ ghting. If forced into combat – and 
  the Fonritian Slave Pits enjoy pitting slarges against timinits of 
  all kinds – arachans use defensive tactics as much as possible. 
  However in most cases arachans manage to negotiate behind-the-
  scenes roles for themselves, acting as accountants, scribes and so 
  forth rather than as arena combatants.
  Lucan
  These beetle-like timinits are little more than animals. Fairly dim-
  witted and usually aggressive, lucans are more interested in rooting 
  about in rotting logs than they are in the greater doings of the 
  timinit race. They are strictly herbivorous.
  Arachans and other intelligent timinits sometimes keep lucans as 
  guardians (and in lean years, as food stock). So long as the lucans 
  are given a constant supply of wet, rotting wood, they will usually 
  serve other timinits fairly well as guardians. However, they will not 
  serve any non-insectoid race, perceiving them to be intruders on 
  their territory.
  Lucans have dark, glossy shells and are difﬁ cult to distinguish from 
  actual beetles. They have no appendages approximating hands and 
  cannot stand upright.
  Combat Notes
  Lucans are unsophisticated foes, albeit aggressive ones. They aim 
  to maximise damage when forced to ﬁ ght but adopt no other 
  tactics.
  In The Arena
  Captured lucans are goaded and angered by Fonritian slave 
  masters who enjoy pitting multiple lucans against a single gladiator 
  – sometimes a terriﬁ ed arachan. They care little about being forced 
  to ﬁ ght.
  Myrmidon
  The ant-like myrmidons are the soldiers of the timinit race. They 
  are shaped much like the arachans but their physiology is deﬁ nitely 
  more insect than arachnid. Myrmidons dwell in giant hives, usually 
  located below ground. Populations of several thousand within the 
  same hive are not unheard of.
  Myrmidons’ chitin shells reﬂ ect a wide variety of colours, denoting 
  the different races and hives of myrmidons within the larger 
  species. Earlier in the timinits’ history, these differing groups of 
  myrmidons would war with one another. Now, they swell the 
  ranks of Jrusteli armies.
  Like the ants they resemble, myrmidons share a collective 
  intelligence. Each individual myrmidon is an intelligent being 
  (though few would be considered geniuses) but their shared 
  intellect, a primal form of telepathy spread amongst all members 
  of a hive, allows groups of myrmidons to move and ﬁ ght with 
  terrifying precision.
  Myrmidons commonly ﬁ ght with weapons in two of their hands 
  and bucklers in the other two. Their long arms allow them to make 
  close combat attacks against foes as much as four metres away.
  Combat Notes
  Myrmidon acid is exuded from glands set behind the mandibles. 
  The acid is Strong, as described on pages 53-54 of the RuneQuest 
  II Core Rulebook.
  In combat myrmidons attempt to bite weapons and shields, 
  exuding acid over the surface and weakening the item each round, 
  whilst using their weapons to maim the opponent.
  
  65
  Arachan
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-2
  Right Leg
  2/5
  CON
  2D6+3
  10
  3-4
  Left Leg
  2/5
  SIZ
  2D6+6
  13
  5-7
  Abdomen
  2/6
  INT
  2D6+6
  13
  8-11
  Chest
  2/7
  POW
  3D6
  11
  12-13
  Upper Right Arm
  2/4
  DEX
  3D6
  11
  14-15
  Upper Left Arm
  2/4
  CHA
  2D6+3
  10
  16-17
  Lower Right Arm
  2/4
  18-19
  Lower Left Arm
  2/4
  20
  Head
  2/5
  Combat Actions
  2
  Typical Armour: Chitin. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: Arachan Venom
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 60%, Commerce 45%, Courtesy 45%, Culture (Own) 80%, 
  Culture (Other) 40%, Evade 30%, Evaluate 60%, Perception 55%, Persistence 
  43%, Resilience 40%, Stealth 45%, Survival 30%, Unarmed 28%
  Sorcery (Arachan Grimoire) 35%: Abjure (Food), Dominate (Spider), Dominate 
  (Lucan), Haste, Holdfast
  Manipulation 30%
  Combat Styles
  Sword 28%, Unarmed 28%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP  
  Range
  Rapier 
   
  M 
  L 
  1D8+1D2 
  5/8
  Bite 
   
  S 
  T 
  1D4+1D2 
  As per Head
  Lucan
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+9
  16
  1
  Right Rear Leg
  5/3
  CON
  3D6
  11
  2
  Left Rear Leg
  5/3
  SIZ
  3D6+6
  17
  3
  Right Middle Leg
  5/3
  INT
  1D6+3
  6
  4
  Left Middle Leg
  5/3
  POW
  1D6+6
  6
  5-9
  Abdomen
  5/8
  DEX
  2D6+6
  13
  10-13
  Thorax
  5/8
  CHA
  1D6
  3
  14
  Right Front Leg
  5/3
  15
  Left Front Leg
  5/3
  16-20
  Head
  5/6
  Combat Actions
  2
  Typical Armour: Chitin. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  6
  Traits: Wall Walking
  Movement
  8m
  Strike Rank
  +10
  Skills: Athletics 60%, Perception 50%, Persistence 28%, Resilience 43%, Stealth 
  30%, Unarmed 40%
  Combat Styles
  Unarmed 40%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  S 
  T 
  1D8+1D4 
  As per Head
  
  66
  In The Arena
  Natural warriors, myrmidons frequently become willing gladiators 
  for the chance to hone their combat skills. Arena combats organised 
  by myrmidons to test combat efﬁ ciency are not uncommon, with 
  the weaker warriors being weeded from the hive through trial by 
  combat. In contests against other gladiators, the opponent is often 
  equipped with large amounts of heavy armour which the myrmidon 
  attempts to burn through with its acid, one piece at a time, gradually 
  stripping the gladiator of his protection and exposing his skin to the 
  burning acid, whilst dealing with ferocious scimitar blows.
   Troll
  This is a fantasy troll, of the Scandinavian type; the sort that 
  terrorises billy goats wanting to cross bridges.
  Very large, ugly humanoids, trolls have large noses, large 
  eyes, fearsome, angry expressions, large, shambling bodies 
  covered in thick, wiry hair or fur and are exclusively 
  carnivorous, feasting on whatever meat they can kill 
  or scavenge. Trolls love to deal in mayhem and do so 
  mainly at night: direct sunlight is damaging to them, 
  causing them to sustain 1D3 points of damage to all Hit 
  Locations simultaneously at the end of every hour caught 
  in the direct glare of the sun. This damage takes the form 
  of petrifaction, the injured location turning to stone as the 
  Myrmidon
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+9
  20
  1-2
  Right Leg
  3/6
  CON
  2D6+6
  13
  3-4
  Left Leg
  3/6
  SIZ
  2D6+6
  13
  5-7
  Abdomen
  3/7
  INT
  2D6+3
  9
  8-11
  Chest
  3/8
  POW
  3D6
  11
  12-13
  Upper Right Arm
  3/5
  DEX
  2D6+3
  10
  14-15
  Upper Left Arm
  3/5
  CHA
  2D6
  7
  16-17
  Lower Right Arm
  3/5
  18-19
  Lower Left Arm
  3/5
  20
  Head
  3/6
  Combat Actions
  3
  Typical Armour: Chitin. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  11
  Traits: Acid (see below), Wall Walking
  Movement
  8m
  Strike Rank
  +10
  Skills: Athletics 50%, Brawn 60%, Perception 35%, Persistence 43%, Resilience 
  49%, Stealth 40%, Unarmed 40%
  Common Magic 25%: Bladesharp 2, Bestial Enhancement 3
  Combat Styles
  Sword and Shield 50%, Unarmed 40%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D4+1D4 
  As per Head
  Scimitar  
  M 
  VL* 
  1D8+1D4 
  6/10
  Target 
   
  L 
  S 
  1D6+1D4 
  4/12
  *Extended range for length of arms
  
  67
  sunlight takes its toll. Any troll caught in sunlight will ﬂ ee to the 
  nearest dark place rather than risk turning into a boulder.
  Trolls are intelligent but not particularly bright. They are 
  unimpressed by shows of bravery but fearful of magic, even though 
  they are capable of a few Common Magic spells of their own. They 
  live underground, in caves and barrows, where the female troll-wives 
  domineer the hearth, sending the beleaguered males out to hunt.
  Combat Notes
  Trolls ﬁ ght as brutally and brutishly as possible, attempt to rend 
  and maim their foes with Combat Manoeuvres such as Maximise 
  Damage and Bypass Armour whenever possible. They have no 
  ﬁ nesse to their style; simply the simple-minded ferocity of the kill.
  In the Arena
  Tethered trolls, armed with a club, are pitted against smaller foes. 
  Such contests are held in the very early morning, before sunrise, 
  allowing the troll the chance to defeat its opponents before the sun 
  hits it, turning it to rock.
   Uz
  The uz are Glorantha’s trolls. One of the Elder Races and creatures 
  tied to the Darkness Rune, uz are intelligent, cultured and quite 
  capable of mixing with other races – although they harbour ancient 
  enmities with the aldryami and the mostali.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1–3
  Right Leg
  1/7
  CON
  4D6
  14
  4–6
  Left Leg
  1/7
  SIZ
  4D6+6
  20
  7–10
  Abdomen
  1/8
  INT
  3D6–2
  9
  11–12
  Chest
  1/9
  POW
  3D6
  11
  13–15
  Right Arm
  1/6
  DEX
  3D6
  11
  16–18
  Left Arm
  1/6
  CHA
  1D6
  3
  19–20
  Head
  1/7
  Combat Actions
  2
  Typical Armour: Wiry or thick hair/fur.
  Damage Modiﬁ er
  +1D6
  Magic Points
  11
  Traits: Night Sight
  Movement
  8m
  Strike Rank
  +10
  Skills: Athletics 30%, Brawn 55%, Evade 25%, Perception 30%, Persistence 43%, 
  Resilience 55%, Stealth 25%, Unarmed 55%
  Common Magic 20%: Bludgeon 2
  Combat Styles
  Club 55%, Sling, 40%, Unarmed 40%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Giant Club 
   
  L 
  L 
  1D10+1D6 
  6/10
  Sling 
   
   
  L 
  — 
  1D8+1D6 
  1/2 
   
  200m
  Fists 
   
   
  M 
  M 
  1D6+1D6 
  As for Arm
  
  68
  Ben Ellebracht
  Uz have long, angular, snouted heads with a pair of upward curving 
  tusks. Their ears are large and set high on the head; eyes are narrow 
  – uz rely on their hearing and Darksense more than sight – and 
  bellies tend to be large and rotund, although trolls are typically not 
  fat. Their arms are long compared with their body length and legs 
  disproportionately short. Most trolls walk in a hunched posture 
  but speed and agility is not compromised by their physique.
  Uz come in several species: enlo are the trollkin, a race of stunted 
  trollish creatures that are the result of an ancient curse that has 
  prevented ‘pure’ strain uz from continually breeding. Uzdo are the 
  great trolls, a magically-created race that was an attempt to break 
  the trollkin curse. Uzko are the dark trolls; more numerous than 
  the great trolls but still in short numbers owing to the trollkin 
  curse. Uzuz are the mistress race trolls, the original species from 
  which all uz derive.
  Uz society is matriarchal, with dark and mistress race troll priestesses 
  dominating the settlements.
  Other species exist, such as the cave trolls, mountain trolls and so 
  forth; these will be covered in the Races of Glorantha.
  Trolls of any species make for interesting Adventurers. Dark Trolls 
  are suggested for those wanting to play a pure-strain uz, although 
  trollkin are far more numerous and often more prepared to socialise 
  with other races.
  Cultural Background: Barbarian.
  Professions: As per Barbarian.
  Note that all trolls are susceptible to iron, taking maximum 
  damage from iron weapons.
  Enlo (Trollkin)
  Smaller than their dark troll parents, trollkin are the result of a curse 
  that produces these inferior, stunted, troll-like creatures. Trollkin 
  typically endure short subjugated lives, though some escape to a 
  wider world. Those who remain serve as slave labour, sword fodder 
  and even food during lean times.
  A few lucky trollkin might be taught a handful of useful Common 
  Magic spells by the dark trolls but it is rare for trollkin to be 
  entrusted with anything that might give them any kind of power 
  or a means of escape.
  Uzdo (Great Trolls)
  Great trolls are huge, lumbering and, compared with their dark 
  troll cousins, dumb. Uzdo are relegated to the tasks of heavy 
  labour and ﬁ ghting – things they excel at. In any uz settlement 
  the uzdo rank higher than the enlo but still below the uzko, 
  unless a particular uzdo has demonstrated the capacity for 
  greater intelligence than is otherwise common.
  Uzko (Dark Troll)
  Most prevalent of the pure-strain trolls, dark trolls have grey skin, 
  frequently mottled and account for around a third of all uz in a 
  typical settlement, fulﬁ lling the majority of important roles. Dark 
  trolls are intelligent, versatile and cunning.
  Uzuz (Mistress Race Troll)
  Exceedingly rare, exceedingly long-lived (and possibly 
  immortal), these are the daughters of the Primal 
  Darkness and progenitors of the entire race. Uzuz 
  lead the ﬁ ght against Chaos during the Great 
  Darkness and whilst many died, the survivors 
  have consolidated their power down the ages. 
  Natural magicians, Uzuz can command 
  great magics – both Common and Divine, 
  as well as commanding the spirits of the 
  uz ancestors.
  The power and rarity of mistress race 
  trolls makes them difﬁ cult as Adventurers, 
  save in high-powered games.
  
  69
  Enlo (Trollkin)
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6
  7
  1–3
  Right Leg
  1/5
  CON
  3D6
  11
  4–6
  Left Leg
  1/5
  SIZ
  1D6+6
  10
  7–9
  Abdomen
  1/6
  INT
  1D6+6
  10
  10–12
  Chest
  1/7
  POW
  3D6
  11
  13–15
  Right Arm
  1/4
  DEX
  3D6+3
  14
  16–18
  Left Arm
  1/4
  CHA
  2D6
  7
  19–20
  Head
  1/5
  Combat Actions
  2
  Typical Armour: Thick skin (AP 1)
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Darksense, Dark Sight
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 42%, Evade 42%, Perception 40%, Persistence 43%, Resilience 
  43%, Stealth 40%, Survival 35%
  Combat Styles
  Club 35%, Spear and Shield 33%, Sling 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Club 
   
  M 
  S 
  1D6–1D2 
  4/4
  Shortspear 
  M 
  L 
  1D8+1–1D2 
  4/5
  Buckler  
  M 
  S 
  1D3–1D2 
  6/8
  Sling 
   
  L 
  — 
  1D8–1D2 
  1/2 
   
  200m
  Uzdo (Great Trolls)
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1–3
  Right Leg
  3/9
  CON
  2D6+12
  19
  4–6
  Left Leg
  3/9
  SIZ
  4D6+12
  26
  7–9
  Abdomen
  3/10
  INT
  2D6+2
  9
  10–12
  Chest
  3/11
  POW
  3D6
  11
  13–15
  Right Arm
  3/8
  DEX
  3D6
  11
  16–18
  Left Arm
  3/8
  CHA
  2D6
  7
  19–20
  Head
  3/9
  Combat Actions
  2
  Typical Armour: Thick skin. Additionally uzdo may be given chainmail (5 AP) 
  when going into battle.
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Darksense, Night Sight
  Movement
  8m
  Strike Rank
  +10
  Skills: Athletics 30%, Brawn 60%, Evade 30%, Perception 40%, Persistence 43%, 
  Resilience 67%, Stealth 25%, Survival 45%
  Combat Styles
  Maul 35%, Polearm 33%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Maul 
   
  L 
  L 
  1D10+1D12 
  6/12
  Halberd  
  L 
  VL 
  1D8+2+1D12 
  4/10
  
  70
  Uzko (Dark Troll)
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1–3
  Right Leg
  3/7
  CON
  3D6
  11
  4–6
  Left Leg
  3/7
  SIZ
  3D6+10
  21
  7–9
  Abdomen
  3/8
  INT
  2D6+6
  13
  10–12
  Chest
  3/9
  POW
  3D6
  11
  13–15
  Right Arm
  3/6
  DEX
  3D6
  11
  16–18
  Left Arm
  3/6
  CHA
  3D6
  11
  19–20
  Head
  3/7
  Combat Actions
  2
  Typical Armour: Thick skin. 
  Damage Modiﬁ er
  +1D6
  Magic Points
  11
  Traits: Darksense, Night Sight
  Movement
  8m
  Strike Rank
  +12
  Skills: Athletics 40%, Brawn 40%, Evade 40%, Perception 50%, Persistence 43%, 
  Resilience 43%, Stealth 35%, Survival 55%, Unarmed 40%
  Common Magic 60%: Bludgeon 2, Countermagic 2, Darkwall
  Combat Styles
  Maul 35%, Mace and Shield 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Maul 
   
  L 
  L 
  1D10+1D6 
  6/12
  Mace 
   
  M 
  S 
  1D8+1D6 
  6/6
  Heater  
  L 
  S 
  1D4+1D6 
  6/12
  Uzuz (Mistress Race Troll)
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1–3
  Right Leg
  2/8
  CON
  2D6+6
  13
  4–6
  Left Leg
  2/8
  SIZ
  3D6+15
  26
  7–9
  Abdomen
  2/9
  INT
  2D6+12
  19
  10–12
  Chest
  2/10
  POW
  3D6+6
  17
  13–15
  Right Arm
  2/7
  DEX
  2D6+6
  13
  16–18
  Left Arm
  2/7
  CHA
  2D6+6
  13
  19–20
  Head
  2/8
  Combat Actions
  3
  Typical Armour: Thick skin. Uzuz can wear any armour save iron. Assume a battle-
  clad uzuz will wear full plate.
  Damage Modiﬁ er
  +1D10
  Magic Points
  17
  Traits: Darksense, Formidable Natural Weapons, Night Sight
  Movement
  8m
  Strike Rank
  +16
  Skills: Athletics 40%, Brawn 50%, Evade 60%, Inﬂ uence 80%, Insight 65%, 
  Perception 50%, Persistence 61%, Resilience 49%, Stealth 35%, Survival 90%, 
  Unarmed 60%
  Common Magic 95%: Up to 12 Magnitude in assorted Common Magic spells
  Combat Styles
  Maul 75%, Mace and Shield 80%, Unarmed 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Maul 
   
  L 
  L 
  1D10+1D10 
  6/12
  Mace 
   
  M 
  S 
  1D8+1D10 
  6/6
  Heater  
  L 
  S 
  1D4+1D10 
  6/12
  
  71
  Combat Notes (All Uz)
  Uz use whatever Combat Manoeuvres suit the occasion. Enlo 
  skulk and use their slings whenever possible; uzdo like to ﬁ ght 
  hand to hand and use their great strength and size to batter foes 
  helpless before carving with their halberds. Uzko adopt more 
  cunning tactics and ﬁ ght with the same panache as seasoned 
  human warriors. Uzuz rely on their magic – hurling spells at foes 
  before charging forth with magically augmented weapons.
  In the Arena
  Great trolls and dark trolls have made formidable gladiators and 
  there is a strong gladiatorial tradition amongst the uz, who use 
  arenas as a testing ground for personal honour and prowess. 
  Elsewhere gladiatorial combat gives them the opportunity to slay 
  captured things of Chaos without hunting for them.
  Mistress race gladiators are unheard of. They would never stoop so 
  low as to enter the arena or be so stupid as to be caught and forced 
  into gladiatorial combat.
   Walktapus
  Creatures of Chaos native to Glorantha and, thankfully, rare, 
  walktapi have the bodies of humans and the heads of a gigantic 
  octopus, complete with tentacles. Their intelligence is limited 
  but they are hateful of all non-Chaotic life and thus extremely 
  aggressive.
  Walktapi naturally regenerate Hit Points at the rate of 1 per 
  Combat Round. A slain walktapus continues to regenerate and so 
  can resurrect, unless its body is consumed by ﬁ re.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+18
  25
  01-02
  Right Leg
  4/8
  CON
  2D6+6
  13
  03-04
  Left Leg
  4/8
  SIZ
  2D6+18
  25
  05
  Abdomen
  4/9
  INT
  1D6+3
  6
  06
  Chest
  4/10
  POW
  3D6
  11
  07-08
  Right Arm
  4/7
  DEX
  3D6
  11
  09-10
  Left Arm
  4/7
  CHA
  1D3
  2
  11
  Tentacle 1
  4/6
  12
  Tentacle 2
  4/6
  13
  Tentacle 3
  4/6
  14
  Tentacle 4
  4/6
  15
  Tentacle 5
  4/6
  16
  Tentacle 6
  4/6
  17
  Tentacle 7
  4/6
  18
  Tentacle 8
  4/6
  19-20
  Head
  4/8
  Combat Actions
  2
  Typical Armour: Thick skin. 
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: Ink Squirt – see below. Regenerate
  Movement
  6m
  Strike Rank
  +9
  Skills: Athletics 30%, Brawn 40%, Evade 30%, Perception 60%, Persistence 43%, 
  Resilience 49%, Unarmed 45%
  Combat Styles
  Unarmed 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Claw 
   
  M 
  M 
  1D6+1D10 
  As per Arm
  Tentacle  
  L 
  VL 
  1D4+1D10 
  As per Tentacle
  Ink Squirt 
  — 
  — 
  Special  
  — 
   
  8m
  
  72
  Every walktapus has a chance equal to its POW multiplied 
  by two of having an additional Chaos Feature.
  Combat Notes
  Walktapi attempt to grasp a location with a tentacle 
  and draw the victim in close so that a claw can be 
  used. If the opponent is using weapons, tentacles 
  are used to seize the weapon (Take Weapon) and 
  disarm the opponent ﬁ rst. 
  Walktapi can also squirt an inky-gas every second 
  Combat Round. The cloud has a range and 
  diameter of 8 metres. The inky gas obscures vision, 
  imparting a penalty to all skills by those caught in 
  the cloud who fail a Resilience roll equal to the 
  walktapi’s CON. The gas is also poisonous; victims 
  who fail the Resilience roll inhale the gas and sustain 
  1D4 damage to the Chest location. The gas cloud 
  dissipates within one Combat Round.
  In the Arena
  Fearsome opponents, walktapi are not intelligent enough to be 
  gladiators but caught specimens are pitched against troll gladiators 
  as the ensuing ﬁ ghts are always ferocious. Uz aim to hack-off 
  parts of the walktapus and eat them, which prevents them from 
  regenerating as though consumed by ﬁ re.
  A typical walktapus arena scenario is for burning braziers to be 
  located at the extremities of the arena, with combatants attempting 
  to get to the burning brands and use them against regenerating 
  walktapi – if they live that long.
  
  Arachnids &      
       Insects
  T
  73
   
    his chapter concerns arachnids and insects, generally  
   
   of the giant variety although the entries here include 
  standard sized insects operating as complex, hive-mind entities. It 
  also includes gastropods, such as slugs and snails and a few unique, 
  monstrous insects.
  Most of the creatures in this chapter do not have a CHA rating 
  allocated to them. In the main, insects and gastropods have no 
  personalities that humans can relate to on any kind of social level, 
  making CHA redundant. Furthermore, most of the entries have a 
  ﬁ xed INT, reﬂ ecting their instinctual, rather than sapient, nature.
   Ant, Giant
  The ant is a familiar insect that has managed to colonise all but the 
  most cold and inhospitable terrain. Social creatures, individuals 
  possess limited intelligence but in groups ants are capable of solving 
  complex problems and have very high degrees of co-operation to 
  further the needs of the colony.
  An ant colony can consist of a few individuals (typically 2D6 at the 
  smallest level) up to many thousands. Giant ants tend to fall into 
  the lower range of colony sizes owing to the natural limitations 
  of the environment. A colony of giant ants therefore ranges from 
  2D6 to 5D20 in size.
  Giant ants are the size of a large dog but otherwise function in the 
  same way as their smaller brethren. A queen is resident in larger 
  colonies and produces eggs. Workers and drones tend the egg 
  nurseries, the queen, hunt for food and protect their territory.
  Ant communication is pheromone-based, with different levels 
  of pheromone being released to act as the communicator 
  for others. Ant food trails and territories are marked with 
  pheromone trails and anyone entering a giant ant colony’s 
  territory can detect the stale, musky scent of pheromones with 
  a successful Perception roll.
  Ants work to their function unless a particular problem requires 
  the communal mind to solve it. Thus solitary ants are either 
  gathering food, protecting the egg nurseries or tending the queen. 
  If an ant is protecting it will attack any intruders. Ants on other 
  tasks will typically go about their business oblivious to outsiders 
  unless the outsiders represent a viable food source or an obstacle to 
  be removed. Thus, ants often scout individually and then return in 
  sufﬁ cient numbers to deal with a problem.
  If a solitary ant is killed it releases an alarm pheromone that 
  sends nearby ants into an attack frenzy and attracts more ants 
  from further away. The alarm pheromone’s potency means that 
  it can reach and alert ants from the same colony up to a distance 
  in kilometres equal to the ant’s CON. Thus killing a scout is no 
  guard against further ants turning-up; in fact, it is the precise 
  opposite. The alarm pheromone signals every ant within a number 
  of metres equal to the dying ant’s CON x10 to attack immediately 
  and summons a further 1D6+1 ants from the colony to come and 
  join the attack.
  Every ant colony can react and adapt to its needs, setting ambushes, 
  barricading tunnels, raiding animal herds and clearing out nearby 
  menaces. Invading an ant colony is a difﬁ cult prospect – groups of 
  the ants will ambush the invaders from the rear, seal off passages 
  and set traps such as deadfalls for the unwary.
  The queen of an ant colony is simply a breeding machine, possessed 
  of no more INT than any other ant. If the queen dies, however, the 
  colony is doomed, as no more eggs will be laid. Thus, other ants 
  defend her ﬁ ercely. Queens are approximately twice as large and 
  strong as other ants of the colony but do not engage in combat.
  Communal Mind
  Individually, ants display intelligence related directly to their 
  function. A single giant ant has INT 2, for instance. However, 
  when working together, a communal intelligence develops. 
  Every ant co-operating to solve a problem – whether it is moving 
  
  74
  something out of the way or attacking a threat – contributes 1D3 
  to the communal intelligence. This is added to the ants’ Fixed 
  INT. Thus, two ants have a communal INT of 2+2D3 each; three 
  ants have 2+3D3 each and so forth. The communal INT is then 
  used to calculate Strike Rank and Combat Actions.
  Combat Notes
  Singularly, ants focus their attacks on the most immediate threat, 
  ignoring others. Communally, ants act tactically, surrounding, 
  entrapping, ambushing and so forth. The greater the group, the 
  more tactically aware it becomes. Ants can be given Lore (Tactics) 
  at a level of 5% for each ant present, if so desired.
  To use the sting, the ant must have grasped the foe in its mandibles. 
  Thus, ants use the Grip Combat Manoeuvre to hold their opponent 
  before delivering a sting. The sting is acidic, working as a Strong 
  Acid (see RuneQuest II Core Rulebook, pages 53-54).
  In the Arena
  Forcing ants to ﬁ ght in a gladiatorial contest is somewhat difﬁ cult 
  as, generally, ants ﬁ ght only to defend their colonies or to eradicate 
  a threat to a colony. Individually, goading one into a melee is a 
  difﬁ cult business. One solution is to have a group of ants corralled 
  and then released when a lone ant is simply butchered to release its 
  alarm pheromone. Whoever is then in the vicinity of the fallen ant 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1
  Right Rear Leg
  5/5
  CON
  3D6+6
  17
  2
  Left Rear Leg
  5/5
  SIZ
  2D6
  7
  3
  Right Middle Leg
  5/5
  INT
  2
  2
  4
  Left Middle Leg
  5/5
  POW
  2D6+6
  13
  5-9
  Abdomen
  5/7
  DEX
  2D6+6
  13
  10-13
  Thorax
  5/8
  14
  Right Front Leg
  5/5
  15
  Left Front Leg
  5/5
  16-20
  Head
  5/6
  Combat Actions
  2
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  +0
  Magic Points
  13
  Traits: Communal Mind, Wall Walking, Formidable Natural Weapons
  Movement
  12m
  Strike Rank
  +9 
  Skills: Athletics 75%, Evade 40%, Perception 30%, Persistence 49%, Resilience 
  61%, Stealth 25%, Track 85%
  Combat Styles
  Mandibles 40%, Sting 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8 
   
  As for Head
  Sting 
   
  S 
  T 
  1D6+Acid 
  As for Thorax
  must face the wrath of the penned ants (which are released once 
  they are in frenzy). Alternatively, sorcery spells such as Dominate 
  (Ant) are used by controllers who then direct the ant into the fray 
  or implant commands that override the ant’s function. Where 
  groups of ants are concerned, they are often directed to surround 
  a small group of opponents and then attack individuals, whittling 
  the group’s size down slowly and steadily until a single gladiator is 
  left to face a horde of frenzied ants.
   Bee, Giant
  Giant bees make their hives in the cave systems of hills, mountains 
  and underground, rather than building the familiar form of nests 
  favoured by their smaller cousins. Giant bees follow the same 
  structure of society, with drones tending the queen and workers 
  hunting for sources of pollen – usually from regions where oversized 
  ﬂ owers are found. Honey is produced in vast quantities – and 
  attraction for those creatures that feast on sweet, sticky substances; 
  however the size of the giant bee means that few honey-stealers will 
  dare tackle a large hive.
  Giant bees are the size of a medium sized dog, at best and are 
  usually peaceful unless the hive is threatened. Like ants, their 
  intelligence is based on the size of the community and the problem 
  at hand: treat bees in exactly the same way as giant ants when it 
  comes to calculating the INT of larger groups.
  
  75
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1
  Right Rear Leg
  2/4
  CON
  3D6
  11
  2
  Left Rear Leg
  2/4
  SIZ
  1D6+2
  5
  3
  Right Middle Leg
  2/4
  INT
  2
  2
  4
  Left Middle Leg
  2/4
  POW
  2D6+6
  13
  5-7
  Abdomen
  2/5
  DEX
  2D6+6
  13
  8-9
  Thorax
  2/6
  10-11
  Right Wing
  1/2
  12-13
  Left Wing
  1/2
  14
  Right Front Leg
  2/4
  15
  Left Front Leg
  2/4
  16-20
  Head
  2/4
  Combat Actions
  2
  Typical Armour: Furred exoskeleton. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  13
  Traits: Communal Mind, Flying, Wall Walking
  Movement
  12m
  Strike Rank
  +9 
  Skills: Athletics 70%, Evade 50%, Perception 40%, Persistence 49%, Resilience 
  43%, Track 50%
  Combat Styles
  Sting 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Sting 
   
  S 
  T 
  1D4+1–1D2 
  As for Abdomen
  
  76
  Combat Notes
  Bee venom has the following characteristics:
  Application: Injection
  Onset time: 1D12 Combat Rounds
  Duration: 6D10 minutes
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect
  Potency: CON x5.
  Resistance: Resilience.
  Conditions: Agony, Asphyxiation. The venom initially causes the 
  victim pain if the ﬁ rst Resistance roll is failed. At the end of the 
  Duration the victim must succeed in a ﬁ nal resistance roll or suffer 
  the effects of Asphyxiation (see page 54 of the RuneQuest II Core 
  Rulebook). 
  Antidote/Cure: Anti-venom. Some cultures have perfected anti-
  venom remedies which have a Potency of 1D20+10. The anti-
  venom must be introduced with a successful First Aid or Healing 
  roll and add their Potency as a bonus to the victim’s Resilience roll 
  to ﬁ ght the venom throughout its duration.
  The sting of a giant bee is barbed. Using it causes the bee to suffer 
  2D6 damage to its abdomen as it is forced to leave the sting in the 
  victim. However, if a bee stings successfully, the victim suffers the 
  effects of an Impale in addition to the bee’s venom.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1
  Right Rear Leg
  5/5
  CON
  3D6+6
  17
  2
  Left Rear Leg
  5/5
  SIZ
  3D6+6
  17
  3
  Right Middle Leg
  5/5
  INT
  2
  2
  4
  Left Middle Leg
  5/5
  POW
  1D6+6
  9
  5-9
  Abdomen
  5/8
  DEX
  2D6+6
  13
  10-13
  Thorax
  5/9
  14
  Right Front Leg
  5/5
  15
  Left Front Leg
  5/5
  16-20
  Head
  5/7
  Combat Actions
  2
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  +1D6
  Magic Points
  9
  Traits: Wall Walking, Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +9 
  Skills: Athletics 75%, Evade 40%, Perception 50%, Persistence 37%, Resilience 
  61%, Track 40%
  Combat Styles
  Mandibles 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8+1D6 
  As for Head
  In the Arena
  Giant bees are difﬁ cult to control without magic of some kind. 
  Their wings are also usually removed to prevent them from ﬂ ying 
  away during a contest. An artiﬁ cial hive may also be built on the 
  arena ﬂ oor containing 3D6 giant bee specimens; gladiators are 
  chained together and must get onto the hive to retrieve the keys 
  to their shackles. The intrusion is usually sufﬁ cient to trigger a 
  bee attack.
   Beetle, Giant
  This relates to any of the myriad beetle species found across the 
  world; from cockroaches and weevils through to dung beetles and 
  goliath beetles. Giant beetles have lost their ability to ﬂ y but retain 
  the habits of their smaller relatives.
  Beetles have varied diets. Many are omnivores and feed on 
  decaying plant and animal matter, including dung, whilst others 
  are exceedingly speciﬁ c in their diet. Giant beetles living in forests 
  and jungles may soon clear an area of vegetation and thus become 
  migratory, moving into new areas to strip. Dung beetles both 
  make their homes in dung and use it to build defences; some dung 
  beetles feed on the larvae of other giant insects that lay their eggs 
  in excrement. In the case of dung beetles they will usually be found 
  in the habitats of other huge mammals that deposit faeces large 
  enough for their needs.
  
  77
  Beetle, Karrg
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+12
  30
  1
  Right Rear Leg
  6/8
  CON
  4D6+6
  20
  2
  Left Rear Leg
  6/8
  SIZ
  5D6+12
  30
  3
  Right Middle Leg
  6/8
  INT
  2
  2
  4
  Left Middle Leg
  6/8
  POW
  1D6+6
  9
  5-9
  Abdomen
  6/11
  DEX
  2D6
  7
  10-13
  Thorax
  6/12
  14
  Right Front Leg
  6/8
  15
  Left Front Leg
  6/8
  16-20
  Head
  6/10
  Combat Actions
  1
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  +1D12
  Magic Points
  9
  Traits: Flying, Wall Walking, Formidable Natural Weapons
  Movement
  8m
  Strike Rank
  +6 
  Skills: Athletics 35%, Evade 20%, Perception 40%, Persistence 37%, Resilience 
  70%, Track 40%
  Combat Styles
  Mandibles 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8+1D12 
  As for Head
  Beetle, Watch
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1
  Right Rear Leg
  4/4
  CON
  3D6
  11
  2
  Left Rear Leg
  4/4
  SIZ
  2D6+3
  10
  3
  Right Middle Leg
  4/4
  INT
  2
  2
  4
  Left Middle Leg
  4/4
  POW
  1D6+6
  9
  5-9
  Abdomen
  4/5
  DEX
  3D6+6
  17
  10-13
  Thorax
  4/6
  14
  Right Front Leg
  4/4
  15
  Left Front Leg
  4/4
  16-20
  Head
  4/4
  Combat Actions
  2
  Typical Armour: Chitin exoskeleton, no Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  9
  Traits: Wall Walking
  Movement
  12m
  Strike Rank
  +11 
  Skills: Athletics 60%, Evade 40%, Perception 40%, Persistence 37%, Resilience 
  43%, Stealth 25%, Tracking 40%
  Combat Styles
  Mandibles 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8+1D2 
  As for Head
  
  78
  Giant beetles are sometimes predatory if their habitats or hunting 
  grounds are threatened but generally they are not aggressive (unless 
  of a carnivorous variety). Beetles have a tough, chitin exoskeleton 
  and use their large mandibles for feeding and defence. Most 
  species are likely to be found in forests and jungles but beetles can 
  colonise all but the most hostile environments; thus they can be 
  encountered just about anywhere.
  Giant beetles are usually solitary, though it is not unheard of to 
  encounter a group of as many as six individuals, particularly when 
  food is plentiful.
  The uz (see pages 67-71) have a particular afﬁ nity with giant 
  insects and the insect goddess, Gorakiki. Thus, giant beetles are 
  a common sight in uz enclaves and may even be used as steeds by 
  dark trolls.
  Combat Notes
  Beetles use their mandibles to grasp and then tear at enemies; 
  thus the intention is always ﬁ rst to use Grip as the initial Combat 
  Manoeuvre and then Maximise Damage if possible to quickly 
  despatch a helpless enemy.
  In the Arena
  Giant beetles, goaded into ﬁ ghting or compelled to do so through 
  magical means, make tough opponents for any kind of gladiator. 
  In those cultures where giant insects are used as steeds, giant beetles 
  are most commonly used – particularly where uz are concerned.
  Gloranthan Beetles
  The uz of Glorantha actively raise and domesticate giant beetles 
  for their own use. Two examples are the gigantic karrg beetle and 
  the smaller watch beetle, described here.
   Beetle, Karrg
  The largest beetles in the world, these creatures have been 
  domesticated by trolls and put to use as pack animals and, on 
  occasion, war mounts.
  Karrg beetles are dull, dark brown with a single horn growing from 
  the thorax and another from the snout. They can ﬂ y but only in 
  short, clumsy bursts that are little more than gloriﬁ ed hops. A karrg 
  beetle can only ﬂ y a number of metres equal to its CON score and 
  this counts as heavy activity for the beetle’s Fatigue.
   Beetle, Watch
  Smaller than the average giant beetle but just as strong and ﬁ erce, 
  watch beetles are commonly found in the company of trolls, who 
  have domesticated them in much the same way humans have 
  domesticated dogs. They are fast-running predators that will eat 
  the ﬂ esh of any animal they can catch.
  The watch beetle’s shell is glossy black, as are the beast’s compound 
  eyes.
  Watch beetles kept by trolls will never attack a troll, though those 
  found in the wild will gladly attack almost anything.
   Centipede, Giant
  Centipedes have long sinuous bodies and a head tipped with a 
  pair of poison claws. Each of its many legs ends in a needle-sharp 
  point equipped with a smaller version of the venom glands found 
  on its head.
  Centipedes, large or small, are nocturnal predators that hide from 
  the light of the sun in small burrows or shaded places. At night, 
  the centipede comes out to hunt. It is perfectly willing to slip into 
  a ﬁ re-lit camp in order to seize likely prey before rushing back to its 
  nest. Centipedes are found in all warm climes, including jungles, 
  deserts and temperate forests, though they prefer to live near a 
  plentiful water source. They are solitary creatures.
  The Characteristics listed describe a giant centipede some ten 
  metres in length.
  The centipede is a complex creature, with an equally complex Hit 
  Location system. The body is divided into multiple segments, 
  with each Hit Location covering one or two of these segments. 
  The segments are numbered from one through 18, with segment 
  one being immediately behind the head and segment 18 being the 
  creature’s posterior. If the centipede’s head is reduced to zero Hit 
  Points or lower, it begins to thrash frantically but the ﬁ ght is over 
  
  79
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  8D6
  28
  1
  Segment 18
  4/5
  CON
  12D6
  42
  2
  Segment 17
  4/5
  SIZ
  12D6
  42
  3
  Segment 16
  4/5
  INT
  1
  1
  4
  Segment 15
  4/5
  POW
  2D6+3
  10
  5
  Segment 14
  4/5
  DEX
  3D6
  11
  6
  Segment 13
  4/5
  7
  Segment 12
  4/5
  8
  Segment 11
  4/5
  Combat Actions
  2
  9
  Segment 10
  4/5
  Damage Modiﬁ er
  +2D6
  10
  Segment 9
  4/5
  Magic Points
  10
  11
  Segment 8
  4/5
  Movement
  12m
  12
  Segment 7
  4/5
  Strike Rank
  +7 
  13
  Segment 6
  4/5
  14
  Segment 5
  4/5
  15
  Segment 4
  4/5
  16
  Segment 3
  4/5
  17
  Segment 2
  4/5
  18
  Segment 1
  4/5
  19-20
  Head
  4/8
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Traits: Poison
  Skills: Athletics 60%, Evade 25%, Perception 55%, Persistence 40%, Resilience 
  100%, Stealth 70%
  Combat Styles
  Mandibles 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8+2D6 
  As for Head
  and the creature will soon die. If any of the other segments are 
  brought to zero Hit Points but not destroyed, the centipede will lose 
  5m from its Movement rate. If enough locations are incapacitated 
  to reduce the creature’s Movement to zero, it will die.
  However, if one of the centipede’s segments is destroyed, all 
  segments behind that one will be incapacitated and immobile. 
  Meanwhile, all segments ahead of the one destroyed will attempt 
  to run away, carrying the creature’s head with them.
  Combat Notes
  Centipede venom is as follows:
  Application: Injection.
  Onset time: Nausea after 1D3 minutes, Paralysis after 3D6 
  minutes.
  Duration: 1 hour.
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect.
  Potency: 60.
  Resistance: Resilience.
  Conditions: Nausea, Paralysis. The venom initially causes the 
  victim to start feeling nauseous if the ﬁ rst Resistance roll is failed. 
  The location bitten then suffers paralysis if the second Resistance 
  roll is failed. 
  Antidote/Cure: Anti-venom. Some cultures have perfected anti-
  venom remedies which have a Potency of 1D20+10. The anti-
  venom must be introduced with a successful First Aid or Healing 
  roll and add their Potency as a bonus to the victim’s Resilience roll 
  to ﬁ ght the venom throughout its duration.
  In the Arena
  The predatory nature of giant centipedes makes them excellent 
  insect foes for gladiators who, lacking armour and equipped with 
  weapons that make hacking through the centipede’s segmented 
  body difﬁ cult, must ﬁ ght multiple centipedes. Occasionally the 
  gladiators will have been smeared with days-old blood to heighten 
  the ferocity of the centipedes’ attacks.
   Dragonsnail
  A Gloranthan creature of Chaos, dragonsnails were created during 
  the era known as the Great Darkness when Chaos entities ranged 
  far and wide across the world. As the name suggests, dragonsnails 
  have the heads of dragons and the bodies of colossal snails. 
  Multiple heads are not uncommon and the chance of a dragonsnail 
  having 1D3 additional heads is equal to the creature’s POW x2. 
  
  80
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-8
  Shell
  8/10
  CON
  4D6
  14
  9-14
  Body
  4/10
  SIZ
  4D6+12
  26
  15-20
  Head
  4/8
  INT
  2
  2
  POW
  3D6
  11
  Two Headed Dragonsnail
  DEX
  2D6
  7
  1-8
  Shell
  8/10
  9-12
  Body
  4/10
  13-16
  Left Head
  4/8
  17-20
  Right Head Shell
  4/8
  Combat Actions
  1
  Typical Armour: Shell (AP 8) Tough Skin (AP 4, all other locations), no Armour 
  Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Chaos Features
  Movement
  5m
  Strike Rank
  +6
  Skills: Athletics 20%, Evade 05%, Perception 40%, Persistence 43%, Resilience 
  52%
  Combat Styles
  Bite 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  M 
  L 
  1D6+1D12 
  As for Head
  
  81
  Additionally, there is a POW x3 chance that the monster also has 
  a Chaos Feature.
  Dragonsnails are utterly aggressive towards other life forms and 
  are sometimes known as ‘Pieces of the Devil’, relating to the time 
  of their creation, when the Devil was pinned beneath the Spike in 
  the plains of Prax.
  Combat Notes
  Although possessed of a draconic head, dragonsnails are not dragons 
  and have no breath weapon – unless a Chaos Feature confers it. 
  They are simple carnivores, aiming to inﬂ ict as much damage as 
  possible as quickly as possible to stop prey from moving. They 
  are neither fast nor smart and two heads are not better than one. 
  Dragonsnails use their Combat Actions for attacks rather than 
  defence, unless the creature has suffered a major wound, forcing 
  it to retreat.
  If the monster has more than one head, then it can remain alive 
  and active whilst one of its heads remains intact.
  In the Arena
  The Empire of Wyrms’ Friends in Glorantha considers the 
  dragonsnail an absolute aberration and some Hunting and 
  Waltzing bands are dedicated to wiping out their kind wherever 
  possible. To hone and test combat skills and techniques, captured 
  dragonsnails are pitted against Hunters and Waltzers in the EWF 
  training arenas so that when encountered in the wild, draconic 
  warriors will be prepared.
  Dragonsnails, as Chaotic creatures, also slot neatly into Elric of 
  Melniboné games. Specimens are rare but both Pan Tangian and 
  Melnibonéan arenas feature contests between slave gladiators and 
  multiple-headed dragonsnails.
   Grampus
  A distant relative of the scorpion, these strange arthropods are 
  also commonly known as vinegaroons or whipscorpions. They are 
  built much like giant scorpions with massive, dark-coloured claws 
  but their tails lack the giant stinger of a true scorpion. Instead, 
  a grampus’s tail culminates in a long, whip-like appendage. 
  Surprisingly, this tail serves the grampus no purpose in combat, 
  but contained in the tail is a set of glands capable of emitting 
  sprays of acid.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1
  Right Fourth Leg
  5/8
  CON
  2D6+12
  19
  2
  Left Fourth Leg
  5/8
  SIZ
  3D6+12
  23
  3
  Right Third Leg
  5/8
  INT
  1
  1
  4
  Left Third Leg
  5/8
  POW
  3D6
  9
  5-6
  Tail
  5/8
  DEX
  3D6
  11
  7-9
  Abdomen
  5/10
  10
  Right Second Leg
  5/8
  11
  Left Second Leg
  5/8
  12
  Right First Leg
  5/8
  13
  Left First Leg
  5/8
  14-15
  Right Pincer
  5/9
  16-17
  Left Pincer
  5/9
  18-20
  Thorax
  5/11
  Combat Actions
  2
  Typical Armour: Chitin exoskeleton, no Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  9
  Traits: Formidable Natural Weapons, Wall Walking
  Movement
  12m
  Strike Rank
  +7
  Skills: Athletics 65%, Evade 30%, Perception 55%, Persistence 37%, Resilience 
  67%, Stealth 45%
  Combat Styles
  Unarmed 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Acid Spray 
  L 
  L 
  Weak Acid 
  As for Tail
  Pincer   
  M 
  S 
  1D4+1+1D10
  
  82
  A grampus is a purely carnivorous creature. It makes its home in 
  forests, jungles and dismal swamps. Scorpion men (see page 89) 
  sometimes keep grampuses in much the same way and for the 
  same purposes as humans keep dogs.
  The grampus is able to spray a form of weak acid and can be 
  directed against targets up to ten metres away. The spray covers 
  an area four metres square. All creatures struck by this spray are 
  hit in all locations simultaneously – unless the creature itself takes 
  up more than four metres – and take one Hit Point of damage 
  to all locations. Armour will protect against this damage but the 
  armour itself will lose one AP in all locations. The damage from 
  this spray is immediate but the spray also loses its acidity almost 
  immediately. The grampus can use this spray three times in a 24-
  hour period. This attack may not be evaded.
  Combat Notes
  Grampuses behave in much the same way as Giant Scorpions and 
  have similar arena uses. See the Scorpion, Giant entry beginning 
  on page 88.
   Insect Swarm
  Most adventurers feel the only insects they have to fear are those 
  that are giant in stature but mere humble, normal-sized insects 
  can be every bit as dangerous, provided they assemble in large 
  numbers. Insect swarms include large anthills, wasp and hornet 
  nests, and roused beehives.
  Stinging insects are not found anywhere in arctic climes but they 
  are ubiquitous in warmer regions of the world. They will not go 
  out of their way to attack a human or other creature vastly larger 
  than themselves but if their hive or hill is threatened or damaged, 
  an insect swarm may prove too much for even an experienced 
  adventurer to handle.
  Beasts as small as normal insects need no Characteristics and 
  characters cannot truly engage them in battle. No matter how skilled 
  a swordsman may be, he will ﬁ nd his weapon useless in the face of a 
  swarm of 500 hornets. He can kill one or more with each stroke but 
  ultimately he is just wasting his time. Instead, these rules govern the 
  danger posed by a particular hive or hill of stinging insects.
  The size of the hive or hill determines the number of stings a 
  swarm delivers every round. Consult the chart below.
  Hive Size
  Stings
  Very small (small wasp nest)
  1D6
  Small (large wasp nest, small beehive)
  2D6
  Large (very large wasp nest, average beehive)
  4D6
  Very large (large beehive)
  6D6
  Huge (enormous anthill, very large beehive)
  8D6 and higher
  Each character attacked by a hive takes the listed number of stings 
  every round until he manages to escape the swarm. Heavy clothing 
  subtracts two stings per die from the number of stings suffered 
  every round. Armour subtracts one sting per die, though armour 
  combined with heavy clothing will only subtract two stings per 
  die total. Characters who take precautions against a swarm by 
  wrapping themselves in cloaks, blankets and other heavy fabrics 
  will subtract three stings per die. Note that this must be done prior 
  to entering a swarm – by the time the character is taking damage, 
  it is already too late. Such mufﬂ ing requires three Combat Rounds. 
  Specialised beekeeping clothing, only available in civilised areas, 
  subtracts four stings per die of damage. Such clothing consists of 
  heavy cloth and multiple layers of mesh costs 75 silvers, weighs 2 
  ENC and has no armour value. Magical spells such as Protection 
  subtract one sting per die for every two points of Magnitude.
  Creatures with six or more points of natural armour are immune 
  to the effects of an insect swarm. No matter how angry a group 
  of hornets get, they are unable to do anything to a creature like a 
  dragon.
  An insect swarm always attacks uses its ﬁ rst Combat Action to attack.
  Every round the character is exposed to the swarm the Games 
  Master should total the number of stings taken and multiply that 
  total by the appropriate species’ Venom Factor, as given on the 
  Insect Venom table.
  
  83
  Insect Venom
  Insect Type
  Venom Factor
  Movement Rate
  Honeybees
  5
  20m
  Hornets
  3
  30m
  Bumblebees
  3
  10m
  Yellowjackets/Wasps
  5
  35m
  Army Ants
  2
  4m
  Fire Ants
  2
  2m
  Bullfrog Ants
  1
  2m
  The total number of stings multiplied by the venom factor gives 
  the base Potency of the venom introduced into the victim’s body. 
  Insect swarm venom has an onset time of 1D10 Combat Rounds. 
  After that time, the Potency of the venom should be matched 
  against the victim’s Resilience in a standard opposed test. 
  Insect Venom
  Application: Injection.
  Onset time: 1D10 Combat Rounds.
  Duration: 6D10 minutes.
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect.
  Potency: See Above.
  Resistance: Resilience.
  Conditions: Agony, Asphyxiation. The venom initially causes the 
  victim pain if the ﬁ rst Resistance roll is failed. At the end of the 
  Duration the victim must succeed in a ﬁ nal resistance roll or suffer 
  the effects of Asphyxiation (see page 54 of the RuneQuest Core 
  Rulebook). 
  Antidote/Cure: Anti-venom. Some cultures have perfected anti-
  venom remedies which have a Potency of 1D20+10. The anti-
  venom must be introduced with a successful First Aid or Healing 
  roll and add their Potency as a bonus to the victim’s Resilience roll 
  to ﬁ ght the venom throughout its duration.
  The Movement Rate listing shows how fast a swarm can travel if it 
  is pursuing an enemy.
  Driving a swarm away is a troublesome prospect, considering that 
  weapons have no real effect on the insects. An insect swarm will 
  not enter an area of heavy smoke and most crawling insects, such 
  as ants, will not cross an unbroken line of sulphur powder. Fire is 
  the most effective means of dispersing an insect swarm. For every 
  1D6 of damage a ﬁ re does, it reduces the size of a swarm by 1D6 
  every round. 
  
  84
  For Example: Thrace blunders into a large hive of honeybees while 
  tracking a band of marauding broo. Thrace is wearing only leather 
  armour and has no time to cover himself with heavy blankets and the 
  like to ward off the bees. Each round, Thrace will be stung 4D6–4 
  times. Recognising the danger, Thrace ﬂ ees from the bees to a creek he 
  just crossed and jumps in to get away from the swarm, though he is 
  still stung for three rounds total. The ﬁ rst round he is stung 12 times, 
  only 7 on the second round and the third round, just as he is jumping 
  into the creek, he is stung 10 times. Thus Thrace must make three 
  tests against a potency of 60, 35 and 50. These are matched against 
  Thrace’s Resilience in a standard opposed test. With a Resilience of 
  45% Thrace manages to resist the ﬁ rst two rounds worth of stings but 
  succumbs to the third. Stung in his left arm, Thrace’s limb swells and 
  the pain is immense; he can also feel his throat beginning to swell. 
  The duration (6D10 minutes) is rolled as 18 – at the end of this time 
  Thrace needs to make a second Resistance roll or suffer from the effects 
  of Asphyxiation. Fortunately he succeeds; had he not, then he would 
  have risked sustaining further damage through lack of air.
   Leech, Giant
  Usually found living in lakes and rivers, giant leeches can also 
  survive on land, inhabiting rainforests and humid jungles where 
  they cling to the branches of trees waiting for a potential host to 
  pass by.
  Blood-feeders, giant leeches can hold a number of Hit Points of 
  blood equal to their SIZ x5 before becoming satiated and detaching 
  from the host. Once attached, a leech remains that way unless it 
  is burned-off (which may risk injuring the host) or removed with 
  either magic or surgery. The mouth parts bury deep enough into 
  the host to prevent it from being removed easily, although it injects 
  a local anaesthetic so that the host feels no pain whilst the leech is 
  attached and feeding.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+1
  8
  1-20
  Body
  1/6
  CON
  2D6+3
  10
  SIZ
  2D6–1
  6
  INT
  1
  1
  POW
  1D6
  4
  DEX
  3D6
  11
  Combat Actions
  2
  Typical Armour: Slime, no Armour Penalty
  Damage Modiﬁ er
  –1D4
  Magic Points
  4
  Traits: Blood Drain, Wall Walker
  Movement
  4m
  Strike Rank
  +7
  Skills: Athletics 60%, Evade 05%, Perception 25%, Persistence 22%, Resilience 
  40%
  Combat Styles
  Bite 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  L 
  1D4–1D4 
  As for Body
  
  85
  Killing a leech that is in situ stops it from feeding but does not 
  detach it. A leech that remains attached causes no further damage 
  but looks unsightly and effectively reduces the CHA of the host by 
  half. A dead leech will fall off naturally after 2D6 days.
   Locust, Giant
  Locusts are herbivorous, swarming insects characterised by a set of 
  powerful hind legs that allow the creature to leap large distances 
  – although locusts also have a set of sheathed wings allowing them to 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1
  Right Rear Leg
  3/6
  CON
  2D6+3
  10
  2
  Left Rear Leg
  3/6
  SIZ
  1D6+3
  7
  3
  Right Middle Leg
  3/4
  INT
  2
  2
  4
  Left Middle Leg
  3/4
  POW
  1D6+6
  10
  5-9
  Abdomen
  3/5
  DEX
  3D6+12
  23
  10-13
  Thorax
  3/6
  14
  Right Front Leg
  3/4
  15
  Left Front Leg
  3/4
  16-20
  Head
  3/4
  Combat Actions
  3
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  –1D2
  Magic Points
  10
  Traits: Wall Walking
  Movement
  6m/115m
  Strike Rank
  +14 
  Skills: Athletics 80%, Evade 60%, Perception 40%, Persistence 40%, Resilience 
  40%, 
  Combat Styles
  Mandibles 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Mandibles 
  M 
  M 
  1D8–1D2 
  As for Head
  ﬂ y. The normal sized version of the insect has a tendency to engage in 
  a feeding swarm, an activity that can devastate croplands as millions 
  of the insect rapidly move through an area stripping it of vegetation. 
  The giant version is far less likely to do this and giant locust swarms 
  are extremely rare owing to the rarity of the creature itself.
  Giant locusts are the size of a small dog and can be found anywhere 
  in the world, with the exception of extremely cold climates. 
  Usually solitary, locusts only pose a great threat when a swarm 
  comes together and moves through an area.
  The hind legs allow the locust to leap a number 
  of metres equal to its DEX x5 laterally and DEX 
  x2 vertically. Powerful mandibles slice easily 
  through most kinds of vegetation and the giant 
  variety is able to feed on tree foliage and bark 
  meaning that a giant locust swarm can devastate 
  forested areas in the same way its smaller cousins 
  destroy croplands.
   Mosquito, Giant
  Blood-sucking insects that inhabit woodlands, 
  marshlands and bogs, giant mosquitoes breed 
  wherever there is standing water and are attracted 
  by carbon dioxide – the exhaled breath of 
  breathing creatures. Mosquitoes are, in general, 
  
  86
  nectar feeders and only the females require blood to stimulate egg 
  production. However the giant variety, unable to gain enough 
  sustenance from the small amounts of nectar normal sized plants 
  produce, compared to the giant mosquitoes’ size, have adapted to 
  rely on blood.
  Giant mosquitoes are the size of a cat and the high pitched buzzing 
  of their wings provides an early warning of an attack. They are 
  most active at dawn and dusk, preferring to lie dormant during the 
  day – but they will attack if disturbed. A single giant mosquito can 
  drink a number of Hit Points’ worth of blood equal to its SIZ x2 
  before being satiated. However, it is not necessarily blood loss that 
  is the killer. To drain blood the mosquito injects anti-coagulant 
  saliva into its prey, and, at the levels a giant mosquito uses, this can 
  overwhelm a bite victim after the mosquito has taken it ﬁ ll. See 
  Combat Notes for more details.
  Giant mosquitoes can penetrate up to two points of armour 
  with their needle-sharp proboscis, so clothing is no guarantee of 
  protection against a bite, although uncovered areas are targeted 
  ﬁ rst. On a successful attack the mosquito drains blood every 
  Combat Action that it remains attached to the victim, beginning 
  on the same CA it makes its ﬁ rst attack. It does not need to make 
  any attack roll to continue draining blood and it will not actively 
  defend; however if swatted or attacked in an attempt to remove 
  it, it is allowed an Athletics roll to remain attached and continue 
  draining blood. This costs it a Combat Action.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6–1
  6
  1
  Right Rear Leg
  1/2
  CON
  2D3
  4
  2
  Left Rear Leg
  1/2
  SIZ
  1D3+1
  3
  3
  Right Middle Leg
  1/2
  INT
  1
  2
  4
  Left Middle Leg
  1/2
  POW
  2D6
  7
  5-7
  Abdomen
  1/3
  DEX
  2D6+6
  13
  8-9
  Thorax
  1/4
  10-11
  Right Wing
  1/1
  12-13
  Left Wing
  1/1
  14
  Right Front Leg
  1/2
  15
  Left Front Leg
  1/2
  16-20
  Head
  1/3
  Combat Actions
  2
  Typical Armour: Exoskeleton. No Armour Penalty
  Damage Modiﬁ er
  –1D6
  Magic Points
  7
  Traits: Flying, Wall Walking, Life Sense
  Movement
  18m (ﬂ y)
  Strike Rank
  +9 
  Skills: Athletics 70%, Evade 70%, Perception 20%, Persistence 31%, Resilience 
  22%
  Combat Styles
  Bite 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  S 
  T 
  1D3+1–1D6 
  As for Head
  Combat Notes
  The giant mosquito’s bite ignores the ﬁ rst two points of armour. 
  On a successful bite it immediately draws a number of Hit Points 
  of blood equal to its bite damage but once it has drunk an amount 
  equal to its SIZ x2, it is satiated and leaves the host.
  
  87
  However the anti-coagulant pumped into a host can have a severe 
  effect. The victim must make a Resilience roll 1D6+1 minutes after 
  a successful bite. If the Resilience roll fails the anti-coagulant causes 
  the bitten location to swell, itch and ache copiously, inﬂ icting a 
  further 1D3 damage and rendering it useless for a number of days 
  equal to the damage sustained. If the location bitten is the chest or 
  head, the airway can become restricted causing the victim to lose 
  consciousness if the Hit Points for the location fall below –1.
   Praying Mantis, Giant
  This enormous insect predator dwells in jungle and rainforest. 
  It has long, stilt-like legs, a triangular head with sharp jaws and 
  huge, observant, compound eyes and jagged forelegs. The head is 
  capable of swivelling through 300 degrees, ensuring that nothing 
  escapes its attention. Mantises are coloured to blend in remarkably 
  well with their native forest environment.
  Praying mantises are strictly carnivorous creatures who feed 
  on anything smaller than themselves. They are expert hunters, 
  remaining motionless for hours on end waiting for the precise 
  moment to strike. When that moment arrives, the mantis explodes 
  forward with its forelegs to seize its prey. They can be tamed if 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+12
  33
  1
  Right Rear Leg
  6/11
  CON
  3D6+9
  20
  2
  Left Rear Leg
  6/11
  SIZ
  8D6+12
  40
  3-5
  Abdomen
  6/13
  INT
  3
  3
  6
  Right Wing
  6/11
  POW
  3D6
  9
  7
  Left Wing
  6/11
  DEX
  2D6+18
  25
  8
  Right Front Leg
  6/11
  9
  Left Front Leg
  6/11
  10-12
  Thorax
  6/14
  13-15
  Right Claw
  6/12
  16-18
  Left Claw
  6/12
  19-20
  Head
  6/13
  Combat Actions
  3
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  +2D8
  Magic Points
  9
  Traits: Formidable Natural Weapons, Wall Walking
  Movement
  12m
  Strike Rank
  +16 
  Skills: Athletics 55%, Evade 40%, Perception 85%, Persistence 37%, Resilience 
  70%, Stealth 90%, Track 65%
  Combat Styles
  Unarmed 95%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP 
  Mandible 
  M 
  T 
  1D8+2D8 
  As for Head
  Foreclaws 
  L 
  VL 
  1D10+2D8 
  As for Claw
  
  88
  taken as young and make extremely effective mounts in battle. 
  Anyone riding such a creature into battle may use 1D10+10 to 
  determine Hit Location on his targets, even against mounted foes 
  (except particularly tall enemies or enemies also riding mantises).
  Combat Notes
  The preying mantis is a formidable hunter. Its primary attack 
  is always the foreclaws and it combines both claws in a single, 
  devastating grasp that both damages and automatically Grips the 
  prey – it does not need to gain a level of success above a defender 
  to use this Combat Manoeuvre. Once grasping the locust does not 
  inﬂ ict any further damage with the claws and uses its powerful 
  mandibles to continue its attacks. The mandibles are capable of 
  slicing through armour and thus it can use the Sunder Combat 
  Manoeuvre.
  Mantises make for cunning warriors, when controlled and will not 
  stop in the midst of battle to feed. A mantis is fully capable of 
  ﬁ ghting with a rider on its back, though the rider will have to make 
  two Ride skill tests every round the mantis employs its natural 
  weapons – one to stay on the mantis’s back, another to make his 
  own attack. 
  In the Arena
  With such ferocious natures giant mantises make ideal arena 
  opponents especially when they are hidden in disguised cages 
  beneath the ﬂ oor of an arena or ridden into it by mounted 
  combatants, tearing into entire units of gladiators. Sometimes a 
  mock jungle is created on the arena ﬂ oor with several mantises 
  deposited within. Gladiators must attempt to reach the far edge, 
  running the gauntlet of the near-invisible creatures.
   Scorpion, Giant
  Scorpions are giant carnivorous arachnids that come in a riot of 
  colours and patterns. They live in jungles and deserts where they 
  hide out during the day and emerge at nightfall to hunt. With 
  pincers to the fore and a long, segmented tail carrying a wicked 
  sting to the aft, giant scorpions are terrifying predators.
  The giant scorpion described below is approximately 2.5 metres 
  long, not counting the tail, which is itself another two metres in 
  length. The scorpion stands about half a metre tall. Scorpions have 
  no discernible head; the sensory organs are contained within the 
  forefront of the thorax.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1
  Right Fourth Leg
  5/8
  CON
  2D6+12
  19
  2
  Left Fourth Leg
  5/8
  SIZ
  3D6+12
  23
  3
  Right Third Leg
  5/8
  INT
  1
  1
  4
  Left Third Leg
  5/8
  POW
  3D6
  9
  5-6
  Tail
  5/8
  DEX
  3D6
  11
  7-9
  Abdomen
  5/10
  10
  Right Second Leg
  5/8
  11
  Left Second Leg
  5/8
  12
  Right First Leg
  5/8
  13
  Left First Leg
  5/8
  14-15
  Right Pincer
  5/9
  16-17
  Left Pincer
  5/9
  18-20
  Thorax
  5/11
  Combat Actions
  2
  Typical Armour: Chitin exoskeleton, no Armour Penalty.
  Damage Modiﬁ er
  +1D10
  Magic Points
  9
  Traits: Formidable Natural Weapons, Wall Walking, Sting
  Movement
  12m
  Strike Rank
  +7
  Skills: Athletics 65%, Evade 30%, Perception 55%, Persistence 37%, Resilience 
  67%, Stealth 45%
  Combat Styles
  Unarmed 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP 
  Sting 
   
  L 
  L 
  1D6+1D10 Poison 
  As for Tail
  Pincer   
  M 
  S 
  1D4+1+1D10 
   
  As for Tail
  
  89
  Combat Notes
  Scorpion venom has the following characteristics:
  Application: Injected or smeared.
  Onset Time: 1D3 Rounds.
  Duration: 1D3 Days.
  Resistance Time: Daily. The ﬁ rst Resistance roll must be made at the 
  end of the Onset Time, then daily thereafter. Successfully resisting the 
  poison allows the victim to avoid suffering the Conditions until the 
  next roll must be made. 
  Potency: 40+ CON of Scorpion.
  Resistance: Resilience.
  Conditions: Agony and Nausea.
  Antidote/Cure: Healing skill and magic.
  In the Arena
  Giant scorpions are easily antagonised and so making them 
  aggressive enough for arena contests is a straightforward 
  affair. Giant scorpions can carry riders, although magic can 
  be used to easily direct them against opponents. A favoured 
  tactic is to hide giant scorpions in various submerged pits, 
  covered with straw or ﬂ ooring; the vibration from nearby 
  feet causing them to scuttle out and attack.
  In Glorantha giant scorpions have been captured by God 
  Learner arena owners and are combined with scorpion men 
  in battles against trolls and human gladiators.
   Scorpion Man
  Creatures of Chaos, scorpion men have the upper body of a 
  human with the body, legs and tail of a gigantic scorpion. In 
  same rare cases the scorpion man’s arms are replaced by the 
  pincers of the scorpion but, usually, the creature has arms 
  and hands and can wield weapons.
  Scorpion men are a Chaos breed native to Glorantha and 
  left over from the Great Darkness. They are found in desert 
  areas and, occasionally, small mountain villages. Their rigid 
  society is based on servitude to gigantic queens, who do the 
  majority of breeding for the race. Scorpion men make their 
  
  90
  
  91
   Slug, Giant
  These huge gastropods are omnivorous 
  but are carrion feeders rather than 
  hunters. Slow moving and dull-witted, 
  giant slugs are, nevertheless, fond of 
  fresh meat, being attracted to helpless, 
  wounded creatures. Healthy sources of 
  protein are able to move far faster than 
  a slug and so it poses little threat.
  The mucus a slug exudes to help it move 
  is extremely slippery but is otherwise 
  harmless to the touch.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-7
  Tail
  1/5
  CON
  3D6
  11
  8-16
  Body
  1/6
  SIZ
  2D6+4
  11
  17-20
  Head
  1/5
  INT
  1
  1
  POW
  2D6
  7
  DEX
  2D6–1
  6
  Combat Actions
  1
  Typical Armour: Slime. No armour penalty
  Damage Modiﬁ er
  +0
  Magic Points
  7
  Traits: Wall Walking
  Movement 
  3m
  Strike Rank
  +4
  Skills: Evade 05%, Perception 25%, Persistence 31%, Resilience 31%, Stealth 
  30%
  Combat Styles
  Bite 30%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Bite 
   
  S 
  T 
  1D4 
   
  As for Head
   Spider, Giant
  There are tens of thousands of species of spiders in the world but 
  only a few species that pose a real danger to the average adventurer 
  – the giant spider is one of these.
  The giant spider featured here is a web-spinning spider, which hunts 
  by spreading its webs over an area where potential prey is likely to 
  cross. When a creature wanders beneath the web, the spider rushes 
  over and begins spewing webbing all over its intended victim.
  Another technique the spider may use is to set its web above a trail, 
  closing it off with a net of webbing. When potential prey comes 
  down the road, it is blocked by the webbing and the spider can 
  then drop a sheet of webbing atop its intended victim. Still another 
  tactic is to silently enclose an area in which its prey is sleeping.
  
  92
  ‘Small’ Giant Spider
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+6
  10
  1
  Right Fourth Leg
  3/3
  CON
  3D6
  11
  2
  Left Fourth Leg
  3/3
  SIZ
  2D6+6
  13
  3
  Right Third Leg
  3/3
  INT
  8
  8
  4
  Left Third Leg
  3/3
  POW
  2D6
  7
  5-11
  Abdomen
  3/6
  DEX
  2D6+9
  16
  12
  Right Second Leg
  3/3
  13
  Left Second Leg
  3/3
  14
  Right First Leg
  3/3
  Combat Actions
  3
  15
  Left First Leg
  3/3
  Damage Modiﬁ er
  +0
  16-20
  Thorax
  3/5
  Magic Points
  7
  Movement 
  6m/12m
  Strike Rank
  +16
  Typical Armour: Chitin. No armour penalty
  Traits: Poison, (bite, see below for details on Spider Venom), Wall Walking
  Skills: Athletics 75%, Evade 40%, Perception 65%, Persistence 31%, Resilience 
  43%, Stealth 85%, Track 40%
  Combat Styles
  Bite 50%, Web 60%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  S 
  T 
  1D6+poison 
  As for Head
  Web 
   
  L 
  L 
  Entangles 
  4/10
  ‘Medium’ Giant Spider
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1
  Right Fourth Leg
  4/8
  CON
  3D6+6
  17
  2
  Left Fourth Leg
  4/8
  SIZ
  4D6+12
  26
  3
  Right Third Leg
  4/8
  INT
  8
  8
  4
  Left Third Leg
  4/8
  POW
  3D6
  11
  5-11
  Abdomen
  4/10
  DEX
  2D6+9
  16
  12
  Right Second Leg
  4/8
  13
  Left Second Leg
  4/8
  14
  Right First Leg
  3/8
  Combat Actions
  3
  15
  Left First Leg
  3/8
  Damage Modiﬁ er
  +1D8
  16-20
  Thorax
  3/11
  Magic Points
  11
  Movement 
  8m/18m
  Strike Rank
  +16
  Typical Armour: Chitin. No armour penalty
  Traits: Poison, (bite, see below for details on Spider Venom), Wall Walking
  Skills: Athletics 100%, Evade 40%, Perception 65%, Persistence 43%, Resilience 
  61%, Stealth 85%, Track 40%
  Combat Styles
  Bite 55%, Web 65%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
    
  AP/HP
  Bite 
   
  M 
  T 
  1D6+1D8+poison As for Head
  Web 
   
  L 
  L 
  Entangles 
   
  4/19
  
  93
  The webbing of a giant spider will hold fast anyone who touches it 
  unless they can succeed on an opposed Brawn or Athletics test. The 
  spider web’s Athletics value is equal to that of the spider that wove 
  it. The web’s Hit Points are double the spider’s STR. Any weapon 
  striking a strand of webbing will do damage but it also may become 
  stuck. Flaming weapons never become stuck and always inﬂ ict 
  double damage on webbing. However, webbing will not ignite.
  The web spun in a round covers an area two metres by two 
  metres, entangling the creature within that space. Those stuck in 
  this manner are effectively immobilised and cannot attack, parry, 
  dodge or dive for cover until they break free of the web successfully. 
  The trapped character may be aided by his companions. If the 
  spider throws multiple webs on the same individual, each layer 
  of webbing must be broken through individually. An incoming 
  webbing attack may not be parried.
  Giant spiders are extremely intelligent creatures, though they are 
  still just animals and their INT is ﬁ xed. In the following entries, 
  the Movement ﬁ gure following the slash is for movement within 
  the spider’s own web.
  Combat Notes
  Spider venom has the following characteristics:
  Application: Injected.
  Onset time: 1D3 Rounds.
  Duration: 1D3 Days.
  Resistance Time: Daily. The ﬁ rst Resistance roll must be made 
  at the end of the Onset Time, then daily thereafter. Successfully 
  resisting the poison allows the victim to avoid suffering the 
  Conditions until the next roll must be made. 
  Potency: 40+ CON of Spider.
  Resistance: Resilience.
  Conditions: Paralysis.
  Antidote/Cure: Healing skill and magic.
  The web is incredibly strong. All webs have 4 AP but the strength 
  of the web in Hit Points is equal to the spider’s own STR. Those 
  caught in the web suffer the effects of the Entangle Combat 
  Manoeuvre, across 1D3 separate locations at the same time. If a 
  victim is able to move across the web, his movement is reduced by 
  two thirds.
  In the Arena
  As predators, giant spiders need little encouragement to face-
  off against foes in the arena. Where more elaborate shows are 
  concerned and where time is available, the spider is allowed to spin 
  a web across a specially erected frame where smaller (though still 
  giant) insects are thrown to encouraged the spider’s attention. At 
  the beginning of the games, slaves or gladiators are then strung into 
  the web separated from their weapons. They must then attempt to 
  escape the web or reach their weapons before the spider, located at 
  the centre, can reach and paralyse them.
  ‘Large’ Giant Spider
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+18
  29
  1
  Right Fourth Leg
  6/11
  CON
  3D6+12
  23
  2
  Left Fourth Leg
  6/11
  SIZ
  6D6+18
  39
  3
  Right Third Leg
  6/11
  INT
  8
  8
  4
  Left Third Leg
  6/11
  POW
  4D6
  14
  5-11
  Abdomen
  6/16
  DEX
  2D6+9
  16
  12
  Right Second Leg
  6/11
  13
  Left Second Leg
  6/11
  14
  Right First Leg
  3/11
  Combat Actions
  3
  15
  Left First Leg
  3/11
  Damage Modiﬁ er
  +2D6
  16-20
  Thorax
  37
  Magic Points
  14
  Movement 
  12m/20m
  Strike Rank
  +16
  Typical Armour: Chitin. No armour penalty
  Traits: Poison, (bite, see below for details on Spider Venom), Wall Walking
  Skills: Athletics 110%, Dodge 40%, Perception 65%, Persistence 52%, Resilience 
  79%, Stealth 85%, Track 40%
  Combat Styles
  Bite 60%, Web 70%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
    
  AP/HP  
  Range
  Bite 
   
  M 
  T 
  1D6+2D6+poison As for Head
  Web 
   
  L 
  L 
  Entangles 
   
  4/29
  
  94
   Dinosaurs &
     Reptiles
  W
   
  hilst dinosaurs died out on our own earth due to a  
   
  variety of differing theories, the same does not necessarily 
  hold true for fantasy worlds. Glorantha, certainly, does not suffer 
  from meteor strikes and, being a mythical world, dinosaurs are still 
  present. The same might be true for other fantasy settings and one 
  can have a great deal of fun with the ‘Lost World’ scenario where 
  small colonies of dinosaurs have survived beyond the cataclysm 
  that ended their dominance of the old world.
  This chapter thus deals with dinosaurs of both land and sea, and 
  other reptiles of various species. Dragonewts are covered in the 
  Humans and Humanoids chapter.
   Alligator/ Crocodile
  These large reptiles, close relatives of the dinosaurs, live in swamps 
  and slow-moving rivers. Active predators, they use their stealth to 
  prey upon ﬁ sh, snakes and animals coming in search of drinking 
  water. Although alligators and crocodiles are different species and 
  have a different appearance (alligators are shorter and have a shorter 
  snout), the same statistics can be used.
  Though they are often found in large numbers, crocodiles are 
  not sociable or pack animals. Crocodiles are faster in the 
  water than they are on land and prefer to attack prey in 
  the water or at the water’s edge.
  When a crocodile in the water bites its victim, it holds 
  on and spins around, attempting to tear away a large 
  chunk of ﬂ esh. This attack is automatically successful 
  (assuming of course the crocodile succeeds on the 
  initial attack) and inﬂ icts damage equal to the crocodile’s 
  Damage Modiﬁ er each round to the location bitten. 
  Armour does not protect against this damage. A crocodile 
  on land is unable to use this attack, though it can still bite.
  Combat Notes
  On land, crocodiles aim to bite time and again. Their tails can 
  be used to bash at opponents and they are smart enough to use 
  Choose Location to aim for the legs in a bid to bring down a 
  potential meal and then launch forward for a devastating snap of 
  their jaws.
  In the water the creatures bite and then use Grip to maintain 
  a solid hold on the prey. Once Gripped, the alligator or croc 
  spins itself around in the water in an attempt to drag the prey 
  underwater and drown it. If an alligator or croc successfully 
  Grips, on its next Combat Action it attempts to spin. To do this 
  it matches its Swim against the prey’s Swim or Brawn (whichever 
  
  95
  Medium Alligator or Crocodile
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-3
  Tail
  5/8
  CON
  3D6+8
  19
  4
  Right Hind Leg
  5/6
  SIZ
  4D6+12
  26
  5
  Left Hind Leg
  5/6
  INT
  3
  3
  6-9
  Hindquarters
  5/9
  POW
  3D6
  11
  10-14
  Forequarters
  5/10
  DEX
  2D6
  7
  15
  Right Front Leg
  5/6
  16
  Left Front Leg
  5/6
  17-20
  Head/Neck
  5/8
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  6m/10m
  Strike Rank
  +7
  Skills: Athletics 75%, Brawn 65%, Perception 40%, Persistence 43%, Resilience 
  67%, Stealth 50%, Swim 95%
  Combat Styles
  Bite 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  M 
  M 
  1D8+1D12 
   
  As for Head
  Tail Bash L 
  L 
   
  1D4+1D12 
   
  As for Tail
  Large Alligator or Crocodile
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  8D6+12
  50
  1-3
  Tail
  7/16
  CON
  6D6+8
  29
  4
  Right Hind Leg
  7/11
  SIZ
  8D6+12
  50
  5
  Left Hind Leg
  7/11
  INT
  3
  3
  6-9
  Hindquarters
  7/17
  POW
  3D6
  11
  10-14
  Forequarters
  7/18
  DEX
  2D6
  7
  15
  Right Front Leg
  7/11
  16
  Left Front Leg
  7/11
  17-20
  Head/Neck
  7/16
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  6m/10m
  Strike Rank
  +7
  Skills: Athletics 75%, Brawn 85%, Perception 40%, Persistence 43%, Resilience 
  97%, Stealth 50%, Swim 95%
  Combat Styles
  Bite 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  M 
  M 
  1D8+2D12 
   
  As for Head
  Tail Bash L 
  L 
   
  1D4+2D12 
   
  As for Tail
  
  96
  is higher) in an Opposed Contest. If the creature wins the 
  contest, the prey is dragged under the water and begins 
  to suffer Asphyxiation damage if it cannot succeed in 
  a Resilience roll.
  The alligator or crocodile continues this process 
  until the prey either dies or manages to break free.
  In the Arena
  In games involving water, alligators and crocodiles 
  are frequently used as an extra threat against combatants 
  who have been plunged into the water somehow, with the 
  reptiles either waiting on an artiﬁ cial bank, sensing the chance of 
  a meal, or already in the water, circling. Large logs may also be 
  thrown into the water in a bid to confuse combatants: is that lump 
  of bark a safe haven or a predator?
   Allosaurus
  The name means ‘different lizard’ and allosaurs are large 
  carnivorous dinosaurs, reaching 10 metres in length and standing 
  over three metres tall. Allosaurs are bipedal, with large heads, long 
  tails for balance and thick hides capable of easily turning aside 
  a sword blow. They possess exceptional eyesight for hunting and 
  chasing prey. As dinosaurs go, allosaurs are reasonably smart and, 
  in their native terrain, are ambush predators, either exploding 
  from cover or leaping down from a height, using their enormous 
  upper jaws as a hatchet.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+32
  53
  1-3
  Tail
  10/17
  CON
  4D6+21
  35
  4
  Right Hind Leg
  10/17
  SIZ
  4D6+32
  46
  5
  Left Hind Leg
  10/17
  INT
  3
  3
  6-9
  Hindquarters
  10/18
  POW
  3D6
  11
  10-14
  Forequarters
  10/19
  DEX
  2D6+9
  16
  15
  Right Front Leg
  10/16
  16
  Left Front Leg
  10/16
  17-20
  Head/Neck
  10/17
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  12m
  Strike Rank
  +11
  Skills: Athletics 90%, Perception 50%, Persistence 43%, Resilience 95%, Tracking 
  40%
  Combat Styles
  Bite 50%, Kick 35%, Tail Bash 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  L 
  L 
  1D10+2D12 
   
  As for Head
  Kick 
   
  H 
  L 
  1D6+2D12 
   
  As for Leg
  Tail Bash H 
  VL 
   
  1D8+2D12 
   
  As for Tail
  
  97
  Allosaurs can be found in savannahs and sparse tropical forests. 
  They may be solitary or they may hunt in small packs, depending 
  upon the area and the density of available prey.
  Combat Notes
  If giving chase to smaller prey, allosaurs rely on their bite. However, 
  if able to ambush in some form, the kick and tail are used to 
  ﬂ atten prey before following-up with a bite. As allosaurs, like most 
  dinosaurs, have visual acuity based on movement, they tend to 
  focus on what is in front of them and do not defend against attacks 
  from the rear or side unless the creature knows there is a threat or 
  has been hurt in some way.
  In the Arena
  Arena favourites, allosaurs are terrifying foes in the coliseum. One 
  of the legs is usually tethered by strong chains, limiting its ability 
  to kick, but also restraining its ability to run amok. In cultures 
  where dinosaurs are actively used as ‘domestic’ animals, such as 
  within the EWF, allosaurs can be ridden by human or dragonewt 
  riders and controlled with draconic magic, making tethering 
  unnecessary.
  It is rare for allosaurs to be pitted against a single foe: groups of 
  combatants (where’s the fun in that?), including terriﬁ ed prisoners 
  or slaves, who are unarmed and there to provoke a bloodlust, are 
  thrown into the ring to face these dreadful foes.
   Amphisboena
  A solitary, massive serpent with a head at either end of its body, 
  amphisboena lurk on the fringes of forbidding forests or in ancient, 
  crumbling ruins.
  An amphisboena is capable of fast movement by taking one of its 
  heads into the mouth of the other and rolling across the ground 
  like a large, scaly hoop. Its bite is deadly poison, and it will gladly 
  attack anything that intrudes on its territory.
  Numbers divided by a slash in the Characteristics below indicate 
  the amphisboena actually has two such Characteristic scores 
  – one for each head. All resistible attack spells targeted at an 
  amphisboena must overcome both heads separately in order to 
  take effect on the monster. This means the amphisboena is able 
  to attempt to resist all incoming spells twice. Only if both heads 
  are overcome will the spell work. Emotional and mental spells, 
  such as Befuddle, or spells affecting the snake’s INT, POW or 
  Magic Points, may only affect one head, chosen by the caster. 
  The remaining head is unaffected.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1-6
  Right Head
  3/6
  CON
  3D6
  11
  7-14
  Body
  3/8
  SIZ
  3D6+6
  17
  15-20
  Left Head
  3/6
  INT
  2/2
  2/2
  POW
  3D6/3D6
  11/11
  DEX
  3D6+12
  23
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  11/11
  Traits: Poison (bite, see below)
  Movement
  12m/16m
  Strike Rank
  +14
  Skills: Athletics 85%, Evade 60%, Inﬂ uence 60%, Persistence 43%, Resilience 
  43%
  Combat Styles
  Bite 45%, Jump (Athletics) 85%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  M 
  M 
  1D8+1D4+Poison As for Head
  Jump 
   
  L 
  T 
  1D6+1D4+Poison As for Body
  
  98
  Combat Notes
  Amphisboena venom has the following characteristics:
  Application: Injection.
  Onset time: 2 Combat Rounds.
  Duration: 6D10 minutes.
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect.
  Potency: 28.
  Resistance: Resilience.
  Conditions: Agony, Exhaustion.
  Antidote/Cure: Anti-venom. Some cultures have perfected 
  anti-venom remedies which have a Potency of 1D20+10. The 
  anti-venom must be introduced with a successful First Aid or 
  Healing roll and add their Potency as a bonus to the victim’s 
  Resilience roll to ﬁ ght the venom throughout its duration.
  In the Arena
  These weird creatures are forced into their rolling position 
  and rolled out into the arena at speed, aimed at phalanxes 
  of gladiators in some perverse version of Ten Pin Skittles. A 
  single amphisboena is pitted against two gladiators, allowing 
  each head to face a single opponent.
   Ankylosaurus
  An ankylosaurus is a squat, quadruped herbivore. It has a wide 
  shell of thick armour plates covering much of its turtle-like body, 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+21
  35
  1-3
  Tail
  14/13
  CON
  3D6+15
  24
  4
  Right Hind Leg
  6/13
  SIZ
  4D6+21
  35
  5
  Left Hind Leg
  6/13
  INT
  3
  3
  6-9
  Hindquarters
  14/14
  POW
  3D6
  11
  10-14
  Forequarters
  14/15
  DEX
  2D6+6
  13
  15
  Right Front Leg
  6/13
  16
  Left Front Leg
  6/13
  17-20
  Head/Neck
  14/13
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +2D6
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +10
  Skills: Athletics 20%, Brawn 80%, Perception 40%, Persistence 43%, Resilience 
  82%
  Combat Styles
  Bite 50%, Tail Bash 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  M 
  M 
  1D6+2D6 
   
  As for Head
  Tail Bash L 
  VL 
   
  3D6+2D6 
   
  As for Tail
  
  99
  four thick legs and a blunt snout. The most impressive aspect of the 
  dinosaur, however, is its tail, a long, muscular appendage that ends 
  in a cruel club of bone. The surface and edges of the ankylosaurus’s 
  shell is studded with bony spikes.
  Ankylosaurs are solitary creatures who only come together to mate. 
  They prefer grassy plains with easy access to rivers and streams.
  Combat Notes
  The bony beak allows the ankylosaur a nasty bite, but its most 
  effective defence is the devastating club-like tail which it can swing 
  with enormous reach and force, crippling its foes. The tail can be 
  swung against up to three opponents to the rear of the creature or 
  one opponent at either side of it. Anything in front of it is bitten.
  In the Arena
  As herbivores, ankylosaurs are unaggressive unless threatened, 
  meaning that they must be goaded in the arena or controlled via 
  magic. In some arenas clutches of eggs are placed in the centre of 
  the arena with the gladiators’ weapons hidden within; combatants 
  must attempt to get into the egg clutch – which the ankylosaur 
  naturally defends – to retrieve their arms, attempting to avoid the 
  creature’s tail. In more perverse situations a magician may have cast 
  Bludgeon on the ankylosaur’s tail to further enhance its impact.
   Brontosaurus
  Meaning ‘thunder lizard’, and more correctly known as 
  Apatosaurus, brontosaurs are amongst the largest of the dinosaurs. 
  A brontosaurus has a tiny head at the end of a long, sweeping 
  neck, elephantine body and a long tail. Generally found in herds, 
  brontosaurs are not aggressive and will often ignore a creature as 
  tiny as a human (though they may still step on the careless).
  Brontosaurs live near warm forests, and may be found either 
  wallowing in shallow lakes and rivers or making their way across 
  dry land. They are purely vegetarians, and are commonly around 
  20 metres long and four or ﬁ ve metres wide.
  Combat Notes
  Generally docile, brontosaurs will protect themselves and their 
  young. The preferred defensive method is the tail bash, which can 
  break the bones of most foes instantly. However, if faced with an 
  opponent that is beyond the tail’s reach, the brontosaur will stamp. 
  Loud noises and disturbances (or controlling magic) can also cause 
  a herd of brontosaurs to stampede. For a natural stampede to occur, 
  the brontosaurs must be facing something large enough to cause 
  mass panic (a large predator or ﬁ re, for example); if a Persistence 
  roll, representing the entire herd, is failed, then the animals panic 
  and charge en-masse, usually as a group, away from the present 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+40
  52
  1-3
  Tail
  14/20
  CON
  2D6+30
  36
  4
  Right Hind Leg
  14/20
  SIZ
  4D6+50
  62
  5
  Left Hind Leg
  14/20
  INT
  3
  3
  6-9
  Hindquarters
  14/21
  POW
  1D6+6
  10
  10-14
  Forequarters
  14/22
  DEX
  1D6
  4
  15
  Right Front Leg
  14/20
  16
  Left Front Leg
  14/20
  17-20
  Head/Neck
  14/20
  Combat Actions
  1
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +3D12
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  8m
  Strike Rank
  +5
  Skills: Athletics 15%, Brawn 95%, Perception 25%, Persistence 40%, Resilience 
  95%
  Combat Styles
  Trample/Stamp 65%, Tail Bash 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Trample/Stamp 
  E 
  L 
  2D12+3D12 
   
  As for Leg
  Tail Bash E 
  VL 
   
  4D12+3D12 
   
  As for Tail
  
  100
  danger. Anything in their way that cannot Evade to a successful 
  degree (a normal Evade success for up to three brontosaur; critically 
  for any number above this) is trampled underfoot.
  In the Arena
  Brontosaurs cannot be accommodated by anything other than the 
  largest arenas and the possibility of a stampede means that the safety 
  of spectators is difﬁ cult to guarantee. Thus they do not make for good 
  arena subjects, despite the undoubted exoticism and spectacle.
   Hadrosaurus
  Hadrosaurus is the general name given to several dozen varieties 
  of herbivorous, bipedal dinosaurs commonly referred to as ‘duck-
  billed dinosaurs’. Varying slightly in size and body proportion, 
  many of these dinosaurs have a large, bony crest atop their heads, 
  which are used for trumpeting out mating calls that can carry for 
  many kilometres.
  Hadrosaurs prefer marshy areas and riverbanks, and are almost always 
  found along the edge of a body of water. They commonly congregate 
  in herds of as many as a hundred individuals of both sexes. The 
  statistics given below can be applied to virtually any hadrosaur.
  Combat Notes
  Hadrosaurs behave in a similar way to brontosaurs (see page 99), 
  including stampeding if startled.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+15
  33
  1-3
  Tail
  8/13
  CON
  4D6+9
  21
  4
  Right Hind Leg
  8/13
  SIZ
  4D6+30
  42
  5
  Left Hind Leg
  8/13
  INT
  3
  3
  6-9
  Hindquarters
  8/14
  POW
  1D6+6
  10
  10-14
  Forequarters
  8/15
  DEX
  3D6
  11
  15
  Right Front Leg
  8/12
  16
  Left Front Leg
  8/12
  17-20
  Head/Neck
  8/13
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +2D8
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  10m
  Strike Rank
  +9
  Skills: Athletics 80%, Brawn 75%, Perception 40%, Persistence 40%, Resilience 
  73%
  Combat Styles
  Kick 40%, Tail Bash 20%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Kick 
   
  H 
  L 
  1D8+2D8 
   
  As for Leg
  Tail Bash H 
  L 
   
  1D10+2D8 
   
  As for Tail
  
  101
  In the Arena
  The more manageable size of hadrosaurs means that they can 
  be used more effectively in the arena than brontosaurs. Some 
  vulnerability, such as a clutch of eggs that needs to be defended, is 
  often used as a means of making the hadrosaurs aggressive; that or 
  controlling magic of some form.
   Lizard, Bolo
  Native to Glorantha, where they are used as mounts by nomads on 
  the plains of Prax, bolo lizards are large, dinosaur-like creatures. 
  They are bipedal, and shaped much like a skinny allosaurus.
  Bolo lizards have ﬁ erce attacks for their size, but prefer not to enter 
  combat if at all possible. Because of their small SIZ, bolo lizards 
  can only carry small riders. They are carnivorous.
  Combat Notes
  Bolo lizards follow similar predatory 
  tactics to velociraptors (see page 111), 
  hunting in packs. However they are 
  more effective when guided by a 
  rider, as in the case of those Praxian 
  tribes who use them as war mounts. 
  Goaded into a charge, the rider uses 
  his spear like a lance from the back of 
  the bolo lizard, spurring the creature to 
  follow-up the spear charge with a kick and then 
  a bite.
  In the Arena
  The EWF uses bolo lizards as training mounts, 
  employing them in the arena to train ﬂ edgling 
  warriors before they learn to 
  ride more ferocious creatures 
  like velociraptors. God Learners, 
  too, especially in those areas 
  along the River of Cradles that they 
  have colonised, capture bolos for use 
  in arenas, pitted against charioteers in 
  thrilling, mounted spectacles designed to 
  enforce God Learner tactical supremacy over the 
  barbarian followers of heathen gods like Waha.
   Lizard, Rock
  Rock lizards are large, fairly stupid beasts that live 
  in hills and caves, though they are also often found 
  in ruined cities and other places abandoned by 
  humanity.
  Rock lizards are carnivorous creatures who prefer live 
  prey, but are not adverse to dining on carrion if that 
  is what is available. Rock lizards typically live in colonies 
  of as many as 50 individuals, who can be seen basking in the sun 
  together each morning.
  Use rock lizard statistics for any generic lizard, from giant iguana through 
  to komodo monitors, adjusting characteristics where necessary.
  Combat Notes
  Lizards generally need provocation to enter a ﬁ ght – or to sense 
  that prey is going to make an easy meal. However once ﬁ ghting, 
  the reliance is on the bite rather than the claws. The bite is capable 
  of the Sunder Combat Manoeuvre.
  In the Arena
  Not the best arena combatants, lizards are generally used as 
  caged threats to be released when there are vulnerable and 
  wounded scattered around the arena ﬂ oor, to add spice to an 
  ongoing spectacle.
  
  102
  Lizard, Bolo
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1-2
  Tail
  1/6
  CON
  3D6
  11
  3-5
  Right Leg
  1/6
  SIZ
  2D6+12
  19
  6-8
  Left Leg
  1/6
  INT
  3
  3
  9-11
  Abdomen
  1/7
  POW
  3D6
  11
  12-15
  Chest
  1/8
  DEX
  1D6+12
  16
  16
  Right Claw
  1/5
  17
  Left Claw
  1/5
  18-20
  Head
  1/6
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +11
  Skills: Athletics 50%, Brawn 60%, Evade 40%, Perception 50%, Persistence 43%, 
  Resilience 43%, Stealth 30%
  Combat Styles
  Kick 25%, Bite 25%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Kick 
   
  H 
  L 
  1D8+1D6 
   
  As for Leg
  Bite 
   
  H 
  L 
  1D6+1D6 
   
  As for Head
  Lizard, Rock
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-2
  Tail
  3/6
  CON
  2D6+6
  13
  3-5
  Right Leg
  3/6
  SIZ
  4D6
  14
  6-8
  Left Leg
  3/6
  INT
  2
  2
  9-11
  Abdomen
  3/7
  POW
  2D6
  7
  12-15
  Chest
  3/8
  DEX
  2D6+3
  10
  16
  Right Claw
  3/6
  17
  Left Claw
  3/6
  18-20
  Head
  3/6
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  7
  Traits: Formidable Natural Weapons
  Movement
  8m
  Strike Rank
  +7
  Skills: Evade 45%, Perception 25%, Persistence 41%, Resilience 49%, Stealth 
  25%, Tracking 30%
  Combat Styles
  Claw 45%, Bite 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Claw 
   
  M 
  S 
  1D6+1D2 
   
  As for Leg
  Bite 
   
  M 
  S 
  1D8+1D2 
   
  As for Head
  
  103
   Plesiosaurus
  A long-necked, sea-going dinosaur, plesiosaurs hunt ﬁ sh and squid 
  in the shallows although with its powerful ﬂ ippers and tail it is 
  quite capable of diving to great depths in search of larger prey.
  Plesiosaurs can be dangerous to lone sailors by picking 
  them off the decks of ships, though the beasts 
  will usually not attempt this unless sick 
  or starving. When a plesiosaur rears 
  up from the water like this, only its 
  Head/Neck Hit Location can be 
  struck – the rest remains safely 
  submerged.
  Combat Notes
  Plesiosaurs are capable of 
  seizing smaller creatures in 
  their long, powerful jaws, 
  and thus use the Grip 
  Combat Manoeuvre before 
  exercising a bite. Naturally 
  the creature can plunge 
  beneath the water to drown 
  captive prey, but most often it 
  simply bites and swallows.
  In the Arena
  Only the largest and deepest arenas capable of being ﬁ lled with 
  water can accommodate plesiosaurs, meaning that they have very 
  limited use in the arena. However, it has been known for plesiosaurs 
  to be cornered and driven into deep, enclosed bays where sea-
  borne combats have then been staged, although such occasions are 
  incredibly rare – not to mention expensive.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6
  21
  1-2
  Tail
  5/10
  CON
  4D6
  14
  3-4
  Right Hind Flipper
  5/6
  SIZ
  6D6+12
  33
  5-6
  Left Hind Flipper
  5/6
  INT
  3
  3
  7-10
  Hindbody
  5/11
  POW
  3D6
  11
  11-14
  Body
  5/12
  DEX
  3D6+6
  17
  15-16
  Right Front Flipper
  5/6
  17-18
  Left Front Flipper
  5/6
  19-20
  Head/Neck
  5/10
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Excellent Swimmer, Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 80%, Brawn 75%, Evade 50%, Persistence 43%, Resilience 52%, 
  Stealth 45%, Tracking 60%
  Combat Styles
  Bite 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  H 
  VL 
  1D8+1D12 
   
  As for Head
  
  104
   Pteranodon
  Flying dinosaurs, with wingspans averaging 10 to 12 metres, 
  pteranodons have slender bodies, wide wings with a grasping claw 
  at the midpoint of each and large talons. The pteranodon’s head 
  has an elongated, toothless beak, with a narrow crest almost as long 
  as its jaw jutting from the rear of its skull.
  Pteranodons subsist primarily on a diet of ﬁ sh and small mammals. 
  Humans and similar creatures are too large for them to eat, 
  thus, such creatures are generally ignored unless they threaten a 
  pteranodon nest. Pteranodon are usually found in small colonies 
  of 3D6 individuals.
  A pteranodon is capable of running along the ground on all fours, 
  using its feet and the claws on its wings to propel itself at a speed 
  belying its size.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1-3
  Right Leg
  3/8
  CON
  3D6+3
  14
  4-6
  Left Leg
  3/8
  SIZ
  4D6+12
  26
  7-8
  Abdomen
  3/9
  INT
  3
  3
  9-12
  Chest
  3/10
  POW
  3D6
  11
  13-14
  Right Wing
  3/7
  DEX
  2D6+12
  19
  15-16
  Left Wing
  3/7
  17-20
  Head
  3/8
  Combat Actions
  3
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: Flying
  Movement
  10m/5m
  Strike Rank
  +13
  Skills: Acrobatics 40%, Perception 65%, Persistence 43%, Resilience 52%, Stealth 
  40%
  Combat Styles
  Bite 55%, Claw 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  L 
  M 
  1D8+1D10 
   
  As for Head
  Claw 
   
  L 
  T 
  1D6+1D10 
   
  As for Leg
  Combat Notes
  Pteranadons are best suited to swoops followed by a grasping of the 
  prey in the long, ﬂ uted beak. For smaller creatures the pteranodon 
  uses the Grip Combat Manoeuvre to take hold of the prey which 
  is then carried back to the eyrie where the dinosaur feeds on it 
  at leisure, or feeds it, live, to its squawking young. Larger prey is 
  swooped on and stabbed, with the pteranodon initiating a charge 
  with its swoop followed by an Impale if it hits successfully. Once 
  impaled, it remains on the prey using its claws and freeing its beak 
  to kill the victim. Once dead, it rips free chunks of meat which are 
  then taken back to its eyrie for consumption.
  
  105
  In the Arena
  Control is the main element for using any 
  ﬂ ying creature, and where pteranodons are 
  used, magic for controlling dinosaurs is 
  also employed. A favoured spectacle is 
  as follows. A clutch of eggs or young, 
  taken from a mated pair of pteranodon 
  are set in the middle of the arena ﬂ oor. 
  Combatants are shackled in a circle 
  around the nest. High-up on the ledges 
  of the auditorium, the pteranodon are 
  kept caged, turned to face the arena 
  itself, their fury building as the nest on 
  the arena ﬂ oor is subjected to simulated 
  attack by arena ofﬁ cials. When the 
  pteranodon, fearing for their young, are at 
  the point of tearing their way free of the 
  cages, they are released to swoop down from 
  the heights and attack the shackled gladiators. 
  Weapons and shields might be hidden within 
  the nest, so to defend themselves the gladiators 
  have to run the gauntlet of swooping attacks and the 
  terriﬁ ed, snapping jaws of young pteranodons.
  The crowd simply loves the sight of pteranodon swooping down 
  across the tiers of spectators and ploughing into the terriﬁ ed 
  gladiators.
   Snake
  Snakes are scaly, limbless reptiles found in nearly every non-arctic 
  climate. There is a wide variety of different species within the 
  group, each with its own specialisation. However, snakes can be 
  generally divided into constricting snakes and venomous snakes. 
  For RuneQuest’s purposes, these two divisions are called simply 
  ‘constrictors’ and ‘venomous’.
  Constrictor
  Constrictor is the generic term given to any large, constricting 
  snake. Almost exclusively making their homes in rainforests and 
  other tropical climes, some constricting snakes live and hunt in 
  trees, others on the ground while still others, such as the anaconda, 
  spend their lives in the water.
  The statistics given are for an eight-metre constrictor, an enormous 
  beast capable of consuming a full-grown human.
  Combat Notes
  If the constrictor’s constrict attack hits, the victim is caught up 
  in the serpent’s coils. Each round, the constrictor inﬂ icts damage 
  to the victim’s chest location. Chest armour protects against 
  this damage. In addition to the Hit Point damage caused by 
  the constriction, the victim is unable to breathe and begins to 
  suffocate (see the RuneQuest Core Rulebook). Being constricted by 
  a constrictor counts as ‘heavy’ activity in determining how long 
  the victim can hold its breath. The victim may make an opposed 
  Athletics or Brawn roll each round to escape.
  In the Arena
  An imaginative arena scenario involving constrictors is to have 
  several open pits, some of which contain one or more constrictors 
  that have been starved for several days (if not weeks). A pair of 
  combatants have the option to drive their foe into one of the pits, 
  thereby guaranteeing the snake a decent meal.
  Venomous
  Venomous is the generic term RuneQuest uses for all venomous 
  snakes – from adders through to vipers. Coming in all sizes and 
  colours, vipers can be found in almost any warm climate, from 
  steaming jungles to scorching deserts.
  The statistics given below are for one of the more famous varieties 
  of venomous snake – the cobra. Other venomous types can be 
  created by varying the STR and SIZ Characteristics, as well as the 
  Potency of the snake’s poison. Some snakes spit their venom, and 
  so the Combat Style reﬂ ects this kind of serpent.
  Combat Notes
  Snake venom has the following characteristics:
  Application: Injection/Smeared.
  Onset time: Nausea after 1D3 minutes, Paralysis after 3D6 
  minutes, Asphyxiation at conclusion.
  Duration: 1 hour.
  Resistance Time: The victim must make a resistance roll at the 
  Onset Time of each stage of the poison. Failure indicates that 
  Condition has taken effect.
  
  106
  Constrictor
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+24
  35
  1-6
  Tail
  2/4
  CON
  3D6
  11
  7-14
  Body
  2/6
  SIZ
  3D6
  11
  15-20
  Head
  2/4
  INT
  3
  3
  POW
  3D6
  11
  DEX
  2D6+6
  13
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  6m
  Strike Rank
  +10
  Skills: Athletics 85%, Evade 65%, Persistence 43%, Resilience 43%, Stealth 75%
  Combat Styles
  Bite 60%, Constrict 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  M 
  T 
  1D3+1D10 
   
  As for Head
  Constrict 
  H 
  T 
  1D8+1D10 
   
  As for Body
  Venomous
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-6
  Tail
  1/3
  CON
  2D6
  7
  7-14
  Body
  1/5
  SIZ
  2D6
  7
  15-20
  Head
  1/3
  INT
  3
  3
  POW
  3D6
  11
  DEX
  3D6+18
  29
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Excellent Swimmer
  Movement
  8m
  Strike Rank
  +18
  Skills: Athletics 35%, Evade 75%, Persistence 43%, Resilience 31%, Stealth 95%
  Combat Styles
  Bite/Spit 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range (spitters only)
  Bite/Spit  
  S 
  T 
  1D3–1D2 
   
  As for Head 
  STR in metres
  
  107
  Potency: Snake’s CON x8.
  Resistance: Resilience.
  Conditions: Nausea, Paralysis, Asphyxiation. The venom initially 
  causes the victim to start feeling nauseous if the ﬁ rst Resistance 
  roll is failed. The location bitten then suffers paralysis if the second 
  Resistance roll is failed. At the end of the Duration the victim must 
  succeed in a ﬁ nal resistance roll or suffer respiratory failure. 
  Antidote/Cure: Anti-venom. Some cultures have perfected anti-
  venom remedies which have a Potency of 1D20+10. The anti-
  venom must be introduced with a successful First Aid or Healing 
  roll and add their Potency as a bonus to the victim’s Resilience roll 
  to ﬁ ght the venom throughout its duration.
  In the Arena
  Venomous snakes have a multitude of arena uses: from open pits 
  ﬁ lled with the buggers, through to snake-handling gladiators 
  who wield their magically controlled serpents as living weapons. 
  In the Death Arenas of Pan Tang, in Elric’s Young Kingdoms, 
  these serpent-handling warriors are an infamous addition to the 
  traditional gladiatorial ranks.
   Stegosaurus
  With a slender head, fat, stocky body and long, tapered tail, 
  stegosaurs are a highly distinctive animal. The head and tail of the 
  beast hang low to the ground, while its back arches up as high as 
  four metres, a series of bony plates protruding from the creature’s 
  spine, offering it protection against predators. The tip of its tail is 
  equipped with four, long, vicious spikes.
  Stegosaurs prefer warm forests, and are usually found in family 
  groups of 2D4 individuals. They will tend to ignore any creature 
  that is not an obvious threat to them or their young.
  Combat Notes
  Stegosaurs act in a similar way to other herbivores and can be 
  startled into a stampede – see the Combat Notes for brontosaurs on 
  page 99. When acting in defence of themselves or their herd, they 
  stand their ground and use long, sweeping ﬂ icks of their viciously 
  spiked tails to deter or maim intruders. Otherwise they are docile 
  creatures not blessed with huge amounts of self-awareness.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+21
  39
  1-2
  Tail
  10/13
  CON
  4D6+12
  26
  3-4
  Right Hind Leg
  8/13
  SIZ
  6D6+21
  42
  5-6
  Left Hind Leg
  8/13
  INT
  3
  3
  7-10
  Hind Quarters
  10/14
  POW
  3D6
  10
  11-14
  Fore Quarters
  10/15
  DEX
  2D6
  7
  15-16
  Right Front Leg
  8/13
  17-18
  Left Front Leg
  8/13
  19-20
  Head/Neck
  10/13
  Combat Actions
  2
  Typical Armour: Thick Hide and Armour Plate. No Armour Penalty
  Damage Modiﬁ er
  +2D10
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  8m
  Strike Rank
  +7
  Skills: Athletics 65%, Brawn 58%, Perception 40%, Persistence 40%, Resilience 
  88%
  Combat Styles
  Tail Bash 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Tail Bash  
  H 
  VL 
  1D10+2D10 
   
  As for Tail
  
  108
  In the Arena
  The brain of the stegosaur is not particularly well developed. This 
  makes it easier to control with appropriate magic: stegosaurs halve 
  their Persistence when defending against spells such as Control or 
  Dominate.
  This ease of control makes it expedient for stegosaurs to be put 
  to use in arena contests. A small herd of stegosaurs can be easily 
  made to ﬁ ght or stampede by their magical controllers, and in such 
  contests gladiators are equipped with large, but ﬂ imsy, shields to 
  defend against the scything tail lashes that the beasts issue.
   Stoorworm
  A stoorworm is a large, limbless reptile, distantly related to 
  dragons and their kind. Stoorworms have no ﬁ ery breath weapon 
  to employ, but they are able to belch out a cloud of poisonous gas 
  and regenerate Hit Points after suffering damage.
  Stoorworms are found in dismal swamps and dark 
  forests, usually far from any human habitation. They 
  are ﬁ xed INT creatures, but display such a level of 
  base cunning that many incorrectly believe them to 
  be sentient. A stoorworm appears as a large snake, 
  except for the head, which, while reptilian, sports a 
  crest much like that of a dragon.
  The stoorworm can emit a cloud of poisonous 
  gas once per round. The stoorworm’s poison 
  cloud remains for one round before losing its 
  effectiveness. 
  A stoorworm regenerates two Hit Points per Combat 
  Round in every damaged location. Regeneration will cease 
  if the stoorworm dies.
  Combat Notes
  Stoorworms exhale a poisonous gas that affects everyone within a 
  radius equal to the monster’s CON in metres and has the following 
  characteristics:
  Application: Inhaled.
  Onset time: Immediate.
  Duration: 1 Combat Round.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  12D6
  42
  1-6
  Tail
  8/12
  CON
  3D6+12
  23
  7-14
  Body
  8/14
  SIZ
  12D6
  42
  15-20
  Head
  8/12
  INT
  9
  9
  POW
  1D6+12
  16
  DEX
  2D6
  7
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +2D10
  Magic Points
  16
  Traits: Poison (breath, see below for details on Stoorworm Breath), Regeneration
  Movement
  6m
  Strike Rank
  +13
  Skills: Athletics 30%, Persistence 58%, Resilience 79%, Stealth 35%
  Combat Styles
  Bite 55%, Breath 100%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range 
  Bite 
   
  H 
  VL 
  1D10+2D10 
   
  As for Head 
  
  109
  Resistance Time: The victim must make a resistance roll 
  at the Onset Time of each stage of the poison. Failure 
  indicates that Condition has taken effect.
  Potency: 72.
  Resistance: Resilience.
  Conditions: Agony. The victim suffers 1D8 points 
  of damage to the chest location if the resistance test 
  is failed.
  Antidote/Cure: Healing magic.
  In the Arena
  A single stoorworm can take on several foes, using its 
  poisonous breath to fell as many foes as possible before 
  moving in to devour whatever remains. However, due to the 
  dreadful nature of the breath weapon, and the chance of spectators 
  being injured, stoorworms are not commonly used in contests.
   Triceratops
  A broad, muscular dinosaur with a large shield of bone surrounding 
  its head, two long horns emerging from the crest and a third, 
  smaller horn protruding from the dinosaur’s snout.
  A triceratops is a herbivore, although it has a surly and often 
  unpleasant disposition making it likely to charge anything that 
  enters its territory: if the beast fails a Persistence roll, then a charge 
  is guaranteed. Triceratops are quadrupeds, propelling themselves 
  on four thick, powerful legs. They are fond of open savannah and 
  are usually solitary.
  Combat Notes
  Triceratops attempt to gore their foes. The triumvirate of horns are 
  capable of both Sundering and Impaling and, if a foe is Impaled, 
  the next Combat Action sees the triceratops aim to throw its victim 
  with a toss of its massive head. If the impaled victim is conscious, 
  he may pit either his Athletics or Acrobatics against the triceratops’ 
  Brawn. If successful, he remains impaled. If unsuccessful, or if 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+30
  51
  1-2
  Tail
  10/16
  CON
  4D6+14
  28
  3-4
  Right Hind Leg
  10/16
  SIZ
  6D6+30
  51
  5-6
  Left Hind Leg
  10/16
  INT
  3
  3
  7-10
  Hind Quarters
  10/17
  POW
  3D6
  10
  11-14
  Fore Quarters
  10/18
  DEX
  2D6+3
  10
  15-16
  Right Front Leg
  10/16
  17-18
  Left Front Leg
  10/16
  19-20
  Head/Neck
  14/16
  Combat Actions
  2
  Typical Armour: Thick Hide and Armour Plate. No Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  8m
  Strike Rank
  +8
  Skills: Athletics 60%, Brawn 75%, Perception 50%, Persistence 40%, Resilience 
  95%
  Combat Styles
  Tail Bash 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP
  Gore 
   
  H 
  VL 
  1D10+2D12 
   
  As for Head
  
  110
  unconscious, the victim is thrown a number of metres equal to 
  25–Victim’s SIZ, suffering both damage from the removal of the 
  Impaling horns, plus falling damage due to the severity of the fall.
  Of course, a charging triceratops can gore just as well as one that 
  is not charging…
  In the Arena
  Given their surly disposition, triceratops are easily goaded in 
  the arena. Usually shackled at one end, arena ofﬁ cials taunt the 
  creature whilst a bunch of gladiators, also tethered (but on two 
  metre long chains), wait at the other end. Their weapons – long 
  spears and no shields – are placed ever so slightly out of reach. 
  Once the triceratops is nice and angry – which does not take much 
  – it is released to charge full pelt at the shackled gladiators. As the 
  creature charges, the gladiators’ chains are lengthened a little so 
  that a Combat Action must be used to pick-up the long spear, or 
  an Evade prepared for the incoming charge. The gladiators remain 
  shackled throughout the ﬁ ght: interesting amputations occur when 
  the triceratops gores and tosses a shackled foe…
   Tyrannosaurus
  Needing little introduction, the Tyrannosaur is a consummate 
  predator, a massive tower of muscle and teeth with a voracious 
  appetite.
  Tyrannosaurs appear much like larger, stouter versions of allosaurs; 
  they are bipedal, with large heads, long tails for balance and thick 
  hides capable of easily turning aside a sword blow. They possess 
  exceptional eyesight for hunting and chasing prey.
  Combat Notes
  Tyrannosaurs use their sheer size and speed to chase-down smaller 
  prey and snatch them up in their massive, terrifying jaws. However, 
  whilst not pack hunters, several tyrannosaurs may join together to 
  bring down very large prey, such as brontosaurs, knowing that each 
  animal is guaranteed a feed from the carcass.
  The roar of the tyrannosaur is a blood-chilling sound. As its ﬁ rst 
  Combat Action, signalling its bloodlust, the tyrannosaur’s Roar 
  can be pitted against the Persistence of all potential prey within a 
  30 metre radius in an Opposed test. If the tyrannosaur wins the 
  test, then all affected lose one Combat Action as they are either 
  rooted to the spot in fear or panicked into ﬂ eeing.
  In the Arena
  The trick is to catch and somehow sedate this killing machine 
  in order to get it into the arena. Tyrannosaurs may thus be bred 
  in captivity, as is common in Glorantha’s EWF and dragonewt 
  settlements. Dinosaur controlling magic is also essential to prevent 
  the beast from running amok. However, once in the arena, a full-
  grown tyrannosaur is, quite simply, a terrifying sight. Only the 
  
  111
  hardiest, most seasoned gladiators are brave enough to 
  attempt to face one down; slaves and prisoners are more 
  likely to run, screaming, in a bid to escape – an act that 
  causes the tyrannosaur to maraud around the arena, 
  picking-up easy meals (which pleases the crowd no end). 
  The climax, after all this carnage, is the seasoned warriors 
  then attempting to slaughter the ultimate predator with 
  whatever weapons they have to hand.
   Velociraptor
  Again needing little introduction, this is a pack-hunting 
  dinosaur, and what the velociraptor lacks in size it 
  makes up for in ferocity and a base cunning. Reasonably 
  intelligent – at least when compared to other dinosaurs 
  – the velociraptor employs misdirection and ambush 
  techniques to overwhelm its prey, with members of the 
  pack attacking from the side and rear.
  Velociraptors are capable of hunting in terrain ranging 
  from jungle to open savannah, and are commonly found 
  in packs of 3 to 12 (3D4) individuals. They are bipedal 
  dinosaurs, with dextrous foreclaws, mouths full of sharp 
  teeth and enormous claws on their powerful legs. They 
  stand a little taller than a man.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+40
  54
  1-2
  Tail
  10/18
  CON
  5D6+30
  48
  3-5
  Right Leg
  10/18
  SIZ
  4D6+30
  44
  6-8
  Left Leg
  10/18
  INT
  3
  3
  9-11
  Abdomen
  10/19
  POW
  3D6
  10
  12-15
  Chest
  10/20
  DEX
  2D6+3
  10
  16
  Right Claw
  10/10
  17
  Left Claw
  10/10
  18-20
  Head
  10/18
  Combat Actions
  2
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  11m
  Strike Rank
  +8
  Skills: Athletics 90%, Perception 50%, Persistence 40%, Resilience 100%, 
  Tracking 50%
  Combat Styles
  Bite 60%, Roar 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  H 
  VL 
  1D10+2D12 
   
  As for Head
  
  112
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-2
  Tail
  5/7
  CON
  3D6+3
  14
  3-5
  Right Leg
  5/7
  SIZ
  3D6+6
  17
  6-8
  Left Leg
  5/7
  INT
  7
  7
  9-11
  Abdomen
  5/8
  POW
  3D6
  10
  12-15
  Chest
  5/9
  DEX
  4D6+2
  16
  16
  Right Claw
  5/6
  17
  Left Claw
  5/6
  18-20
  Head
  5/7
  Combat Actions
  3
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D8
  Magic Points
  10
  Traits: Formidable Natural Weapons, Trample
  Movement
  12m
  Strike Rank
  +15
  Skills: Athletics 40%, Perception 50%, Persistence 40%, Resilience 52%, Stealth 
  50%, Track 45%
  Combat Styles
  Bite 40%, Kick 35%, Foreclaw 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  L 
  L 
  1D8+1D8 
   
  As for Head
  Kick 
   
  L 
  VL 
  1D6+1D8 
   
  As for Leg
  Foreclaw  
  M 
  M 
  1D4+1D8 
   
  As for Foreclaw
  The velociraptor’s bite is capable of Bleed and Impaling. The Kick 
  and Foreclaw are both capable of Sundering and Bleed, owing 
  to the razor-like talons on each. The kick and claws are used as 
  primary methods of disabling prey before the bite is used to tear 
  the victim asunder.
  Combat Notes
  Working as a pack, velociraptors use complementary techniques 
  to bring down their quarry: thus, one will jump from behind and 
  kick the opponent, whilst the front and ﬂ ank velociraptors tear 
  with their claws and teeth. In this way even the largest or most 
  stalwart foes are easily overwhelmed beneath a ﬂ urry of attacks.
  In the Arena
  Superb arena contestants, velociraptors seem to sense, and thrive 
  upon, the thrill of the arena. Caged at various ends, with various 
  obstacles scattered around the arena ﬂ oor (rubble, boulders, remains 
  of previous contests and so on), the velociraptors are released one at 
  a time to face the combatants scattered around the opposite sides of 
  the arena. A deadly game of cat and mouse ensues, as the gladiators 
  begin without either arms or armour and must rush to the various 
  obstacles where pieces of armour and assorted weapons have been left 
  for collection. It is thus a race against time and velociraptor cunning: 
  is it better to snatch that spear and be ready for a leaping attack, or 
  buckle on the breastplate whilst the monsters circle? Velociraptor 
  ﬁ ghts are always a popular arena draw.
  
  Creatures 
      of Legend
  T
  113
   
    his chapter contains creatures and monsters that are  
   
  derived from legend and folklore. It concerns itself with 
  mythical beasts from our own world and Glorantha; the kinds of 
  creatures that are rarely glimpsed and have taken on an identity 
  that inspires awe, fear or both.
  Some of the creatures in this chapter are speciﬁ cally Gloranthan 
  but that does not mean they cannot be used outside of that setting. 
  Conversely, many of the other creatures from traditional folklore 
  can be – and are – found in Glorantha (and other settings for 
  RuneQuest).
  Also included here are the undead; mummies, vampires and so 
  forth. These horrors have now entered folklore and legend (and 
  permeate the legends of so many cultures) that they ﬁ t neatly into 
  this chapter.
   Basilisk
  Approximately the size of a large rooster, a basilisk has grey or 
  green scales, two bat-like wings and a mane of greasy, mangy 
  black feathers running down its spine. It supports itself on four 
  legs ending in rooster-like claws. The creature’s head is similar to 
  a rooster’s, featuring a crown-like crest and a wattle. The tail is 
  serpentine or reptilian and the facial features of the beast may also 
  bear a resemblance to a lizard or snake.
  A basilisk can kill with a glance. In combat, the basilisk glares at a 
  single opponent each round. If the basilisk overcomes the target in 
  an opposed test of its Persistence against the target’s Resilience, the 
  target dies instantly. Using the gaze attack costs no Magic Points 
  and the basilisk may attack normally in any round in which it uses 
  the gaze attack. This attack penetrates magical defences as if it were 
  a Magnitude 6 Common Magic spell. If the target successfully 
  resists the gaze attack, he is unharmed, though he may certainly 
  be targeted again. The basilisk is also susceptible to its own gaze. If 
  forced to stare into a mirror, it must make a successful Resilience 
  roll of its own or die. The quality of the mirror is crucial: a true 
  mirror always works as just described. A polished shield or other 
  reﬂ ective surface will work too but the basilisk gains a bonus to its 
  Resilience roll, ranging from +10 to +40 depending on the quality 
  of the reﬂ ective surface.
  Any weapon hitting the basilisk corrodes in the creature’s blood, 
  taking one point of damage for every point of damage inﬂ icted on 
  the basilisk. This damage bypasses the weapon’s Armour Points and 
  is applied directly to the weapon’s Hit Points. However, magical 
  damage from spells or enchantments placed on the weapon does 
  not count as damage mirrored against the weapon. For example, 
  a sword with a Bladesharp 4 spell placed upon it will inﬂ ict four 
  points of additional damage to the basilisk but those four points 
  will not in turn be applied to the damage suffered by the sword.
  
  114
  The basilisk’s poison and corrosive blood are magical effects, which 
  lose their special properties 1D3 minutes after leaving the basilisk’s 
  body, making it virtually impossible to use the creature as a source 
  for such lethal compounds.
  Combat Notes
  The bite of a basilisk, if it causes damage, is also 
  poisonous, with the following characteristics:
  Application: Injection.
  Onset time: Immediate.
  Duration: 6D10 minutes.
  Resistance Time: The victim must make a 
  resistance roll immediately. Failure indicates 
  that Condition has taken effect.
  Potency: CON x5 (65).
  Resistance: Resilience.
  Conditions: Agony. The victim also suffers 1D3 damage to all Hit 
  Locations simultaneously. 
  Antidote/Cure: Healing Magic only.
  In the Arena
  The risk posed to spectators from the basilisk’s deadly glare means 
  that these creatures are wholly unsuited to the arena.
   Behemoth
  Perhaps the largest animal ever to tread upon the face of the land, 
  a behemoth is dull-witted brute so powerful even a dragon would 
  prefer to stay out of its way.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D3
  4
  1-2
  Tail
  2/3
  CON
  2D6+6
  13
  3-4
  Right Hind Leg
  2/3
  SIZ
  1D3
  2
  5-6
  Left Hind Leg
  2/3
  INT
  3
  3
  7-8
  Hindquarters
  2/4
  POW
  1D6+12
  16
  9-10
  Forequarters
  2/5
  DEX
  2D6
  7
  11-12
  Right Wing
  2/2
  13-14
  Left Wing
  2/2
  15-16
  Right Front Leg
  2/3
  17-18
  Left Front Leg
  2/3
  19-20
  Head
  2/3
  Combat Actions
  2
  Typical Armour: Scales and Feathers. No Armour Penalty.
  Damage Modiﬁ er
  –1D6
  Magic Points
  16
  Traits: Gaze Attack, Poison, Flying
  Movement
  8m/12m
  Strike Rank
  +7 
  Skills: Athletics 60%, Evade 30%, Persistence 58%, Resilience 49%, Stealth 40%, 
  Survival 40%
  Combat Styles
  Gaze 100%, Bite 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
   
  AP/HP  
  Range
  Bite 
   
  S 
  T 
  1D6–1D6+Poison As for Head
  
  115
  Built much like a bear, an adult behemoth stands more than 10 
  metres tall at the shoulder, 10 metres broad across the middle and 
  is around 30 metres in length. It has smooth grey skin, legs like 
  massive tree trunks and a long, thick tail ending in a knobbed 
  and spiked club. The behemoth’s muscles audibly grate against one 
  another as the beast smashes its way through the jungles where it 
  makes its home, a signal every other creature takes as its cue to go 
  far away.
  Behemoths are mammals that live in tropical jungles and are 
  strictly herbivorous. They are solitary creatures that can often be 
  found wallowing in deep pools and rivers.
  Because of a behemoth’s immense size and length, creatures less 
  than one-third its SIZ do not roll on its Hit Location chart for 
  combat attacks; they simply hit the part closest to them. 
  Combat Notes
  Oblivious to most creatures smaller than itself, the main attack 
  form is the trample or the tail bash, usually caused by the beast’s 
  movement rather than an overt attack. However if directly 
  threatened (and who would be stupid enough to threaten a 
  behemoth?) then the behemoth will bite if a stomp with a building-
  sized foot fails to accomplish what is needed.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D10+100
  133
  1-2
  Tail
  30/23
  CON
  6D10+60
  93
  3-4
  Right Hind Leg
  30/23
  SIZ
  4D10+100
  122
  5-6
  Left Hind Leg
  30/23
  INT
  4
  4
  7-10
  Hindquarters
  30/24
  POW
  4D6
  14
  11-14
  Forequarters
  30/25
  DEX
  2D3
  4
  15-16
  Right Front Leg
  30/23
  17-18
  Left Front Leg
  30/23
  19-20
  Head/Neck
  30/23
  Combat Actions
  1
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +5D12
  Magic Points
  14
  Traits: Trample
  Movement
  12m
  Strike Rank
  +6
  Skills: Athletics 90%, Perception 40%, Persistence 66%, Resilience 100%, Track 
  40%
  Combat Styles
  Bite 30%, Tail Bash 60%, Trample 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Bite 
   
  E 
  VL 
  7D8+5D12 
   
  As for Head
  Tail Bash  
  E 
  VL 
  1D6+5D12 
   
  As for Tail
  Trample  
  E 
  T 
  6D8+5D12 
   
  —
  In the Arena
  No human arena has ever been built that would accommodate a 
  behemoth. Legends do have it though, that on the Gods’ Plane, 
  city-sized arenas exist where the gods pit themselves against these 
  truly vast creatures as a way of proving their prowess and virility.
   Centaur
  Famed nomads, musicians and bowmen, centaurs are an 
  intelligent and usually benign race. A centaur has the body of a 
  horse but with the torso, arms and head of a human where the 
  horse’s head would be.
  Because of a centaur’s unique body structure it is not able to put 
  the full force of its mass behind most attacks. Thus, instead of 
  adding SIZ to STR to determine the centaur’s Damage Modiﬁ er, 
  the centaur’s STR should be doubled. However, if the centaur is 
  kicking, charging or striking with a lance or longspear the Damage 
  Modiﬁ er should be ﬁ gured normally (STR + SIZ).
  Centaurs can be used as Adventurers. They prefer the simple life 
  of the herd and wilds to cities but they are not averse to socialising 
  with other cultures.
  Cultural Background
  Barbarian or Nomad.
  
  116
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1-2
  Right Hind Leg
  2/7
  CON
  3D6
  11
  3-4
  Left Hind Leg
  2/7
  SIZ
  4D6+12
  26
  5-6
  Hindquarters
  2/7
  INT
  2D6+6
  13
  7-8
  Forequarters
  2/7
  POW
  3D6
  11
  9-10
  Right Front Leg
  2/7
  DEX
  3D6+3
  14
  11-12
  Left Front Leg
  2/7
  CHA
  3D6
  11
  13-14
  Chest
  2/9
  15-16
  Right Arm
  2/6
  17-18
  Left Arm
  2/6
  19-20
  Head
  4/7
  Combat Actions
  3
  Typical Armour: Thick Hide. No Armour Penalty. Centaurs can wear armour 
  protecting the arms, chest, forequarters and head, at the appropriate Armour 
  Penalty for the armour type worn (usually hardened leather but metal armour is 
  not unheard of).
  Damage Modiﬁ er
  +1D8
  Magic Points
  11
  Traits: None
  Movement
  12m
  Strike Rank
  +14
  Skills: Athletics 52%, Evade 40%, Lore (Regional) 35%, Play Instrument 40%, 
  Perception 40%, Persistence 43%, Resilience 43%, Stealth 22%, Survival 40%, 
  Track 40%, Unarmed 40%
  Common Magic 32%: Centaurs can use Common Magic as well as any human. A 
  typical centaur has 6 Magnitude in Common Magic spells, such as Bladesharp 2, 
  Mobility 2 and Multimissile 2.
  Combat Styles
  Bow 70%, Spear/Lance 40%, Spear and Shield 40%, Sword and Shield 35%, Unarmed
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Long Bow 
  H 
  — 
  1D8+1D8  
  5/8 
   
  175m
  Longsword 
  M 
  L 
  1D8+1D8 
  6/12
  Long Spear 
  L 
  VL 
  1D10+1+1D8 
  4/10
  Target Shield 
  L 
  S 
  1D6+1D8 
  4/10
  Hooves  
  L 
  M 
  1D6+1+1D8 
  As for Leg
  Professions
  As per Barbarian or Nomad.
  Combat Notes
  Centaurs are natural and skilled archers and 
  are able to both move and ﬁ re at the same 
  time. In close quarters combat weapons are 
  favoured, although a centaur can rear-up 
  and use its hooves to either pound or kick 
  an enemy. If attacked from the rear a centaur 
  can kick out, just as a horse can, without 
  suffering any penalties to its Unarmed skill.
  In the Arena
  Found as gladiators, centaurs make for exotic 
  arena combatants and can be equipped for 
  single combat or used to draw chariots whilst 
  acting as archers in addition to any weaponry 
  the chariot also carries. 
  
  117
   Chonchon
  Chonchons are magical monsters native to the spirit plane. They 
  look like large, bodiless human heads with a pair of enormous ears. 
  They ﬂ y by ﬂ apping their ears.
  Chonchons appear only after nightfall, when they break through 
  the spirit barriers and hunt on the mortal plane. When daybreak 
  comes, they are forced back out of the mortal world into the spirit 
  plane. They can freely travel from the spirit plane to the mortal 
  world but are unable to return at will – only the sunlight can send 
  them back. Chonchons who have set their minds to mischief on 
  the mortal world must ﬁ nd a place to hide from the sun when 
  daybreak comes, as even an instant of direct sunlight is enough to 
  immediately send one of these creatures back where it came from.
  As they are all natives of the spirit plane, chonchons are incomplete 
  creatures. They have no permanent STR, CON or SIZ. These last 
  three attributes are gained by the chonchon when it crosses into 
  the mortal world and spontaneously forms a body.
  Chonchons are very vulnerable to Dispel Magic and other spells 
  designed to disrupt magic, such as the divine spell Dismiss Magic 
  and the sorcery spell Neutralise Magic (see the RuneQuest Core 
  Rulebook). For every point of Magnitude of a Dispel Magic (or 
  Neutralise Magic) cast at the chonchon, the creature loses one 
  Magic Point. For every point of Magnitude of a Dismiss Magic 
  cast at it, the chonchon loses two Magic Points. If the creature’s 
  Magic Points drop to zero, the chonchon falls to the ground and 
  may no longer ﬂ y.
  If the chonchon’s bite manages to pass through an opponent’s 
  armour, the chonchon matches its Persistence against its victim’s 
  Resilience in an opposed test. If the chonchon wins, it drains 1D6 
  Magic Points from its victim, adding them to its own total. Once it 
  has successfully bitten through an opponent’s armour, it will hang 
  on round after round, continuing to drain Magic Points. This gives 
  the chonchon a base 100% chance to succeed with its bite, so long 
  as it is still hanging on to a victim.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6
  7
  1-3
  Right Ear
  –/4
  CON
  3D6
  11
  4-6
  Left Ear
  –/4
  SIZ
  2D3
  4
  7-20
  Head
  – /5
  INT
  4D6
  14
  POW
  3D6+6
  17
  DEX
  2D6+6
  13
  CHA
  1D6
  4
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  –1D4
  Magic Points
  17
  Traits: Flying, Life Sense
  Movement
  10m
  Strike Rank
  +14
  Skills: Evade 65%, Perception 50%, Persistence 61%, Resilience 43%, Stealth 
  65%
  Common Magic 90%: Befuddle, Boon of Lasting Night 2, Co-Ordination 2, 
  Countermagic 2
  Combat Styles
  Bite 55%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  S 
  T 
  1D4–1D4 
  As for Head
  
  118
  Defensive magic effective against spirits will help to prevent the 
  chonchon from draining Magic Points. A chonchon cannot have 
  more than double its usual number of Magic Points, though there 
  is no effective limit to how many it can drain. For example, if the 
  chonchon has a normal total of 15 Magic Points, it can increase 
  this number to 30 through draining. After reaching 30, it can still 
  drain Magic Points away from its victim but the chonchon does 
  not receive these Magic Points, they simply vanish.
  A chonchon may cast spells normally, even if it is currently biting 
  a foe.
  Combat Notes
  Highly magical creatures, chonchons use their spells (and a 
  chonchon can have any combination of 8 Magnitude in Common 
  Magic spells; the ones given above are the most typical) tactically 
  before risking a bite. 
  In the Arena
  Chonchon are not suitable arena combatants: capturing and 
  controlling them is difﬁ cult – hence their rare appearances in the 
  arena.
   Demi-Bird
  A Gloranthan creature, demi-birds are feathered and beaked and 
  lay eggs but their bones are solid and they have vestigial arms, not 
  wings. The demi-bird is fearless and carnivorous and is very rarely 
  seen outside of dragonewt society.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+18
  32
  1-3
  Right Leg
  4/8
  CON
  2D6+6
  13
  4-6
  Left Leg
  4/8
  SIZ
  4D6+12
  26
  7-9
  Abdomen
  4/9
  INT
  3
  3
  10-12
  Chest
  4/10
  POW
  3D6
  11
  13-15
  Right Wing
  4/7
  DEX
  3D6+6
  17
  16-18
  Left Wing
  4/7
  19-20
  Head
  4/8
  Combat Actions
  2
  Typical Armour: Feather and Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  12m
  Strike Rank
  +12
  Skills: Athletics 40%, Evade 33%, Perception 75%, Persistence 43%, Resilience 
  49%, Survival 45%
  Combat Styles
  Peck 45%, Kick 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Peck 
   
  H 
  M 
  1D8+1D12 
  As for Head
  Kick 
   
  H 
  VL 
  1D6+1D12 
  As for Leg
  
  119
  Demi-birds are the preferred mounts and companions of warrior 
  dragonewts and are raised from hatchlings to serve dragonewts, to 
  whom they are unfailingly devoted.
  Demi-bird statistics can be used for any version of a giant, ﬂ ightless 
  bird – such as the moa or a giant ostrich or emu.
  Combat Notes
  Demi-birds prefer to peck, rather than kick and their huge, powerful 
  beaks can use the Bleed, Grip and Sunder Combat Manoeuvres 
  equally well. The powerful talons of the kick, when it comes, can 
  also Impale and Sunder – making the demi-bird a dangerous foe, 
  especially in the hands of a ﬁ erce dragonewt rider.
  In the Arena
  Both the EWF and God Learners have raised demi-birds from eggs 
  for use speciﬁ cally in the arena and so ﬁ nding a ﬂ ock of between 
  two and six birds pitted against armed and armoured opponents, 
  or being ridden by dragonewt gladiators, is not uncommon.
  On the island of Pan Tang, in the Elric of Melniboné setting and 
  in Londra, in the Hawkmoon setting, gigantic, fearsome birds not 
  unlike the demi-bird are used in gladiatorial ﬁ ghts. The Hawkmoon 
  version of the demi-bird is a scaled, mutated ostrich-like creature, 
  whilst the Elric version is a monstrous combination of bird and 
  lizard, summoned, perhaps, from some hell or other.
   Dragon
  Vast, intelligent and awe-inspiring, dragons are enormous ﬂ ying 
  reptiles that can breathe ﬂ ame. The statistics given here relate to 
  the traditional western dragon of legend but many varieties exist. 
  Dragons tend to be solitary creatures but all are equipped with 
  claws, fangs, astoundingly long life spans and a surfeit of magic. 
  Where magic is concerned, dragons typically have a selection 
  of Common Magic spells at their disposal. The statistics here 
  give an example of the sorts of spells a dragon has but different 
  individuals may well have more. As intelligent beings, dragons 
  can also work sorcery.
  Combat Notes
  Dragons are highly intelligent and cunning. They have a myriad 
  of combat options open to them including their breath weapon 
  and whatever magic the dragon has learned during its long life. 
  Thus, the array of combat techniques is as wide and versatile for 
  any human foe. Depending on its nature, the dragon may aim to 
  end any confrontation quickly, using its most devastating attacks 
  ﬁ rst or toy with its foes, using magic to harass and claw swipes to 
  injure – but not kill – thereby asserting supremacy. Other dragons 
  may want to avoid a ﬁ ght altogether, knowing that they would 
  easily win and only something as powerful as itself poses any kind 
  of challenge.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  20D6
  70
  1–2
  Tail
  12/20
  CON
  10D6
  35
  3–4
  Right Hind Leg
  12/20
  SIZ
  10D6+30
  65
  5–6
  Left Hind Leg
  12/20
  INT
  6D6
  21
  7–8
  Hindquarters
  12/21
  POW
  4D6+12
  26
  9–10
  Forequarters
  12/21
  DEX
  4D6
  14
  11–12
  Right Wing
  12/19
  CHA
  6D6
  21
  13–14
  Left Wing
  12/19
  15–16
  Right Front Leg
  12/20
  17–18
  Left Front Leg
  12/20
  19–20
  Head
  12/20
  Combat Actions
  3
  Typical Armour: Dragon scale (AP 12)
  Damage Modiﬁ er
  +3D12
  Magic Points
  26
  Traits: Breathe Flame (4D6, 1/hour), Dark Sight, Formidable Natural Weapons, 
  Night Sight
  Movement
  12m/20m
  Strike Rank
  +18
  Skills: Athletics 120%, Brawn 135%, Evaluate 100%, Inﬂ uence 150%, Lore (all) 
  100%, Persistence 88%, Resilience 115%, Tracking 110%
  Common Magic 68%: Countermagic 4, Demoralise, Detect Gems, Detect Gold, 
  Glamour 2, Mobility 4
  Combat Styles
  Bite 125%, Claw 95%, Tail Bash 90%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  E 
  L 
  1D10+3D12  
  As for Head
  Claw 
   
  E 
  VL 
  1D8+3D12 
  As for Leg
  Tail 
   
  H 
  VL 
  1D6+3D12 / 2 
  As for Tail
  
  120
  In the Arena
  Perhaps the ultimate contest, dragons may enter the arena willingly or 
  need to be coerced in some form. Either way, it is a risky proposition; 
  immensely huge and generally more intelligent than those who run the 
  arena, dragons can, if they wish, easily take control – unless magically 
  restrained or manipulated in some form.
  In Glorantha, some draconic mystics assume draconic form simply to 
  gain combat practice and the arena is as good away of testing their skills 
  as any. However, these are not True Dragons – which are immense beings 
  of truly unimaginable proportions and motivations. In Glorantha, an 
  arena would simply provide a True Dragon with a convenient dinner.
   Dragon, Oriental
  Very different to their western counterparts, oriental dragons are celestial 
  creatures that run through the air without the need for wings, are highly 
  magical and occupy a Heavenly status on a par with the gods. They have 
  little cause to dabble in human affairs and rarely travel to the Earth. 
  When they do, it is always on matters of great spiritual importance or to 
  do battle against their sworn foes, the demons of oriental myth.
  Oriental dragons are always serpentine, with long, leonine heads, great 
  clawed limbs and long, whip-like tails. They run through the air with 
  the same ease as running along the ground or across water. They are 
  very intelligent and magical, having access to any number of Common 
  Magic or Divine Magic spells. They do not breathe ﬁ re but are often 
  wreathed in it, with rippling ﬂ ames following the undulating contours 
  of their body. Some oriental dragons live beneath the oceans and even 
  they can come forth wreathed in ﬂ ame.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6
  21
  1–2
  Tail
  11/11
  CON
  7D6
  25
  3
  Right Hind Leg
  11/11
  SIZ
  4D6+15
  29
  4 
  Left Hind Leg
  11/11
  INT
  7D6+6
  31
  5–8
  Lower Body
  11/13
  POW
  6D6+10
  31
  9–12 
  Middle Body
  11/13
  DEX
  4D6+4
  19
  13–16
  Upper Body
  11/13
  CHA
  5D6
  18
  17
  Right Front Leg
  11/11
  18
  Left Front Leg
  11/11
  19–20
  Head
  11/11
  Combat Actions
  5
  Typical Armour: Dragon scale. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  31
  Traits: Breathe Flame (5D6, 2/hour), Formidable Natural Weapons, Night Sight
  Movement
  18m
  Strike Rank
  +25
  Skills: Athletics 115%, Courtesy 90%, Dance 75%, Divine Magic 70%, Evaluate 
  105%, Inﬂ uence 85%, Lore (all) 105%, Perception 72%, Persistence 105%, 
  Resilience 115%, Sing 85%, Survival 78%, Track 75%
  Common Magic 70%: Countermagic 6, Demoralise, Glamour 4, Golden Tongue 
  4, Mobility 8
  Combat Styles
  Bite 115%, Claw 90%, Tail Bash 105%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  H 
  L 
  1D10+1D10  
  As for Head
  Claw 
   
  H 
  VL 
  1D8+1D10 
  As for Leg
  Tail 
   
  H 
  VL 
  1D6+1D10 
  As for Tail
  
  121
  Combat Notes
  It is rare for oriental dragons to ﬁ ght as they consider such base 
  actions as unspiritual and demeaning – unless, of course, a demon 
  needs defeating. They ﬁ ght with all the subtlety of any very old, 
  very wise, very magical combatant. However it is far more common 
  for oriental dragons to dismiss combat as unnecessary – unless 
  there simply is no other alternative.
  In the Arena
  Given their natures, it is highly unlikely to ﬁ nd oriental dragons in 
  a coliseum. Little can hold them there and as they can see through 
  the ephemeral nature of combat on this level, why should they 
  bother entertaining such insigniﬁ cant failures of humanity as 
  arena spectators?
   Fachan
  A Gloranthan monster of legend, a fachan is a large, ﬁ erce 
  monstrosity that is as dangerous as it is strange. A fachan has one 
  eye in the middle of its forehead, a single arm in the middle of 
  its chest and one leg supporting it from underneath. The fachan’s 
  features are as twisted and gnarled as the roots of an old tree and 
  its torso is protected by a hard, matted coat of ﬁ lthy blue feathers. 
  The creature’s scalp is topped with a single tuft of hair.
  The origin of the fachan race is utterly unknown. Though there 
  might be stories amongst the usually solitary creatures of how they 
  came to be, no such story has been shared with outsiders.
  Fachans are very rare creatures and even more rarely cross paths with 
  humans. They sometimes ravage their way through the fringes of 
  a civilisation, smashing, pillaging and eating the helpless. Though 
  savage, they are not overly stupid and are even receptive to logic 
  – a trait that often has them serving as mercenaries or champions 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+24
  35
  1-6
  Leg
  4/12
  CON
  3D6+12
  23
  7-10
  Abdomen
  4/13
  SIZ
  3D6+24
  35
  11-12
  Chest
  4/14
  INT
  2D6+3
  10
  13-16
  Arm
  4/11
  POW
  3D6
  11
  17-20
  Head
  4/12
  DEX
  1D6+6
  10
  CHA
  1D6
  4
  Combat Actions
  2
  Typical Armour: Tough Skin. No Armour Penalty
  Damage Modiﬁ er
  +2D6
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +10
  Skills: Athletics 60%, Brawn 65%, Evade 25%, Perception 35%, Persistence 43%, 
  Resilience 79%, Track 30%
  Combat Styles
  Any Close Combat Weapon 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  As per weapon
  
  122
  for tribes of trolls, broo or other races that will provide them ample 
  opportunities to engage in battle and pillaging.
  Fachans prefer to be well armed, often carrying four or more 
  weapons. It is not uncommon to ﬁ nd a fachan in possession of 
  a magical weapon. They love weapons and carry the best they are 
  able to obtain. This love may be exploited by adventurers seeking 
  to bribe a fachan into leaving them alone.
  As fachans have only one arm, they can use only one weapon at a 
  time. They must hop to move – a form of locomotion that looks 
  comical until the fachan begins to swiftly approach the observer. A 
  fachan can leap as much as six metres in a single bound.
  If a fachan is knocked down, it must roll an Athletics test in 
  order to regain its footing, an activity that requires all the fachan’s 
  attention for a full Combat Round.
  With only one eye, fachans have poor depth perception and suffer 
  a –40% penalty on all attack rolls with ranged weapons.
  There is little discernable difference between male and female 
  fachans.
  Combat Notes
  Fachans ﬁ ght readily, especially if they espy someone with a weapon 
  of excellent quality or magical endowment. They use any and all 
  Combat Manoeuvres open to them.
  In the Arena
  Fachans adore combat, making them willing and able gladiators. 
  Whilst rare, God Learners have tracked down a number of 
  individuals, turning them into stars of various arenas in Seshnela 
  and Jrustela. Gnurlguz is one of the foremost gladiators in the 
  Saint Volanc Memorial Coliseum in Kustria and Anaghan the 
  Brutal (who ﬁ ghts with a great sword single handed) is a popular 
  attraction in the Hathinelthor Arena on Jrustela.
   Gargoyle
  With skin that emulates the texture of stone – and its hardness, 
  to some degree – twisted faces, vestigial wings and grotesque 
  postures, gargoyles are living versions of the sculpted wards that 
  grace temples and cathedrals. They are not made from stone at all; 
  and it is possible that the original sculptors of gargoyles based their 
  designs on these creatures – or that the gargoyles were originally a 
  race of shapechangers who were ‘inspired’ by stone gargoyles and 
  simply took on a ﬁ xed form.
  Gargoyles frequent ruins and old buildings where they can merge 
  with their surroundings perfectly. Their stone-like skin has a certain 
  chameleon-like property allowing their pigmentation to pick-
  up local nuances. Some gargoyles have clumps of moss-like hair 
  growing about their bodies, improving further their camouﬂ age.
  Sinister and patient predators, a gargoyle can remain motionless 
  for hours on end, waiting for the right moment to strike. When 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+12
  30
  1-3
  Right Leg
  6/7
  CON
  2D6+6
  13
  4-6
  Left Leg
  6/7
  SIZ
  5D6
  18
  7-9
  Abdomen
  6/8
  INT
  1D6
  3
  10
  Chest
  6/9
  POW
  2D6+3
  10
  11-12
  Right Wing
  6/6
  DEX
  3D6
  11
  13-14
  Left Wing
  6/6
  15-16
  Right Arm
  6/6
  17-18
  Left Arm
  6/6
  19-20
  Head
  6/7
  Combat Actions
  2
  Typical Armour: Stone-Like Skin. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  10
  Traits: Flying, Formidable Natural Weapons
  Movement
  8m/12m
  Strike Rank
  +7
  Skills: Athletics 40%, Evade 25%, Perception 75%, Persistence 40%, Resilience 
  49%, Stealth 90%
  Combat Styles
  Claw 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP 
  Claw 
   
  M 
  M 
  1D6+1D10 
  As for Arm
  
  123
  they do so, they have lightning reactions, bursting forth from their 
  hiding places in a ﬂ urry of claws and talons. At other times they 
  move slowly and imperceptibly, tiny shifts in position at a time that 
  can only be detected with a critical Perception roll, allowing the 
  gargoyle to creep-up on an unwary foe and maximise its surprise.
  Combat Notes
  Gargoyles use stealth to launch effective ambushes, aiming to 
  take their foe completely by surprise. Their talons are capable 
  of Sunder and Bleed Combat Manoeuvres and they use both 
  techniques to prise open armour and scar the ﬂ esh within. These 
  are nasty, relentless predators, rightly feared; as they form groups 
  (usually 2D4 to a group that colonises a ruin or old buildings) to 
  outnumber a foe.
  In the Arena
  Carved gargoyles and other motifs adorn just about every coliseum. 
  Some of these carved, leering statues, overlooking both crowd and 
  arena ﬂ oor, are sentient gargoyles, placed there and commanded 
  (often magically) to remain until a particular signal is given. Often 
  this is at the end of a particularly epic or well-received battle 
  involving a group of gladiators. The victors stand there, accepting 
  their applause, giving silent thanks for having made it through 
  alive… and then… from around the arena the carvings shift. Some 
  break away from the highest levels and plummet towards the arena 
  ﬂ oor; others drop from their pedestals situated around the arena 
  itself. The gladiators, breathing hard, suddenly have a new ﬁ ght on 
  their hands. And the crowd goes wild…
   Ghoul
  Ghouls are demonic creatures that sustain their unnatural existence 
  by feeding on the corpses of the dead. Formed when a malign spirit 
  crosses over from the nether world to possess a freshly slain corpse, 
  most ghouls come in human form but there is nothing to prevent 
  such a spirit from inhabiting any newly killed body. The spirits 
  that become ghouls are the hungry, emaciated spirits that are 
  drawn to graveyards or places of death; anyone capable of Spirit 
  Walking can see such spirits clamouring around places where the 
  dead are interred (or left to rot) – and identify bodies possessed 
  by the ghoul spirit. Shaman with the capability can attempt 
  to discorporate the ghoul spirit and battle it on the Spirit 
  Plane, where the ghoul’s claws become Spectral Weapons at 
  the same percentage as their mundane weapons.
  Ghouls look like grotesque caricatures of humanity, rotting 
  corpses from a week-old grave. Any armour they possess is 
  looted from graves and victims and they usually eschew weapons, 
  preferring to do battle with their talons and poisonous bite.
  Combat Notes
  Ghouls employ a blood chilling howl in combat. When a ghoul 
  howls, every creature in a radius equal to the ghoul’s POW in 
  metres becomes Demoralised (as the Common Magic spell) unless 
  he can overcome the ghoul’s Persistence with his Resilience in an 
  opposed test. The Demoralise effect continues until all howling 
  stops. Any who are able to resist the howling must resist again 
  every round for a total of ﬁ ve successive rounds, after which they 
  are considered immune to the howling’s effects for a week.
  Countermagic, Shield and Spell Resistance offer no protection 
  against the effects of a ghoul’s howl.
  The bite of a ghoul is venomous, with the following 
  characteristics:
  Application: Injection.
  Onset time: 1D3 Combat Rounds.
  Duration: 1D10 Hours.
  Resistance Time: The victim must make a resistance roll at the 
  end of the Onset Time. Failure indicates that Condition has taken 
  effect.
  Potency: 22.
  Resistance: Resilience.
  Conditions: Paralysis. 
  Antidote/Cure: Healing Magic only.
  In the Arena
  Some arenas employ shaman to control spirits for use in games 
  and, as places of constant death, arenas are a natural focal point 
  
  124
  Angga Satriohadi
  for hungry, malignant spirits. Sometimes the dead are left on 
  the arena ﬂ oor and shaman tread forth onto the spirit plane to 
  encourage waiting ghoul spirits to inhabit the recently created 
  corpses to rise and continue the ﬁ ght. This may be against the 
  victorious gladiator(s) who created the corpse or new ﬁ ghters 
  who ﬁ nd themselves in the arena surrounded by the victims of 
  previous combats – only for them to suddenly howl into life and 
  attack. Where such games are held, the spectators closest to the 
  arena are issued with wax earplugs to guard against the howl (at 
  a small charge).
   Gorgon
  Creatures of Chaos or demonic summonation, gorgons are 
  winged horrors with the faces and breasts of human hags and hair 
  composed of a nest of writhing serpents. They have bat-like wings 
  and talons on their hands and feet. Their human-shaped bodies are 
  covered in bronze-coloured scales.
  The mere appearance of a gorgon is a portent of doom. The 
  monster’s face is so hideous that anyone who sees it is automatically 
  and immediately turned to stone, the victim’s spirit trapped helpless 
  inside the statue. This is a passive gaze attack. The victim remains 
  trapped until the statue is broken – which results in the death of 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1–3
  Right Leg
  –/5
  CON
  3D6
  11
  4–6
  Left Leg
  –/5
  SIZ
  2D6+6
  13
  7–10
  Abdomen
  –/6
  INT
  3D6
  11
  11–12
  Chest
  –/7
  POW
  3D6
  11
  13–15
  Right Arm
  –/4
  DEX
  3D6
  11
  16–18
  Left Arm
  –/4
  19–20
  Head
  –/5
  Combat Actions
  2
  Typical Armour: None
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: Poison
  Movement
  8m
  Strike Rank
  +11
  Skills: Athletics 40%, Evade 40%, Perception 30%, Persistence 43%, Resilience 
  43%, Stealth 40%, Unarmed 60%
  Combat Styles
  Claw/Bite 60%, Howl 100%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP 
  Claw 
   
  S 
  M 
  1D4+1D2 
  As for Arm
  Bite 
   
  S 
  T 
  1D6+1D2 
  As for Head
  Howl 
   
  See Below
  
  125
  the petriﬁ ed victim, its spirit being released onto the spirit plane 
  where it is divorced from whatever gods were worshipped during 
  life, becoming a lost, restless, lamenting thing.
  Whilst gorgons are often solitary creatures, residing far from 
  human sight, they do socialise with their own kind, forming small 
  groups of 2D3 entities. Every gorgon has a percentage chance 
  equal to its POW of being immortal and of having an additional 
  Chaos Feature. Immortal gorgons can only be affected by magical 
  damage and iron weapons (if in Glorantha). Gorgons worship 
  dreadful gods of chaos and terror: as active cultists they can also 
  possess Common and Divine magic appropriate to their cult:
  Glorantha: Malia, Thed, Thanatar, Vivamort
  Elric of Melniboné: Chardhros, Slortar, Xiombarg
  Combat Notes
  The gorgon’s appearance attack is line of sight but the victim must 
  be able to see the face – the attack will not work in pitch darkness 
  or fog, for example. The attack is not hindered by defensive 
  spells such as Countermagic. Gorgons are immune to their own 
  appearance and that of other gorgons.
  The gorgon’s gaze attack is an automatic attack at the beginning 
  of every round. Every susceptible creature must make an opposed 
  Resilience test against the Gorgon’s Persistence or be turned to stone.
  The mane of snakes that forms a gorgon’s hair is a different threat 
  altogether. If the gaze attack does not work and if the gorgon can 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6
  14
  1-3
  Right Leg
  8/7
  CON
  3D6+6
  17
  4-6
  Left Leg
  8/7
  SIZ
  4D6
  14
  7-9
  Abdomen
  8/8
  INT
  2D6+6
  13
  10
  Chest
  8/9
  POW
  1D6+12
  15
  11-12
  Right Wing
  8/6
  DEX
  3D6+6
  17
  13-14
  Left Wing
  8/6
  CHA
  1D3
  2
  15-16
  Right Arm
  8/6
  17-18
  Left Arm
  8/6
  19-20
  Head
  8/7
  Combat Actions
  3
  Typical Armour: Scales and Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  15
  Traits: Flying, Formidable Natural Weapons, Gaze, Poison
  Movement
  8m/12m
  Strike Rank
  +15
  Skills: Athletics 65%, Evade 50%, Perception 50%, Persistence 55%, Resilience 
  61%, Stealth 60%, Survival 60%, Track 50%
  Combat Styles
  Claw 60%, Serpents 75%, Gaze (Special)
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Claw 
   
  M 
  M 
  1D6+1D2 
  As for Arm
  Serpents  
  S 
  T 
  1D4+Poison 
  –/2
  
  126
  connect with a claw attack, it Grips the opponent and draws them 
  in for the hideous, writhing snakes to do their work. 1D4+1 snakes 
  can make a single attack as a Combat Action, with each snake 
  inﬂ icting its own damage if the single attack hits. The poison is 
  the same as for Venomous Snake (see page 105) with the Venom 
  Potency being equal to the gorgon’s CON x3
  In the Arena
  Gorgons are simply too dangerous for arena combat. However, 
  the lairs and temples they build for themselves are labyrinthine 
  with dead-ends, false passages and so forth. Gorgons love to stalk 
  and taunt their enemies; entering the lair of a gorgon is one of the 
  ultimate tests of will.
   Gorp
  A gorp is a shapeless, amphibious blob of putrid tissue, most 
  commonly found in waterways and old ruins. Scarcely more 
  intelligent than the average patch of mould, these loathsome 
  creatures of Chaos are nonetheless dangerous foes for any 
  adventurer, as they exude a highly acidic liquid capable of reducing 
  a man to a skeleton in moments.
  A gorp can only be killed by ﬁ re or magic. Normal weapons merely 
  pass through the gorp’s rancid tissue without causing damage 
  (though they themselves will be damaged by the gorp’s acid if it 
  overcomes the weapon’s armour points). Because of a gorp’s caustic 
  nature, neither acid nor poison has any effect on it. Non-ﬁ ery 
  weapon enhancement spells, such as Bludgeon and Bladesharp, 
  do no damage to a gorp. Disruption and similar spells have their 
  normal effect.
  If a gorp is slain, gold, gems and other insoluble treasures may 
  sometimes be found in the stinking remains. However, a gorp’s 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6
  3
  1-20
  Body
  –/16
  CON
  3D6
  11
  SIZ
  6D6
  21
  INT
  1
  1
  POW
  3D6
  11
  DEX
  1D6
  3
  Combat Actions
  1
  Typical Armour: None
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Traits: None
  Movement
  4m
  Strike Rank
  +3
  Skills: Persistence 43%, Resilience 43%
  Combat Styles
  Envelope 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Envelope  
  H 
  T 
  Strong Acid
  body retains its full acidic properties for a number of days after 
  death equal to the creature’s CON; anyone wishing to root through 
  a gorp’s corpse would be well advised to use a stick.
  A gorp attacks by moving next to its intended victim and 
  attempting to envelop him. This attack has a base 75% chance of 
  success, though the victim may use his Evade skill or Athletics skill 
  to jump out of the way. Using Athletics rather than Evade incurs 
  a –40% penalty. A gorp’s attack may not be parried – the creature 
  
  127
  will simply slide around the parrying weapon to engulf its foe. A 
  gorp will wrap itself around one of its victim’s Hit Locations.
  Once a gorp has enmeshed a victim, it will attempt to hang on 
  and continue to inﬂ ict acid damage. Gorp’s exude Strong Acid (see 
  RuneQuest Core Rulebook, pages 53-54). Every round a creature’s 
  Hit Location is enmeshed by a gorp, that creature will take acid 
  damage to that location. Armour will protect against this damage 
  until it is dissolved by the gorp. A character caught by a gorp may 
  attempt to escape by making another Dodge or Athletics skill 
  test.
  A gorp has a percentage chance equal to its POW to have a Chaotic 
  Feature.
  Combat Notes
  Gorps have no real style to their attacks; simply the insatiable 
  desire to melt living tissue.
  In the Arena
  Gorps are rarely used directly in arena combats. However, acid-
  resistant boxes, buried in the arena ﬂ oor and ﬁ lled with a solitary 
  gorp, provide an interesting addition to standard gladiatorial 
  contests, where one false move or a strategically managed throw 
  or knock-back, can propel a combatant into the yawning pit and 
  agonising, acidic death.
   Griffin
  Legendary creatures common to many cultures, grifﬁ ns are large 
  ﬂ ying carnivores with the body of a lion and the head, talons and 
  wings of a great eagle.
  Grifﬁ ns are usually found in family groups of ten or fewer, nesting 
  in their desert lairs and mountain eyries. Such a group usually 
  consists of several mated pairs of grifﬁ ns and their offspring and 
  often sets its home near a trading road or caravan path, as grifﬁ ns 
  prize horsemeat very highly.
  In settings where iqari are present (see page 46), grifﬁ ns may be used 
  as mounts. Despite the raptor heads, iqari and grifﬁ ns do not share a 
  common ancestry – although they share similar environments.
  Combat Notes
  Grifﬁ ns use their speed and height to maximise attacks. The aim 
  is to Grip prey and then ﬂ y back to the eyrie to feed; however, if 
  forced into a ﬁ ght, the bite is preferred to the claw. The beak is 
  capable of the Sunder Combat Manoeuvre and claws are capable 
  of Impaling. An enraged grifﬁ n is thus a terrifying prospect.
  In the Arena
  Grifﬁ n can be controlled magically or have their wings clipped 
  to make them a formidable, arena-bound opponent. Pitting one 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  8D6
  28
  1-3
  Right Leg
  3/11
  CON
  3D6+12
  23
  4-6
  Left Leg
  3/11
  SIZ
  8D6
  28
  7-9
  Abdomen
  3/12
  INT
  6
  6
  10
  Chest
  3/12
  POW
  2D6+6
  13
  11-12
  Right Wing
  3/10
  DEX
  3D6+12
  23
  13-14
  Left Wing
  3/10
  15-16
  Right Arm
  3/11
  17-18
  Left Arm
  3/11
  19-20
  Head
  3/11
  Combat Actions
  3
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  13
  Traits: Flying, Formidable Natural Weapons, Night Sight
  Movement
  12m/20m
  Strike Rank
  +18
  Skills: Athletics 80%, Evade 40%, Persistence 49%, Resilience 79%, Survival 60%, 
  Track 50%
  Combat Styles
  Bite 60%, Claw 70%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  L 
  L 
  1D8+1D12 
  As for Head
  Claw 
   
  H 
  L 
  1D6+1D12 
  As for Leg
  
  128
  Chris Quilliams
  or more spear-armed gladiators against a half-starved grifﬁ n is a 
  crowd-pleasing sight. When possible, iqari gladiators are also pitted 
  against grifﬁ ns in contests with a distinct eagle or raptor theme: an 
  arena event popular in God Learner coliseums.
   Grotaron
  Also known as maidstone archers, grotarons are a Gloranthan race 
  of gigantic humanoids who have no heads. Instead, a sinewy third 
  arm sprouts from the top of their torso where a human’s neck 
  would be. On the back of each of its three hands the grotaron has 
  an eye with exceptionally acute vision. The grotaron, merely by 
  adjusting the position of its hands, can see in all directions at once. 
  On the chest of the grotaron is a large mouth with jagged teeth. 
  Female grotarons have no mammary glands; the race’s young are 
  born capable of walking and consuming solid food.
  Despite their apparent lack of ears, grotarons are able to hear as 
  well as humans.
  Grotarons are a peaceful race of giants who value life and 
  esteem all intelligent creatures as equals. Strangers in their lands 
  are treated with hospitality and respect. They strongly dislike 
  killing and will do so only when their foe leaves them no choice. 
  Grotarons organise themselves into hunting and gathering bands, 
  each of which generally stays within its own mountain valley and 
  claims a handful of surrounding peaks as its hunting grounds. 
  The largest known settlement of grotarons is in the northern 
  mountains of Fronela.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+24
  46
  1-3
  Right Leg
  5/16
  CON
  4D6+12
  26
  4-6
  Left Leg
  5/16
  SIZ
  6D6+30
  52
  7-9
  Abdomen
  5/17
  INT
  2D6+6
  13
  10-12
  Chest
  5/18
  POW
  2D6+3
  10
  13-15
  Right Arm
  5/15
  DEX
  2D6+18
  25
  16-18
  Left Arm
  5/15
  CHA
  3D6
  11
  19-20
  Middle Arm
  5/15
  Combat Actions
  3
  Typical Armour: Thick Hide and Leather Armour. –3 Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  10
  Traits: None
  Movement
  8m
  Strike Rank
  +19 (+16)
  Skills: Athletics 30%, Evade 30%, First Aid 35%, Perception 50%, Persistence 
  40%, Resilience 88%, Stealth 25 %, Survival 50%, Track 45%
  Combat Styles
  Bow 35%, Sword and Shield 25%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Great Bow 
  H 
  — 
  2D10+2D12 
  6/14 
   
  300m
  Great Sword 
  H 
  L 
  2D8+2D12 
  6/12
  Kite 
   
  H 
  S 
  1D4+2D12 
  4/18
  
  129
  These giants care little for material possessions, though they can be 
  tempted with the right offer of gold or weapons. They wear leather 
  and fur clothing decorated with complex embroidery, usually 
  showing various geometric shapes. Grotarons do not use ﬁ re, as 
  they consider it a nuisance spirit.
  Grotaron, for all their strangeness, can be used as Adventurers. They 
  can also use Common Magic and typically have 4-6 Magnitude in 
  spells such as Multimissile, Pierce and Mobility. They will not use 
  Firearrow.
  Cultural Background: Primitive.
  Professions: As per Primitive.
  Combat Notes
  Grotarons use a bow known as the great bow. Too large for 
  creatures of smaller stature to employ, this weapon has the same 
  characteristics as the long bow, except that its damage is 2D10. A 
  grotaron usually enters close combat with two greatswords, one 
  in its left hand, one in its right, with a kite shield wielded by its 
  third arm.
  In the Arena
  God Learners have managed to catch several grotaron and 
  experiment with them in arena combat but with disappointing 
  results. A grotaron cannot be induced to ﬁ ght for pleasure or even 
  for its life, if that results in the entertainment of others. These 
  peaceable creatures, if coerced into the arena, act passively, facing 
  certain death stoically and proudly but to the obvious chagrin of 
  the audience.
   Harpy
  A notoriously ﬁ lthy and evil race that are servants of Chaos, harpies 
  appear as human-sized grimy vultures with the head and upper 
  torso of a human female. Harpies delight in befouling the person 
  and possessions of others, being things of mischief and villainy 
  rather than outright killers.
  Harpies are a cowardly race and will ﬂ y away if attacked, unless 
  they signiﬁ cantly outnumber their enemy. Iqari (see page 46) hate 
  harpies and will attack them on-sight.
  Harpies are prone to acts of petty cruelty. They enjoy contaminating 
  food stocks with their dung – rendering it disease-ridden and 
  inedible except to harpies. They are also fond of stealing small items 
  of value. If a character gains the enmity of a harpy (easily done), it 
  will follow him for miles, albeit at a safe distance, indulging itself 
  in whatever torments it can devise. 
  Harpies worship disease gods, such as Malia in Glorantha and 
  Narjhan in Elric of Melniboné’s Young Kingdoms. In Hawkmoon 
  they are mutated wretches inhabiting the desolate wastes of 
  Granbretan.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1-2
  Right Claw
  1/4
  CON
  3D6
  11
  3-4
  Left Claw
  1/4
  SIZ
  2D6
  7
  5-7
  Abdomen
  1/5
  INT
  3D6
  11
  8-9
  Chest
  1/6
  POW
  3D6
  11
  10-13
  Right Wing
  1/3
  DEX
  5D6
  18
  14-17
  Left Wing
  1/3
  CHA
  1D3
  2
  18-20
  Head
  1/4
  Combat Actions
  3
  Typical Armour: Thick Hide and feather. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: Flying
  Movement
  6m/12m/
  Strike Rank
  +15
  Skills: Athletics 35%, Evade 50%, Perception 45%, Persistence 43%, Resilience 
  43%, Stealth 50 %, Survival 40%, Track 45%
  Combat Styles
  Claw 30%, Dropped Stone 30%, Dung Droppings 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Claw 
   
  M 
  T 
  1D6–1D2 
  As for Leg
  Dropped Stone 
  M 
  Varies 
  1D6/3m  
  6/4 
   
  Up to 30m in height
  Dung 
   
  S 
  T 
  Special  
  — 
   
  Up to 30m in height
  
  130
  Combat Notes
  Those who would dismiss harpies as little more than disgusting 
  pranksters are unwise, however. In numbers, they can pose a 
  signiﬁ cant threat and their command of the air makes them 
  difﬁ cult opponents to engage. Additionally, harpies often work for 
  another more powerful creature as spies or scouts.
  Harpies often ﬁ ght by dropping stones on their foes. These stones 
  are between 5 and 10 kilograms and inﬂ ict 1D6 damage for every 
  three metres the stone falls (to a maximum of 10D6). The harpy’s 
  chance to hit decreases by 5% per three metres of distance the 
  stone falls.
  A character hit by harpy dung or wounded by a harpy’s claw is 
  automatically exposed to Harpy Pox (see below). If the harpy 
  has the opportunity, it will often roll a stone in its dung before 
  dropping it, which will also transmit the disease.
  Harpy Pox
  Application: Contact/Smeared.
  Onset time: 1D6 Hours.
  Duration: 1D10 Days.
  Resistance Time: The victim must make a resistance roll at the 
  end of the Onset Time. Failure indicates that the Conditions have 
  taken effect.
  Potency: Harpy’s CON x 3 (33).
  Resistance: Resilience.
  Conditions: Nausea, Exhaustion. 
  Antidote/Cure: Heal, Healing Magic.
  A character struck by harpy droppings gains, in addition to a 
  disease, an overpowering stench that causes the temporary loss 
  of 1D10 CHA. The character must bathe for one hour for every 
  CHA point lost to rid himself of the stink. Cloth and other porous 
  items (leather and wood, for example) must likewise be cleansed 
  to get rid of the smell.
  In the Arena
  Delightfully nauseas nuisances, harpies can be persuaded to 
  participate in arena contents where they excel at circling the arena, 
  sending down excrement into the combatants below or dropping 
  rocks. Magical control is required to prevent them from attacking 
  baying spectators.
   Headhanger
  A headhanger is a magical creature and a truly horrid beast. Its 
  pallid, spiny and claw-footed body resembles some sort of terrible 
  cross between insect and reptile. Sprouting from the length of its 
  ﬂ accid body are many thin stalks, some of which support living 
  heads. This powerfully magical creature exists entirely on the souls 
  and spirits of its prey, requiring no other nourishment.
  Headhangers prey only on intelligent creatures and cannot gain 
  nourishment from consuming a ﬁ xed INT creature. The beast 
  severs the head of its prey, storing it inside its bulbous body. Twenty 
  four hours after the headhanger has taken a head, the head sprouts 
  on a stalk on the side of the creature’s body, joining the ghastly 
  collection already there. The head stays half alive for one month 
  for every point of POW the creature possessed, before it withers to 
  nothing and falls off the stalk.
  Headhangers themselves do not have a true head, though there is a 
  sunken mass on the front of the body that houses the beast’s sensory 
  organs and the oriﬁ ce through which it takes its captured heads.
  Combat Notes
  A successful ‘Head’ hit strikes one of the creature’s captive heads. 
  If the head is brought to zero Hit Points, it immediately 
  becomes inactive. If it takes twice its Hit Points in damage, 
  the head immediately rots, freeing whatever is left of the 
  spirit trapped within. Heads stored internally in the 
  creature (those that have been harvested in the last 24 
  hours) can be freed only by slaying the monster and 
  cutting it open.
  A headhanger in combat is interested only in surviving 
  and harvesting new souls for its nourishment. 
  Fortunately for the beast, its means of harvesting new 
  souls means the immediate death of those it is harvesting 
  – more speciﬁ cally, it means cutting off their heads. 
  If the headhanger successfully reduces its opponent’s 
  ‘head’ Hit Location to zero the head is severed and the 
  headhanger will use its next Combat Action to scoop 
  up the head and pop it into the oriﬁ ce that passes for 
  its mouth. If it fails to do this by the end of the round 
  following the round in which the head was severed, the spirit 
  
  131
  will have escaped, leaving nothing but a dead head, which is useless 
  to a headhanger.
  A headhanger absorbs one point of POW per month from its 
  captured heads. When all POW is gone, the spirit is destroyed and 
  the desiccated head falls from the headhanger’s body like a piece 
  of rotten fruit.
  The heads on a headhanger’s body aid the beast in combat by 
  shrieking, biting and spitting at foes. This poses little physical 
  danger but it is a horrifying and distracting experience, causing 
  all characters within four metres of the headhanger to 
  suffer a 5% penalty on all skills for every head the 
  headhanger has. Thus, if a headhanger has seven 
  heads, everyone within four metres will suffer 
  a 35% penalty on all skill tests.
  A far greater danger posed by the headhanger’s 
  heads is that they still possess all knowledge, 
  magical or otherwise, they did in life. If one 
  or more of the heads are of spellcasters, the 
  headhanger can use the spell abilities and skills 
  of that head in combat. A head consumed by the 
  headhanger retains all known Common Magic and 
  Sorcery spells, allowing the entire headhanger to beneﬁ t from that 
  magical power. Divine Spells are unaffected by this ability.
  Headhangers gain information about the head’s past life, associates, 
  family and friends. A headhanger is a cunning beast (growing more 
  cunning the more heads it has) and may use such information 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-2
  Right Hind Leg
  4/9
  CON
  4D6
  14
  3-4
  Left Hind Leg
  4/9
  SIZ
  3D6+18
  29
  5-7
  Hindquarters
  4/10
  INT
  1D3/head
  Varies
  8-10
  Forequarters
  4/11
  POW
  2D6+9
  16
  11-13
  Right Front Leg
  4/9
  DEX
  3D6
  11
  14-16
  Left Front Leg
  4/9
  17-20
  Heads
  4/varies
  Combat Actions
  2
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  16
  Traits: Life Sense
  Movement
  8m
  Strike Rank
  +13
  Skills: Athletics 40%, Evade 25%, Perception 35%, Persistence 58%, Resilience 
  52%, Stealth, 40%
  Common Magic 50% but varies by head: typically up to 12 Magnitude in Common 
  Magic spells or 2D3 Sorcery Spells, augmented by Manipulation 45%.
  Combat Styles
  Claw 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Claw 
   
  M 
  M 
  1D6+1D2 
  As for Leg
  
  132
  (such as battle skills, personalities and, most tellingly, spells) in 
  battle or to ambush or track down a victim’s former comrades. In 
  a worst-case scenario, a headhanger may learn the location of a 
  nearby, defenceless town or village it can use as a new food source. 
  The knowledge a headhanger’s heads possess does not become part 
  of the headhanger itself. When a head is destroyed or when all the 
  POW has been absorbed from it, the headhanger begins to forget 
  the information the head contained. How long a headhanger holds 
  on to a particular piece of information is left to the Games Master, 
  though the headhanger should immediately lose access to all spells 
  and runic powers when the head that contained them is gone.
  A headhanger is a terrifying beast, the kind of creature any 
  adventurer fears and is therefore a wonderful enemy to use 
  against Player Characters. However, considering that much of a 
  headhanger’s powers and abilities are predicated upon the heads it 
  has harvested, these creatures require a bit more work on the part 
  of the Games Master than most other creatures presented in this 
  book. Before introducing a headhanger, a Games Master should 
  determine how many heads it currently has captured, as well as 
  what their abilities and spells are.
  In the Arena
  Only the most perverse of arena organisers throw a headhanger 
  into a set of games but such individuals are not unknown and so 
  headhangers are occasionally found in coliseum games. A typically 
  gruesome tactic is to leave the injured and dying on the arena ﬂ oor 
  and allow the headhanger to graze openly: some of the victims may 
  even have been taught some Common Magic beforehand to spice-
  up the headhanger’s existing magical arsenal. Then, once the heads 
  are consumed, the headhanger is led out and kept in isolation 
  until the heads it has consumed mature onto the hangers: then the 
  monster is let loose into the arena on the following day where it 
  faces the gladiators who created the heads it has now grown…
   Hippogriff
  Hippogriffs are the result of the mating between a grifﬁ n and a 
  horse: they have the hindquarters of a horse and the wings, claws 
  and beak of a great eagle. Hippogriffs are usually found in family 
  units of up to 12 individuals.
  Hippogriffs spend most of their time in their mountaintop eyries 
  or ﬂ ying amongst the clouds and are only rarely seen on the 
  ground. They lay huge eggs from which their young spring nearly 
  full-grown.
  Hippogriffs are highly independent creatures that react badly to 
  magical control. Some spells can be used to control a hippogriff 
  but never to tame it. A hippogriff that has been forced to serve by 
  magic will turn on the spellcaster the moment the spell expires.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+24
  36
  1-3
  Right Hind Leg
  3/10
  CON
  3D6+6
  17
  4-6
  Left Hind Leg
  3/10
  SIZ
  4D6+18
  32
  7-9
  Hindquarters
  3/11
  INT
  7
  7
  10
  Forequarters
  3/12
  POW
  2D6+6
  13
  11-12
  Right Wing
  3/9
  DEX
  3D6+6
  17
  13-14
  Left Wing
  3/9
  15-16
  Right Front Leg
  3/10
  17-18
  Left Front Leg
  3/10
  19-20
  Head
  3/10
  Combat Actions
  3
  Typical Armour: Thick Hide. No Armour Penalty
  Damage Modiﬁ er
  +2D6
  Magic Points
  13
  Traits: Flying
  Movement
  12m/20m
  Strike Rank
  +16
  Skills: Athletics 60%, Evade 50%, Perception 65%, Persistence 49%, Resilience 
  70%, Survival 50%, Track 55%
  Combat Styles
  Bite 55%, Claw 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  L 
  L 
  1D8+2D6 
  As for Head
  Claw 
   
  H 
  L 
  1D6+2D6 
  As for Leg
  
  133
  Combat Notes
  Hippogriffs use similar tactics to grifﬁ ns. See page 127.
  In the Arena
  Being tougher to control magically, hippogriffs are a more rare 
  sight in the arena than grifﬁ ns; otherwise they are put to similar 
  uses.
   Lamia
  This beautiful and deadly creature is wholly supernatural and 
  wholly evil. A lamia resembles a beautiful woman from the torso 
  up but has the lower body of an enormous serpent. 
  As a Combat Action, a lamia is able to project an illusion that 
  covers her lower half and makes her look like a human woman. 
  The illusion contains visual components only – while it may look 
  like the lamia has legs, anyone brave enough to touch her will 
  feel the hard, cold scales of her serpent half, rather than a pair of 
  shapely legs. This illusion lasts as long as the lamia wishes and costs 
  her two Magic Points per day to maintain. Her chance to create 
  the illusion is 100%. This illusion can be dispelled as though it 
  were a Magnitude 4 spell.
  Each Combat Round, as a Combat Action, a lamia may make a gaze 
  attack to try to overcome a male humanoid (including humans, 
  dwarfs, elfs, trolls, halﬂ ings and even broo) in an opposed test of 
  her Seduction against the male’s Resilience. If the lamia wins, the 
  man immediately falls hopelessly in love with her for as long as 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1-6
  Tail
  4/6
  CON
  3D6
  11
  7-9
  Abdomen
  4/7
  SIZ
  3D6+6
  17
  10-12
  Chest
  –/8
  INT
  4D6
  14
  13-15
  Right Arm
  –/5
  POW
  4D6
  14
  16-18
  Left Arm
  –/5
  DEX
  4D6
  14
  19-20
  Head
  –/6
  CHA
  3D6+6
  17
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  14
  Traits: Vampiric Touch (Bite and Kiss)
  Movement
  8m
  Strike Rank
  +14
  Skills: Athletics 40%, Evade 50%, Insight 65%, Lore (Regional) 50%, Persistence 
  52%, Resilience 43%, Seduction 95%, Stealth 95%
  Combat Styles
  Bite 50%, Kiss 50%, Tail 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP
  Bite 
   
  S 
  T 
  1D6+1D2+blood drain 
  As for Head
  Kiss 
   
  S 
  T 
  1D6+1D2+POW drain 
  As for Head
  Tail 
   
  L 
  L 
  1D6+1D2 
   
  As for Tail
  
  134
  she is present. The ﬁ rst time he sees her in her true form, rather 
  than cloaked in an illusion, he may attempt to break her hold by 
  making another opposed test. If he succeeds, he breaks free but if 
  he fails, he remains entranced as long as he is in her presence. If a 
  character is able to resist the lamia’s gaze attack, he will be immune 
  to it for a full 24 hours.
  The surest way to break someone of a lamia’s inﬂ uence is to remove 
  him from her presence. Even then, the victim will remain in love 
  with the lamia for a number of days equal to her CHA. The lamia 
  uses this ability to keep a handful of strong warriors as her willing 
  slaves and bodyguards for extended periods of time. Eventually, 
  her gnawing hunger leads her to drain them of their blood but 
  such men may live for weeks or even months as a lamia’s servant.
  A man in thrall to a lamia will do virtually anything she asks, 
  including attacking friends and comrades.
  A lamia loses 1 Hit Point in all locations per day to sustain her 
  supernatural life and does not regenerate Hit Points normally. Instead, 
  she must take them from other beings by draining their blood. On a 
  successful bite attack, the lamia will hang on and drain one point of 
  STR from the victim every round. Each point of drained STR gives 
  the lamia 1D6 Hit Points which she may distribute to whichever 
  location she wishes. When the lamia drains the victim’s STR to 0, he 
  dies. This attack costs the lamia no Magic Points.
  A lamia’s kiss drains POW from the victim. When she kisses a 
  victim, she must match her Persistence against the victim’s 
  Persistence in a standard opposed test. If she succeeds, she drains 
  1D6 POW from the victim, granting her an equal number of 
  Magic Points. This POW loss is permanent for the victim, though 
  the lamia cannot drain a victim below POW 1. This attack costs 
  the lamia no Magic Points. If the victim has POW dedicated to a 
  god as part of a Pact, then that POW is unaffected by the lamia’s 
  kiss; the victim is protected by his faith and devotion to his deity.
  Combat Notes
  Seduction is obviously the most potent weapon in a lamia’s 
  armoury and this is the attack she relies upon ﬁ rst and foremost. 
  If her seduction fails, then her tail is used to Bash and hopefully 
  subdue an opponent enough so that she can bite, kiss and drain 
  the victim of both blood and POW.
  In the Arena
  Lamias are rarely found in coliseum combats; however, it is 
  not unknown for a lamia to be captured and pitted against 
  female gladiators who are immune to the seductive 
  powers of the monster and must instead try to defend 
  against the agonising bite and kiss. Male gladiators who 
  have been previously enthralled by the lamia act as her 
  defenders, lending spice to these vicious combats.
   Manticore
  A manticore is a large, leonine creature with the tail of a scorpion 
  and the head of a man. The tip of the tail boasts several dozen long, 
  sharp spines and the creature’s face is round and hideous, sporting 
  a pair of long tusks and a scraggly mane like a lion’s.
  A bestial, dangerous creature, the manticore is usually a solitary 
  predator, haunting wastelands and remote mountain regions. It is 
  a well-known eater of human ﬂ esh.
  As a creature of Chaos, Manticores have a chance equal to their 
  POW of having an additional Chaos Feature.
  Combat Notes
  The vicious tusks of the manticore can Impale and a favoured 
  tactic is to Impale a foe and then repeatedly sting whilst the foe is 
  impaled on the tusks. Raking with the claws is generally reserved 
  for when the manticore’s gore has failed it. Of course the tail can 
  be used as a weapon in its own right and the spines on the tail are 
  capable of Impaling and Sunder Combat Manoeuvres.
  The tail also injects venom with the following characteristics:
  
  135
  In the Arena
  Manticore/gladiator combats are a popular 
  event with several goring, stinging manticora 
  pitched against spear and net armed warriors. 
  The manticora are often starved for days before 
  the ﬁ ght to ensure a killing frenzy and the spines 
  of the monster’s tail are occasionally shod in 
  metal which adds +2 to the damage but prevents 
  poison from the sting. Manticora are ruthless, 
  simple-minded predators, for all their facial 
  resemblance to humans, and ﬁ ght until they 
  have killed or been killed.
   Minotaur
  The bull/man hybrid of legend, minotaurs have 
  a reputation for violence and, to outsiders, then 
  are surly and often down-right aggressive; but 
  these are not simple-minded monsters; they 
  are intelligent and capable of quite rational 
  behaviour – although their dispositions remain 
  gruff, at best.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-2
  Right Hind Leg
  3/10
  CON
  4D6+6
  20
  3-4
  Left Hind Leg
  3/10
  SIZ
  4D6+12
  26
  5-6
  Tail
  3/10
  INT
  7
  7
  7-9
  Hindquarters
  3/11
  POW
  3D6
  11
  10-12
  Forequarters
  3/11
  DEX
  3D6
  11
  13-14
  Right Front Leg
  3/10
  15-16
  Left Front Leg
  3/10
  17-20
  Head
  3/10
  Combat Actions
  3
  Typical Armour: Tough Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Night Sight, Poison Sting
  Movement
  10m
  Strike Rank
  +13
  Skills: Athletics 60%, Evade 45%, Perception 55%, 
  Persistence 43%, Resilience 70%, Stealth 40%, Survival 
  40%, Track 40%
  Combat Styles
  Claw 70%, Gore 50%, Sting 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Claw 
   
  M 
  M 
  1D6+1D12 
   
  As for Leg
  Gore (tusks) 
  M 
  T 
  1D8+1D12 
   
  As for Head
  Sting 
   
  M 
  VL 
  1D6+1D12+Posion 
  As for Tail
  Application: Injected.
  Onset time: 1D3 Rounds.
  Duration: 1D3 Days.
  Resistance Time: Daily. The ﬁ rst Resistance roll must be made 
  at the end of the Onset Time, then daily thereafter. Successfully 
  resisting the poison allows the victim to avoid suffering the 
  Conditions until the next roll must be made. 
  Potency: 30+ CON of Manticore.
  Resistance: Resilience.
  Conditions: Agony and Paralysis
  Antidote/Cure: Healing skill and magic.
  Minotaurs are omnivorous and stories abound of them dining 
  on human ﬂ esh but such tales are rarely true. Minotaurs tend to 
  embrace a philosophy of avoiding humans, rather than confronting 
  them and for straight-dealings when they have to discourse with 
  human society.
  Minotaur settlements tend to be found in remote valleys, away 
  from civilisation. Minotaur females are far more docile than the 
  men, fulﬁ lling the child-caring and hearth-tending role whilst 
  the males farm and hunt. Despite their appearance, these are not 
  creatures of Chaos and minotaurs tend to display a deep-seated 
  
  136
  hatred for Chaos in all its forms. In Glorantha, certain myths 
  maintain that minotaurs are the offspring of Urox the Storm Bull, 
  the fabled killer of Chaos and many minotaurs are numbered in 
  Storm Bull’s cult.
  Minotaurs often live in the hunting footprint of iqari – another 
  mammal/humanoid cross. The two do not co-exist happily. Iqari 
  plunder minotaur livestock and it is considered a rite of passage 
  amongst some minotaur males to slay an iqari as a test of maturity. 
  Those minotaurs that have succeeded in this endeavour wear iqari 
  feathers tied or glued to their horns and iqari talons as necklaces.
  Minotaurs can be used as Adventurers.
  Cultural Background
  Barbarian.
  Professions
  Animal Trainer, Blacksmith, Champion/Knight/Noble Warrior, 
  Craftsman, Farmer, Herdsman, Mercenary, Soldier/Warrior, 
  Tracker.
  Combat Notes
  Minotaurs ﬁ nd shields clumsy to use and their culture focuses on 
  prowess with double-handed weapons that take full advantage 
  of their great strength. Ranged weapons are similarly shunned 
  – although this does not preclude any minotaur from using either 
  a shield or throwing a spear; it merely lessens its occurrence.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1-3
  Right Leg
  3/8
  CON
  1D6+12
  15
  4-6
  Left Leg
  3/8
  SIZ
  3D6+12
  23
  7-9
  Abdomen
  3/9
  INT
  2D6+3
  10
  10-12
  Chest
  3/10
  POW
  3D6
  11
  13-15
  Right Arm
  3/7
  DEX
  3D6
  11
  16-18
  Left Arm
  3/7
  CHA
  2D6
  7
  19-20
  Head
  5/8
  Combat Actions
  2
  Typical Armour: Tough Hide (plus horns on the head). No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +11
  Skills: Athletics 60%, Brawn 58%, Perception 30%, Persistence 43%, Resilience 
  55%, Survival 30%, Track 40%, Unarmed 35%
  Combat Styles
  Axe, Hammer (or any other close quarters weapon used two handed), 40%, Unarmed (head butt)
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Range
  Great Axe 
  H 
  L 
  1D12+2+1D10 
   
  4/10
  Head Butt 
  L 
  T 
  1D6+1D10 
   
  As for Head
  
  137
  In a melee, minotaurs generally become ﬁ xated on the opponent 
  before them, focusing all attacks on that enemy.
  In the Arena
  Minotaur gladiators are not uncommon: the arena provides an 
  outlet for pent-up aggression and it is therefore possible to ﬁ nd 
  minotaurs battling human gladiators, iqari, trolls and so forth. 
  However the best ﬁ ghts are where Chaos creatures are unleashed 
  against several minotaur gladiators and the minotaurs descend into 
  an absolute killing frenzy. To up the ante, spell casters may cast 
  Berserk on a minotaur, unleashing a fury of violence that is always 
  guaranteed to get the crowd to its feet.
   Mummy
  A mummy is an undead monster spawned of a preserved, desiccated 
  and eviscerated corpse, inhabited by the spirit or soul that resided 
  in the creature when it was alive. The spirit is effectively captured 
  within the emaciate frame of the mummy but the physical and 
  the spiritual are no longer the single, harmonious unit they were 
  in life. The body has become a prison and even though it is rotten 
  and fragile, it still, nevertheless, prevents the spirit from going 
  where it intends to. The spirit is therefore an insane version of 
  what existed in life, bent, very often, on extracting revenge from 
  the living – and those who created its torment in particular.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1-3
  Right Leg
  3/8
  CON
  3D6+12
  23
  4-6
  Left Leg
  3/8
  SIZ
  2D6+6
  13
  7-9
  Abdomen
  3/9
  INT
  2D6+6
  13
  10-12
  Chest
  3/10
  POW
  3D6
  11
  13-15
  Right Arm
  3/7
  DEX
  2D6
  7
  16-18
  Left Arm
  3/7
  CHA
  1
  1
  19-20
  Head
  5/8
  Combat Actions
  2
  Typical Armour: Bandages and toughened, wizened skin. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  11
  Traits: Disease Immunity, Poison Immunity, Life Sense
  Movement
  6m
  Strike Rank
  +10
  Skills: Mummies possess the same skills they had when alive, though the skills may 
  be modiﬁ ed by the mummy’s new Characteristics
  Common Magic: Mummies also have any Common Magic spells they had when 
  living. However, because the harmony between spirit and ﬂ esh is broken, the Magic 
  Point cost is doubled.
  Combat Styles
  Any used in life. Grasp 55%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Grasp 
   
  M 
  T 
  1D6+1D6 
  As for Arm
  Any weapon as used in life.
  
  138
  A mummy’s body is dried, spiced and wrapped in dry cloth, making 
  it particularly vulnerable to ﬁ re. An Ignite spell will work on any 
  portion of a mummy’s body. A strike with a ﬁ ery weapon, such 
  as a sword with a Fireblade spell on it or even a torch, will ignite 
  the Hit Location struck if the damage from the ﬁ re overcomes the 
  mummy’s Resilience in a standard opposed test.
  Mummies can be engaged in spirit combat on the mundane plane 
  with no discorporation necessary. In spirit combat the mummy 
  attacks with its Spectral Grip – the same as for its mundane 
  grip but with damage applied as per the spirit magic rules from 
  RuneQuest.
  When a creature becomes a mummy, its STR and CON are 
  doubled. The statistics represent a human mummy, though any 
  sentient creature willing to undergo the process may become a 
  mummy.
  Combat Notes
  Mummies run the full gamut of combat options according to the 
  weapons available to them. If using the Grasp attack, both hands 
  aim (Choose Location) for the throat (head location) of the victim 
  in an attempt to Grip and then throttle.
  In the Arena
  Mummies are not ideal arena combatants.
   Roc
  A roc is an enormous bird of prey, larger than a dragon and fully 
  capable of challenging one for rulership of the air. Capable of 
  feeding on elephants with ease, a roc will usually ignore a creature 
  as small as a human but will certainly attempt to destroy humans 
  or any other predators found near a its nest.
  Rocs are capable of attacking a ship by dropping enormous stones 
  onto the deck, often punching a hole straight through the hull. A 
  typical roc has a wingspan of approximately 40 metres and a body 
  length of 18 to 20 metres.
  Combat Notes
  Stamping or pecking is an equally effective (and fatal) way for 
  dealing with pests. The claws and beak can both Impale, Sunder 
  and Bleed.
  In the Arena
  Certain God Learners are rumoured to be investigating different 
  ways of integrating rocs into arena games but none of the research 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  20D6+30
  100
  1-3
  Right Claw
  6/20
  CON
  4D6+21
  35
  4-6
  Left Claw
  6/20
  SIZ
  20D6+30
  100
  7-9
  Body
  6/22
  INT
  4
  4
  10-12
  Breast
  6/23
  POW
  3D6
  11
  13-15
  Right Wing
  6/20
  DEX
  3D6
  11
  16-18
  Left Wing
  6/20
  19-20
  Head
  6/21
  Combat Actions
  2
  Typical Armour: Feathers and hide. No Armour Penalty
  Damage Modiﬁ er
  +4D12
  Magic Points
  11
  Traits: Flying
  Movement
  12m/25m
  Strike Rank
  +10
  Skills: Athletics 90%, Brawn 200%, Perception 60%, Persistence 43%, Resilience 
  115%.
  Combat Styles
  Peck 55%, Claw 55%, Dropped Rock 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Peck 
   
  E 
  VL 
  1D10+4D12 
  As for Head
  Claw 
   
  E 
  VL 
  1D8+1+4D12 
  As for Claw
  Dropped Rock 
  E 
  VL 
  1D10+1D6 per three metres dropped
  
  139
  parties have yet returned from their missions, delaying the 
  undoubted spectacle.
   Satyr
  Satyrs are magical and mischievous woodland creatures with a 
  reputation for lechery (amongst woodland spirits) and a beguiling 
  way. All satyrs are male and must perpetuate their race by breeding 
  with nymphs or with captured human or elven women – a 
  proclivity which has caused satyrs to be avidly hunted in most 
  human and elven lands.
  Satyrs have the haunches and legs of goats, with a human torso and 
  head above. Their hair is thick and curly and is usually pierced by 
  a pair of short, goat-like horns. Satyrs are famed for their uncanny 
  strength and stamina.
  Satyrs are avid practitioners of Common Magic and tend to use 
  their pipes (or, rarely, another instrument) as a focus. A satyr’s skill 
  with his pipes activates his Common Magic skill. By playing the 
  pipes and expending the appropriate number of Magic Points, a 
  satyr can cast any spell he knows.
  A satyr’s magic is unlike most Common Magic in that the spells will 
  affect anyone within earshot of the pipes, to a maximum number 
  of targets equal to the satyr’s POW. The satyr may consciously 
  choose to exempt one or more particular individuals. This aspect 
  of satyr magic is tied directly to the creature’s magical biology and 
  no satyr can teach a non-satyr how to cast spells in this manner. 
  Additionally, no artefact or relic of a satyr’s body is able to grant a 
  Runecaster this ability – though there have been many grisly 
  attempts to craft such an item from satyr bones and other 
  body parts.
  In addition to its more normal spells, a satyr can make 
  use of three spells unique to the satyr race.
  Harmonise
  Duration 
  Special, 
  Magnitude 
  2, 
  Ranged, 
  Resist 
  (Persistence)
  This spell causes all who hear it and fail to resist to dance and sing 
  as long as the satyr continues to play his pipes. Victims of this spell 
  dance to the exclusion of all other actions, though they may make 
  a second attempt to resist the spell if they suffer damage (the loss 
  of one or more Hit Points) at any time during the spell.
  Madness
  Duration Special, Magnitude 4, Ranged, Resist (Persistence)
  This spell causes all who fail to resist it to either begin screaming 
  in horror or singing merrily (50% chance of either). The 
  victim will not react to outside stimuli, even if wounded 
  while under the inﬂ uence of the spell.
  
  140
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6
  18
  1-3
  Right Leg
  2/6
  CON
  4D6
  14
  4-6
  Left Leg
  2/6
  SIZ
  2D6+6
  13
  7-9
  Abdomen
  2/7
  INT
  2D6+6
  13
  10-12
  Chest
  –/8
  POW
  4D6
  14
  13-15
  Right Arm
  –/5
  DEX
  3D6+6
  17
  16-18
  Left Arm
  –/5
  CHA
  2D6
  7
  19-20
  Head
  2/6
  Combat Actions
  3
  Typical Armour: Fur and hide on the lower half. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  14
  Traits: None
  Movement
  8m
  Strike Rank
  +15
  Skills: Athletics 45%, Dance 85%, Evade 50%, Play Instrument (pipes) 95%, 
  Seduction 45%, Sing 85%, Stealth 55%
  Common Magic: See spells above, plus 1D6+2 Magnitude of other Common Magic 
  spells
  Combat Styles
  Headbutt 45%, Club 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Head Butt 
  M 
  T 
  1D4+1D4 
  As for Head
  Club 
   
  M 
  S 
  1D6+1D4 
  4/4
  Sleep
  Duration Special, Magnitude 3, Ranged, Resist (Persistence)
  Sleep causes all who fail to resist its effects to fall immediately into 
  a deep, but normal, sleep. Sleeping characters may be woken by 
  loud noises, nudging and so forth.
  Combat Notes
  Satyrs always attempt to use magic and seduction when faced with 
  trouble. Although strong, they are not willing combatants and will 
  usually attempt to ﬂ ee rather than ﬁ ght.
  In the Arena
  Satyrs are not ideal arena combatants.
   Skeleton
  A skeleton is a magical construct that is animate only until the 
  magic powering it runs out or the skeleton is destroyed. A skeleton 
  has no mind of its own – it only follows the commands of its 
  creator as literally and completely as possible.
  Skeletons have a score of 0 for INT, POW and CHA, as they 
  have no intelligence, will or personalities of their own. As such, 
  attempts to control a skeleton’s mind or inﬂ uence its personality 
  will automatically fail. Skeletons are also immune to fatigue, 
  disease, poisons and weapons that only cause impaling hits.
  
  141
  Most skeletons are the dead remains of humans or humanoids 
  but it is entirely possible to encounter a skeleton formed from the 
  remains of any creature with a bone structure. A skeleton has the 
  same Movement the creature had in life but as a skeleton it cannot 
  naturally ﬂ y or swim (if the creature had those abilities while alive).
  Combat Notes
  Skeletons focus on the attack, being mindless creatures but seem to 
  have an innate programming to parry against bludgeoning or blunt 
  weapons, which can cause them most harm. Preferred Combat 
  Manoeuvres are Bypass Armour and Choose Location, with the 
  skeleton aiming for the most vulnerable parts of the body.
  In the Arena
  Animated skeletons – often those of unsuccessful arena combatants 
  – are pitched against warriors armed with spears and nets, lending 
  the skeletons the advantage in terms of arms. Occasionally the 
  skeletons are provided with a thrusting weapon and a bludgeoning 
  weapon meaning that gladiators who are cunning will attempt to 
  disarm the skeletons ﬁ rst and then use these liberated weapons to 
  gain the advantage. Piles of bones might also be scattered around 
  an arena and just left there throughout the day, animated only at a 
  pre-arranged time, lending nervousness to all who enter the arena, 
  wondering when these tenacious undead foes might rise to ﬁ ght.
   Unicorn
  A potent creature of legend, unicorns need little introduction. 
  Generally they are smaller than a horse but are distinguished by 
  their cloven hooves (rather than a single, full hoof) and the long, 
  spiralling horn mounted in the centre of their foreheads. 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1–3
  Right Leg
  6/4
  CON
  1D6
  4
  4–6
  Left Leg
  6/4
  SIZ
  2D6+6
  13
  7–9
  Abdomen
  6/5
  INT
  0
  0
  10–12
  Chest
  6/6
  POW
  0
  0
  13–15
  Right Arm
  6/3
  DEX
  1D6+12
  16
  16–18
  Left Arm
  6/3
  CHA
  —
  —
  19–20
  Head
  6/4
  Combat Actions
  2
  Typical Armour: Ancient Bronze Plate (AP 6, –9 Strike Rank Penalty)
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: Dark Sight
  Movement
  8m
  Strike Rank
  +8 
  (–1 
  if 
  armoured)
  Skills: Athletics 30%, Evade 45%, Persistence 0%, Resilience 22%
  Combat Styles
  Weapon 36%
  Weapons
  Type 
   
  Size 
  Reach 
  Weapon Skill 
  Damage  
  AP/HP
  Longspear 
  L 
  VL 
  36% 
   
  1D10+1+1D2 
   
  4/10
  Shortsword 
  M 
  S 
  36% 
   
  1D6 +1D2 
   
  6/8
  Extremely intelligent, unicorns are solitary, forest-dwelling creatures. 
  They are immortal and have a natural afﬁ nity with forest-tied 
  creatures such as elves/adryami, forest spirits, satyrs and so on. They 
  are attuned to purity: of body and spirit. Any Adventurer that can 
  demonstrate purity in both these ways (and it is not an easy thing to 
  do) will ﬁ nd that the unicorn acts with friendliness towards them.
  The unicorn’s horn is a powerful source of magical healing. It acts 
  as a Cure Disease/Poison spell and will cure magical diseases and 
  poisons with a potency less than the unicorn’s Persistence. The 
  horn also acts as a Heal Body spell with a Magnitude of 1D6 and 
  Heal Mind. However, the magic only works if the unicorn offers 
  the healing willingly. Forcing a unicorn to use its magic or cutting 
  off the horn in the hope of gaining a permanent healing implement 
  renders the magic useless.
  Combat Notes
  Unicorns are peaceful creatures but will ﬁ ght to defend themselves 
  and are natural enemies of Chaos, launching an attack on any 
  Chaos creature or servant of Chaos, on sight. The damage from 
  the horn is considered magical damage (although the Damage 
  Modiﬁ er is not). The horn can Impale and an impaled victim is 
  then subjected to kicks from the forelegs.
  In the Arena
  No unicorn has ever been used in the arena. Those few that have 
  been captured have all died before they could be put into combat. 
  Unicorns are noble animals of huge integrity and they will end 
  their own lives voluntarily rather than be subjected to such a 
  degrading spectacle.
  
  142
   Vampire
  The pinnacle of the undead form is the vampire. These beings are 
  pale-skinned, parasitic creatures that were once mortal and now 
  survive in immortality only by feeding on the lives of others. 
  They cast no reﬂ ection, have no shadow and they do not 
  breathe as true mortals do. Any sentient creature can become 
  a vampire, though they are most often humans before they 
  are Turned.
  As supernatural predators without equal, vampires are 
  incredibly strong and resilient to harm. When becoming 
  a vampire, a character’s STR and DEX scores both 
  double and he gains limited natural armour in the 
  form of his hardened skin. Vampires also possess the 
  traits Night Sight and Life Sense. Coupled with near-
  immortality and several further beneﬁ ts of the vampiric 
  form described, it is easy to see why this state of undeath 
  holds such a macabre appeal.
  Vampires can only gain sustenance by drinking the blood 
  or souls of living beings. To feed from a resisting victim, 
  a vampire must somehow restrain the victim and somehow 
  succeed in a subsequent bite attack. The bite attack drains 
  either blood, in the form of CON, or the soul, in the form 
  of POW. The damage from the bite is applied to one of these 
  characteristics directly, rather than to Hit Points. The amount of 
  CON or POW sapped is added to the vampire’s own CON or 
  POW; thus, the more a vampire feeds, the stronger he becomes. A 
  human vampire can drain up to 21 CON or 21 POW and other 
  species can drain up to their respective species maximum. However, 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1-2
  Right Hind Leg
  3/9
  CON
  3D6+12
  23
  3-4
  Left Hind Leg
  3/9
  SIZ
  2D6+12
  19
  5-7
  Hindquarters
  3/10
  INT
  2D6+6
  13
  8-10
  Forequarters
  3/10
  POW
  2D6+12
  19
  11-13
  Right Front Leg
  3/9
  DEX
  3D6+3
  14
  14-16
  Left Front Leg
  3/9
  CHA
  3D6+6
  17
  17-20
  Head
  3/9
  Combat Actions
  3
  Typical Armour: Tough hide. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  19
  Traits: Formidable Natural Weapons, Life Sense, Night Sight
  Movement
  12m
  Strike Rank
  +14
  Skills: Athletics 75%, Evade 50%, Perception 75%, Persistence 67%, Resilience 
  79%, Survival 50%
  Combat Styles
  Horn 70%, Kick 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Horn 
   
  L 
  L 
  1D8+1D6 
  As for Head
  Kick 
   
  L 
  M 
  1D6+1D6 
  As for Leg
  
  143
  a vampire can reach satiation without completely draining a victim 
  of characteristic points. Each round the vampire makes either a 
  Resilience or Persistence test, depending on whether or not it feeds 
  on blood or souls. If the roll succeeds, then the vampire continues 
  to feed. When the roll fails, it has drunk enough and ceases.
  The amount of CON or POW drained sustains the vampire for 
  a number of days equal to the number of points drunk: it need 
  not feed again and will feel no compulsion to do so but may feed 
  if it wishes, until it reaches either satiation or its consumption 
  limit (21 or species maximum). The amount of characteristic 
  points drained dissipate at the rate of 1 point every day: thus, 
  the vampire’s CON or POW diminishes by one point the day 
  after feeding but it will not feel compelled to feed until all the 
  characteristic points it has fed on have diminished. Furthermore, 
  the vampire’s CON or POW will not fall below its original, 
  living, level. Thus, a vampire with CON 11 could drain up to 21 
  points of blood in one feeding session, gaining a CON of 32. It 
  will feel no compulsion to feed again for 21 days but its CON 
  will drop by one point per day until it reaches 11 – at that stage, 
  the compulsion to feed is overwhelming.
  If the vampire feeds on souls, even POW dedicated to a Pact 
  is consumed; and, in fact, this is consumed ﬁ rst. Thus, a soul-
  feeding vampire can effectively break the link a victim has with 
  a god – and does so deliberately to prevent interferences from 
  meddling deities.
  If a character is reduced to zero CON or POW by a vampire, 
  either in one or several feeding attacks, there is a chance equal 
  to the vampire’s original POW x3 that the victim will resurrect 
  as a vampire, enthralled to the one who created him. If the POW 
  x3 roll fails then the victim simply dies. If the roll succeeds, he 
  resurrects as a vampire after a number of days equal to his original 
  CON or POW subtracted from 21.
  Vampires have the ability to shapeshift into mist at will. As a single 
  Combat Action, the vampire (and every non-living item on his 
  person) dissolves into a thin, greenish fog approximately the same 
  SIZ as he was in the ﬂ esh. As a mist, the vampire is immune to 
  all types of physical damage but cannot take any action except 
  Movement. In mist form, a vampire moves at the same speed as he 
  would normally and is unaffected by strong winds.
  There is a chance equal to the vampire’s POW that it also has the 
  ability to transform into a wolf or bat. If the roll to determine this 
  additional ability is a critical success, then the vampire can assume 
  the form of both. As with the mist transformation, such changes 
  take a Combat Action to perform.
  Vampires retain all Common Magic and Sorcery known before 
  their transformation. Any Divine Magic is lost. However, if the 
  vampire is created by a vampire cult, such as the Gloranthan cult 
  of Vivamort, then it can learn Divine Magic from that cult in 
  precisely the same way as for any other cult.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6x2
  22
  1-3
  Right Leg
  2/5
  CON
  3D6
  11
  4-6
  Left Leg
  2/5
  SIZ
  2D6+6
  13
  7-9
  Abdomen
  2/6
  INT
  2D6+6
  13
  10-12
  Chest
  –/7
  POW
  3D6
  14
  13-15
  Right Arm
  –/4
  DEX
  3D6x2
  22
  16-18
  Left Arm
  –/4
  CHA
  3D6
  11
  19-20
  Head
  2/5
  Combat Actions
  3
  Typical Armour: Fur and hide on the lower half. No Armour Penalty
  Damage Modiﬁ er
  +1D4
  Magic Points
  14
  Traits: Blood/Soul Drain, Life Sense, Night Sight
  Movement
  10m
  Strike Rank
  +18
  Skills: Athletics 75%, Evade 60%, Insight 75%, Perception 80%, Persistence 60%*, 
  Resilience 60%*, Stealth 80%, Survival 65%, Track 60%, Unarmed 80%
  *Base values. Will change according to how much the vampire feeds.
  Common Magic 50%: 1D6 Magnitude of Common Magic spells
  Combat Styles
  Weapon from Life at previous skill value (typically 60%). Unarmed 80%, Bite 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Weapon  
  As per Weapon
  Bite 
   
  S 
  T 
  1D6+1D4 
  As for Head
  
  144
  Vampire Weaknesses
  Despite their undoubted power, vampires have certain inherent 
  weaknesses.
  X If a vampire is reduced to zero Hit Points in its Head or Chest 
  Hit Locations, it dies – albeit not necessarily for good. Upon 
  death, the vampire collapses to the ground and turns to mist at 
  the beginning of the next Combat Round. Before then, it can 
  be destroyed permanently by driving a stake through its heart 
  (the only way to prevent it turning to mist) and decapitating 
  it.
  X Vampires cannot stand the touch of natural sunlight. They 
  take one point of damage to every Hit Location per round that 
  they are exposed to the sun, though some will risk travelling in 
  the daylight hours by wearing layers of clothing and a hood to 
  cover as much of their body as possible.
  X The holy icons of some cults have proved effective against 
  vampires in the past. Cults that focus their energies against 
  the undead (such as those formed around Death, Law and 
  Light runes or similar gods) are the most likely to be effective, 
  though the end result is down to the Games Master to decide 
  what supernaturally offends any particular vampire. An elven 
  vampire, for example, might be repelled by symbols of nature 
  gods, rather than human symbols of holiness. Any character 
  presenting a holy symbol to a vampire as a Combat Action 
  matches their Persistence against the vampire’s Resilience in an 
  opposed check. They will receive bonuses or penalties at the 
  Games Master’s discretion, based on the appropriateness of 
  the symbol being displayed. On a successful test, the vampire 
  loses 1D4 Hit Points to a random Hit Location, unaffected by 
  armour or any of the vampire’s magic.
  Combat Notes
  When attempting to feed vampires need to restrain their prey. 
  This is done through an Unarmed attack using the Grip Combat 
  Manoeuvre – unless the prey is already helpless in some form 
  (unconscious or disabled). Thus, weapon attacks will always aim 
  to put the victim down and unable to defend against the bite, 
  when it comes.
  In the Arena
  Vampires can, and do, become gladiators – although their nature 
  may be known to none or only a handful of trusted individuals. 
  The issue of sunlight is countered through ﬁ ghting at night, 
  although the potency of vampires in general and the fear of them 
  by mortals, means that they are a rare gladiatorial addition.
   Werewolf
  Scholars are divided as to whether werewolves are humans who 
  turn into wolves or wolves who turn into humans – a simple 
  question no werewolf has ever bothered to answer. Whatever the 
  truth of the matter, a werewolf takes on the strength and senses of 
  a wolf at the expense of intelligence.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6 x2
  22
  1-2
  Right Hind Leg
  1/5
  CON
  3D6
  11
  3-4
  Left Hind Leg
  1/5
  SIZ
  2D6+6
  13
  5-7
  Hindquarters
  1/6
  INT
  (2D6+6)/2
  7
  8-10
  Forequarters
  1/7
  POW
  3D6
  11
  11-13
  Right Front Leg
  1/5
  DEX
  3D6+3
  14
  14-16
  Left Front Leg
  1/5
  CHA
  3D6
  11
  17-20
  Head
  1/5
  Combat Actions
  2
  Typical Armour: Tough hide. No Armour Penalty. Note resistance to mundane 
  damage.
  Damage Modiﬁ er
  +1D4
  Magic Points
  11
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +11
  Skills: Athletics 80%, Evade 55%, Perception 50%, Persistence 43%, Resilience 
  43%, Stealth 55%, Survival 40%, Track 50%
  Combat Styles
  Bite 55%, Claw 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP  
  Range
  Bite 
   
  L 
  S 
  1D8+1D4 
  As for Head
  Claw 
   
  M 
  M 
  1D6+1D4 
  As for Leg
  
  145
  Werewolves can change form at will, an act that requires two 
  Combat Actions to complete. On nights of a full moon, werewolves 
  have no choice but to assume beast form.
  The bite of a werewolf does not cause the recipient of the bite to 
  become a werewolf, to the contrary of much popular belief.
  While in wolf form, werewolves are immune to most damage. Only 
  magic, ﬁ re or weapons made of pure silver (or iron, in Glorantha) 
  will harm them – all other blows simply bounce off harmlessly. If a 
  normal sword with a Bladesharp 3 spell cast on it is used against a 
  werewolf, only the three points of damage from the spell will affect 
  the creature; the weapon’s normal damage, as well as the attacker’s 
  Damage Modiﬁ er, do not count. The werewolf’s thick skin, which 
  grants the beast one point of armour, would reduce the Bladesharp 
  spell’s damage to two. If the entire weapon is enchanted, such as 
  with a Fireblade spell, the entire damage rolled will count, though 
  the wielder’s Damage Modiﬁ er will still be ignored.
  Werewolves can be poisoned, so long as the poison can be 
  introduced to the creature’s body. They are living entities who 
  require oxygen and thus may be asphyxiated or drowned.
  The statistics are for a typical werewolf form. For human 
  characteristics, use the standard RuneQuest rules for creating a 
  character.
  Gloranthan Werewolves
  The Telmori hsunchen of Glorantha (see Glorantha: The Second 
  Age) are capable of transforming into wolves in Wildday. This 
  process does not create the werewolf below but a mundane wolf 
  as described on page 170. Rune Lords of the Telmor cult may, 
  however, adopt the version of the werewolf described here, with 
  the properties described above.
  Combat Notes
  Werewolves ﬁ ght to feed; thus they attempt to inﬂ ict maximum 
  damage whenever possible and will choose the head location in a 
  bid to bite-out the throat. The talons of a werewolf are surprisingly 
  strong and can Sunder armour.
  In the Arena
  Werewolves are not common arena combatants but a werewolf 
  gladiator may be encountered from time-to-time, with the wolf 
  form being unleashed at an appropriate point in the combat. 
  Werewolf gladiators tend not to wear armour, which would inhibit 
  the transformation process.
  
  146
   Wyrm
  Wyrms are serpentine, legless, winged relatives of dragons. Possessed 
  of intelligence akin to that of a human, a wyrm is a patient, 
  dangerous foe but it lacks the superior insight and intelligence of 
  a true dragon.
  Solitary hunters, it is very rare to ﬁ nd a group of wyrms acting in 
  concert, though sometimes a few individuals will join together for 
  a common purpose. Unlike dragons, wyrms cannot use magic.
  Upon hatching, a wyrm is about two metres long and has 3D6 SIZ 
  and STR. The wyrm will grow at the rate of 1D6 SIZ and STR every 
  ﬁ ve years until it reaches the age of 35, when the creature’s growth 
  slows dramatically. By this point the creature is some nine metres in 
  length. After age 35, a wyrm will continue to gain 1D6 SIZ and STR 
  every 50 years. A wyrm may live for many hundreds of years.
  The Characteristics given below are for a wyrm between 35 and 
  85 years old.
  Combat Notes
  As biting leaves the head vulnerable to damage, the tail is used as a 
  potent weapon to bash and ﬂ atten foes. Once down, and hopefully 
  helpless, then the jaws are used to ﬁ nish the job. If a wyrm is forced to 
  battle on the ground it folds its wings in ﬂ at and rears and darts with 
  the agility of any snake but using its tail and jaws to defend itself.
  In the Arena
  Wyrms under magical control, or with their wings restrained in 
  some way, are popular spectacles, compensating for the logistical 
  problems of staging arena contests with dragons. These are ﬁ erce, 
  clever, merciless enemies that enjoy the applause of the crowd every 
  bit as much as other gladiators.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  11D6
  39
  1-4
  Tail
  8/11
  CON
  4D6
  14
  5-8
  Abdomen
  8/12
  SIZ
  3D6
  11
  9-12
  Chest
  8/13
  INT
  3D6
  11
  13-14
  Right Wing
  8/10
  POW
  3D6+6
  17
  15-16
  Left Wing
  8/10
  DEX
  2D6+6
  14
  17-20
  Head
  8/11
  CHA
  3D6
  11
  Combat Actions
  3
  Typical Armour: Tough hide. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  17
  Traits: Dark Sight, Formidable Natural Weapons, Night Sight
  Movement
  6m/12m
  Strike Rank
  +13
  Skills: Athletics 80%, Brawn 75%, Evade 65%, Inﬂ uence 60%, Perception 45%, 
  Persistence 61%, Resilience 52%
  Combat Styles
  Bite 85%, Tail Bash 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  H 
  VL 
  1D10+1D10 
  As for Head
  Tail 
   
  H 
  VL 
  1D20+1D10 
  As for Tail
  
  147
   Wyvern
  A distant and less dangerous relative of the dragon, wyverns are 
  solitary hunters the size of a horse. A wyvern has two legs, two 
  wings, no forelimbs and a tail tipped with a lethal poison stinger, 
  long enough to reach around the wyvern to strike an enemy in 
  front of the creature.
  Like wyrms, their cousins, wyverns are cunning and dangerous 
  but lack the insight and magical abilities of true dragons.
  Combat Notes
  The sting is the favoured weapon of the wyvern and it has 
  the following characteristics:
  Application: Injected or smeared.
  Onset time: Immediate.
  Duration: 1D6 Days.
  Resistance Time: Daily. The ﬁ rst Resistance roll must be made 
  at the end of the Onset Time, then daily thereafter. Successfully 
  resisting the poison allows the victim to avoid suffering the 
  Conditions until the next roll must be made. 
  Potency: 50+ CON of wyvern.
  Resistance: Resilience.
  Conditions: Agony and Paralysis 
  Antidote/Cure: Healing skill and magic.
  In the Arena
  Like wyrms, wyverns make an excellent substitute for dragons in 
  arena combat. With their wings tethered they can also be used as 
  mounts and in Glorantha, EWF combat trainees use wyverns in 
  their arenas as training mounts for graduation to dinosaurs, as well 
  as war mounts in their own right.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+12
  26
  1-3
  Right Leg
  5/9
  CON
  2D6+12
  19
  4-6
  Left Leg
  5/9
  SIZ
  4D6+12
  26
  7-8
  Abdomen
  5/10
  INT
  7
  7
  9-11
  Chest
  5/11
  POW
  3D6
  11
  12
  Tail
  5/9
  DEX
  2D6+6
  14
  13-14
  Right Wing
  5/8
  15-16
  Left Wing
  5/8
  17-20
  Head
  5/9
  Combat Actions
  3
  Typical Armour: Scales. No Armour Penalty. 
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Dark Sight, Night Sight, Poison Sting
  Movement
  8m/16m
  Strike Rank
  +14
  Skills: Athletics 60%, Brawn 80%, Perception 35%, Resilience 67%, Survival 40%
  Combat Styles
  Bite 55%, Sting 70%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP 
  Bite 
   
  H 
  VL 
  1D10+1D12 
   
  As for Head
  Sting 
   
  H 
  VL 
  1D6+1D12+ Poison 
  As for Tail
  
  148
   Zombie
  A zombie is a corpse that has been animated by dark magic. A zombie 
  has only shreds of its original mind left and is generally either under 
  the control of a master or follows its natural hunger to feed on living 
  ﬂ esh. Since a zombie is comprised of rotting ﬂ esh, they sometimes 
  carry diseases which can be passed on via wounds they inﬂ ict.
  Zombies have very low INT, POW and CHA, as they have virtually 
  no intelligence, will or personalities of their own. As such, attempts to 
  control a zombie’s mind or inﬂ uence its personality will suffer a –50% 
  penalty. Zombies are also immune to fatigue, disease and poisons.
  Combat Notes
  Slow and ponderous, the tenacious nature of zombies still makes 
  them a formidable foe, especially in large numbers where a gang 
  of the undead can outnumber and overwhelm a foe. The unarmed 
  attack of the zombie is a ﬂ ailing, grasping ﬂ urry that aims to 
  randomly Grip or Bash with little strategy or reasoning. They do, 
  however, concentrate on attacking rather than defending, so that 
  single Combat Action is almost always used offensively.
  In the Arena
  A horde of zombies, animated from the corpses of dead gladiators, 
  slaves or prisoners, make for a grisly arena spectacle, with victorious 
  gladiators being made to face their victims once more. On some 
  occasions zombies are buried beneath the arena and magically 
  controlled to explode forth in the midst of another combat, 
  attacking any of the gladiators randomly. In all arena combats 
  where zombies are used, they are brought forth in multiples so 
  that the chances of overwhelming a target are heightened.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1–3
  Right Leg
  –/4
  CON
  1D6
  4
  4–6
  Left Leg
  –/4
  SIZ
  2D6+6
  13
  7–9
  Abdomen
  –/5
  INT
  1D3
  2
  10–12
  Chest
  –/6
  POW
  1D3
  2
  13–15
  Right Arm
  –/3
  DEX
  1D6+3
  7
  16–18
  Left Arm
  –/3
  CHA
  —
  —
  19–20
  Head
  –/4
  Combat Actions
  1
  Typical Armour: None
  Damage Modiﬁ er
  +1D6
  Magic Points
  2
  Traits: Dark Sight, Diseased (GM’s choice), Night Sight
  Movement
  4m
  Strike Rank
  +5
  Skills: Athletics 35%, Persistence 16%, Resilience 22%
  Combat Styles
  Unarmed 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Unarmed 
  S 
  T 
  1D3+1D6 
  As for Arm
  
  Mammals
  T
  149
   
     his chapter concerns traditional mammals; those  
   
  familiar to our own world. Just about all these creatures 
  have ﬁ xed INT making them unsuitable as adventurers, with the 
  exception of the Gloranthan baboon.
  The chapter also includes certain non-mammals, such as the giant 
  crab, which are familiar enough creatures but ﬁ t best into this 
  category.
  Using these creatures in a coliseum environment is not at all 
  difﬁ cult. The Romans regularly staged contests involving the 
  slaughter of captured mammals in their thousands and the spectacle 
  of a gladiator facing a ﬁ erce predator such as a lion or tiger was a 
  popular draw.
   Baboon
  Baboons are omnivorous primates that subsist mostly on fruits 
  and roots, though they do hunt live prey from time-to-time. They 
  gather in groups of as many as 100 individuals, ruled over by a 
  handful of dominant males (roughly 10% of the population). 
  Baboon troops are amazingly well organised. No matter what the 
  rest of the group may be doing, there are always enough sentinels 
  on guard to watch for intruders. When baboons are travelling, 
  the females and young are kept to the centre, closely guarded by 
  the dominant males, while the lesser males scout ahead and guard 
  the perimeter. If a baboon group encounters a superior foe, the 
  baboons will scatter and climb trees or rocks for protection.
  Gloranthan Baboons
  In the Dawn Age, baboons lived in Genert’s garden and, when 
  Chaos destroyed it, they were forced to ﬂ ee, running wild to the 
  east. Their cleverness preserved them whilst many others died or 
  lost their intelligence. They prevailed because they were not people 
  and did not rely on ﬁ re and clothing to live meaningful lives. This 
  still holds true and is a founding myth for Praxian baboon troops.
  In Glorantha, baboons are sapient creatures with the power 
  of speech and are native to Prax. Leaders are those who have 
  dominance in combat and have fought their way to the top of the 
  troop. Only leaders have the right to partner with females.
  Praxian baboons are regarded suspiciously by other cultures 
  although this does not prevent them being employed as scouts or 
  trackers. For their part, baboons consider themselves superior to 
  humans and part of this attitude prevents baboons from teaching 
  their guttural language to humans, relying instead on learning 
  enough human language (Tradetalk, typically) to allow them 
  to converse. Gloranthan baboons are spirit worshippers, with a 
  wide array of baboon ancestors headed by Grandfather Papio the 
  ancestor who led the exodus from Genert’s Garden and fooled 
  Undaka the Smasher who believed baboons were people.
  Gloranthan baboons can therefore be used as adventurers. Their 
  statistics are the same as for ﬁ xed INT baboons but instead roll 
  INT on 3D6.
  Cultural Background
  Primitive
  Professions
  As per Primitive but excluding farmers, herders and so forth. 
  Baboons can be shaman and use Spirit Magic but Common Magic 
  is beyond them – another distinguishing feature from humans that 
  baboons consider a superior position.
  Combat Notes
  Fixed INT baboons ﬁ ght with their powerful bite but only do so 
  in defence of females or territory. Usually they will remain out of 
  harm’s reach.
  Gloranthan baboons use simple short spears – ﬁ re-hardened sticks 
  or stronger weapons they have stolen or bought from someone 
  
  150
  else. They do not exhibit much ﬁ nesse, always aiming to Maximise 
  Damage whenever possible.
  In the Arena
  Baboons are usually deployed as a small troop to harass other 
  combatants rather than as a threat in themselves. Starved for a few 
  days beforehand their natural ferocity is heightened and controlling 
  spells help direct that ferocity more effectively.
  Gloranthan baboons may become gladiators and it is not beyond 
  measure that they might also excel in this profession – although 
  gaining popularity is always going to be difﬁ cult given the natural 
  suspicion humans have towards them and their own poor opinion 
  of humans. However, strong baboons are used to ﬁ ghting for 
  supremacy amongst their own kind and so the rites of the arena 
  holds little fear for them and some even use arena combat as a way 
  of proving their own entitlement to leading a troop.
   Bear, Brown
  Bears are often unpredictable and can display vicious or cowardly 
  behaviour on a whim. Some adventurers manage to scare them 
  away from camps with bravado while others have paid a heavy 
  price for this approach. Sleeping for long periods over winter, 
  bears will occasionally forage the snow-bound wilderness, typically 
  preying on cattle and deer but, being true omnivores, they are also 
  opportunistic when it comes to food.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1-3
  Right Leg
  1/4
  CON
  3D6
  11
  4-6
  Left Leg
  1/4
  SIZ
  2D3+1
  5
  7-9
  Abdomen
  1/5
  INT
  6
  6
  10-12
  Chest
  1/6
  POW
  3D6
  11
  13-15
  Right Arm
  1/3
  DEX
  3D6+6
  17
  16-18
  Left Arm
  1/3
  CHA
  2D6
  7
  19-20
  Head
  1/4
  Combat Actions
  3
  Typical Armour: Hide. No Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +15
  Skills: Athletics 80%, Evade 35%, Perception 45%, Persistence 43%, Resilience 
  43%, Stealth 55%, Survival 40%, Track 40%
  Combat Styles
  Bite 40%
  Gloranthan Baboons: Spear 35%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  S 
  T 
  1D8–1D2 
  As for Head
  Short Spear 
  M 
  L 
  1D8+1–1D2 
  4/5
  
  151
  Bear, Brown
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+15
  26
  1-3
  Right Hind Leg
  3/8
  CON
  2D6+6
  13
  4-6
  Left Hind Leg
  3/8
  SIZ
  3D6+15
  26
  7-9
  Abdomen
  3/9
  INT
  5
  5
  10-12
  Chest
  3/10
  POW
  3D6
  11
  13-15
  Right Front Leg
  3/8
  DEX
  3D6
  11
  16-18
  Left Front Leg
  3/8
  19-20
  Head
  3/8
  Combat Actions
  2
  Typical Armour: Fur, 3 Armour Points
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  24m
  Strike Rank
  +11
  Skills: Athletics 60%, Perception 50%, Persistence 43%, Resilience 49%, Stealth 
  15%, Survival 60%, Swim 45%, Track 25%
  Combat Styles
  Bite 60%, Claw 50%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D8+1D12 
  As for Head
  Claw 
   
  M 
  S 
  1D6+1D12 
  As for Leg
  Bear, Polar
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+21
  32
  1-3
  Right Hind Leg
  3/9
  CON
  2D6+6
  13
  4-6
  Left Hind Leg
  3/9
  SIZ
  3D6+21
  32
  7-9
  Abdomen
  3/10
  INT
  5
  5
  10-12
  Chest
  3/11
  POW
  3D6
  11
  13-15
  Right Front Leg
  3/8
  DEX
  3D6
  11
  16-18
  Left Front Leg
  3/8
  19-20
  Head
  3/9
  Combat Actions
  2
  Typical Armour: Fur, 3 Armour Points
  Damage Modiﬁ er
  +2D6
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  24m
  Strike Rank
  +11
  Skills: Athletics 25%, Brawn 50%, Perception 50%, Persistence 43%, Resilience 
  55%, Stealth 25%, Survival 60%, Swim 80%, Track 35%
  Combat Styles
  Bite 65%, Claw 55%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D8+2D6 
  As for Head
  Claw 
   
  M 
  S 
  1D6+2D6 
  As for Leg
  
  152
  Combat Notes
  Bears rely on their fearsome claws ﬁ rst and foremost. Claws are 
  capable of Sundering and a bear will try to rip through armour or 
  bypass it, to inﬂ ict the most damage. The claws are also used to 
  Grip, thus allowing the creature to pull the opponent close for a 
  bite – which can also sunder.
  In the Arena
  Popular in arenas, bears may be tethered to heighten their 
  anger or starved and released against gladiators. The larger and 
  more ferocious the specimen, the greater the spectacle and the 
  appreciation of the crowd.
   Bear, Polar
  One of the largest and most aggressive species of bear, the polar 
  bear lives on the frozen wastes and ice ﬂ oes of the world’s arctic 
  regions. It is a strictly carnivorous creature, dining primarily on 
  seals and ﬁ sh.
  Polar bears are excellent swimmers. They have little fear of humans 
  and will often treat them as prey if they come into the bears’ 
  territory.
  Combat Notes
  As per Brown Bear
  In the Arena
  As per Brown Bear
   Boar
  Boars are wild, feral pigs with wiry coats, long tusks and extremely 
  poor dispositions. They are commonly encountered in small 
  groups of 2 to 12 individuals and prefer forested areas.
  Boars are omnivorous, though the majority of their diet is composed 
  of roots and berries. They are ferociously territorial creatures who 
  will attack a much larger creature without hesitation. They are also 
  incredibly resilient to damage and do not need to make Resilience 
  rolls against any wounds save Major Wounds.
  Combat Notes
  The gore of a boar’s tusks is ferocious and it can both Sunder and 
  Impale, although these manoeuvres are applied only if the boar 
  strikes for a critical success. Otherwise the boar uses Bash as its 
  primary Combat Manoeuvre.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1–2
  Right Hind Leg
  2/6
  CON
  2D6+9
  16
  3–4
  Left Hind Leg
  2/6
  SIZ
  2D6+3
  10
  5–7
  Hindquarters
  2/7
  INT
  5
  5
  8–10
  Forequarters
  2/8
  POW
  3D6
  11
  11–13
  Right Front Leg
  2/5
  DEX
  3D6
  11
  14–16
  Left Front Leg
  2/5
  17–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour: Tough Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +11
  Skills: Athletics 25%, Evade 55%, Perception 50%, Persistence 43%, Resilience 
  58%, Stealth 55%, Survival 50%, Track 25%
  Combat Styles
  Tusk 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Tusk 
   
  M 
  T 
  1D8+1D2 
  As for Head
  
  153
  In the Arena
  Simulated boar hunts are a popular arena event, with gladiators, 
  equipped with shot spears and no armour, required to hunt down 
  a group of boar released into the arena. Foliage and cover may be 
  scattered around to give the boar some shelter and cover but the 
  natural tenacity of the boar means that a ﬁ ght is guaranteed. Dogs 
  may also be loosed to further harass and antagonise the boar.
   Cattle
  One of the most common domesticated beasts, cattle can be found 
  in virtually any human civilisation not in the arctic.
  The statistics below are designed for a bull but are also applicable 
  to domestic cows, oxen, bison and sundry other large herbivores.
  Combat Notes
  Herd cattle can trample en-masse if startled. A failed Persistence 
  roll indicates that the herd charges and tramples.
  Individual bulls will charge and gore, however. Bull horns are 
  capable of both Sundering and Impaling and, if a foe is Impaled, 
  the next Combat Action sees the bull aim to throw its victim with 
  a toss of its head. If the impaled victim is conscious, he may pit 
  either his Athletics or Acrobatics against the Brawn of the bull. If 
  successful, he remains impaled. If unsuccessful or if unconscious, 
  the victim is thrown a number of metres equal to 25–Victim’s SIZ, 
  suffering both damage from the removal of the Impaling horns, 
  plus falling damage due to the severity of the fall.
  In the Arena
  Bullﬁ ghts are descendents of arena contests and remain an arena 
  staple in many cultures. Bulls are bred for the ring with gladiators 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+6
  20
  1–2
  Right Hind Leg
  2/7
  CON
  2D6+9
  16
  3–4
  Left Hind Leg
  2/7
  SIZ
  2D6+9
  16
  5–7
  Hindquarters
  2/8
  INT
  4
  4
  8–10
  Forequarters
  2/9
  POW
  2D6
  7
  11–13
  Right Front Leg
  2/6
  DEX
  2D6
  7
  14–16
  Left Front Leg
  2/6
  17–20
  Head
  2/7
  Combat Actions
  2
  Typical Armour: Tough Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  7
  Traits: Trample
  Movement
  10m
  Strike Rank
  +8
  Skills: Athletics 55%, Brawn 55%, Perception 30% Persistence 31%, Resilience 
  58%, Survival 20%
  Combat Styles
  Charge 40%, Trample 55%, Gore (bulls only) 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Charge  
  VL 
  T 
  1D8+1D6 
  —
  Trample  
  VL 
  T 
  1D8+1D6 
  —
  Gore 
   
  L 
  S 
  1D6+1D6 
  As for Head
  
  154
  (matadors) armed only with a rapier. The matador lures the bull 
  into a charge which is then Evaded; the killing strike comes after 
  a prolonged session of lures and evades, playing both the bull 
  and the crowd to maximum advantage. In these contests the bull 
  attempts to charge and gore its tormentor.
  In Hawkmoon, the bull ﬁ ghts of the Kamarg aim not to kill the bull 
  but to pluck ribbons attached to its horn. In this case the matador 
  uses his Athletics or Acrobatics as the attacking skill, aiming to 
  pluck a ribbon successfully. The bulls, however, still charge with 
  the intent of harming the matador.
   Chimpanzee
  Chimpanzees are forest-dwelling apes slightly smaller than humans. 
  They are extremely intelligent creatures, with thin black hair and 
  long, muscular arms. Chimpanzees are quadrupeds, though they 
  can walk short distances on their hind legs and split their time 
  equally between walking on the ground and swinging from the 
  trees overhead.
  Chimpanzees are primarily herbivorous, subsisting almost entirely 
  on fruit and leaves, though they can also eat meat and insects. 
  They are found in bands of as many as 20 individuals of both 
  genders led by a dominant male.
  Some male chimps will use clubs for threatening gestures and, from 
  time to time, will even wield them in combat. Most chimpanzees 
  would never use weapons, however.
  Combat Notes
  If forced to defend themselves, chimps can hurl missiles using 
  Athletics or lash out with their ﬁ sts and feet using the Unarmed 
  skill. If a chimp is in a tree, it can use branches to deliver swinging 
  kicks and punches, augmenting its Unarmed with +10% reﬂ ecting 
  its natural Athletics prowess.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1-3
  Right Leg
  –/5
  CON
  3D6
  11
  4-6
  Left Leg
  –/5
  SIZ
  2D6+6
  13
  7-9
  Abdomen
  –/6
  INT
  7
  7
  10-12
  Chest
  –/7
  POW
  3D6
  11
  13-15
  Right Arm
  –/4
  DEX
  3D6+6
  17
  16-18
  Left Arm
  –/4
  CHA
  2D6
  7
  19-20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +16
  Skills: Athletics 95%, Evade 45%, Perception 30%, Persistence 43%, Resilience 
  43%, Stealth 55%, Survival 45%, Track 40%
  Combat Styles
  Bite 35%, Unarmed 45%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  S 
  T 
  1D6+1D2 
  As for Head
  Unarmed 
  M 
  M 
  1D3+1D2 
  As for Arm
  
  155
  In the Arena
  A cruel sight is cladding a chimpanzee in human gladiator regalia 
  and pitting it against a larger foe. Usually, though, chimps are not 
  ideal arena combatants and are used more to cause a nuisance than 
  stage a full event. 
   Crab, Giant
  Crabs are the largest of all anthropods but the very largest are 
  restricted to deep water. Land crabs are known to rove as far as 
  several miles inland, except during breeding season, when they 
  remain on the beach or in the shallows.
  Crabs are opportunistic scavengers who will attack anything that 
  looks even remotely edible.
  Combat Notes
  Giant crabs use their immense claws to both Bash and Grip. The 
  claws are capable of the Sunder Combat Manoeuvre although this 
  is applied only if the crab scores a critical success on an attack. 
  Otherwise it relies on a grip with one claw and a straightforward 
  damage-inﬂ icting attack with the second. Note that crabs are 
  unlikely to parry, relying on their carapace to defend against most 
  damage.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+24
  35
  1
  Right Rear Leg
  8/8
  CON
  3D6+6
  17
  2
  Left Rear Leg
  8/8
  SIZ
  3D6+24
  35
  3
  Right Hind Leg
  8/8
  INT
  2
  2
  4
  Left Hind Leg
  8/8
  POW
  3D6
  11
  5-8
  Body
  8/13
  DEX
  2D6
  7
  9
  Right Centre Leg
  8/8
  10
  Left Centre Leg
  8/8
  11
  Right Front Leg
  8/8
  12
  Left Front Leg
  8/8
  13-14
  Right Claw
  8/9
  15-16
  Left Claw
  8/9
  17-20
  Head
  8/10
  Combat Actions
  1
  Typical Armour: Carapace. No Armour Penalty
  Damage Modiﬁ er
  +2D6
  Magic Points
  11
  Traits: Formidable Natural Weapons
  Movement
  10m
  Strike Rank
  +6
  Skills: Athletics 75%, Brawn 75%, Perception 40%, Persistence 43%, Resilience 
  61%, Stealth 55%, Track 20%
  Combat Styles
  Claw 50%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Claw 
   
  E 
  VL 
  1D10+2D6 
  As for Claw
  
  156
  In the Arena
  A giant crab makes for a formidable opponent against several 
  unarmoured gladiators who are equipped with double-handed 
  axes to cleave into and through the carapace. The outcome of a 
  giant crab contest where the gladiators are successful may mean 
  free fresh crabmeat for the whole audience.
   Deer
  One of the most common food sources for human civilisations, 
  as well as a number of large carnivores, deer are a wary and easily 
  frightened species. They dwell mostly on the fringes of forests and 
  in brushy areas where they follow well-established feeding and 
  migration trails. A deer will only attack if it has no other choice.
  Deer live in small herds, consisting of a number of does and fawns 
  with either one dominant stag or a small group of bachelor stags. 
  The statistics given are for a stag; does have SIZ 3D6+9.
  Combat Notes
  Stags will attack if does and fawns are threatened or if it is cornered 
  but otherwise they choose to ﬂ ee from danger.
  In the Arena
  Deer are not suitable arena fodder as hunting them in the wild 
  provides for cheap, frequent sport in most cultures.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1–2
  Right Hind Leg
  1/7
  CON
  3D6
  11
  3–4
  Left Hind Leg
  1/7
  SIZ
  3D6+12
  23
  5–7
  Hindquarters
  1/8
  INT
  4
  4
  8–10
  Forequarters
  1/9
  POW
  2D6
  7
  11–13
  Right Front Leg
  1/6
  DEX
  3D6+6
  17
  14–16
  Left Front Leg
  1/6
  17–20
  Head
  1/7
  Combat Actions
  3
  Typical Armour: Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D6
  Magic Points
  7
  Traits: None
  Movement
  12m
  Strike Rank
  +13
  Skills: Athletics 75%, Evade 70%, Perception 95%, Persistence 31%, Resilience 
  58%, Stealth 25%
  Combat Styles
  Head Butt 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Head Butt 
  L 
  S 
  1D6+1D6 
  As for Head
  
  157
   Dog
  All dogs are descended from wolves but millennia of crossbreeding 
  and diversiﬁ cation has produced the myriad breeds (mongrel and 
  pedigree) found across the world. Dogs are easily domesticated, 
  display high degrees of loyalty and can be crossbred to a huge 
  variety of purposes. The hearing and sense of smell in all dogs is 
  incredibly acute, reﬂ ected in the Perception rating.
  Breeds of dogs come as small as STR 1D3 and SIZ 1D3 or as 
  large as STR 2D6+3 and SIZ 2D6+3. The statistics here are for a 
  medium sized mongrel.
  Left to their own devices, dogs hunt in packs composed of members 
  of both sexes, led by a single dominant individual.
  Combat Notes
  Once a dog connects with its bite, it Grips the opponent and shakes 
  its head and body to tear at the ﬂ esh. Once a dog has gripped 
  an opponent successfully in this way, it loses its negative damage 
  modiﬁ er and inﬂ icts 1D4 damage as it pulls and rends.
  In the Arena
  Packs of dogs are frequently pitted against bulls, bears and 
  other mammals, accompanying other forms of gladiators. 
  Dogs are not usually pitted against another animal 
  without someone acting as a controller.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+1
  4
  1–2
  Right Hind Leg
  –/3
  CON
  3D6
  11
  3–4
  Left Hind Leg
  –/3
  SIZ
  1D6
  3
  5–7
  Hindquarters
  –/4
  INT
  5
  5
  8–10
  Forequarters
  –/5
  POW
  1D6+6
  9
  11–13
  Right Front Leg
  –/2
  DEX
  2D6+6
  13
  14–16
  Left Front Leg
  –/2
  17–20
  Head
  –/3
  Combat Actions
  2
  Typical Armour: None
  Damage Modiﬁ er
  –1D6
  Magic Points
  9
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +12
  Skills: Athletics 60%, Evade 30%, Persistence 37%, Perception 85%, Resilience 
  43%, Stealth 45%, Survival 30%, Track 85%
  Combat Styles
  Bite 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D6–1D6 
  As for Head
  
  158
   Elephant
  Elephants need little introduction. They usually travel in herds 
  and live on savannahs, tropical plains and in lightly wooded areas. 
  An elephant stands a little more than three metres tall and has a 
  large, prehensile trunk and a pair of tusks.
  Elephants travel in herds, though these herds will sometimes 
  break up temporarily when the elephants are feeding. A 
  solitary elephant is almost certainly a rogue beast, expelled 
  from its herd because of its poor temperament. If one 
  member of a herd is sick or wounded, the remainder of 
  the herd will actively protect it.
  Elephants are intelligent beasts who learn very quickly. 
  They can be domesticated and trained and in some cultures 
  are used as mounts.
  Combat Notes
  Elephants can Grip opponents with their trunk, effectively 
  immobilising them and then attempting to throw them. A 
  successful throw occurs if the victim cannot break free on the 
  Combat Action following the Grip and if the elephant succeeds in 
  a Brawn roll. The victim is thrown 2D6 metres and may sustain 
  falling damage.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+24
  45
  1-2
  Right Hind Leg
  3/15
  CON
  3D6+15
  26
  3-4
  Left Hind Leg
  3/15
  SIZ
  6D6+30
  51
  5-8
  Hindquarters
  3/16
  INT
  6
  6
  9-12
  Forequarters
  3/17
  POW
  2D6+6
  13
  13-14
  Right Front Leg
  3/15
  DEX
  3D6
  11
  15-16
  Left Front Leg
  3/15
  17
  Trunk
  3/14
  18-20
  Head
  3/15
  Combat Actions
  2
  Typical Armour: Hide. No Armour Penalty
  Damage Modiﬁ er
  +2D12
  Magic Points
  13
  Traits: Trample
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 60%, Brawn 80%, Perception 65%, Persistence 49%, Resilience 
  88%
  Combat Styles
  Trunk 55%, Trample 50%, Gore 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Trunk 
   
  H 
  VL 
  Special  
  As for Trunk
  Trample  
  E 
  S 
  2D12 
   
  —
  Gore 
   
  H 
  L 
  1D10+2D12 
  As for Head
  
  159
  The tusks are also vicious impaling weapons. If a foe is Impaled, 
  the next Combat Action sees the elephant aim to throw its victim 
  with a toss of its head. If the impaled victim is conscious, he may 
  pit either his Athletics or Acrobatics against the Brawn of the 
  elephant. If successful, he remains impaled. If unsuccessful or if 
  unconscious, the victim is thrown a number of metres equal to 
  25–Victim’s SIZ, suffering both damage from the removal of the 
  Impaling tusks, plus falling damage due to the severity of the fall.
  In the Arena
  Elephants, provoked into fury through either antagonism or 
  controlling magic, are pitted against several human sized gladiators 
  where tusks counter spears and bladed weapons. In these contests, 
  shields are not allowed and gladiators must rely on their wits to 
  avoid being gored or ﬂ attened underfoot.
  Elephants are also used as war-mounts in all manner of contests 
  and battle recreations.
   Gorilla
  Largest of the primates, gorillas are naturally quadrupeds but are 
  also comfortable walking and standing on their hind legs. Gorillas 
  are primarily vegetarian, though they often supplement their diet 
  with insects and the occasional small animal. They are most often 
  found in small family groups led by an old silverback male.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+15
  36
  1-3
  Right Leg
  2/8
  CON
  2D6+6
  13
  4-6
  Left Leg
  2/8
  SIZ
  4D6+12
  26
  7-9
  Abdomen
  2/9
  INT
  7
  7
  10-12
  Chest
  2/10
  POW
  3D6
  11
  13-15
  Right Arm
  2/7
  DEX
  3D6+3
  14
  16-18
  Left Arm
  2/7
  19-20
  Head
  2/8
  Combat Actions
  3
  Typical Armour: Hide. No Armour Penalty
  Damage Modiﬁ er
  +2D6
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +14
  Skills: Athletics 75%, Brawn 70%, Evade 40%, Perception 40%, Persistence 43%, 
  Resilience 49%, Stealth 30%, Survival 40%
  Combat Styles
  Bite 35%, Unarmed 45%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  M 
  T 
  1D8+2D6 
  As for Head
  Unarmed 
  M 
  L 
  1D6+2D6 
  As for Arm
  
  160
  Gorillas are not an aggressive species but if one becomes angry, 
  it is easily capable of tearing a man or even a troll, limb from 
  limb. Female gorillas are smaller than males and have 1D6 
  less of both SIZ and STR.
  Combat Notes
  As for chimpanzee.
  In the Arena
  Male gorillas are used in the arena to battle similar sized foes who 
  are armed with a club or cudgel and a net. Controlling magic or 
  some other form of provocation is used to make the gorilla more 
  aggressive.
   Hawk
  Hawks are predatory birds that can be found in most climates, 
  from tropical to temperate to desert. A capable hunter who prefers 
  to fall upon its prey by dropping out of the sky, a hawk will not 
  attack anything that is not normally prey unless it is diseased, 
  magically compelled or the creature in question is menacing the 
  hawk’s young.
  This entry contains two hawks, one of a ‘normal’ size and another 
  of giant size, large enough to carry a passenger.
  The statistics given below are for a large hawk but may also be 
  applied to an owl or an eagle. Owls have the Night Sight trait.
  Combat Notes
  Trained birds of prey can be directed to attack larger targets than 
  their normal prey. In such circumstances, they opt for Choose 
  Location, targeting the head. As the entire mass of the bird is 
  concentrated on a small area and because the bird itself is small, 
  parrying it is impossible and the target must rely on Evade to 
  prevent from being pecked or scratched. Attacks focus on the 
  eyes, if possible and whilst a bird of prey may not inﬂ ict much in 
  the way of damage, they can blind and certainly cause pain and 
  distraction.
  In the Arena
  Not ideal arena combatants, save for in contests where trained 
  falconers send their birds to harass other combatants.
  Combat Notes
  The claws and beak of a giant bird of prey can Sunder. If simply 
  attacking to kill, a successful Grip Combat Manoeuvre allows the 
  bird to size the target in its claws and take to a height, dropping 
  what it carries – a far more effective way of eliminating a threat 
  than attempting to peck it to bits.
  In the Arena
  Giant birds of prey are too large to be used as arena fodder.
   Horse
  Of all domesticated animals, only dogs have been part of human 
  culture longer than horses. As such, many different breeds of horse 
  have emerged over the millennia, as humanity has bred this useful 
  servant to ﬁ ll a variety of specialised needs. The horse described 
  below is a typical working horse, suitable for riding or as a beast 
  of burden.
  Heavy horses – those used for ploughing ﬁ elds and as warhorses 
  – have an additional +4 STR, +4 CON and +4 SIZ.
  
  161
  Large Hawk
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D3
  2
  1-5
  Right Wing
  –/2
  CON
  2D3
  4
  6-10
  Left Wing
  –/2
  SIZ
  1D3
  2
  11-16
  Body
  –/4
  INT
  4
  4
  17-20
  Head
  –/3
  POW
  2D6
  7
  DEX
  3D6+18
  29
  Combat Actions
  4
  Typical Armour: None
  Damage Modiﬁ er
  –1D8
  Magic Points
  7
  Traits: Flying
  Movement
  16m ﬂ ying
  Strike Rank
  +19
  Skills: Athletics 90%, Evade 90%, Perception 110%, Persistence 31%, Resilience 
  22%, Stealth 100%, Survival 40%
  Combat Styles
  Bite 35%, Claw 50%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  S 
  T 
  1D4–1D8 
  As for Head
  Claw 
   
  S 
  T 
  1D6–1D8 
  –/2
  Giant Hawk
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+21
  42
  1-2
  Right Claw
  3/14
  CON
  5D6+15
  32
  3-4
  Left Claw
  3/14
  SIZ
  6D6+21
  42
  5-7
  Abdomen
  3/16
  INT
  4
  4
  8-9
  Chest
  3/17
  POW
  3D6
  11
  10-13
  Right Wing
  3/14
  DEX
  3D6+9
  20
  14-17
  Left Wing
  3/14
  18-20
  Head
  3/15
  Combat Actions
  3
  Typical Armour: Feathers. No Armour Penalty
  Damage Modiﬁ er
  +2D10
  Magic Points
  11
  Traits: Flying, Formidable Natural Weapons
  Movement
  20m ﬂ ying
  Strike Rank
  +14
  Skills: Athletics 90%, Evade 90%, Perception 110%, Persistence 43%, Resilience 
  95%, Stealth 75%, Survival 40%
  Combat Styles
  Bite 65%, Claw 80%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Bite 
   
  H 
  L 
  1D8+2D10 
  As for Head
  Claw 
   
  H 
  VL 
  1D6+2D10 
  As for Claw
  
  162
  Horse
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+18
  25
  1-3
  Right Hind Leg
  2/9
  CON
  3D6+6
  17
  4-6
  Left Hind Leg
  2/9
  SIZ
  2D6+18
  25
  7-9
  Abdomen
  2/10
  INT
  4
  4
  10-12
  Chest
  2/10
  POW
  3D6
  11
  13-15
  Right Front Leg
  2/9
  DEX
  2D6+3
  10
  16-18
  Left Front Leg
  2/9
  CHA
  —
  —
  19-20
  Head
  2/9
  Combat Actions
  2
  Typical Armour: Hide. No Armour Penalty
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  16m
  Strike Rank
  +9
  Skills: Athletics 75%, Brawn 60%, Persistence 43%, Resilience 61%, Survival 
  20%
  Combat Styles
  Kick 40%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Kick 
   
  M 
  M 
  1D6+1D10 
  As for Leg
  Combat Notes
  Horses can kick with their hind legs and rear and bash with their 
  forelegs: either attack is treated as a kick.
  In the Arena
  Horses are the natural choice for steeds and pulling chariots in 
  races (usually in teams of two). They are not used as combatants 
  in their own right.
   Lion
  Largest of the big cats, lions hunt in arid grasslands and live 
  communally in packs known as prides.
  A pride of lions is composed of lionesses, juveniles and a single 
  adult male who acts as the leader. The lionesses do the majority 
  of the hunting, whilst the males act mostly to defend the pride. A 
  male lion is usually easy to spot, as the majority have a dramatic 
  mane of fur framing their faces.
  Combat Notes
  A lion uses its claws to Grip and hold prey and then deliver a bite 
  on the next Combat Action. A similar tactic is used by lionesses 
  when giving chase to prey; both claws pull the prey to the ground 
  and it suffers falling damage as though falling from 3 metres before 
  the lioness then inﬂ icts a killing bite.
  In the Arena
  Caged lions are released against lightly armed and armoured 
  gladiators and, of course, against unarmed and unarmoured 
  prisoners/heretics who are to be punished or executed. Most lions 
  are starved before a contest, to ensure maximum aggression or are 
  controlled by magic to ensure a bloody contest.
   Mammoth
  Mammoths are closely related to elephants and far less common. 
  They are built much like elephants, save that they have larger heads 
  and tusks, smaller ears and a coat of thick fur. They usually travel 
  in herds and live in arctic and sub-arctic steppes. A mammoth 
  stands a little more than four metres tall and has a large, prehensile 
  trunk and a pair of tusks.
  Combat Notes
  As per Elephant (see page 158).
  In the Arena
  As per Elephant.
  
  163
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1-3
  Right Hind Leg
  2/6
  CON
  3D6
  11
  4-6
  Left Hind Leg
  2/6
  SIZ
  2D6+12
  19
  7-9
  Abdomen
  2/7
  INT
  5
  5
  10-12
  Chest
  2/7
  POW
  3D6
  11
  13-15
  Right Front Leg
  2/6
  DEX
  3D6+6
  17
  16-18
  Left Front Leg
  2/6
  CHA
  —
  —
  19-20
  Head
  2/6
  Combat Actions
  3
  Typical Armour: Fur, (AP 2)
  Damage Modiﬁ er
  +1D8
  Magic Points
  11
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +14
  Skills: Athletics 70%, Evade 45%, Perception 55%, Persistence 43%, Resilience 43%, 
  Stealth 50%, Survival 40%
  Combat Styles
  Bite 60%, Claw 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8+1D8 
  As for Head
  Claw 
   
  M 
  M 
  1D6+1D8 
  As for Leg
  
  164
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  10D6+30
  65
  1-2
  Right Hind Leg
  9/20
  CON
  4D6+21
  35
  3-4
  Left Hind Leg
  9/20
  SIZ
  10D6+30
  65
  5-8
  Hindquarters
  9/21
  INT
  6
  6
  9-12
  Forequarters
  9/22
  POW
  2D6+6
  13
  13-14
  Right Front Leg
  9/20
  DEX
  3D6
  11
  15-16
  Left Front Leg
  9/20
  17
  Trunk
  9/19
  18-20
  Head
  9/20
  Combat Actions
  2
  Typical Armour: Hide and fur. No Armour Penalty
  Damage Modiﬁ er
  +4D12
  Magic Points
  13
  Traits: Trample
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 60%, Brawn 90%, Perception 65%, Persistence 49%, Resilience 
  99%
  Combat Styles
  Trunk 55%, Trample 50%, Gore 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Trunk 
   
  H 
  VL 
  Special  
  As for Trunk
  Trample  
  E 
  S 
  4D12 
   
  —
  Gore 
   
  H 
  L 
  1D10+4D12 
  As for Head
  
  165
   Panther
  A panther is a large hunting cat. For this description, panther 
  includes such diverse feline species as mountain lions, jaguars and 
  leopards. These creatures live in forests and jungles, sometimes 
  ranging out into nearby savannahs, plains and even deserts. They 
  will prey on anything they can kill but they are wily animals 
  and will not attack a foe with superior numbers or one 
  that is obviously more than a match for them.
  Panthers hunt by lying in wait and springing on 
  their prey from ambush.
  Combat Notes
  As per Lion.
  Panthers and their kin are also skilled climbers and will use 
  trees a launch place for an ambush, aiming to land on the 
  chest or back of the prey, immobilise with both claws and 
  then use Choose Location to attack the head and throat.
  In the Arena
  See Lion (page 162).
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1-3
  Right Hind Leg
  1/6
  CON
  3D6
  11
  4-6
  Left Hind Leg
  1/6
  SIZ
  2D6+12
  19
  7-9
  Abdomen
  1/7
  INT
  5
  5
  10-12
  Chest
  1/8
  POW
  3D6
  11
  13-15
  Right Front Leg
  1/5
  DEX
  2D6+12
  19
  16-18
  Left Front Leg
  1/5
  19-20
  Head
  1/5
  Combat Actions
  3
  Typical Armour: Fur. No Armour Penalty.
  Damage Modiﬁ er
  +1D6
  Magic Points
  11
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +15
  Skills: Athletics 60%, Evade 65%, Perception 70%, Persistence 43%, Resilience 
  43%, Stealth 90%, Survival 45%
  Combat Styles
  Bite 40%, Claw 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8+1D6 
  As for Head
  Claw 
   
  M 
  M 
  1D6+1D6 
  As for Leg
  
  166
   Rhinoceros
  Dim-witted and surly, these great beasts live on tropical savannahs 
  and at the edges of forests. They have poor eyesight and a tendency 
  to charge anything they perceive as infringing on their territory.
  Strictly herbivorous, rhinoceroses are nonetheless very good at 
  defending themselves and are able to stand up to a much larger 
  carnivore in a one on one ﬁ ght. Though a few attempts have been 
  made to domesticate them, most have failed (a notable exception 
  being the Rhino People of Glorantha’s Prax) but some cultures 
  still actively seek rhinoceroses for participation in arena games and 
  other blood sports, as well as for the reputed magical properties of 
  their horns.
  Combat Notes
  The rhino horn is also a vicious impaling weapon. If a foe is 
  Impaled, the next Combat Action sees the rhino aim to throw its 
  victim with a toss of its head. If the impaled victim is conscious, 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+21
  28
  1-3
  Right Rear Leg
  5/8
  CON
  3D6
  11
  4-6
  Left Rear Leg
  5/8
  SIZ
  2D6+21
  28
  7-9
  Hindquarters
  5/9
  INT
  3
  3
  10-12
  Chest
  5/10
  POW
  3D6
  11
  13-15
  Right Front Leg
  5/7
  DEX
  2D6
  7
  16-18
  Left Front Leg
  5/7
  19-20
  Head
  5/8
  Combat Actions
  2
  Typical Armour: Hide. No Armour Penalty.
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Trample
  Movement
  10m
  Strike Rank
  +7
  Skills: Athletics 30%, Brawn 55%, Perception 45%, Persistence 43%, Resilience 
  43%
  Combat Styles
  Gore 50%, Trample 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Gore 
   
  L 
  M 
  1D8+1D12 
  As for Head
  Trample  
  H 
  T 
  1D12+1D12 
  —
  he may pit either his Athletics or Acrobatics against the Brawn of 
  the rhino. If successful, he remains impaled. If unsuccessful or if 
  unconscious, the victim is thrown a number of metres equal to 
  25–Victim’s SIZ, suffering both damage from the removal of the 
  Impaling horn, plus falling damage due to the severity of the fall.
  In the Arena
  Take a group of gladiators. Arm some with Long Spears and some 
  with spears and shields. Set them, shackled, in a group at one end 
  of the arena. Now take a rhinoceros (or, for added entertainment 
  value, several) and enrage them with magic or goading. Release 
  them at a distance sufﬁ cient to gain a charge. Now watch the 
  panic as men try to set spears and shields, unable to evade the 
  thundering creature hurting towards them, head and horn 
  lowered. See how many are standing after the charging, goring 
  and trampling has ﬁ nished.
  This is the basis for Jrusteli Skittles.
  
  167
   Shark
  A perfect killing and eating machine, the shark is one of the most 
  famous and feared denizens of the oceans. Sharks are unpredictable 
  and dangerous, though fortunately, unlike sea serpents, they very 
  rarely grow large enough to menace ships. They are, however, 
  extremely hazardous to anyone actually in the water.
  A shark is in constant motion and is always on the lookout for prey. 
  The skin of a shark is extremely tough, covered with thousands of 
  tiny ridges.
  Two shark sizes are presented here – one three metres long and 
  another enormous beast eight metres long.
  Combat Notes
  All sharks rely on their bite. Once a bite connects, the shark Grips. 
  On the next Combat Action, the shark then spins and rends; the 
  Swim skill of the victim is reduced by half as the shark both bites 
  deeper, rips and attempts to drown its prey.
  In the Arena
  Water-borne spectacles are made more fascinating by releasing 
  sharks into the ﬂ ooded arena to pick-off combatants thrown 
  from boats. Blood and haunches of meat, tossed into the water, 
  guarantees a killing frenzy.
  Average Shark
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1-3
  Tail
  4/8
  CON
  2D6+9
  16
  4-8
  Hindbody
  4/9
  SIZ
  3D6+12
  23
  9-13
  Forebody
  4/10
  INT
  2
  2
  14
  Right Fin
  4/5
  POW
  3D6
  11
  15
  Left Fin
  4/5
  DEX
  2D6+3
  10
  16-20
  Head
  4/8
  Combat Actions
  2
  Typical Armour: Hide. No Armour Penalty.
  Damage Modiﬁ er
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  14m
  Strike Rank
  +7
  Skills: Athletics 60%, Brawn 40%, Perception 75%, Persistence 43%, Resilience 
  58%, Swim 100%
  Combat Styles
  Bite 70%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  L 
  T 
  1D10+1D10 
  As for Head
  
  168
   Tiger
  One of the largest of the big cats, a tiger hunts alone, eschewing the 
  company of its own kind except during mating season. Tigers live 
  in jungles and grassy areas and are perfectly capable of surviving in 
  conditions ranging from the tropical to the arctic.
  Tigers prefer to ambush their prey and are intelligent enough to 
  avoid obviously dangerous quarry.
  Combat Notes
  As per Lion (see page 162).
  Tigers are also skilled climbers and will use trees as a launch place 
  for an ambush, aiming to land on the chest or back of the prey, 
  Large Shark
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+24
  46
  1-3
  Tail
  6/15
  CON
  4D6+18
  32
  4-8
  Hindbody
  6/16
  SIZ
  6D6+24
  46
  9-13
  Forebody
  6/17
  INT
  2
  2
  14
  Right Fin
  6/10
  POW
  4D6
  14
  15
  Left Fin
  6/10
  DEX
  2D6+3
  10
  16-20
  Head
  6/15
  Combat Actions
  2
  Typical Armour: Hide. No Armour Penalty.
  Damage Modiﬁ er
  +2D12
  Magic Points
  14
  Traits: None
  Movement
  16m
  Strike Rank
  +7
  Skills: Athletics 60%, Brawn 60%, Perception 75%, Persistence 43%, Resilience 
  95%, Swim 100%
  Combat Styles
  Bite 70%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  L 
  T 
  1D10+2D12 
  As for Head
  immobilise with both claws and then use Choose Location to 
  attack the head and throat.
  In the Arena
  See Lion.
   Tiger, Sabre Tooth (Smilodon)
  Sabre tooth tigers are not true tigers but a separate big-cat species. 
  Stocky and powerful over short distances, their favoured tactic is 
  to ambush their prey from a high point, leaping onto the back and 
  stabbing down with their dreadful sabre-curved fangs. They are 
  native to savannahs and bushlands, stalking rocky outcrops and 
  grazing areas.
  
  169
  Tiger
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  5D6+12
  30
  1-3
  Right Hind Leg
  2/9
  CON
  3D6+3
  14
  4-6
  Left Hind Leg
  2/9
  SIZ
  5D6+12
  30
  7-9
  Abdomen
  2/10
  INT
  5
  5
  10-12
  Chest
  2/11
  POW
  2D6+6
  13
  13-15
  Right Front Leg
  2/9
  DEX
  3D6+6
  17
  16-18
  Left Front Leg
  2/9
  —
  —
  19-20
  Head
  2/9
  Combat Actions
  3
  Typical Armour: Fur. No Armour Penalty.
  Damage Modiﬁ er
  +1D12
  Magic Points
  13
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +14
  Skills: Athletics 70%, Evade 40%, Perception 60%, Persistence 49%, Resilience 
  52%, Stealth 80%, Survival 40%
  Combat Styles
  Bite 55%, Claw 65%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8+1D12 
  As for Head
  Claw 
   
  M 
  M 
  1D10+1D12 
  As for Leg
  Tiger, Sabre Tooth
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  6D6+10
  31
  1-3
  Right Hind Leg
  3/9
  CON
  3D6+6
  17
  4-6
  Left Hind Leg
  3/9
  SIZ
  4D6+15
  29
  7-9
  Abdomen
  3/10
  INT
  5
  5
  10-12
  Chest
  3/11
  POW
  3D6
  11
  13-15
  Right Front Leg
  3/9
  DEX
  3D6+3
  14
  16-18
  Left Front Leg
  3/9
  —
  —
  19-20
  Head
  3/9
  Combat Actions
  3
  Typical Armour: Fur. No Armour Penalty.
  Damage Modiﬁ er
  +1D12
  Magic Points
  11
  Traits: Night Sight
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 75%, Evade 40%, Perception 60%, Persistence 43%, Resilience 
  67%, Stealth 80%, Survival 60%, Track 60%
  Combat Styles
  Bite 55%, Claw 65%, Stab 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8+1D12 
  As for Head
  Claw 
   
  M 
  M 
  1D10+1D12 
  As for Leg
  Stab 
   
  M 
  M 
  1D10+1D12 
  As for Head
  
  170
  In the Elric of Melniboné setting Pan Tang prizes these beasts, 
  with regular hunting parties sent to the Weeping Wastes and 
  Pikarayd to capture live specimens for use in the Tyger regiments 
  of Hwamgaarl.
  Combat Notes
  Smilodons pounce from on high and always use this ﬁ rst attack 
  to stab, which also Impales on a successful Combat Manoeuvre. 
  Whilst the target is impaled, the claws are used to rake the back or 
  chest location, with Choose Location being the automatic Combat 
  Manoeuvre. If the victim breaks free, then the creature relies on its 
  claws to try to Grip and pin the target so that a bite can then be 
  successfully delivered.
  In the Arena
  As per other Big Cats.
  In the arenas of Pan Tang, Tyger Gladiators are pitted against heavily 
  armoured foes, with the gladiators controlling their smilodon with 
  long chains and verbal commands. Once a victim is subdued the 
  chains are loosed, allowing the smilodon free rein to slaughter as 
  it pleases.
   Wolf
  Consummate hunters, wolves gather in groups ranging from a few 
  individuals to packs as large as 50 or more. They tend to prefer mountains 
  and forest terrain, although they can be found almost anywhere.
  Wolves ﬁ ght as a group. In combat, several of them target a single 
  enemy, raising the chances that one of them will be able to get 
  through any defence. Larger wolves of the pack will often attempt 
  to throw an enemy off his feet with a Leaping Attack, allowing the 
  remainder of the pack to rush in while the enemy is off balance.
  Though wolves are hated by ranchers and farmers for their tendency 
  to dine on livestock, they rarely attack humans.
  Combat Notes
  As per Dog (see page 157).
  In the Arena
  Wolf packs are frequently sprung from cages, half-starved, to attack 
  lightly or unarmoured opponents. A pack usually consists, in this 
  instance, of 1D6+4 wolves and the pack takes its time to surround 
  and, if possible, outnumber the weakest looking of the opponents 
  faced. This stalking usually occupies the ﬁ rst round of combat and 
  the wolves circle just out of weapon reach, requiring the opponent 
  to close, using Combat Actions in the process. 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–2
  Right Hind Leg
  2/5
  CON
  3D6+3
  14
  3–4
  Left Hind Leg
  2/5
  SIZ
  2D6+3
  10
  5–7
  Hindquarters
  2/6
  INT
  5
  5
  8–10
  Forequarters
  2/6
  POW
  3D6
  11
  11–13
  Right Front Leg
  2/5
  DEX
  3D6+3
  14
  14–16
  Left Front Leg
  2/5
  CHA
  —
  —
  17–20
  Head
  2/5
  Combat Actions
  2
  Typical Armour: Fur and Hide (AP 2)
  Damage Modiﬁ er
  0
  Magic Points
  11
  Traits: Night Sight
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 80%, Evade 55%, Perception 60%, Persistence 43%, Resilience 
  52%, Stealth 55%, Survival 40%, Tracking 60%
  Combat Styles
  Bite 60%, Claw 30%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8 
   
  As for Head
  Claw 
   
  M 
  M 
  1D3 
   
  As for Leg
  
   The Mean
     Arena
  T
  171
   
  his chapter provides a ready-made coliseum for use in  
            RuneQuest scenarios. The arena is designed for use in any  
  setting but notes are given for setting it in Glorantha, Elric of 
  Melniboné and Hawkmoon games.
  Personalities with full RuneQuest statistics are also provided.
  Setting
  The Mean Arena can be used in any RuneQuest setting. Some 
  suggestions for current RuneQuest campaign settings are as 
  follows:
  Glorantha: The Glorious Coliseum of 
  Abiding Virtue
  Built by the Emperor Iolanthus in 819, the Coliseum of Abiding 
  Virtue began as a training area for the soldiers of the Rightness 
  Army but rapidly developed into an arena for chariot racing and 
  later gladiatorial combat as the Middle Sea Empire expanded its 
  territories and brought back heretic prisoners.
  Located in the city of Hathinelthor, Jrustela’s richest city, the 
  coliseum is a towering monument to Emperor Iolanthus’s short, 
  illustrious reign. Statues to him, depicting him as the ‘Walking 
  Friend of Malkion’, adorn every crevasse, niche, plinth and 
  pedestal. Here he is as the conqueror of the seas, treading down on 
  a squirming Magasta; over there, as the Defeater of Light, riding 
  Yelm’s Chariot with Yelm cowering beneath its wheels; and there, 
  grandest of all, Iolanthus the Dragon Killer, holding the head of 
  the Great Dragon to Be, bloody scimitar in hand.
  The coliseum is owned and operated by the Abiding Imperial 
  Council for Meritorious Entertainment and Compliance. The 
  council commands a large portion of the public purse and is the 
  largest buyer of slaves in the God Learner empire. Most are sent 
  to the council’s state-sponsored gladiatorial school, The Academy 
  for Correction and Rightness, which is based a kilometre east of 
  the coliseum. Others, deemed unworthy of redemption, are sold 
  to private gladiatorial academies such as Mostrum’s College for 
  Spear and Glorious Death. The council is responsible for all events 
  staged at the coliseum and is bound, by Imperial Statute, to hold 
  three events a year (to commemorate the birthday of Emperor 
  Iolanthus; the ofﬁ cial birth of the Empire and the birthday of 
  the current emperor, Ilotos) and more, depending on ﬁ nances. 
  The council excels in its task. The council members are ardent 
  sponsors of games and contests and the large portion of the public 
  purse they command allows them to import exotics creatures and 
  monsters from across Glorantha to perform in the games.
  Two institutions serve the council. The aforementioned Academy 
  for Correction and Rightness is the foremost gladiatorial school 
  where the emphasis is on converting heretics to the Malkioni way 
  through strict indoctrination to the tenets of the Abiding Book, 
  reinforced through the necessity for survival in a harsh world. The 
  mornings are spent in Saintly Scripture study; the afternoons and 
  evenings in training for the arena. All types of gladiator are trained 
  here. They are taught that, as heretics in the ﬁ rst place, Solace 
  and Joy are beyond their attainment but they can gain Glory and 
  Lustre through ﬁ rst adopting Malkionism as their core belief and 
  then ﬁ ghting and dying well in the arena to prove that devotion. In 
  reality, the academy does not like to see its gladiators slaughtered; 
  it has an active petition for mercy in the arena since treasured 
  elite gladiators reﬂ ect well on the academy and show that rigorous 
  martial discipline can create converts to the Invisible God who 
  have value for the wider empire.
  The second institution is the Fortuitous Guild of Catchers and 
  Keepers. This organisation consists of ex-academy gladiators 
  who have won their freedom, retired but active, Rightness Army 
  soldiers and freelance adventurers. It is their task to scour the 
  world for slaves and creatures that will join the academy and ﬁ ght 
  in the arena. The guild is fearless, delving into the dark and chaotic 
  places of Glorantha to capture monsters and things of chaos. Its 
  members are trained in a variety of sorcery schools so they have 
  the necessary abilities to subdue the things they chase. The pay 
  
  172
  is superb and only the bravest, strongest personnel are recruited 
  to its ranks. Mortality levels, however, are high and the average 
  life expectancy is two missions. Nevertheless the guild’s reputation 
  ensures a constant stream of applicants.
  The coliseum opens its doors at least three times a year and stages 
  games lasting three days. The pattern follows the standard suggested 
  at the beginning of this book (starting on page 4) with the ﬁ nal 
  hours of the ﬁ rst two days dedicated to chariot races involving six 
  chariots per day. The two winners of these heats compete head 
  to head on the third day when they must negotiate not only the 
  course but also monsters unleashed onto the track as an added 
  hindrance.
  The ﬁ nal day climaxes with a battle enactment. Some of the battles 
  enacted have yet to be fought and are considered practice runs for 
  Rightness Army troops. Others are re-stagings of successful God 
  Learner conquests and favourites include the Battle of Loskalm 
  and the Siege of Cuorwal Vale – both triumphant victories.
  Hawkmoon: The Baron Meliadus Memorial 
  Arena
  Before the Tragic Millennium, the site occupied by this arena was 
  occupied by the Ohtoo Dome, a legendary temple to Emperor 
  Tohnee Blare, the Inﬁ nite Liar. Since the Tragic Millennium it 
  has been rebuilt by Baron Meliadus as an arena for death and 
  spectacle.
  The arena is located in Londra, on the banks of the Tame, in a place 
  known as Grench. Wolf motifs dominate, with the main gates of 
  the processional an immense, carved-stone wolf mask fashioned 
  after the one worn by Meliadus himself. An entire sub-order of 
  the Order of the Wolf runs the arena, staging games whenever 
  Meliadus commands them to be staged. Gladiators fall into two 
  types: the Wolverines, who are Wolf Order soldiers who have 
  chosen the gladiator path as a means of proving their dedication 
  to Meliadus and King Emperor Huon; and the Derelicts, which 
  is composed of slaves, prisoners and anyone else, including the 
  unmasked, that Meliadus has taken a dislike to.
  The Wolverines and Derelicts train in different camps within the 
  shadow of the arena. The Wolverines specialise in sword, spear, axe 
  and shield styles and always ﬁ ght in half-plate armour with full 
  masks. The Derelicts are trained in the gladiatorial styles described 
  in the ﬁ rst chapter of Monster Coliseum and they are expected to 
  die. The Wolverines show no mercy to Derelicts and even the best 
  Derelict ﬁ ghter can expect no clemency from Meliadus when he 
  presides over the games. The nickname for the Derelicts is ‘Dead 
  Men Walking’.
  The games are straightforward combats. Meliadus has little 
  appreciation for chariot races, mainly because this is a skill he is 
  useless at. Hand to hand ﬁ ghting is the order of the day, along 
  with imaginative executions that test the ingenuity of Granbretan’s 
  Death Mechanics – inventors of all kinds of execution machine 
  (which include the Head Mower, the Spine Lifter and the 
  underused but rather spectacular, Vertical Tunneller). Fights are 
  brutal and protracted. Meliadus expects the gladiators to ﬁ ght to 
  exhaustion and the Wolverines are taught to draw-out contests. 
  Those who last the longest earn Meliadus’s approval and may ﬁ nd 
  themselves elevated from the Wolverines and into Meliadus’s elite 
  wolf-mask units.
  Meliadus does, however, like to re-enact battles from ancient 
  history, tweaking historical fact to include the Order of the Wolf 
  as the prime movers of the conﬂ ict. Favourite re-enactments are 
  the Pole Tacks Riots, the Knot-In-Hell Karnival, the No-Man-Die 
  Landings (a glorious victory for Churshil) and, of course, M’Gret 
  the Thatcher’s infamous victory in the Folkland isles. Curiously, 
  Emperor Blare’s Battles Against Terror are not re-enacted, mainly 
  because the historical records are so unreliable. Despite claiming 
  great victories, Blare is thought to have fabricated these triumphs 
  in order to secure himself the somewhat dubious title of God 
  Emperor of the Known Universe and Any Other I Happen to 
  Discover. Since this directly challenges the modest claims of King 
  Emperor Huon, Blare’s victories are conveniently ignored.
  Elric of Melniboné: The Jade Dragon 
  Arena
  When the Bright Empire was at its height and Empress Terhali 
  occupied the Ruby Throne, many arenas were built in her name 
  and dedicated to her patron, Xiombarg, Queen of the Swords. 
  The Jade Dragon arena, on the outskirts of the Dharijorian city 
  of Gromoorva, is one such ediﬁ ce. It conforms to the oval design 
  but the outer façade of the arena is made of greenish-blue stone 
  and fashioned into the semblance of a curled dragon, the head 
  and maw of the creature forming the ceremonial opening of the 
  processional.
  Now that the Bright Empire has waned and Dharijor is a vassal 
  of Pan Tang, the Jade Dragon Arena is now heavily inﬂ uenced by 
  Pan Tangian culture. The upper walls of the arena are lined with 
  silent statues that were once part of the screaming sculptures of 
  Hwamgaarl but have now fallen quiet as their tormented souls have 
  been consigned to oblivion. Likenesses of Pan Tangian theocrats 
  are set beneath these grotesques, twice as tall, twice as elaborate, 
  each theocrat bearing a sardonic smile and clad in the merman 
  armour unique to that damned island nation.
  The arena is controlled by Dharijor but Pan Tang commands its 
  agenda. Pan Tang commands the ﬁ ercest, most bizarre gladiatorial 
  contests known. Witness the Blind Massacre, in which prisoner 
  gladiators have their eyes put-out in front of a baying crowd and 
  are then forced into combat, sockets dripping, armed with vicious 
  axes, hacking blindly until one warrior is left, unable to see what he 
  has done or the extent of his victory. Witness the combats between 
  things summoned from some vile pit of Hwamgaarl and turned 
  loose upon a dozen gladiators, tearing them limb from limb until 
  none remain alive. Witness too the relish with which the populace 
  laps-up these gruesome spectacles, some even leaping into the 
  arena to join-in the carnage.
  
  173
  Master of this dreadful place is Arena Mistress Ouranda: a beautiful 
  woman known for her casual cruelty who was once a lover of Jagreen 
  Lern. The arena was his gift to her and now she runs it in his name, 
  devising the vile spectacles that entertain the twisted populace of 
  Gromoorva and beyond, each spectacle styled to appeal to Jagreen 
  Lern’s own perversions – even though he has never set foot in 
  the place. Ouranda knows the will of the populace; she senses it 
  and panders to its cruelty. Gladiator schools across Dharijor feed 
  doomed gladiators in a constant stream, caught, usually, in pirate 
  raids in the Straits of Chaos and sometimes from waters further 
  away. Once, a warrior of Imrryr – a man not unversed in casual 
  cruelty – was captured and forced to ﬁ ght in the Jade Dragon 
  Arena. Witnesses say he wept as he watched the slaughter, unable 
  to comprehend its barbarity and claiming, through his tears, that 
  even Melniboné at its height would have staged such repellent 
  spectacles. Lady Ouranda treasured this moment and ensured that 
  the Imrryrian warrior partook in the ﬁ ercest, most extreme, of that 
  session’s contests.
  Games are staged several times a year, whenever enough slaves have 
  been assembled and enough creatures captured or summoned, to 
  stage a contest lasting four days. The populace pays readily for 
  a full day of carnage and the money ﬂ ows through Ouranda’s 
  hands, then the Dharijorian Exchequer and thence to Pan Tang. 
  Ouranda is wealthy and she makes the slave traders who supply her 
  wealthier still. Occasionally some champion of the arena emerges 
  and captures the mood of the populace. Ouranda allows this hero 
  to prevail for a while but always engineers a suitably dramatic 
  demise for the wretch. No one can be bigger than the arena: no 
  one should control the crowd more than Ouranda herself.
  As Ouranda says to all gladiators who enter the Jade Dragon Arena 
  for the ﬁ rst time: ‘See these marvels and despair, for your doom is 
  assured’.
  Arena Architecture
  The arena is an ellipsis 140 metres in length and 85 metres wide. 
  Internally the arena ﬂ oor is 75 metres in length and 45 metres in 
  width for a total arena ﬂ oor area of 10,597.5 square metres
  The auditorium has 45 stepped seating tiers with each step 
  averaging 45cm in height. It can hold a maximum capacity of 
  some 25,000. The entire building consists of 160 arches with two 
  tiers of 80 arches. Public access to the arena is via any of 70 of the 
  lower arches with 10 arches reserved for arena administration and 
  VIP access to the most prestigious parts of the viewing area.
  The arches at each end of the longest axis form the Processional. 
  The Processional is effectively two corridors, 40 metres in length, 
  separated by the arena ﬂ oor. Leading off from each corridor are 20 
  further corridors (ten to a side) that lead into the restricted areas 
  of the arena and down into the maze of passages that run beneath 
  the arena ﬂ oor itself.
  The auditorium forms the bulk of the ellipse and is divided into 
  upper and lower galleries. The upper galleries are for the general 
  public and consist of cheaper seats with more restricted views, 
  whilst the lower gallery is the province of VIPs and more expensive 
  seats with the best views. The Imperial Box is located directly 
  above the north entrance of the Processional and offers the best 
  view of the arena. The box is reserved for high-ranking nobility 
  and ofﬁ cials, and can seat up to 50 in some comfort. The seating 
  is a mixture of comfortable chairs and padded benches rather than 
  the stone steps of the rest of the auditorium.
  The nearby illustration shows a cross section of the arena taken 
  through the northern Processional.
  As is common with all such arenas, the actual structure beneath 
  the auditorium seating is a maze of passageways, corridors and 
  stairways but arranged in a series of three concentric ovals.
  Outer Ring
  The outer ring forms the entrance to the arena. Public access is 
  via the 70 arches of the lower tier and within the columns of the 
  building one ﬁ nds market stalls, small tavernas, places to sit and 
  places to socialise. The intention of the outer ring is to encourage 
  entrance and to heighten the sense of anticipation through a 
  carnival atmosphere; thus, street entertainers offer an incessant pre-
  game show with juggling, singing, musical recitals and storytellers 
  who loudly recite the historical deeds and battles that are likely to 
  form the basis for that day’s games.
  The different social ranks mingle quite easily in the Outer Ring, 
  although different areas cater for different social ranks and 
  thus some class divisions perpetuate. In the proximity of the 
  Processionals, for instance, the quality and price of goods for sale, 
  food and entertainment is much higher, pandering to a wealthier 
  clientele. Further away from the Processionals, the cheaper and 
  (generally) lower in quality the goods and services become.
  Median Ring
  The Median Ring is the main thoroughfare for the audience, with 
  staircases leading up to the seating tiers. Many smaller rooms, 
  used for private meetings, line the space between the Outer and 
  Median Rings and these can be hired, according to their privacy, 
  for between 1 and 10 Silvers per day. Such rooms are frequently 
  used for private parties and gatherings before and after games 
  and as retiring areas between bouts. Servants/slaves, employed or 
  owned by the arena, can also be hired at additional cost (typically 
  doubling the private room’s cost).
  Inner Ring
  Access to the prestige seats is via the Inner Ring and further meeting 
  rooms are also available here. However the Inner Ring is patrolled 
  by arena staff who make sure that only those of sufﬁ cient status 
  have access to the Inner Ring and they sullenly eject anyone who 
  tries to sneak through in the hope of gaining a better seat or view.
  
  174
  Nick Egberts
  At key points in the Inner Ring are viewing grids that look down 
  into the preparation areas below the arena ﬂ oor. This is where 
  gladiators exercise and where creatures are penned. This affords 
  those who intend to wager large sums on gladiatorial outcomes to 
  view the combatants, weigh the odds and make a decision on bets. 
  Servant/slave runners go between the Inner Ring and the betting 
  stalls in the both the Median and Outer rings taking wagers and 
  promissory notes and bringing back receipts. Hiring a runner costs 
  a silver per day.
  Processional
  The two Processionals bifurcate the lower level of the arena. Each 
  has twenty corridors, ten to a side, which lead down into the 
  bowels of the arena. Only authorised personnel are allowed into the 
  Processional, as the various corridors and passageways give access 
  to the gladiatorial rest and training areas, creature compounds and 
  so forth. The main Processional corridors are seven metres wide 
  and nine metres high – large enough to accommodate chariots 
  and other vessels and, of course, large creatures which are then 
  led down into the maze of preparation areas underneath the arena 
  ﬂ oor.
  Each Processional is gated at both ends. The gates are made of 
  metal and wood, stand nine metres by seven and are lockable 
  from either side. It takes a team of three men per gate to swing 
  the things open or shut, requiring a Combat Round to complete. 
  Guards, usually two per gate, stand watch, armed with halberds 
  and wearing hardened leather armour and ornate plate helms. 
  Their job is to watch for and prevent, interlopers and to sound the 
  alarm if anyone – or thing – escapes from the lower ﬂ oors.
  Lower Levels
  Beneath the auditorium and arena ﬂ oor is a complex maze of 
  corridors, cells, preparation rooms, training rooms, armouries, 
  blacksmith forges and cages. The area extends across the full width 
  of the arena ﬂ oor and the Inner Ring. The nearby diagram shows 
  a portion of the lower levels with the focus on the areas directly 
  below the arena ﬂ oor.
  Each of the cells is 16 metres square and ﬁ ve metres deep. Every 
  cell has a trapdoor in the ceiling giving direct access to the arena 
  ﬂ oor, with each trapdoor being made of solid wood and metal. 
  Platforms in the cell below are attached to winching equipment so 
  that gladiators, creatures and scenery can be raised and lowered. If 
  a contest includes animal combatants, then cages containing the 
  creature can be easily installed and sprung upon at the appropriate 
  time or when signalled to do so. Teams of servants or slaves 
  tend to all the underﬂ oor operations, running between cells and 
  
  175
  performing the orders of the animal trainers, ﬁ ght directors or 
  scenery masters as needed.
  The rooms surrounding the cells fulﬁ l many functions but are 
  broadly as follows:
  Holding Cells
  These are for slaves or prisoners destined to ﬁ ght. Similar in size 
  to the under ﬂ oor cells they can hold two dozen whimpering, 
  terriﬁ ed combatants and each is equipped with ﬂ oor and wall 
  shackles to prevent escape. Each cell has a single door made of 
  oak and metal bindings, lockable from the outside and guarded 
  either by an arena guard or a trusted gladiator (who, typically, 
  whispers through the door, telling of the carnage to come or 
  describing the roars, cries and screams that echo through the 
  dismal chambers of the lower levels).
  Preparation Cells
  Professional gladiators are segregated from prisoners and slaves 
  and given their own preparation cells. Typically each cell – of 
  similar size to the Holding Cells – houses six gladiators and their 
  armour (but no weapons). Depending on the temperament and 
  attitude of the gladiators, they may or may not be shackled and 
  guarded. Loyal gladiators who stand no chance of trying to escape 
  or cause an uproar have no guards and the most comfortable cells, 
  with chairs, bunks, fresh water and so on. More troublesome 
  gladiators may be shackled or simply locked into their cells to 
  await their turn.
  Both the Holding and Preparation Cells lead directly out to the 
  lateral corridors that slope upwards to the entrances feeding the 
  arena ﬂ oor. As the time to ﬁ ght approaches, the combatants are led 
  out and equipped with the weapons chosen for their ﬁ ght. Loyal, 
  seasoned gladiators are given equipment they are trained to use but 
  prisoners, slaves or troublesome warriors make do with what they 
  are given – and this might be nothing at all. The Master At Arms, 
  Inseverus, is in charge of distributing weaponry and if a gladiator 
  has made a favourable impression on him, he gives them better 
  quality equipment and, perhaps, even some tips on what is to be 
  faced or how other combatants have faired.
  Single Cells
  Elite gladiators are given the privilege of a single cell. Half the 
  size of one of the Holding Cells, Single Cells are comfortable with 
  washing and sleeping facilities, training equipment and a place for 
  the gladiator’s belongings. Here, a star gladiator can prepare for 
  the trials ahead in whatever way he chooses. If religious, priests 
  of his cult can visit to perform blessings and so forth, although 
  guards and the Master of Gladiators keeps a careful watch for any 
  forbidden magic, information and so on.
  
  176
  Although the elite gladiators have earned a degree of trust and 
  admiration, they are still watched carefully and opportunities for 
  troublemaking are few. The Single Cells are kept distanced from 
  each other so that their occupants cannot collude. These privileged 
  ﬁ ghters can call upon slaves and runners to bring food, water and 
  so forth, as long as requests are reasonable and ﬁ t with a particular 
  gladiator’s regime. The Master of Gladiators, Vikourus, vets all 
  such requests and keeps a personal watch on each of the elite 
  gladiators accorded Single Cell privilege.
  Armoury
  The armoury is large and spacious but kept secure with a pair 
  of large, stout, metal and wooden doors that are kept padlocked 
  from the outside when the arena is not in use: only Inseverus and 
  Vikourus have keys and the armoury is part of Inseverus’s domain, 
  so he is the one most frequently found here.
  The armoury is 18 metres by 12 metres with a 12 metre ceiling. 
  Weapons are stored neatly in racks, with each type of weapon 
  racked together. Hundreds of weapons are held here, of just about 
  every conceivable type. Nets are stored, folded, in a chest close to 
  the trident rack; bows are stored close to strong boxes containing 
  brightly ﬂ etched arrows.
  Armour is stored in both racks and on mannequins. The 
  mannequins are reserved for the elite gladiators; everyone else is 
  equipped from the general armour racks, and the armour pieces 
  they are allotted are not always a guaranteed ﬁ t. This is partly a 
  matter of expedience and cost but also a deliberate tactic – ill-
  ﬁ tting armour adds to the challenges faced by the wearer. Only the 
  elite warriors have the luxury of armour tailored to their physique 
  – a reward for performing well in the games.
  The weapons and armour are kept in good repair by servants 
  working directly for Inseverus. Teams of polishers, waxers and 
  sharpeners inspect and maintain equipment on a weekly basis 
  with the most intense activity in the two days leading up to a 
  major staging. Weapons are tested for balance and sharpness. 
  Some are destabilised deliberately and some weapons are kept 
  blunt, again, to add to the challenge. However the arms of the 
  elite gladiators remain in tip-top condition: another reward for 
  excellence in the arena.
  Garage
  Twice the size of the armoury this is where chariots are stored. 
  The Master of Chariots is Noventius; it is his job to ensure that 
  chariots are ﬁ t for the games and outﬁ tted to whatever standard 
  a particular contest requires. This does not always mean that the 
  vehicles are in the ﬁ nest condition. Wheels, straps, stays and axles 
  are frequently loosened or weakened to add spice to contests 
  where fast-moving chariots circle the arena in staged battles. For a 
  wheel to come loose, an axle to fail or horses to break free of their 
  tack adds interest to combats and so the small team Noventius 
  employs is engaged to repair and destabilise vehicles according to 
  speciﬁ c needs.
  The chariots are made for the arena. These are sometimes custom 
  models built to Noventius’s own designs but are, more often than 
  not, replicas of chariots used by real armies. A few of the chariots 
  are the real thing, rescued from battleﬁ elds and then adapted to 
  arena use.
  The garage holds twenty chariots of various types with all the 
  essential equipment necessary for modiﬁ cation and maintenance 
  stored neatly in racks around the walls of the room. Tubs of animal 
  grease are kept for lubrication along with plant oils for keeping 
  straps and harnesses moist and supple.
  Stable
  Next to the Garage is the stable. This is used only for those 
  occasions where steeds are needed; otherwise horses and other 
  beasts capable of hauling chariots are kept in proper stables away 
  from the arena. The stable is half as large again as the garage and 
  has bays for up to thirty horses, along with grooming equipment, 
  barding and livery for decoration. The stable is part of Noventius’s 
  responsibility although he devolves much of it to Brant, the horse 
  master. Brant is a crusty old curmudgeon who prefers animals to 
  people and feels deeply for the creatures that are thrown into the 
  arena – even though he loves and respects the traditions of the 
  coliseum. His empathy is for any creature, mammal or monster, 
  that would rather be out in the wild than ﬁ ghting for its life for 
  a baying crowd. His empathy does not extend greatly to humans, 
  even though they are often treated worse than the creatures.
  Forge
  A full working blacksmith’s forge used for crafting new weapons 
  and armour and repairing damaged items. It works in between 
  arena shows and is tended by Bulus and his twin sons, Bulo and 
  Bolu. All three are master craftsmen, with the twins displaying 
  every inch their father’s skill. All three have served the arena 
  all their lives and are completely at one with its traditions. No 
  weapon is too difﬁ cult for them make and no piece of armour 
  too ornate to craft. The three smiths are great bears of men: large, 
  hirsute and gruff, rarely speaking to each other unless it is to issue 
  or acknowledge instructions. The only man they fully respect 
  is Inseverus, to whom they report; everyone else is treated with 
  indifference. The three are devoted to their craft ﬁ rst and foremost; 
  nothing else matters to them.
  Infirmary
  The inﬁ rmary is less a hospital and more a butcher’s shop. Operating 
  only when the games are staged, this low-ceilinged room is where 
  Aulach the Surgeon plies his craft. Aulach uses healing magic when 
  an elite or valued gladiator is brought in for treatment; otherwise 
  he deals in more conventional treatment: stitching, bandaging 
  and amputating. Of course, many combatants die on the arena 
  ﬂ oor but those who survive are frequently injured and are then 
  brought down to Aulach for assessment and treatment. Aulach is 
  assisted by Grans and Voranus, trainee healers who have managed 
  to stomach the dreadful things they must deal with during the 
  games. Aulach has managed to suppress his emotions to the point 
  
  177
  that he seems like an automaton. No wound or injury fazes him 
  although he sometimes shakes his head at the extent of certain 
  injuries or remarks on the skill with which they have been inﬂ icted. 
  Otherwise he performs his work and later blots out the horror with 
  the strongest drink he can come by.
  When the games are in full session, the inﬁ rmary is a place of screams, 
  cries, moans and spluttered prayers. The stench is difﬁ cult to bear 
  and the room is always hot as Aulach keeps braziers burning and 
  stocked with cauterizing irons for quickly sealing stumps. A steady 
  ﬂ ow of the injured, the dying and the dead keeps he, Grans and 
  Voranus busy from dawn until dusk, with barely a time for a break.
  The Shrine
  The shrine is a place of worship. It is not dedicated to any one god 
  or pantheon but is a multi-purpose shrine 
  Auditorium
  Capable of seating 25,000, the auditorium comprises of rows 
  of step seats arranged into two main tiers. The lower tier gives 
  the best views of the arena ﬂ oor and thus the charges for this tier 
  are higher than elsewhere. As well as offering excellent views of 
  the games, the seats closest to the barrier separating them from 
  the arena offer a certain element of risk. It is not unknown for 
  combatants to lash-out at jeering spectators, for stray missiles to 
  plough into the crowd or for creatures to break free of bindings 
  and launch frenzied attacks at the masses. Taking a seat close to 
  the barrier can be a considerable risk but is seen as something of a 
  rite of passage, certainly amongst the wealthy youths who revel in 
  the blood sports.
  Scattered around the lower tier are private boxes, raised-up from 
  the step seats around them and shielded from danger but still 
  providing the very best views. The most prestigious boxes are at the 
  upper end of the lower tier, where the wide colonnade separates 
  the lower and upper tiers. These boxes are owned by nobles and 
  wealthy merchants who like to ﬂ aunt their wealth and status by 
  hosting day-long parties in their boxes and in rented private rooms 
  in the Inner Ring. Most boxes are plain affairs that, on the day, 
  are draped with ribbons, silks and furs to lend at atmosphere of 
  comfort. However some, like the Imperial Box, are heavily and 
  ornately decorated and equipped with padded seats, tables and 
  even couches, depending on the preferences of the owner.
  The upper tier has more restricted views, especially those seats high-
  up, but the views still tend to be reasonable and the natural acoustics 
  of the arena excellent. The highest seats are known as the ‘Murky 
  Heavens’ because here, away from public view and in relative 
  seclusion, certain undesirables are able to meet to discuss clandestine 
  affairs whilst offering the pretence of watching the games below.
  Administration
  The arena is run by the formidable Lady Ouranda. She is the chief 
  co-ordinator between the state, the various suppliers to the arena 
  (gladiatorial schools, animal catchers and trainers, and so on) 
  and the functionaries of the arena. She is highly capable, highly 
  intelligent and utterly dedicated to what the arena stands for. Of 
  noble stock she is distinguished by two things: an intuitive ability 
  to understand what the populace wants and needs in terms of 
  games and spectacles, and a creative ability to formulate and design 
  games that meet those needs. Her father administrated the arena 
  before her and she learned from him; but her capabilities far exceed 
  what her father achieved. Through her work in the past decade or 
  so, the arena has become a potent force and symbol; a tool of the 
  state to control and mollify its people. Ouranda commands the ear 
  and attention of the ruling class, including the king, emperor or 
  whoever rules in these parts. A council appointed by the state may 
  determine policy and she either sits on that council or controls 
  it but most defer to her judgement and skill. As a result she 
  commands a budget worth millions of silver each year and is able 
  to bring-in the very best gladiators and most exotic creatures to 
  satiate the public desire for more games.
  All the functionaries present in the arena report to Ouranda. 
  Day to day administration is performed by Craessis, her father’s 
  son by another liaison. Craessis is as logical as Ouranda, is 
  creative and he runs the books, organises rotas and work plans 
  and ensures that Ouranda’s will is translated into action. He is 
  characterised by a lack of cruelty: on game days he remains in his 
  ofﬁ ces situated in the Median Ring, preferring not to watch the 
  spectacle beyond the ofﬁ ce walls. Ouranda, on the other hand, 
  occupies the Imperial Box, sitting with the attendant noble and 
  gently guiding the way he presides over the games, balancing 
  merciful decisions with fatal ones.
  Gladiator Academy
  The arena is served by several gladiator schools. The ofﬁ cial school, 
  attached to the arena and under Ouranda’s overall control, is the 
  main supplier of gladiators. Others beyond the city’s walls also serve 
  the arena but these are smaller affairs and not within Ouranda’s 
  remit – although her considerable inﬂ uence means that they tend 
  to follow any commands or suggestions she issues.
  The ofﬁ cial gladiatorial school is located in its own grounds about 
  a half kilometre from the arena and in its ever-present shadow. It 
  is run by Mernaeus Vex; a grizzled ex-gladiator who was, in his 
  day, a superb arena ﬁ ghter. He was not necessarily the best but he 
  was able to play the crowd and, more importantly, play Ouranda. 
  When he gained his freedom he was fortuitous enough to do so 
  at a time when the previous principal of the gladiatorial academy 
  was gravely ill; on his death, Mernaeus was the natural choice 
  to take over. Skilled in most of the gladiatorial styles used in the 
  arena, Mernaeus was able to institute a new regime based on direct 
  experience, creating in the process a cadre of excellent ﬁ ghters in a 
  programme designed to both promote excellence but also balance 
  it with those whose real destiny was to perish sooner rather than 
  later. Mernaeus knows that any good gladiatorial academy must be 
  prepared to readily sacriﬁ ce some of its students to please both the 
  crowd and the council – especially Ouranda.
  
  178
  The gladiatorial academy occupies a purpose built compound 
  close to the main stables that serve the arena outside of the event 
  calendar. The buildings form a quadrangle and include dormitories, 
  an armoury, ofﬁ ces, indoor training rooms and baths. The open 
  area of the quadrangle is the training arena and, every day, from 
  dawn to dusk, gladiators perfect their skills. The halls echo to 
  ringing swords, shouts and group chants as the gladiators 
  are put through their paces. Mernaeus has a staff of 20 
  ex-gladiators and ex-military personnel who school the 
  100 or so gladiators in their combat styles and tactics. 
  They constantly monitor and report to Mernaeus on the 
  condition and skill of the trainees. Mernaeus then uses his 
  own skill and instinct to allot roles, styles, combat orders, 
  combat pairings and special challenges in preparation 
  for the game days. He keeps Ouranda (who visits 
  regularly) informed of who can do what and, together, 
  they form the games’ agenda.
  New recruits – slaves and prisoners, usually – come 
  through the academy gates every week. Mernaeus expects 
  between ﬁ ve and ten of the existing trainees to be maimed 
  or killed during training and so he always looking for 
  that number to replenish the stocks. New additions are 
  housed in a dormitory of their own, shackled at night 
  and watched by vigilant guards, until such time that 
  they show compliance and can be migrated into the 
  main dormitory where the conditions are a little more 
  relaxed. Mernaeus sets-down a hard discipline: do not 
  expect mercy; expect the conditions to be as tough in 
  the academy as they will be in the arena. Those who ﬁ ght 
  well, however, and comply (the academy staff punish through 
  ﬂ oggings and beatings those who do not) will earn privileges 
  – better food, more unshackled time, better challenges. The staff 
  spare no opportunity for making examples of those who think they 
  can outwit the arena and have a free hand in doing so. Many of the 
  deaths and maimings do not occur through training but through 
  the setting of such examples.
  On games days, the gladiators selected for combat (about 60% of 
  the academy’s populace) are taken to the arena where they then 
  come under the control of Vikourus, Master of Gladiators. He and 
  Mernaeus do not see eye-to-eye but Lady Ouranda likes that frisson 
  between them, as it keeps the competition fresh. It is Vikourus 
  who then administrates arena proceedings, according to Ouranda’s 
  plans and Mernaeus’s instructions and recommendations. However, 
  favourites of Mernaeus may not be favourites of Vikourus (and 
  vice versa) – meaning that the ﬁ nal outcome on the arena ﬂ oor is 
  not governed by the direction of a sole individual.
  Training
  Every recruit to the academy is assessed as to his combat skill and 
  style. He must engage in a ﬁ ght with another inductee – not to 
  the death but to a point where the opponent is subdued – with 
  Mernaeus and his staff watching. Based on this, they determine 
  what style he will be trained in and how he will ﬁ ght: as a sole 
  combatant or as part of a troop; with a shield or without; against 
  humans or against creatures. The training programme before a 
  gladiator is ready for his ﬁ rst arena ﬁ ght takes six weeks. In this 
  time he will gain the Combat Style selected for him (Spear and 
  Net, for instance) at its base value plus 10 and then a further six 
  training rolls as described in the RuneQuest rules for training (pages 
  51 to 53, RuneQuest Core Rulebook). His trainers have a Teaching 
  skill of 40+2D10%.
  Every week, if Games Masters wish, Adventurer gladiators can make 
  a Resilience roll. If successful, they survive that week unscathed. If 
  the roll fails, one Hit Location suffers 1D8 damage but is tended 
  by healing. If the roll fumbles, then 1D3 Hit Locations sustain 
  1D8+2 damage – a combination of combat wounds and example 
  setting. If the Resilience roll critically succeeds, then the gladiatorial 
  Combat Style chosen for them gains an automatic Improvement 
  Roll of 1D4+1.
  
  179
  Notables of the 
  Mean Arena
  These Non-Player Characters are offered for use with the Mean 
  Arena in whatever setting it used.
  Glorantha: Common Magic, where noted, is available.
  Elric/Hawkmoon: Common Magic should be ignored. Magic 
  appropriate to these settings is given in a character’s description.
  Elvaraz ‘Windpipe’ Drabble, Street Food 
  Seller (Outer Ring)
  Purveyor of dubious street snacks, Windpipe is so known because 
  of his haggling technique: ‘A solitary silver? For food of this quality 
  and aromatic goodness? It’s a bleeding bargain – that’s what it is – 
  and letting you have it at this price is like slicing me own bleeding 
  windpipe.’
  Drabble parades around the Outer Ring with a wooden tray slung 
  over his chest on a pair of leather straps, declaiming the quality of 
  his wares loudly. A spindly ﬁ gure, he wears a broad-brimmed hat, 
  grimy robes and sandals that have seen better centuries. His beard 
  grows in wispy tufts and his beady eyes, never missing a trick, 
  sparkle out from the shadows cast by the hat brim. His teeth barely 
  scrape double digits and lice are a distinct possibility but somehow 
  the aroma of what he sells is nothing short of delicious. Drabble’s 
  snacks range from the exotic through to the nauseating, depending 
  Score
  1D20
  Hit Location
  AP/HP
  STR
  9
  1–3
  Right Leg
  –/5
  CON
  14
  4–6
  Left Leg
  –/5
  SIZ
  11
  7–10
  Abdomen
  1/6
  INT
  15
  11–12
  Chest
  1/7
  POW
  12
  13–15
  Right Arm
  –/4
  DEX
  14
  16–18
  Left Arm
  –/4
  CHA
  15
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: Leather apron, –1 Armour Penalty
  Damage Modiﬁ er
  –1D2
  Magic Points
  12
  Skills: Athletics 35%, Commerce 85%, Evade 60%, Inﬂ uence 65%, Insight 60%, 
  Lore (Cookery) 70%, Perception 75%, Persistence 46%, Resilience 52%, Unarmed 
  30%
  Movement
  8m
  Strike Rank
  +15 (+14)
  Common Magic 45%: Bearing Witness 2, Glamour 2, Golden Tongue 2
  Combat Styles
  Unarmed 30%. Windpipe’s usually technique is to aim a kick at the groin and then run like crazy.
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Fist 
   
   
  M 
  S 
  1D3–1D2 
  –/5
  Kick 
   
   
  M 
  M 
  1D4–1D2 
  –/6
  on what is available in the city at the time and what Drabble has 
  been able to catch. A list of menu items follows, with prices. Roll 
  1D12 three times to determine what delicacies or atrocities he has 
  on offer.
  Windpipe’s Delicacies
  1D12
  Item
  Cost
  1
  Aardvark Liver Pate (with 
  toast)
  3 SP
  2
  Bat Wing Pakoras
  8 CP for two
  3
  Cat Kebabs
  4 CP for two
  4
  Crunchy-Frog Surprise
  8 CP for two. Surprise is, 
  it’s not frog
  5
  Deep-Fried Badger Claws
  1 SP (cone of 10)
  6
  Dog Burger
  4 CP; 5 CP if you want 
  ‘Special Sauce’
  7
  Jaguar Earlobes
  2 SP (cone of 5)
  8
  Ocelot Spleen
  1 SP and 5 CP (single 
  spleen, in a bun)
  9
  Rat Pasties
  2 CP – a best-seller with 
  the ‘Cheap Seat’ crew
  10
  Squirrel On a Stick
  5 CP (65% chance that 
  squirrel is actually rat)
  11
  Sweet and Sour Gerbil
  1 SP for two. More sour 
  than sweet
  12
  Wolf Nipple Chips
  2 SP (cone of 10)
  
  180
  Mistress Skarlatina, Fortune Teller and 
  Courtesan (Outer Ring/Median Ring)
  A tall and willowy fortune teller who also supplements her trade 
  with a little prostitution, Mistress Skarlatina claims to have revealed 
  the fortunes of kings and emperors and to have been romanced by 
  some of the most dashing nobles on the continent. Her imagination 
  and silver tongue are matched only by the impressive length of her 
  legs and she shows them off with pride through a silk skirt slashed 
  to the thigh. Mistress Skarlatina seems to know who everyone is, 
  especially those who are highly placed in society; but, strangely, 
  few choose to acknowledge her greetings or salutations.
  She works from a small booth as close to the passages leading down 
  to the Imperial Box as she can. She sits, wafting herself with a 
  delicate fan of lace and bone, with her incredible legs on full display, 
  smiling at any males who look like they have a silver piece to spare 
  for a palm reading, or a few more for a reading of a more intimate 
  nature. She rents a small, secluded room within the Median Ring 
  that is equipped with a couch, candles and comfortable cushions 
  for those who prefer a private session.
  Inseverus – Master at Arms (Lower 
  Levels)
  A huge, pot-bellied, ex-gladiator, Inseverus gained his freedom 
  over a decade ago but chose to continue serving in the arena. His 
  swarthy, scarred skin is covered in thick, black hair. His head is 
  clean shaven although he wears a full beard, knotted and waxed. 
  Inseverus is hardhearted but not insensitive. He watches the form 
  of the gladiators and makes an attempt to get to know them. Those 
  who treat him with respect are rewarded with good quality armour 
  and weapons whilst those who disrespect him or anger him are 
  given either the poorest or nothing at all. Inseverus is in charge 
  of both the armoury and the forge; working for him are the slaves 
  who fetch and carry weapons and armour and the team of smiths 
  who maintain the arena’s hardware. Inseverus is a hard taskmaster, 
  continually barking orders and commands and admonishing 
  slackers with a ﬂ ick of his whip, which hangs on his massive leather 
  belt. He has been known to take a servant who has displeased him 
  and toss him into the arena to do battle with the other wretches; he 
  has also been known to whip and kick men to death if they display 
  laziness or cowardice.
  Vikourus, Master of Gladiators (Lower 
  Levels)
  A champion gladiator in his time, Vikourus won his freedom twenty 
  years ago. He formed his own gladiatorial academy, traded in slaves 
  and warriors and ten years ago accepted the position of Master of 
  Gladiators as a result of his academy’s success in the arena. Vikourus 
  is responsible for the welfare of all the gladiators in the arena. He 
  plans the contests, chooses the participants, coaches those who catch 
  his eye and monitors the pre and post contest welfare of the very 
  best ﬁ ghters. Vikourus is not sentimental about any one gladiator 
  – although he has his favourites. He long ago learned that this is a 
  business like any other and the clever ones who earn their freedom 
  can make a great deal of money through contributing to the arena’s 
  success. Plus, Vikourus knows no other way. He was trained as a 
  gladiator from an early age and his experiences of the outside world 
  are limited to what he has learned in the years since he gained his 
  freedom; but the conditioning of a gladiator still runs through his 
  blood. Vikourus is on good terms with many of the nobles who 
  frequent the games and who come for his advice on a decent wager. 
  He also sees Lady Skarlatina on a regular basis, taking the more 
  personal of her services. In this way he also learns of the wider 
  business outside the arena – the wants and mores of the nobles who 
  say only so much to him directly. As a result he has a reputation for 
  being completely in tune with the city’s needs as far as the arena is 
  concerned, and he puts his knowledge to excellent use.
  Arena Mistress Ouranda, Administrator of 
  the Arena
  Ouranda is a middle-aged woman of startling beauty. Her bone 
  structure is as well deﬁ ned as the stones of the arena she serves and 
  her long, wave-like hair falls to her waist, a resplendent green in 
  colour. She wears light robes of black and gold that cling to her 
  svelte ﬁ gure but few men desire her: her cruelty wraps her like a 
  cloak. This a woman of murder, not of love.
  
  181
  Inseverus
  Score
  1D20
  Hit Location
  AP/HP
  STR
  15
  1–3
  Right Leg
  2/6
  CON
  12
  4–6
  Left Leg
  2/6
  SIZ
  15
  7–10
  Abdomen
  2/7
  INT
  11
  11–12
  Chest
  1/8
  POW
  11
  13–15
  Right Arm
  –/5
  DEX
  14
  16–18
  Left Arm
  –/5
  CHA
  9
  19–20
  Head
  –/6
  Combat Actions
  3
  Typical Armour: Leather trousers and belt; soft leather jerkin. –2 Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  11
  Skills: Athletics 48%, Brawn 67%, Craft (Weaponsmith) 59%, Evade 70%, 
  Evaluate 55%, Inﬂ uence 68%, Insight 49%, Lore (The Arena) 77%, Perception 
  56%, Persistence 66%, Resilience 69%, Unarmed 79%
  Movement
  8m
  Strike Rank
  +13 (+11)
  Common Magic 39%: Bludgeon 3
  Combat Styles
  Any Weapon and Shield 74%, Whip 70%, Unarmed 79%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP
  Fist 
   
   
  M 
  S 
  1D3+1D2 
  –/5
  Kick 
   
   
  M 
  M 
  1D4+1D2 
  –/6
  Whip 
   
   
  M 
  VL 
  1D2 
   
  3/6
  Vikourus
  Score
  1D20
  Hit Location
  AP/HP
  STR
  12
  1–3
  Right Leg
  2/6
  CON
  13
  4–6
  Left Leg
  2/6
  SIZ
  17
  7–10
  Abdomen
  2/7
  INT
  16
  11–12
  Chest
  2/8
  POW
  7
  13–15
  Right Arm
  2/5
  DEX
  13
  16–18
  Left Arm
  2/5
  CHA
  12
  19–20
  Head
  –/6
  Combat Actions
  3
  Typical Armour: Hardened leather armour. –3 Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  7
  Skills: Athletics 34%, Brawn 70%, Commerce 59%, Courtesy 49%, Evade 69%, 
  Evaluate 71%, Inﬂ uence 74%, Insight 63%, Lore (The Arena) 81%, Lore (Tactics) 
  79%, Perception 66%, Persistence 53%, Resilience 74%, Unarmed 74%
  Movement
  8m
  Strike Rank
  +15 (+12)
  Common Magic 56%: Bladesharp 2, Bludgeon 2
  Combat Styles
  Any Weapon and Shield 95%, Unarmed 74%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Fist 
   
   
  M 
  S 
  1D3+1D2 
  –/5
  Kick 
   
   
  M 
  M 
  1D4+1D2 
  –/6
  
  182
  Mistress Skarlatina
  Score
  1D20
  Hit Location
  AP/HP
  STR
  9
  1–3
  Right Leg
  –/5
  CON
  8
  4–6
  Left Leg
  –/5
  SIZ
  13
  7–10
  Abdomen
  –/6
  INT
  12
  11–12
  Chest
  –/7
  POW
  11
  13–15
  Right Arm
  –/4
  DEX
  14
  16–18
  Left Arm
  –/4
  CHA
  17
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  +0
  Magic Points
  11
  Skills: Courtesy 70%, Commerce 40%, Culture (Own) 75%, Evade 20%, Evaluate 
  60%, Inﬂ uence 70%, Insight 75%, Lore (Fortune Telling) 70%, Lore (Regional) 60%, 
  Perception 55%, Persistence 43%, Resilience 34%, Seduction 75%, Streetwise 50%
  Movement
  8m
  Strike Rank
  +13
  Common Magic 45%: Glamour 2, Golden Tongue 2, Lucky 2
  Combat Styles
  Dagger 25%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Dagger  
   
  S 
  S 
  1D4+1  
  6/8
  Arena Mistress Ouranda
  Score
  1D20
  Hit Location
  AP/HP
  STR
  9
  1–3
  Right Leg
  –/4
  CON
  9
  4–6
  Left Leg
  –/4
  SIZ
  11
  7–10
  Abdomen
  –/5
  INT
  17
  11–12
  Chest
  –/6
  POW
  13 (8 dedicated)
  13–15
  Right Arm
  –/3
  DEX
  12
  16–18
  Left Arm
  –/3
  CHA
  15
  19–20
  Head
  –/4
  Combat Actions
  3
  Typical Armour: None
  Damage Modiﬁ er
  –1D2
  Magic Points
  5
  Skills: Athletics 54%, Brawn 21%, Commerce 79%, Courtesy 89%, Culture 
  (Own) 90%, Evade 32%, Evaluate 83%, Inﬂ uence 113%, Insight 85%, Lore 
  (The Arena) 118%, Lore (Regional) 90%, Perception 78%, Persistence 49%, 
  Resilience 37%, Unarmed 44%
  Movement
  8m
  Strike Rank
  +15
  Elric: Language (High Speech) 52%, Lore 
  (Sword Rulers) 75%, Pact (Xiombarg – Sword 
  Blesser) 75% (8 dedicated POW); 
  Gifts: 
  Abstinence 
  (Sleep), 
  Sanctuary 
  (The 
  Arena), Sense Million Spheres, Divine Training. 
  Compulsions: Never Wear Armour; Obsessed with 
  the Arena; Obsessed with Combat; Empire Builder. 
  Common Magic 68%: Becalm, Glamour 2, Second Sight.
  Glorantha: Lore (Malkioni True Church) 75%, Pact (Malkion) 75%. Sorcery 
  (True Malkioni Grimoire) 78% : Cast Back, Damage Resistance, Mystic Vision, 
  Neutralise magic, Spell Resistance, Spirit Resistance
  Combat Styles
  Scimitar 60%, Unarmed 44%
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Scimitar  
  M 
  M 
  1D8–1D2 
  6/10
  
  183
  Ouranda controls the arena on behalf of whichever setting uses it. 
  If Glorantha, she is a Jrusteli noblewoman whose passion for the 
  arena is matched only by her passion for the Abiding Book. She 
  is a servant of the council and is dedicated to what the coliseum 
  teaches those who pass through its arches.
  If Hawkmoon, she wears a half-mask fashioned in the shape of a 
  dragon but serves no order. She is a lover of Baron Meliadus on 
  occasion and she administers the arena on his behalf. In reality she 
  despises the Order of the Wolf but Meliadus is the only man with 
  a thirst for blood that matches her own.
  If Elric of Melniboné, Ouranda is a noblewoman of Dharijor but 
  half Pan Tangian on her father’s side. She lives for the Jade Dragon 
  Arena and is pacted with Xiombarg – although her worship 
  practices are a private affair: every warrior killed in the arena is a 
  dedication to Xiombarg and it is Ouranda’s compulsion to serve 
  the arena incessantly, devising ever-greater atrocities until, on the 
  day her inventiveness fails her, she will have no choice but to enter 
  the arena herself and perish at the hands of her own, evil mind.
  Mernaeus, Principal of the Gladiator 
  Academy
  A stern, scarred man in his late 40s. His head is shaved but he 
  wears a moustache-less beard that is straggly and knotted. His eyes 
  are a deep blue with a penetrating intensity few can tolerate when 
  his gaze is ﬁ xed upon them. His smiles are few and far between 
  and when they occur are private affairs. Well-muscled and toned, 
  Mernaeus sometimes practices in the training quadrangle of the 
  gladiator academy, demonstrating particular techniques and 
  strategies.
  Mernaeus never talks of the men and beast he has killed but he 
  has never lost count. His scars (across every location) are a map 
  of his record in the arena. He both loves and loathes what the 
  coliseum represents but he is what he is because of it; and so he is 
  loyal to its ways. Lady Ouranda he likes, because, although she is 
  not an arena gladiator, as a political gladiator she is without equal. 
  Vikouros he tolerates. The two men never faced each other in the 
  arena but their records are similar. Vikouros does things differently 
  and Mernaeus is suspicious of that. He is certain his ways are the 
  best ways.
  Making a friend of Mernaeus is difﬁ cult but not impossible. 
  Brave, loyal gladiators earn his respect. Recalcitrant ones are made 
  an example of. He is unsentimental about any ﬁ ghter’s fate but 
  prudent enough to know that good training and good morale 
  makes for a gladiator who can survive what is thrown at him. Much 
  is about playing the game – because this is all one violent, lethal 
  game. Know the rules and one can survive; not through being the 
  most popular or deadly but through playing the game well.
  Score
  1D20
  Hit Location
  AP/HP
  STR
  15
  1–3
  Right Leg
  2/6
  CON
  16
  4–6
  Left Leg
  2/6
  SIZ
  11
  7–10
  Abdomen
  2/7
  INT
  13
  11–12
  Chest
  2/8
  POW
  12
  13–15
  Right Arm
  2/5
  DEX
  15
  16–18
  Left Arm
  2/5
  CHA
  9
  19–20
  Head
  –/6
  Combat Actions
  3
  Typical Armour: Hardened leather armour. –3 Armour Penalty
  Damage Modiﬁ er
  +1D2
  Magic Points
  12
  Skills: Athletics 64%, Brawn 72%, Commerce 63%, Courtesy 58%, Culture (Own) 
  54%, Evade 72%, Evaluate 61%, Inﬂ uence 85%, Insight 54%, Lore (The Arena) 
  90%, Lore (The Crowd) 80%, Lore (Tactics) 92%, Perception 74%, Persistence 
  68%, Resilience 79%, Unarmed 85%
  Movement
  8m
  Strike Rank
  +14 (+11)
  Common Magic 41%: Bladesharp 3, Bludgeon 3
  Combat Styles
  Any Weapon and Shield 124%, Unarmed 85%
  Weapons
  Type 
   
   
  SIZ 
  Reach 
  Damage  
   AP/HP  
  Range
  Fist 
   
   
  M 
  S 
  1D3+1D2 
  –/5
  Kick 
   
   
  M 
  M 
  1D4+1D2 
  –/6
  
  184
  Index of 
         Beasts
  Aldryami  23
  Alligator  94
  Allosaurus  96
  Amphisboena  97
  Ankylosaurus  98
  Ant, Giant  73
  Baboon  149
  Basilisk  113
  Bear, Brown  150
  Bear, Polar  152
  Bee, Giant  74
  Beetle, Giant  76
  Beetle, Karrg  78
  Beetle, Watch  78
  Behemoth  114
  Boar  152
  Brontosaurus  99
  Broo  26
  Cattle  153
  Centaur  115
  Centipede, Giant  78
  Chimpanzee  154
  Chonchon  117
  Crab, Giant  155
  Crocodile  94
  Deer  156
  Demi-Bird  118
  Dog  157
  Dragon  119
  Dragon, Oriental  120
  Dragonewt  27
  Dragonsnail  79
  Ducks  33
  Dwarf  34
  Elephant  158
  Elf  35
  Fachan  121
  Gargoyle  122
  Ghoul  123
  Giant  36
  Goblin  38
  Gorgon  124
  Gorilla  159
  Gorp  126
  Grampus  81
  Grifﬁ n  127
  Grotaron  128
  Hadrosaurus  100
  Halﬂ ing  39
  Harpy  129
  Hawk  160
  Headhanger  130
  Hippogriff  132
  Horse  160
  Humans  40
  Insect Swarm  82
  Iqari  46
  Jack-O-Bear  47
  Lamia  133
  Leech, Giant  84
  Lion  162
  Lizard, Bolo  101
  Lizard, Rock  101
  Locust, Giant  85
  Mammoth  162
  Manticore  134
  Minotaur  135
  Morokanth  48
  Mosquito, Giant  85
  Mostali  49
  Mreli (Brown Elves)  24
  Mummy  137
  Newtling  58
  Ogre  59
  Orc  60
  Panther  165
  Plesiosaurus  103
  Praying Mantis, Giant  87
  Pteranodon  104
  Rhinoceros  166
  Roc  138
  Satyr  139
  Scorpion, Giant  88
  Scorpion Man  89
  Shark  167
  Skeleton  140
  Slarge  61
  Slug, Giant  91
  Snake  105
  Spider, Giant  91
  Stegosaurus  107
  Stoorworm  108
  Tiger  168
  Tiger, Sabre Tooth  168
  Timinit  63
  Triceratops  109
  Troll  66
  Tyrannosaurus  110
  Unicorn  141
  Uz  67
  Vampire  142
  Velociraptor  111
  Vronkali (Green Elves)  25
  Walktapus  71
  Werewolf  144
  Wolf  170
  Wyrm  146
  Wyvern  147
  Zombie  148
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/Runequest (Mongoose) 2nd Edition/Monster Coliseum.pdf