From: at756@cleveland.Freenet.Edu (Bryan J. Maloney) To: ars-magica@ocf.Berkeley.edu Date: Tue, 3 Sep 91 16:46:36 -0400 Subject: New Denizens for the Bestiary Archive: #930 A few creatures for the Bestiary section of the companion. Three mundane, two "semi-legendary", three legendary. One thing I dislike about Ars Magica's bestiary is its dearth of European, Eurasian, or Levantine "mundane" animals. The following three are animals which are both potentially fierce and I know to live in the Old World. Badger Siz -2 Cun +1 Per 0 Stm +6 Defensive +3 Vicious +5 Fat +4 Def +5 Soak +5 Bite 1st +3 Atk +5 Dmg +5 Body Levels OK, -1, -3, -5, incapacitated Notes: This creature is a gregarious burrowing predator, noted for its viciousness and wariness, and is found throughout Europe. For the most part, it would have no value to Magi. However, it is rumored that they possess the ability to strike an assailant blind. If this is true (and it might be for badgers which live in Fey or Magical auras, treat it as the spell Incantation of the Milky Eyes (PeCo 20), using two magic points. Furthermore, such badgers would also have a Magic (or Faerie) Might of 10 and their eyes would be worth one Corporem Vis (together, not each). Crocodile Siz +1 Cun +1 Per +1 Stm +4 Lazy +1 Aggressive +3 Fat +3 Def +5* Soak +20 Bite 1st +10* Atk +8 Dmg +20 Body Levels OK, -1/-1/-1, -3/-3, -5, incapacitated Notes: This is a large member of the infamous Nile Crocodile. It might be encountered elsewhere in the Holy Land, especially in the hands of local non-Hermetic Magi of Egyptian traditions. When out of the water, it has difficulty moving and its Def and 1st totals are reduced by five. Lynx Siz -2 Cun +4 Per +5 Stm +6 Elusive +3 Secretive +4 Fat +5 Def +8 Soak +6 Claw 1st +10 Atk +10 Dmg +5 Bite 1st +9 Atk +12 Dmg +8 Body Levels OK, -1, -5, incapacitated This solitary predator is found in northern Europe, primarily in the areas claimed by the tribunal of Novgorod. The next two beasts are what I call "semi-legendary". They are both medieval views of "real-world" creatures. Both are, coincidentally, based on African great cats. Panthers, Hunters of the Honeyed Breath Siz +1 Cun+3 Magic Might 15 Per +4 Stm +5 Sneaky +4 Aggressive +3 Fat +5 Def +6 Soak +5 Tackle 1st +5 Atk +12 Tackle +13 Bite 1st +6 Atk +10 Dmg +15 Body Levels OK, 0, -1/-1, -3, -5, incapacitated Power: Sweet Breath (ReMe 25), 2 magic points. The breath has the effect of compelling its victim to walk toward the panther and then lie down in slumber. The panther then feeds. Description A sleek, black shape which hugs the shadows, the Panther is a cunning predator which relies upon its magical, sweet breath to catch its prey. It will never attack before releasing its breath, but when it leaps it is revealed to be a great, dark cat with a ridged mane around its neck and a pronounced slant to its eyes. Its body is worth 4 Mentem Vis Story A new predator has moved into the area, one which strikes at night and shows no fear of man nor beast. Such a creature might be a useful addition to the guardians of a covenant. Unfortunately, the beast has had experience with Magi before (which prompted its move to new climes) and has already noticed the existence of the covenant in the area. It will be wary. Lions, Symbols of Our Lord upon this Earth Siz +2 Cun +5 Holy Might 40+ Per +6 Stm +6 Brave +5 Noble +5 Fat +8 Def +6 Soak +15 Tackle 1st +10 Atk +10 Tackle +15 Bite 1st +10 Atk +12 Dmg +20 Body Levels OK 0/0/0 -1/-1/-1, -3/-3, -5/-5, incapacitated Description This beast is considered a symbol of Christ on Earth, and as such is diffused with both holiness and martial prowess. It is a noble creature, the color of gold and the shape of a great cat, but crowned with a mane spun from fibers of softest silk. Its claws and teeth have the hue of finest red gold (which they are). The beast fairly radiates holiness and nobility. Its mane is worth 10 Rego Vis, but whosoever takes it shall be cursed by the sin to go forever mad (PeMe 50+ depending on Holy Might, basic piety or lack of the taker, purpose for taking the mane, see the rules on Miracles for ideas). This insanity is an change in the ESSENTIAL NATURE of the victim; so it can only be healed by means beyond Hermetic Magic. However, some Mentem magicks may temporarily assuage the affliction (but for no more than a day in any case). Story Tales have filtered to the covenant about a great knight accompanied by a fell beast. This knight has slain two fiends masquerading as noble barons, driven off Fey, and even banished Magical effects from the land. The Magi may decide to investigate this on their own, or may meet this self-same knight on their travels. (For more ideas on this particular story, see "Yvain, or The Knight of the Lion" by Chrestiens des Troyes.) Remember, the lion is intended to be a creature of great Holy import, not a fell beast of the wilderness. However, when confronted with the un-Holy, it may become fell indeed. Legendary Beasts These creatures are 100% "legendary". _Id est_, there is no known "mundane" antecedent. They are, of course, the most open to personal interpretation. All of them come from European legendary sources, none originated in fantasy fiction or games. Catoblepases, The "Swamp Cattle" Siz +3 Cun 0 Magic Might 20 Per 0 Stm +4 Cowardly +5 Bad-Tempered +2 Fat +3 Def +5 Soak +12 Kick 1st 0 Atk +5 Dmg +5 Body Levels OK, 0/0, -1/-1, -3, -5, incapacitated Power: 2 magic points. The Catoblepas's gaze removes the water from a person's body, acting as a PeAq Lvl 25 effect doing +16 damage. Unfortunately for any would-be victim, the creature need not "target" but need merely see its opponent. However, it can only be used on one victim at a time. Description The Catoblepas resembles nothing more than a long-necked ox, covered with scales. Its preferred abode is any sort of wetlands (marsh, swamp, bog), the filthier, the better. It is an extremely shy creature and avoids all contact with humanity. If disturbed, it will take a full round to ponderously raise its head and gaze at a random person in the vicinity. It can also kick to its rear, which is the area most people would wish to attack it from. Its head carries 8 Perdo Vis. Story Cattle in the area have been disappearing. The peasants (and their priests) are beginning to grumble, look towards the covenant, and light torches. What has actually happened is that these missing cattle have wandered into the swamp (they had been led away by a Numinum Obscurum--dark water Faerie--looking for some fun at the peasants' expense) and, aside from one or two lost to quicksand, are munching away on the succulent plants therein. The Magi should, without much difficulty, locate the tracks of the cattle. Once they enter the swamp, they would see the silhouette of a large bull, head in the muck. Unfortunately, when they approach it... (Postscript: The magi would probably also have to deal with the Faerie in question, since she has decided that the real cattle are "hers". The Catoblepas just happens to live in the swamp, but she might decide that it is "hers" too, if the Magi spite her.) Caladrii, Birds of Mystical Healing Siz -3 Cun +4 Mystical Might 50 Per +5 Stm +5 Secretive +5 Timid +5 Fat +10 Def +5 Soak +5 Body Levels OK, -3, Incapacitated Power: 3 magic points. Can cure any disease by choosing to look upon the sufferer (CrCo 25). It must then purify itself by flying in the noon sunlight or be incapable of curing again. Some say that without the purification, it would die. (Note: Pliny states that this power only works on liver ailments, but he has been wrong before.) 3 magic points. If it chooses to pointedly look away from someone, that person will contract leprosy (PeCo 30). Description. This pure white bird is about the size of a heron, with the curved beak of a raptor. It is found exclusively in the cleanest of marshes or swamps. It is extremely shy of humanity and can be tracked only with the greatest of difficulty (target 15 or higher if it has caught sight of the humans beforehand). Once it uses its power to heal (should it so choose to look directly at an afflicted person) it MUST purify itself in free flight or die. The creature cannot be tamed, but can be caged. However, ill- treatment will result in the use of its other power. Its body is worth 5 Corporem Vim, and its eyes can be used in enchanted items for a +4 to healing disease or a +2 to healing of any sort. Story A dread disease has struck one of the Magi or a favored Amicus. This has been proof against any Hermetic magic brought to bear. This bird is mentioned in the covenant's library. However, it would be difficult to catch, and more difficult to convince. Furthermore, should it look at ANYONE who is ill after it has been captured, it will have to be freed to purify itself or it is useless. Just to complicate things, the expedition might encounter some family whose head has been stricken and is about to die*, or perhaps some local lord has also been taken with the disease, and he has dispatched his men to find and take the bird. Interfering with him might bring the Order into a local political squabble. *Merciful storyguides might reveal, AFTER, the bird's power is sacrificed for the good of these lowly peasants, that the stricken man is a good, pious Christian, blessed with the ability to heal anyone but himself. Jaculi, Winged Serpents who Strike from Above Siz -5 Cun +2 Magic Might 0 Per +1 Stm +3 Solitary +1 Sneaky +3 Fat +2 Def +6 Soak +3 Bite 1st +15 Atk +10 Dmg * Body Levels OK, -3, incapacitated *The attack of the Jaculus does no direct damage. However, it instinctively strikes for an uncovered area and if it hits injects a poison which does Dmg+15, soak bonus may only use Stm+Siz. If the soak roll is failed the victim is -4 to Dex and Qik (and all rolls based thereon) for three days. If the roll is made, the penalty is only -1. Multiple doses of the venom have halved effects (minimum effect of -1 to Dex and Qik if Stm+Siz roll is failed). Description These serpents have the wings of a predatory bird and the teeth of a wild canine (excepting their fangs, which are serpentine). Colored green and mottled brown, they hide in the branches of the deepest forests and hunt by swooping down upon a victim and biting until the unfortunate is incapacitated. They then feast upon the body, usually joined by forest scavengers. Some surmise that they may somehow be related to cockatrices or basilisks due to their mixture of avian and reptilian features. Their bodies contain no Vis, but their venom is quite potent, and a single Jaculus can contain up to 10 doses. Alchemetical research on poisons or antidotes gains a +2 per dose used. Story This creature is primarily a bit of dangerous window-dressing. Since it is simply a fierce predator, unwilling to work with any other species, it would most likely be found on its own in the deepest of forests. Unseelie Fey are rumored to breed these foul things. Jezenky, Eaters of Children Siz -1 Cun +5 Magic Might 30* Per +5 Stm +6 Vicious +5 Fat +3 Def +10 Soak +8 Charge 1st +18 Atk +12 Tackle +10 Gore 1st +10 Atk +10 Dmg +18 Body Levels OK, 0/0/0, -1/-1/-1, -3/-3, -5/-5, incapacitated *Doubled against any magicks which are intended to calm its nature or render it peaceful in action. Power: 2 magic points. The visage of this creature is so frightful that it causes terror in all who see it (CrMe 20) 3 magic points. The creature can also low, much like a cow, calling any and all children within earshot to it, where they will sit, entranced until devoured (ReMe30) Description This vile creature consists of the head of a youth (but horned as a bull), the body of a lizard, the legs of a cow, and the tail of a lion. However, it is smaller than an adult human, and moves with serpentine grace. It is found predominately between Bohemia and Bavaria, where it hunts the children of those who live near the wilds. Its body is worth 18 Mentem Vis Story The children of the local villagers are disappearing, and the Magi are (once more) held to blame. Alternatively, local peasants, ignoring the words of their lords and bishops, entreat the Magi for aid against this unknown threat. (As an added spice in covenants with children, perhaps some of THOSE children should disappear). Tracking down the children is not an easy task, since the creature makes the children caught ride it back to its lair (it prefers to catch a "load" of children and eat them one at a time at its leisure), thus only leaving the tracks of a small cow. Once at the lair, the magi need deal with rescuing the children and/or destroying the beast.