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Evanten -- are you chronicling animals or Horror constructs?Inhabiting the jungles of southern Barsaive and the Mist Swamps, the gelteckin is a terrible hazard to travel. It poses less of a threat to the natives of the areas, for reasons that will become clear shortly.-- dispatch from Kylara B'Tenn, Chief Clerk, Fauna Room, Hall of Records, ThroalYes.
-- dispatch from Evanten Farseeker, Questor of Jaspree, Field Researcher, Hall of Records, Throal
Resembling the sea creature known as the jellyfish, the gelteckin's body is round, and built much like a sack turned upside down, with dozens of threadlike tentacles dangling from the lower edge all around. In the center of the underside is a beak resembling that of a parrot. Colored a pale green with brown streaks and dark green patches, the gelteckin blends in well among the foliage of the trees where it floats quietly, waiting for prey.
I have determined through examination that the creature produces a gas within its body, which it secretes into several bladders, that is lighter than air. This gas holds the gelteckin aloft, where it drifts much like a cloud, at the mercy of the winds. If enough of these bladders are punctured, the creature cannot remain in the air and will collapse to the ground. Do not assume that a grounded gelteckin is harmless, however. It can still move its tentacles when downed. Also, care should be taken in piercing the bladders, as the gas within is highly flammable. Elementalists would no doubt have some use for something which takes fire so readily, but other Name-givers should be wary of the beast's explosive nature. I have seen a wizard nearly immolate himself upon attacking a gelteckin with a flame flash. The back blast knocked the man down and singed off most of his beard, a great tragedy among dwarves or so I am told.
Glands along the edge of the beast secrete a virulent toxin that paralyzes the beast's prey. As well, the tentacles are capable of delivering a stinging jolt of obviously magical origin. Once the prey is stunned or paralyzed into immobility, the gelteckin vents enough of its levitating gas to descend onto the helpless victim and feed.
Because of the creature's mode of flight, it has a terrific fear of open flames. As such, it will not approach a village with cooking fires lit, or a campsite with a fire going. Cathan hunting parties carry unlit torches magically prepared to blaze up at a spoken command to ward off the creatures. The slightest flicker of fire appears to be enough to ward off the creature, although with its coloration and absolute quiet when moving, its approach is hard to detect.
Game Mechanics:
| DEX: 7 STR: 3 TOU: 5
PER: 4 WIL: 5 CHA: 2 |
|
| Initiative: 9 | Physical Defense: 9 |
| Number of Attacks: 2 | Spell Defense: 5 |
| Attack: 10 | Social Defense: 3 |
| Damage: 6 beak, 12 tentacles (electrical zap) | Armor: 2 |
| Number of Spells: 1 | Mystic Armor: 5 |
| Spellcasting: 14 | Knockdown: 9 |
| Effect: 14 (paralyzing toxin) | Recovery Tests: 2 |
| Death Rating: 34 | Combat Movement: 15 |
| Wound Threshold: 9 | Full Movement: 30 |
| Unconsciousness Rating: 26 | Legend Points: 180 |
| Equipment: None | |
| Loot: None | |
Notes: Each wound done to a gelteckin punctures a gas bladder. Any open flame source or spark in the immediate vicinity will set fire to the gas, causing the gelteckin to explode like a fireball, doing step 13 damage in a ten foot radius. After three wounds, the gelteckin no longer has enough intact bladders to remain aloft, and sinks or drops to the ground, its speed of descent being determined by the number of wounds over three it has taken.
Floating heads are exactly that, the heads of Name-givers forcibly removed from their bodies and given the power to float in the air. Four long tentacles emerge from the ruin of the base of the neck, each lined with suckers and tipped with a wickedly curved claw. In unbelievable pain and mindlessly berserk, the constructs attack without quarter, savaging any Name-giver who comes within range. They never break off, fighting until destroyed or until there are no more Name-givers visible to them. Victims of floating heads are frequently turned into the same sort of construct themselves. The size of the tentacles, the sturdiness of the creature and the amount of damage it can inflict in a single strike varies according to the sort of Name-giver that provided (albeit unwillingly) the head in the first place.
Evidence indicates that these constructs may be unique to a particular Horror. I am reluctant to investigate, as discovering the Name could bring me to the attention of the Horror itself. Perhaps a party of adepts could be convinced or hired to follow up this information. I would happily surrender my notes on this issue to any Named group willing to pursue this matter.
Game Mechanics:
When multiple stats are given, they're in the format Dwarf / Elf / Human
/ Obsidiman / Ork / Troll / T'skrang / Windling.
| DEX: 6 STR: 5 TOU: 8
PER: 6 WIL: 7 CHA: 4 |
|
| Initiative: 9 | Physical Defense: 8 |
| Number of Attacks: 4 | Spell Defense: 12 |
| Attack: 14 | Social Defense: 7 |
| Damage: 10 / 11 / 12 / 17 / 15 / 16 / 11 / 6 | Armor: 9 |
| Number of Spells: 0 | Mystic Armor: 8 |
| Spellcasting: 0 | Knockdown: 16 |
| Effect: 0 | Recovery Tests: 4 |
| Death Rating: 42 / 39 / 44 / 50 / 46 / 48 / 42 / 34 | Combat Movement: 165 |
| Wound Threshold: 14 | Full Movement: 310 |
| Unconsciousness Rating: 34 / 31 / 36 / 43 / 39 / 41 / 34 / 26 | Legend Points: 208 / 210 / 214 / 237 / 221 / 227 / 210 / 200 |
| Equipment: None | |
| Loot: None | |
The vuljecn has developed a taste for meat, and specifically for the flesh of Name-Givers. Surely this is the work of a Horror, as no animal naturally preys predominantly on Name-Givers. Covered in light brown plumage with hints of darker brown at wingtips and tail tip, the bird blends in well in the foliage, holding itself motionless in the treetops as it searches for food with remarkably keen eyesight. When the bird spots a Name-Giver, or any large warm-blooded beast if there haven't been any people by of late, the bird drops from its perch, folds its wings tightly and stoops on its prey. Reaching amazing speed in the descent from treetop to ground, it aims itself like an arrow, using its long, sharply pointed beak to spear its victim. Generally aiming for an eye, the vuljecn can do horrific damage in its first attack, frequently striking through the eye and into the brain, causing death instantly.
Lacking a distinct call, and remaining still and silent while watching for prey, the vuljecn is difficult to detect before it makes its attack. Fortunately, it doesn't always make its strike, as large changes of course become impossible during its dive. If the intended victim moves sharply to one side right before the attack, the bird will normally miss. Also, if it fails to kill its prey with the first strike, it leaves itself highly vulnerable to a return stroke from paw or blade.
I discovered this species when I noted that the Cathan tended to walk with a staggering pace, lurching frequently to one side or the other. They explained to me that this was to ward off attacks by the vuljecn. They also posted guards within traveling groups to keep watch above, and warn the group if anything came dropping down out of the trees.
Game Mechanics:
| DEX: 11 STR: 3 TOU: 3
PER: 3 WIL: 3 CHA: 2 |
|
| Initiative: 14 | Physical Defense: 14 |
| Number of Attacks: 1 | Spell Defense: 4 |
| Attack: 8 melee/15 diving | Social Defense: 3 |
| Damage: 5 beak/21 dive strike | Armor: 0 |
| Number of Spells: 0 | Mystic Armor: 0 |
| Spellcasting: 0 | Knockdown: 5 |
| Effect: 0 | Recovery Tests: 1 |
| Death Rating: 23 | Combat Movement: 10 ground/100 air |
| Wound Threshold: 5 | Full Movement: 20 ground/200 air |
| Unconsciousness Rating: 14 | Legend Points: 615 |
| Equipment: None | |
| Loot: None | |
The azontu is an excellent example of how the animal life of Barsaive adapted to survive the Scourge. Obviously descended from the common field mouse, the azontu is small enough to fit into the palm of your hand. Holding it thusly would be an uncomfortable experience, however, as the mouse is shrouded in a blanket of spines. Developed from guard hairs, these spines have a wicked barb on the end and detach easily from the animal when tugged sharply. When a larger animal attempts to bite the azontu, it gets instead a mouthful of spines that cannot be removed without either tearing the flesh horribly or using a sharp knife, like cutting out an arrowhead.
Given that the azontu likes to forage in dense undergrowth, it's often found along the edges of trails through the woods and jungles. The clearance above, where Name-givers have removed overhanging branches for easy passage, allows the plants at the ground level to flourish. Because of this, horses or Name-givers stepping too close to the edge of the trail put themselves at risk of taking a spine or two in the ankle should they encounter an azontu. Figuring out what has caused the damage may be difficult, as the mouse will of course make itself scarce after such a close brush with a larger creature. Having a horse, or worse, yourself, lamed by a spine will certainly slow down your travels. Removing the spine is difficult to do without causing further injury, but if it is not removed promptly, infection may set in, resulting in fever, dizziness, nausea and weakness of the muscles.
Some of the Cathans and other more primitive peoples of the jungles and southern plains find the azontu quite useful. Its spines make excellent needles for leatherwork, and can also be used as stitching, to hold items together. In the latter use, the barbs are normally clipped off after the spines are run through the layers being stitched, and the ends smeared with glue to hold the spines in place.
Game Mechanics:
| DEX: 7 STR: 1 TOU: 2
PER: 8 WIL: 6 CHA: 3 |
|
| Initiative: 9 | Physical Defense: 9 |
| Number of Attacks: 1 | Spell Defense: 10 |
| Attack: 3 (bite), 10 (spine) | Social Defense: 4 |
| Damage: 2 (bite), 7 (spine) | Armor: 0 |
| Number of Spells: 0 | Mystic Armor: 0 |
| Spellcasting: 0 | Knockdown: 4 |
| Effect: 0 | Recovery Tests: 1 |
| Death Rating: 20 | Combat Movement: 30 |
| Wound Threshold: 4 | Full Movement: 60 |
| Unconsciousness Rating: 11 | Legend Points: 80 |
| Equipment: None | |
| Loot: 2d10 spines worth 1 cp each | |
Notes: Taking a spine in the leg or foot cuts movement down by one-quarter. Removing it requires a Physician Skill Test against a 7 (or a Dexterity Test against a 12 if nobody has the appropriate Skill). An Average success removes the spine, but causes another Step 4 of damage. A Good or better success removes the spine with no additional damage. A Poor success removes the spine, but does Step 9 damage, and a total failure not only leaves the spine in, but does Step 11 additional damage plus an extra Wound. Normal healing rates apply. Failure to remove the spine within an hour requires a Toughness Test against a 7 to resist a debilitation poison of step 6, representing the high probability of infection from an unremoved spine.