Kharne Encyclopedia


856-860

Monsters, Page I3
86I - 865


866-870


© kippurable
xxxxxxxxxxxxxxxxxxxxxxxx86I - WILD DOGS

The wild dogs of the world hunt in packs not unlike wolves, but most less noble and less of a threat in most circumstances. While some scholars harp on about the similarities between the wild dogs and wolves, anyone with two eyes can tell they are as alike as elves and dwarves. The two packs never clash as wild dogs tend to hunt in the plains while wolves prowl through the mountains.


© derSheltie
WILD DOG

The smallest wild dogs resemble those used by farmers but have since returned to the wilds. Whatever the reason, they are vicious even if generally cowardly, only attacking when the entire pack is present. Despite their similarity to domesticated relatives, they are truly wild and woe betide the person that attempts to befriend them.


© Beowulf-Kennedy
JACKAL

The jackal is a small doglike scavenger which feeds on the corpses of creatures killed by other more powerful carnivores. They are cowardly by nature and will never fight if it can be avoided. They are found in most terrain types but are no threat to adventurers.


© Hyaenas-in-art-literature
HYENA

The smell of blood can attract these scavengers from miles around, happily following the wounded for leagues in the hope that they will drop their guard. When hungry though, they will muster enough courage to jump a likely target. Snapping at heels or attacking the throat, a pack of these will work together to bring down a beast many times their size. Adventurers should be cautious of these seemingly harmless yapping creatures for to turn their back may well be all the opening they are looking for.


© Fabulous Realms
xxxxxxxxxxxxxxxxxxxxxxxx862 - BARBARIAN

The barbarian is considered by most city folk to be a brigand and little better than an orc. Still, they quickly shut up when one pays over the odds for a bright sword and gives gold without even haggling. They are a rare sight in cities, preferring the wilderness. There are many tribes of barbarians roaming the lands some are more civilized than others. The most advanced are able to forge iron while others are little better than cavemen, still preferring raw meat and drinking out of skulls.


© Lailoken
YOUNG BARBARIAN

When old enough to swing a sword or fire a bow, around the age of six, they are expected to hunt for food and defend the tribe. From this point onwards, it is a daily task to hunt first for rabbits and then as they grow bigger and stronger, larger game. By the age of twelve they will be tackling deer and even monsters such as orcs and gnolls.


© batkya
BARBARIAN

The barbarian rarely has an education beyond that given to him by the tribal elders. This consists of mysticism which invariably involves the spirits of mountain ranges and rivers. Many of the more primitive tribes believe that sacrifice is necessary to appease these spirits. As almost everyday sees raids by monsters and evil adventurers, it is easy to see how they can be driven to this way of thinking.


© George Rodrigue
xxxxxxxxxxxxxxxxxxxxxxxx863 - ANKLET

Anklets are small doglike creatures with brightly coloured furs, usually blue, but occasionally red. They live on a diet of roots, insects, and small mammals. Their homes are underground burrows which they will defend ferociously. Although they are not strong enough to threaten a man in the open in the confined spaces of their burrows they are deadly opponents. Anklets are fascinated by bright shiny objects and destructive adventurers sometimes dig up the burrows to see what the anklets have collected.


© ak0.pinimg
PUBS

The anklet pups rarely venture above ground level, staying close to their mother for many months after being born. They are not really capable of defending themselves and will flee once their mother has been killed. Even so, they can give a nasty bite in defence of their burrow.


© NBC News
ANKLET

Where these creatures find their treasures is a mystery, a gold coin left in the dust, a few coppers fallen from a loosely tied purse. An old burrow could have the accumulated wealth of many generations of anklets.


© ak0.pinimg
DOMINANT MALE

Unlike many creatures, the dominant male is not the largest or even the brightest, it is the one that has the best items. Many anklets steal from each other, digging sly entrances into others burrows. The dominant male may even have a few treasures stolen in the middle of the night from a sleeping adventurer.


© ak0.pinimg
xxxxxxxxxxxxxxxxxxx864 - RURAL SPIRITS

Unlike fairies, these small spirits tend to be solitary. They are linked to the land, feeling and knowing all that it knows. They dread and hate any violence to the land for they feel it as keenly. Some are more attached to an aspect of nature, such as forests, glens or rocky wastes. They are not to be trusted as they truly do not care about anything more than their lands. They may aid those that have similar beliefs.


© Warren Louw
SYLPH

Appearing as a maiden most fair, maybe an elf, these can be found in meadows, resting during summer hazes or dancing under thunder and lightning, their gauzy shifts clinging to their graceful curves made virtually invisible in the rain. Their attitude is similar to that of the meadow, living only for the moment, delighting in sun and rain. To this end, they may take a short and fleeting fancy to one of fair appearance. But even though they may have forgotten in the morning the previous days excesses, the blessed man will be forever changed, ensnared in the fickle charm of this sprite.


© abstract.desktopnexus
NYMPH

Nymphs are the spiritual servants of Molwanh. They inhabit the forests and protect the trees from harm with their special powers. They can move invisibly, cause magical confusion or sleep. Travellers who respect the forests will usually be left undisturbed but some nymphs are malicious creatures and will torment intruders for pleasure.


© Dalaukar
LEPRECHAUN

Dancing in glens and stalking farms for milk, butter and honey, they are generally mischievous although not malicious. They will often talk with travellers, joining them when they lay their lunch appearing seemingly out of nowhere. As long as the traveller agrees to share their lunch, they will remain amenable to a few questions, but tend to disappear as soon as the food is finished. Legends speak of the leprechaun's pot of gold, but finding these is no easy task.


© conorburke
DRYAD

Whether these are the spirits of ancient trees or whether they are free spirits that prefer to reside within the trunks of trees, is anybody's guess. Dressed in deep browns and greens that appear to be deceptively revealing, their graceful beauty will make all men save the blind gasp. Take care though for there is no love given by these fey folk for those that use fire. Indeed more than one man has walked from a warm fire to his death, led by a dryad.


© JonasJensenArt
BAN SIDHE

Dark moors littered with broken rock and patches of heather are the domain of these spirits. They are of the same character as the wasteland, cold, uncaring and mournful. Their cry is like the wind echoing off scattered boulders. To those that hear the wail of the ban sidhe, death is calling, their scattered pale bodies being found days or weeks later, in a rictus of fear.


© warhammerfantasy.wikia
xxxxxxxxxxxxxxxxxxxxxxxx865 - RATS

As long as people have built homes rats have dwelled alongside them. They are accepted as a part of life like plague and raids. That they carry disease is also known, but even the best cats cannot catch them all.


© Zynga inc.
RAT PACK

Sometimes the trailing thoughts of the dark gods or some other malign spirit can infiltrate a pack of rats. When this happens they will swarm, attacking anything living in the vicinity. It is very difficult to attack these little creatures as they swarm over the victim, biting and clawing any exposed flesh. Killing enough will break the spell and send them scattering for cover.


© Gonobobel
GIANT RAT

As expected rats are vicious disease carrying rodents. They can be found anywhere but they flourish in towns and cities. They will usually avoid combat but if cornered they will bite and claw anything which threatens them. The injuries themselves are seldom serious but will often become infected leading to illness and possibly death. The rats encountered as monsters are similar to ordinary rats but of gigantic size, often up to six feet in length (not including the tail). At this size the wounds they can inflict are often deadly.


856-860

866-870

Back to
Monster Manual
Everything on these pages is related only to the fantasy game world of Quest and has no relations whatsoever to the real world and real people, places or events!

All pictures are borrowed from other not-game-related sites for illustration and entertainment purpose only. Every picture is credited with copyright information and linked to its original page.

Back to
Kharne Encyclopedia