CREATURES
A bestiary of Diverse Creatures overlooked by other scholars.
Back to the RuneQuest main page
Mundane Creatures
The Mule
Believe it or not, the Mule was about the most important domestic animal for travelling in the ancient world for several reasons. Firstly though, what is it?

A Mule is a sterile cross breed of a Stallion and a She-Donkey, they are famed for their bad temper, sure footedness and ability to carry loads. They are also terrible to ride.

During the ancient era, mules were generally about the size of an average horse. Oh yeah, while we're here, anyone who has ever looked after a horse knows exactly how delicate their skin is, no horse in the world has ever had a 2 AP hide! A mule has a tougher hide than a horse though, so give it a 1 AP hide or a 3 AP hide if you're not going to adjust your campaigns horse skins (although this gives the horse an equivalent hide to a basilisk).

Bonuses for mules compared to horses:

Better heat endurance. Will only drink to replace lost fluids, horses will drink themselves to death when hot.
Fewer feeding problems, mules clean weeds out of their feed. Rarely if ever are they subject to 'feed cholic' (Stomach complaints, possibly fatal).
Require less feed and will survive indefinately on pasture when not working.
Rarely have foot problems, their feet are more upright than horses and it is this that makes them more nimble at the expense of speed. A mules feet are more compact and boxy. They require less shoeing than horses.
Longer lived and a far better constitution, partially due to 'Hybrid Vigour' but also due to a natural toughness.
More tractable in large groups.
Extremely strong sense of self preservation, the root of the so called 'stubborness'. A mule will not allow itself to be worked to death, it also checks it's footing more carefully.
Far less likely to panic.
Can carry more.
Mules are far smarter.

Minuses for mules compared to horses:

Mules are far smarter.
They cannot reproduce.
Are slower and uncomfortable to ride.

Mule
Equus Caballus-Asinus hybrid
Mule Panniers and Pack Saddles

A Mule Pack Saddle and Panniers weighs 15 Enc, it costs 100L in a small city.
It is comprised of two 50 Enc capacity containers, anything placed in the containers weighs 1/3 the normal Enc cost for fatigue purposes for the mule. Common sense dictates what will fit in the panniers.
Move 8
HP: 24-25
FP: 51-52
STR
CON
SIZ
INT
POW
DEX
4D6+18
3D6+6
4D6+16
5
3D6
3D6+6
32
16-17
30
5
10-11
16-17
Mules have skin 1AP better than horses, in all other respects they are the same except for the following skill base chances
Climb: 25%   Jump: 25%   Smell Intruder: 25%
Magical Creatures
Goblins, Brownies and Little Nieghbours

Rather than go for the hackneyed Orcs etc.or shoehorning these spirits into Aldryami, I'll go for the more traditional (and I think frightening) course.

Goblins, Bogeys etc are little spirits and may be male or female. They are always associated with a particular location and are characterised by their fiercely protective attitude to it. Like Nymphs, they can form their bodies from the location they inhabit, this also allows them to disappear into the spirit plane in a flash.

In a Gloranthan sense, the spirits guardianship over their localities may have been established in a multitude of ways. During the Gods War, many sky spirits may have been cast down, those that fell on mens farms became Domestic Spirits and those that fell in the uninhabited areas became Wild Spirits. Ancient Gods may dwindle when no longer worshipped, they may eventually fragment into a race of little spirits that cling on in more intimate locales. Eurmal may have been instrumental in their inception, as many of these little sprites are loathesome and malevolent but possessing a strange sense of humour as their outstanding feature. Finally, they may have been there all along, little godlets that made up the mystical population before the Gods War and nature spirits that adopted the modern races as long as their prerogatives are maintained and they are not offended.

Offended, an important word. It is *incredibly* easy to offend these spirits and they are usually vindictive in the extreme. They don't attack physically or via spirit magic or spirit combat as they are too weak to survive this, but having your very own spirit lurking about and setting fire to your barn every night is not comfortable. You can get your local Shamen or Godi to see the troublesome spirit off, but the little imp is going to air your every secret and complain bitterly about your treatement, possibly incurring the wise ones wrath with you. Spirit Magic training is not going to be available until you appease the little monster as he'll scare off Spell Spirits and that will *definitely* get the Godi angry with you!
And this is just the behaviour of the benevolent Domestic Spirits!
The Wild Spirits are untamed and fey, they have little tradition of interacting with humans or any other organised race (including Elves occasionally) and are perilous to encounter. It is important to ask before cutting wood, gathering wild food and especially hunting, as you may anger a malevolent spirit that decides that your life should henceforth be a living hell, having access to nasty Trickster spells such as Bestow <Deformity> is just a start. Luckily, it is almost always possible to placate these spirits if one knows how, Human Lore (halved if a foreigner) quite often comprises many cautionary tales of these creatures activities. Ceremony may help, on a Special Ceremony roll an insight into the little creatures wants may be provided. Unfortunately, some once angered, are unlikely to be placated easily and little quests may well have to be performed. Don't expect any gratitude.

Gratitude, another important word. Nearly all the Domestic Spirits loathe any overt show of gratitude, the moment any special appreciation is shown your helpful Brownie metamorphs into a horrific Bogle and sets fire to your wife, scars the children and kills all your cattle. Generally it's best to just let them get on with it and give them what they want, no more.

Combat with these spirits is fraught with peril, not because they are individually dangerous, but because they are everywhere. If a spirit is captured and placed within an object it is able to be seen by other spirits on the spirit plane, although it may not communicate with them. These spirits being what they are it is likely they'll be instantly offended and thus it starts all over again! One of the main tasks a Shamen/Godi/Wise person etc has is to learn to negotiate the byzantine otherworld politics, restrictions and parameters of the many spirits that inhabit a community. All attempts at placation must be accompanied by a (secret) Ceremony roll, a fail indicates that the spirit is under the impression that you are not sincere in seeking forgiveness. It will soon become apparent that the spirit is not mollified. Placation is dependent on giving the Spirit some minor sacrifice, throwing MP at it doesn't show enough contrition, a fumbled roll is left to the GMs imagination..

Probably the best description of these creatures is that they are totally incapable of understanding the concept of "fair" from a human viewpoint. Their methods of justice and redress are often grotesque and seemingly all out of proportion with the offence.

There are so many of these creatures I am unable to provide stats for them and as they vary so much between each specimen it would be a fruitless task anyway. I'll provide a short description and a round up of their commonly exhibited abilities.

Domestic Spirits

Like most of these spirits, the Domestic Spirits are a form of "Nymph" but do not have to be female. They can form themselves from the very stuff of their locality, they are capable of roaming from their area but cannot regenerate MP when out of it. Most are initially friendly or at least neutral, but can become malign at the drop of a hat. They always adopt the same form, even if they have a choice of several, thus if one can take the form of a dog it will always be the same dog each time.

Bannik - He lives in the bathhouse if there is one. He allows three bathers but then it's his turn, if he's disturbed during his bath he becomes furious and might pour boiling water over the intruder or even strangle them. He knows the future (well, the GMs intentions!) and can be interrogated about it. Just put your naked back through the half open washhouse door and wait patiently, if he caresses your back good fortune awaits, if he digs his claws into you bad times are fortold.

Bean-Tighe - a benevolent, grandmother-type, she does chores and looks after the children so long as you give her milk and cakes.

Bogles - They are a form of Goblin and are generally nasty in temperment. However, they prefer to inflict their evil deeds upon liars and murderers. They persecute them mainly from the spirit plane. Be creative.

The Brownie - They are typically a tiny, shaggy-looking man with wrinkled brown skin. They are approximately 25 inches tall. They are usually either naked or their brown clothing is in extremely bad condition. Brownies like to adopt houses which they look after. They come out at night to finish small chores, look over the cattle. If there is a lazy servant in the home, he might choose to plague him for it. All Brownies expect in return is a bowl of cream or good milk and a honey cake. Never leave clothes and never leave too much food. They find this offensive and will leave. Care should be taken not to criticize their work. When one farmer criticized the mowing job, the Brownie responsible threw the entire crop over a cliff. The Bwca - They are another  version of the Brownie. They have slightly nastier tempers and are prone to tantrums if their work is criticized. They also despise tattletales and people with long noses.

Coblynau - (also Koblernigh) They are mine faeries, similar to Knockers. They are considered good omens since the location of their mining usually precedes the discovery of ore there.

Domovoi - Has the aspect of a sleek, silky human covered in hair on every part of his body. It is difficult and in fact dangerous to catch sight of him, but his soft and caressing voice can be heard often. He forewarns the inhabitants of the house of any trouble, if someone from the family is about to die he can be heard weeping and he pulls the wifes hair if the husband is about to beat her. He prefers to live under the hearth or stove, but his wife the Domavikha prefers the cellar.

Dvorovoi - A yard spirit, he absolutely detests any white animal apart from chickens (he is the protector of chickens, ask his permission before killing any!) If you offend him, just put a little sheeps wool in the stable, some glittering objects and a slice of bread whilst saying "Tsar Dvorovoi, master, friendly little neighbour, I offer thee this sign of gratitude. Be kind to the cattle, look after them and feed them well." If he really goes on the rampage, you can stick a pitchfork into the fence (it hurts him terribly) and he absolutely dreads a dead magpies body stuck up in the yard.

The
Fenoderee - Another type of Brownie. He is enthusiastic about helping the farmers, but isn't all that bright. The Fenoderee once was tricked into trying to fetch water with a sieve.

Gardvord --  these nisse are more sinister and are very big (some have seen them lay there elbows upon the roof). Occasionally you may have one and not even know of it, as they are tiny on the spirit plane, but they fanatically defend the householder from manifested spirits.

Goblins - They are somewhat malicious little creatures. They can appear as animals. They are thieves and villains and count the dead among their companions. They like to tempt people with faerie fruits. They're not truly completely evil, however. Mine goblins make knocking noises where they know there are rich deposits of ore. To avoid the Knockers' wrath, a pastie (traditional miner meal) should be left for them.

Grant - A small horse which stands upright; each Grant is attached to a particular place and when he senses danger will run through the town shouting warnings.

Kikimora - She partakes in all the household tasks but only when your back is turned, and only if you are dilligent and hardworking. Lazy householders suffer from her attentions when she throws things around, breaks pots and tickles the children all night to keep them awake. The only way to placate her (after changing your ways) is to go into the forest and gather ferns and prepare a fern tea with which all the pots and pans in the kitchen must be washed.

The
Killmoulis - He is an ugly Brownie who haunts mills. He has an enormous nose and a missing mouth. He eats by stuffing the food into his nostrils. He works for the miller but he plays pranks so often he is often more of a nuisance than a help. He will stop the mill if it is run at night, during the God Time or the Grain Godesses holy day..

Klabautermann - This is spirit who guards the ship. In one story it woke up the ship's mate when the lamp went out, and in another it held the masts together.

Kobolds - (Or  Knockers). They are known for causing problems for the miners and undoing their progress. To keep the miners guessing, they occasionally help them.

Ly Erg - This spirit yearns to be a soldier. He dresses like one and cannot be distinguished from human soldiers except by his red-stained hands, red from the blood he has shed. He free roams but will adopt a unit as his 'locale.' Not usually manifested, in the middle of a battle you may glimpse a bloody handed soldier joining in.

Mother Holle - A crone who lives at the bottom of old wells. She dispenses justice and might aid you with guidance and divination if she likes you. of course, if she doesn't a bad time may be in store. Still, you need water so be nice to her.

Nisse - They are guardians of the house or farm who will defend its welfare against other spirits. They are inordinately strong, but of diminutive size. They are almost always males, usually small, very old or very young, strong, loyal to the farm, and sometimes wear a little red hat and grey. All the nisse wants is to have a little porridge with butter on top. If, for some reason, the nisse is exorcised from the farm, then he takes with him all that he brought or did, thus the farm falls to ruin.

Ovinnik - A barn spirit,he lives permanently in a corner in the aspect of a large dishevelled cat and it is best to ignore him.His eyes shine like burning coals and he barks like a dog.

Pixies - Green faeries who often take the form of hedgehogs. They are also known as urchins, pisgies, piskies, and pigseys. They like to dance in the shadows of stones. Their bells are often heard on the moor. They like to steal horses and torture them to get them to run faster. They delight in throwing pots and pans at kitchen girls. They usually mean no harm, however. Beware of doing pixies favors, for they have a tendency to backfire.

Polevik - He appears as a hairy creature with different coloured eyes and helps to bring in the harvest. He has been known to strangle workers who go to sleep in the fields rather than working, other times he just pulls their hair unmercifully, he can be placated by placing two eggs and an elderly cockerel in a ditch for him.

Pooka - Pooka have a standing claim to crops left unharvested after Clay day of Fertility week in Earth season. Farmers who harvest after this date risk their wrath.

Portunes - They are small agricultural spirits who work on human farms by day, and spit-roast frogs by night. They are generally very old men with wrinkled faces and patched coats. However kind they are, they have a weakness for grabbing the bridles of horses whom men are riding alone at night and leading them into ponds, laughing.

Virikas - Never more than eighteen inches tall, these unpleasant spectral entities can be recognized by their flaming red color and their horribly pointed, bloodstained teeth. They gather outside the homes of men soon to die and jabber excitedly. To prevent this, people can erect a small shrine in their honor and burn daily gifts of flowers and spices for them.

Vodyanoi - A dangerous water spirit (like most water spirits) who is often found near millponds, he loathes humans and millponds are so dangerous because of him. Sometimes many will gather underneath the great millwheel. He devours humans and some mill owners have been known to appease him by throwing unfortunate strangers into the millrace, this is one of the few things that stops him destroying the milldam so the water will run free again. Often manifests as a huge, froggy looking creature with dark, glabrous skin.

Wichtlein - This is a Mine Spirit who announces the death of a miner by tapping three times. Digging and other miner imitations are warning of pending disaster.

Yann-an-Od - Kindly old shepherd who tends sheep. He might have once been a god of some sort. He's rather shy of humans.

All these creatures generally have a little shrine somewhere, and if given food have a special plate that they are very jealous of and no one should use it for any reason apart from the spirits gifts. The barn and yard spirits often have a special creature that they prefer from amongst the domestic animals, this particular specimen will always be sleek and fat because the domestic spirit steals food from the other animals for it. It's best to humour them and feed the animal seperately, appearing to make a great fuss over it. If the house has a cat, the spirits will tend to look after it, anyone harming the house cat had better leave promptly or go to great lengths to placate the furious spirits. Finally, the chief role of these wights is to take care of the house and its surrounding lands. In rural households, they make sure that the bread rises, the cream turns to butter in the churn, the cows are fed well, and the field-work is successful. In fact, all the ordinary transformations (milk to cheese etc) are overseen by these creatures. Most of the domestic spirits will work very hard for just a little milk that's left over from dinner, but don't forget it once you start giving it to them! If the milk is forgotten or skimped on, when apot breaks or you strangely burn your fingers in the fire you'll hear a malicious little chuckle in the corner . . .
A Polevik in his field
A Vodyanoi prowls a Millpond
Often encountered Statistics for Domestic Spirits
Domestic Spirits often have these facets to them
- Thier base attack chance with a weapon is their POWx5.
- Their base dodge chance is their INTx5
- They rarely if ever wear armour (except the Ly Erg)
- They know their full INT worth of Spirit Spells
- They generally know 1D6 points of Trickster Divine spells
STR
CON
SIZ
INT
POW
DEX
3D6+6
3D6+12
Varies
Varies
2D6+18
3D6+6
Move: 2-4
Weapon: Claw                    
Weapon: Fling Domestic Item
125%
125%
1D3+Varies
1D4+Varies
Favourite Spirit Magic spells:

Beffudle
Bladesharp
Bludgeon
Control (Species)
Countermagic
Demoralize
Detect Enemy
Disruption
Extinguish
Glamour
Glue
Heal
Hotfoot*
Ignite
Mindspeach
Mobility
Repair**
Second Sight***
Slow
Spirit Screen
Strength
Vigour
Visibility
Trickster Spirit Spell
This version always repairs an item perfectly with no loss of AP
All Domestic Spirits have this spell
*
**
***
Hosted by www.Geocities.ws

1