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Index - General Information - Character Generation - Species - Characteristics - Special Skills - Combat - Movement - Experience - World - Armaments - Currency - Character Sheet |
The creatures in this game are mostly like the animals of our world, but they do have some distinctive qualities. They are roughly as intelligent as humans, so they can communicate with languages, use tools etc. As a general rule, the animal's characteristic values determine his or her physical appearance. For example, the higher the animal's dexterity value, the more his hands resemble those of a human's (with thumbs situated opposite other fingers).
Carnivores are primarily predators, hunters, with a good sense of smell. While not all members are strictly carnivorous, the majority include meat in their diet. These animals are usually armed with strong curved claws useful for seizing and holding prey. They have pointed and jagged teeth combined with a strong jaw permitting only an up and down movement that allows the predator to hold its prey tightly so it will not escape. Predators have better depth perception than other animals, because their eyes are located in the front of their skull. This is very important when determining distances while hunting. Predators can move with great bursts of speed, but can't hold out over long distances. Predators often hunt the weakest individuals, because the strong can fight back with considerable force, even causing serious injuries.
Nearly all prey animals are herbivores. However, large mammals such as elephants, giraffes, and rhinos are less likely to be prey because of their size. The majority of prey animals have eyes on the sides of their heads. They do not have the depth perception of predators, but they do gain a better field of vision. They can see more of the area around them without turning their heads. Prey animals generally have excellent hearing because of large ears that can usually rotate forward and sideways. Prey animals usually have speed with stamina. They can run long distances, compared to their predators. Prey animals often live in large groups. A group of animals can protect themselves better and it also makes it more difficult for their predators to sort out individual animals in the group.
Many species don't live in close social relations with other species. This is especially true when considering predator and prey species. Also, members of certain species are naturally unsocial, and they don't even live in close relationship with their own kind. Life in general is quite primitive. The most advanced inventions are basic mechanical constructions like mills, weapons like crossbows, alloys like steel, etc. All species live more or less on hunting and gathering. There is some trade and manufacturing culture, but this can almost exclusively be found in larger settlements, like towns, marketplaces, etc. Although a few species build bigger settlements, these are scattered all over the land generally with great distances to each other.
The creatures seldom wear clothes because they have sufficient natural fur or similar. Clothing is usually only worn when characters need to keep themselves warm in colder regions than their usual habitat. Those of the society's higher class also wear decorative pieces of clothing quite often. Scarves and veils are a popular choice. And yes, a character's genitals are concealed well by his or her natural fur or similar.
Each species speaks their own distinctive language. Although some creatures' languages are related (elk and deer, for example) a character can successfully communicate using another language only with a skill in that language.
| ARCTIC FOX | ||
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Age: 2D6 years (max. 14 years, adulthood in 2 years) Starting skills: Resistance: Cold 2, Tracking |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 5 | |
| Agility | 6 | |
| Dexterity | 4 | |
| Intelligence | 5 | |
| Charisma | 4 | |
| Speed | 4 | |
| Size | 3 | |
| Vision | 7 | |
| Hearing | 7 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Arctic foxes are similar to common foxes in many ways. They are somewhat smaller and have shorter ears. In summer arctic foxes have short grayish brown fur, but when the temperature drops below 0° in winter they grow a thick white fur, which helps them to keep warm and serves as an effective camouflage. Arctic foxes don't have very close relations with their southern cousins. This is only because they live in different areas. When they happen to meet each other they usually get along well. Arctic foxes are also the traditional enemies of the lemming folk. They mostly prey on lemmings and therefore follow them through vast distances. Arctic foxes are wanderers. They rarely construct permanent dwellings. Instead they build camps of all sizes. They also live as individuals or families. Sometimes they also live as groups of 2 or 3 families, but only for short periods. |
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| BADGER | ||
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Age: 2D6 years (max. 15 years, adulthood in 2 years) Starting skills: None |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 5 | |
| Agility | 5 | |
| Dexterity | 5 | |
| Intelligence | 6 | |
| Charisma | 7 | |
| Speed | 3 | |
| Size | 3 | |
| Vision | 3 | |
| Hearing | 5 | |
| Scent | 8 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Badgers are shy but strong creatures. They have thick fur which makes their limbs look quite short and therefore give an unjust impression of a somewhat clumsy animal. They are active almost only during the night. Normally, a badger will need a good reason to come out of its burrow at daylight. Badgers live in underground burrows either by themselves or with a couple of other badgers. It is not uncommon for badgers to live in one place for their entire lives. If this is the case they eventually construct a vast tunnel system with up to three floors. The tunnels also have many entrances, but not all of these are in use simultaneously. Badgers are individual beings. While some of them settle for quiet life in the vicinity of their own home, others take up a life of traveling as mercenaries, guides and similar. |
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| BEAR | ||
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Age: 3D6 years (max. 24 years, adulthood in 3 years) Starting skills: Swimming 1, Scaling 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 7 | |
| Constitution | 4 | |
| Agility | 3 | |
| Dexterity | 4 | |
| Intelligence | 5 | |
| Charisma | 4 | |
| Speed | 6 | |
| Size | 10 | |
| Vision | 6 | |
| Hearing | 3 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Bears are very solitary by nature and prefer to live alone or sometimes as couples. They are feared by most creatures because of their unpredictable nature. Individual bears are also quite different from each other. They are all initially herbivores, but some have taken up eating meat and therefore hunting or fishing. Bears travel long distances and never really settle anywhere. They don't construct dwellings beyond a simple shelter, and usually just prepare a cave for a couple of weeks before moving on. They have large territories, which they defend with devotion. |
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| BEAVER | ||
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Age: 3D6 years (max. 24 years, adulthood in 3 years) Starting skills: Swimming 1, Woodworking 1, can use all movement
rates without reduction when swimming |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 4 | |
| Agility | 5 | |
| Dexterity | 7 | |
| Intelligence | 5 | |
| Charisma | 6 | |
| Speed | 3 | |
| Size | 4 | |
| Vision | 4 | |
| Hearing | 4 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Beavers are very social and organized creatures. They inhabit streams, rivers and other suitable waterways where they can build their homes. They live on both land and water, although they have an advantage in water because of their flat scaly tail, paws adapted for swimming, etc. Beavers mostly live as communities consisting of couples and families, but individual beavers can also be found. The community is usually led by the eldest female and has an order of precedence amongst all the members. Each beaver community builds and controls several dams in their living area. These control the water level and are used to hide and serve as protection for the homes. An entrance to a home is concealed somewhere below the water's surface, but the actual home is above the surface on a bank. Beavers are a very industrious species in general. Most of them are used to working with wood in varied situations. In addition to building dams, most of them construct all kinds of helpful equipment. The expertise of beaver carpenters is highly respected amongst nearly all of the species, so some beavers have taken up a life of a traveling carpenter etc. working for whoever wishes to hire. |
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| BOAR | ||
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Age: 2D6 years (max. 20 years, adulthood in 2 years) Starting skills: Swimming 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 7 | |
| Agility | 4 | |
| Dexterity | 1 | |
| Intelligence | 5 | |
| Charisma | 6 | |
| Speed | 6 | |
| Size | 9 | |
| Vision | 5 | |
| Hearing | 4 | |
| Scent | 7 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Boars are sturdy and social creatures. Male boars tend to live alone, but the females can form groups that look after all of the young. Many of these groups live within close proximity, and closely associate with each other. Boars like to live inside or on the sides of forests. They mainly use wood or stone to construct their homes which are located on the side of a bare rock, a large tree or other solid material. This helps to make their homes strong and easy to defend. Some boars even build quite large fortified dwellings that come close to small castles. Boars are also hardened travelers. They are used to traveling long distances, and some individuals have taken up trading, carrying messages and similar tasks throughout the land. |
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| CAT | ||
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Age: D10 years (max. 12 years, adulthood in 1 year) Starting skills: Scaling 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 5 | |
| Agility | 6 | |
| Dexterity | 4 | |
| Intelligence | 5 | |
| Charisma | 4 | |
| Speed | 5 | |
| Size | 3 | |
| Vision | 8 | |
| Hearing | 7 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Cats are capable hunters. Their methods might even seem ruthless to some, so they are feared by all creatures of the sizes a cat might eat. Cats mostly live in leafy forests which have lots of undergrowth and bushes. They construct homes into tree holes, beneath roots or beside bushes. These are cozy but not too luxurious, with all the necessities. Cats live alone or as couples, but not as bigger communities. They are not unsocial, though, and get along well with each other. Sometimes a larger group might even embark on a journey together, but they are used to being alone most of the time. |
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| CHIPMUNK | ||
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Age: D6 years (max. 7 years, Adulthood in 1 year) Starting skills: none |
CHARACTERISTIC | MINIMUM |
| Strength | 3 | |
| Constitution | 5 | |
| Agility | 6 | |
| Dexterity | 7 | |
| Intelligence | 7 | |
| Charisma | 7 | |
| Speed | 2 | |
| Size | 1 | |
| Vision | 6 | |
| Hearing | 7 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Chipmunks prefer to live on the ground level and not in the trees like their distant cousins, the squirrels. They are generally active during the day and sleep at night. They gather large amounts of supplies for the winter even though they hibernate. Sometimes they happen to wake up and it's good to have some provisions handy. Chipmunks construct homes in burrows beneath tree roots, dense bushes and similar. They can also inhabit hollow trees. The homes are always hidden well and constructed with care to provide good shelter for the winter when the chipmunks hibernate. Chipmunks live mostly as families or groups of families. Chipmunks tend to live their whole lives in the vicinity of their homes. Sometimes they move, but only once or twice. A chipmunk society is fully self-sufficient, with each individual being a valuable part of the community. Chipmunks are generally resourceful and handy. They also constantly strive for the well-being of their own community. |
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| DEER | ||
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Age: 2D6 years (max. 17 years, adulthood in 2 years) Starting skills: Orienteering 1, Resistance: Heat 1, Additional
Language 1 (the player chooses what language) |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 8 | |
| Agility | 4 | |
| Dexterity | 1 | |
| Intelligence | 6 | |
| Charisma | 6 | |
| Speed | 7 | |
| Size | 4 | |
| Vision | 4 | |
| Hearing | 4 | |
| Scent | 7 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
While elks and reindeer form organized communities, the deer prefer to live as couples, families or small groups. They do construct settlements in forests with dry soil and mild vegetation, but these are neither very large nor fortified. They are also the most adventurous of the three, many serving as guides for travelers, or generally traveling far for a bunch reasons. A favorite pastime for the deer are annual jousts in which the bucks battle for the favor of the females. These are organized near larger settlements all over the land. The winners receive fame, glory, and they are sometimes even lifted to the high society when gaining a spouse from a respectable family. The deer have good relations with the elks and reindeer. And as travelers, they are often seen strolling around the settlements of these two. Deer have pointy antlers which are dropped and grown once every year. |
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| ELK | ||
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Age: 3D6 years (max. 20 years, adulthood in 3 years) Starting skills: Manners 1, Additional Language 1 (the player
chooses what language) |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 6 | |
| Agility | 3 | |
| Dexterity | 1 | |
| Intelligence | 7 | |
| Charisma | 6 | |
| Speed | 5 | |
| Size | 17 | |
| Vision | 6 | |
| Hearing | 4 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
The elks are respected highly amongst nearly all other species. They are organized with most members having a distinctive place in the society. There are farmers, storekeepers, gatherers of foodstuffs, members of the royalty, guards, diplomats, etc. Solitary individuals are rare but not nonexistent. Elks have many small settlements, and solitary houses are nearly always within at least 2 km from each other. They also have a number of larger settlements with stores, taverns, farms, etc. spread through forest and swamp areas, possibly around a castle-like construction for the city's leader or members of royalty. Territories are watched closely and all intruders from other species are efficiently kept at bay. Elks have good relations with the deer and reindeer folk, and it is common to see members of these species dwelling within elk settlements. Elks have large antlers increasing their majestic impression. They are either broad or long and are dropped each year to make way for new ones. |
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| FERRET | ||
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Age: D6 years (max. 9 years, adulthood in 1 year) Starting skills: None |
CHARACTERISTIC | MINIMUM |
| Strength | 5 | |
| Constitution | 4 | |
| Agility | 6 | |
| Dexterity | 6 | |
| Intelligence | 4 | |
| Charisma | 5 | |
| Speed | 3 | |
| Size | 2 | |
| Vision | 7 | |
| Hearing | 5 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Ferrets are mostly nocturnal creatures. They sleep during the day and wake up to hunt and for other business at evenings. They hunt often and store excessive food. This is because ferrets can't stand lack of nourishment for too long. Ferrets live as individuals and couples but larger communities are not uncommon when the conditions are right. They build homes in hollow trees, rock formations or other cavernous surroundings. These are equipped quite well with all kinds of more or less useful things. Ferrets aren't usually afraid of creatures larger than themselves. They will defend themselves against such foes when needed. They are also quite versatile and adventurous. Many have taken up a life of traveling, seeking their fortune from all over the land. They are also playful, have a good sense of humor and generally get along well with most of the species they don't eat and who don't eat them. |
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| FOX | ||
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Age: 2D6 years (max. 12 years, adulthood in 2 years) Starting skills: Tracking 1, Orienteering 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 5 | |
| Agility | 5 | |
| Dexterity | 4 | |
| Intelligence | 5 | |
| Charisma | 5 | |
| Speed | 6 | |
| Size | 3 | |
| Vision | 5 | |
| Hearing | 7 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
Foxes like to live alone or as couples, but not in larger communities. Their dwellings are at least 1 km away from each other. Foxes use small glades for gatherings, trading goods, etc., but they have no community culture beyond this. A fox's dwelling is usually constructed into a small cave, below roots of large trees or similar. It includes at least a simple berth, storage space for food and other stuff. Foxes are naturally shy. They tend to avoid all contact with other species, except when hunting them. They are also very self-sufficient, which means that a single fox can provide for itself and its family. |
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| HEDGEHOG | ||
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Age: D6 years (max. 9 years, adulthood in 1 year) Starting skills: Resistance: Poison 1 (Snake), The spikes are
equivalent to an armor worth 2 points (4 points when the hedgehog rolls
himself to a ball) |
CHARACTERISTIC | MINIMUM |
| Strength | 3 | |
| Constitution | 5 | |
| Agility | 5 | |
| Dexterity | 6 | |
| Intelligence | 7 | |
| Charisma | 7 | |
| Speed | 1 | |
| Size | 2 | |
| Vision | 5 | |
| Hearing | 6 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Hedgehogs are adventurous little creatures. Their population is large, and it is not uncommon to encounter a hedgehog in the middle and southern regions. Hedgehogs hibernate when the temperature drops below 0° Celsius, which means that there aren't many of them active in the northern regions. Their most well-known feature is the spiked fur which serves as a helpful weapon in battle. A hedgehog can also roll himself to a spiked ball, which gives good protection from predators. Hedgehogs are generally social and have good relations with each other and most other creatures. It is impossible to generalize the social relations in which hedgehogs live. Some of them gladly live alone, while some live as families or even as groups of families. Individual hedgehogs are quite self-sufficient. They build homes in small burrows, beneath bushes, etc. These are modest and fast to construct, and therefore suit the hedgehogs' lifestyle of extensive traveling. |
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| LYNX | ||
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Age: D10 years (max. 14 years, adulthood in 1 year) Starting skills: Scaling 1, Tracking 1, Tailing 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 7 | |
| Constitution | 4 | |
| Agility | 4 | |
| Dexterity | 4 | |
| Intelligence | 5 | |
| Charisma | 4 | |
| Speed | 6 | |
| Size | 4 | |
| Vision | 8 | |
| Hearing | 6 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Lynxes prefer to live alone or on rare occasions as couples. They have large territories which they patrol regularly. Lynxes are clearly very specialized for hunting, which they prefer to do alone. Lynxes construct fairly simple dwellings that are more or less permanent. These are moved to a new location at least once a year as the lynx wanders away. Lynxes are not tied to any area. Instead, they prefer to move regularly, even if only a small distance. Lynxes gather to fight against each other periodically, once in spring and autumn. These gathering places are commonly known amongst all lynxes of the particular area. Winners will receive respect, among the lynxes of the area. Those that fare well also may notice that gaining a mate or even a spouse becomes easier. |
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| MINK | ||
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Age: D6 years (max. 10 years, adulthood in 1 year) Starting skills: Swimming 1, Resistance: Cold 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 4 | |
| Agility | 6 | |
| Dexterity | 5 | |
| Intelligence | 4 | |
| Charisma | 5 | |
| Speed | 3 | |
| Size | 2 | |
| Vision | 7 | |
| Hearing | 5 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Minks are nosy and sometimes quite insolent. They are ready to fight against larger creatures when challenged, although they do not intentionally irritate or attack them. Minks tend to make use of every opportunity they meet, be it stumbling on a nest full of eggs or finding a fresh carrion. Minks generally live near water in burrows dug into river banks and similar locations. These are carefully built and include many rooms, stores, etc. Minks live alone or as couples, but within close distance to others living in the same area. They also use glades and similar as marketplaces and for other gatherings. Minks can adapt to new environments fairly well. They travel extensively all over the land, but their homes are permanent. Once a mink has built him/herself a home, he/she will not move gladly even if it stays deserted for long periods of traveling. |
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| MOLE | ||
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Age: D6 years (max. 8 years, adulthood in 1 year) Starting skills: Burrowing 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 6 | |
| Agility | 5 | |
| Dexterity | 6 | |
| Intelligence | 6 | |
| Charisma | 6 | |
| Speed | 1 | |
| Size | 1 | |
| Vision | 1 | |
| Hearing | 7 | |
| Scent | 8 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Moles are the traditional inhabitants of the underground world. They build vast tunnel constructions that can reside just below the ground level or go over a meter deep into the earth. These tunnels also include larger chambers for living quarters, storage areas and several other purposes. Moles have strong forepaws with claws that are especially suited for digging. They can easily move both forward and backward in even the tightest tunnels. Also, soil and other dirt doesn't stick to their fur easily. Moles are rarely seen in the surface, but when they come out of their tunnels, they tend to do so at night. Moles mostly live as couples, families or small groups, but solitary individuals can also be found. If several moles live together they will eventually construct a tunnel complex equivalent to the towns of some other species. These tunnel-towns are virtually invisible from the surface and can stretch for hundreds of meters. |
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| MOUSE | ||
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Age: D4 years (max. 6 years, adulthood in 1 year) Starting skills: Orienteering 1, either Resistance: Cold 1 or Resistance: Heat 1(the player chooses which one he wants) |
CHARACTERISTIC | MINIMUM |
| Strength | 2 | |
| Constitution | 5 | |
| Agility | 7 | |
| Dexterity | 6 | |
| Intelligence | 6 | |
| Charisma | 7 | |
| Speed | 2 | |
| Size | 1 | |
| Vision | 5 | |
| Hearing | 8 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Mice communities are led by the eldest male mouse. Other members of the community are either couples, singles, or of the same family. The whole community can be made of just one big family, when the rest of the mice are the offspring of the leader and his spouse. The size of a community ranges from 5 to 20 individuals. Members of the community recognize each other by their scent, and can always tell whether someone is part of the same community. Mice change their living areas depending on the time of year, and therefore the community rarely constructs permanent dwellings. This also results in mice adapting well to even the most demanding conditions. Mice mostly live in groves, leafy forests, and fields. Their dwellings are usually constructed as underground caverns and beneath the roots of large trees. They rarely use unnecessary materials and an average member of a community has may have only the basic personal properties. As with all species that socialize a lot with others or form large communities, there is a possibility of a "high society" being formed, with its members acting more or less as above others. |
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| OTTER | ||
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Age: 2D6 years (max. 19 years, adulthood in 2 years) Starting skills: Swimming 2, can use all movement rates without
reduction when swimming |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 5 | |
| Agility | 5 | |
| Dexterity | 5 | |
| Intelligence | 5 | |
| Charisma | 7 | |
| Speed | 4 | |
| Size | 3 | |
| Vision | 6 | |
| Hearing | 4 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
Otters are adapted to living in water. They mostly move in water, but are not cumbersome on dry land. They also patrol waterways near their homes and territories and will defend them against unwanted visitors. Otters live alone or as couples. They build homes in the banks of rivers, streams and other suitable places near water. They feed on creatures living in or near water, so they are considered harmless by those living on dry land. They compete for food with minks, because both of them live near water and feed on fish. Therefore, when there are a lot of otter in an area, there aren't many minks and vice versa. Otters are also very good-humored and plateful by nature. They love jumping into water from high and uncommon places, etc. In winter they love to slide down a hill on their bellies, or possibly down a river's bank jumping into water in the end. |
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| POLAR BEAR | ||
|
Age: 3D10 years (max. 34 years, adulthood in 3 years) Starting skills: Resistance: Cold 2, Swimming 1, receives a +4
bonus to AGL when checking for slipping when moving on ice |
CHARACTERISTIC | MINIMUM |
| Strength | 8 | |
| Constitution | 5 | |
| Agility | 3 | |
| Dexterity | 3 | |
| Intelligence | 5 | |
| Charisma | 3 | |
| Speed | 4 | |
| Size | 20 | |
| Vision | 7 | |
| Hearing | 3 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
Polar bears are true wanderers. They live further north than any other land mammal and are on the move constantly. They have no established living area. Instead, they wander as they wish in an area of over a thousand kilometers. Polar bears are also good swimmers and they have no trouble swimming for hundreds of kilometers in search of land when their former surroundings melt away or otherwise become unsuitable for living. Polar bears tend to live as individuals. They never live as couples or larger communities, and are generally not too keen on spending time together either. The female takes care of her young alone, and doesn't want other polar bears, or other creatures for that matter, to interfere with her work. Polar bears generally have no permanent homes. Instead, they build suitable dwellings in snowdrifts and occupy them only for a week or so. |
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| RABBIT | ||
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Age: D10 years (max. 13 years, adulthood in 1 year) Starting skills: Camouflage 1, Resistance: Cold 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 3 | |
| Constitution | 6 | |
| Agility | 6 | |
| Dexterity | 5 | |
| Intelligence | 6 | |
| Charisma | 5 | |
| Speed | 7 | |
| Size | 2 | |
| Vision | 4 | |
| Hearing | 8 | |
| Scent | 5 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
|
Rabbits are cautious creatures that avoid open areas when both moving and constructing settlements. They live as couples or families in communities with from 20 to over 100 individuals. They rarely live alone away from the community. Rabbits construct large settlements mostly in the sides of forests. Individual homes are well-equipped and hidden in burrows, beneath trees and large bushes, etc. There are also numerous hiding places scattered all around the home forest and other parts of the land. These are done by individuals, who can construct hundreds of them in their lifetime. The hideouts are also quite cozy and built with the same care as normal rabbit dwellings. Rabbits change their fur color depending on the temperature. When it drops below 0°, a rabbit's fur changes to pure white and stays so as long as the temperature remains low. This helps the rabbits to conceal themselves in winter when the snow falls and turns the surroundings white. |
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| REINDEER | ||
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Age: 2D6 years (max. 15 years, adulthood in 2 years) Starting skills: Resistance: Cold 1, Resistance: Hunger 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 4 | |
| Constitution | 7 | |
| Agility | 4 | |
| Dexterity | 1 | |
| Intelligence | 6 | |
| Charisma | 7 | |
| Speed | 4 | |
| Size | 9 | |
| Vision | 5 | |
| Hearing | 4 | |
| Scent | 7 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Natural inhabitants of the northern regions, the reindeer, live in forests with dry soil and mild vegetation. They live as quite large communities with a range of 10-100 individuals. They construct settlements that include stores, workshops, and other places of business. These are usually surrounded by fortifications for protection. The houses used for living mostly accommodate families or couples and are quite closely scattered around this fortified area. Only the high society and most important members of the community live inside the walls. Because of the northern conditions, food is sparse and reindeer gather a lot of it to last through the winter every year. This is one reason for the heavy fortification. They also trade extensively with all species they can. This is done via long trade routes through which escorts are often seen traveling. Reindeer have good relations with the deer and elks, and it is not too uncommon to run into one of these in a reindeer settlement. They also strive to keep diplomatic relations to all possible species surrounding a community's living area. Reindeers have quite large antlers which are dropped and grown every year. |
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| SQUIRREL | ||
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Age: D6 years (max. 8 years, Adulthood in 1 year) Starting skills: Scaling 1, can use all movement rates without reduction when climbing, receives a + 2 to his SPD value when determining all jump distances |
CHARACTERISTIC | MINIMUM |
| Strength | 3 | |
| Constitution | 4 | |
| Agility | 8 | |
| Dexterity | 7 | |
| Intelligence | 5 | |
| Charisma | 5 | |
| Speed | 2 | |
| Size | 1 | |
| Vision | 7 | |
| Hearing | 7 | |
| Scent | 4 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Squirrels tend to be active during daylight hours. They live as individuals, couples and families. They construct their homes high up a tree into holes or crotches. In dense forests these constructions can be quite close to each other and therefore form larger settlements. Squirrels are quite handy and tend to build all sorts of more or less useful items. They gather food in large stores built beneath trees or inside hollow ones, which is important because its hard for them to find food in winter. They are also mostly practical creatures rarely forming a pompous high society or similar. And even when this happens, its members contribute to the community's well-being as much as the others. Most squirrels also travel the land and move periodically. This is usually done as small groups that consist of guides, guards, craftsmen, musicians, storytellers, etc. In other words, of all those that are needed to form a working society and to ensure a safe and enjoyable journey. |
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| STOAT | ||
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Age: D6 years (max. 10 years, adulthood in 1 year) Starting skills: Scaling 1, Swimming 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 5 | |
| Constitution | 4 | |
| Agility | 7 | |
| Dexterity | 6 | |
| Intelligence | 4 | |
| Charisma | 4 | |
| Speed | 3 | |
| Size | 1 | |
| Vision | 7 | |
| Hearing | 5 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Stoats tend to be quite lazy and spend a lot of time sleeping or just relaxing. However, when a need arises they can be agile and resourceful. Some of them are adapted to living at night while others prefer the light of day instead. At fall a stoat loses its brown fur to reveal a white one for the needs of winter. Stoats build their dwellings amongst rocks, tree roots, etc. These are connected with burrows, and are sometimes numerous enough to be considered as towns. Their location is a guarded secret so the stoats usually see no need to fortify them too carefully. Many routes for escape are always present, though. Stoat males live by themselves and defend a territory of ten or even hundreds of hectares against other stoat males that would invade their territory. Female stoats don't mind the company of other females, and there can be quite many living within the male's territory. Stoats acquire food by hunting, but they rarely attack anyone larger than themselves, even when as a group. |
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| WOLF | ||
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Age: 2D6 years (max. 16 years, adulthood in 2 years) Starting skills: Resistance: Cold 1, Tracking 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 6 | |
| Constitution | 5 | |
| Agility | 4 | |
| Dexterity | 4 | |
| Intelligence | 6 | |
| Charisma | 6 | |
| Speed | 6 | |
| Size | 5 | |
| Vision | 5 | |
| Hearing | 6 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Wolves are very social and well organized for carnivores. They live as packs consisting of one or more families. They have a wide territory which they guard intensively. The territory is always around a forest area in which they construct their homes. All wolves have a distinctive place in the community. A special hunting unit acquires food, guards patrol the territory, etc. The pack is led by the strongest individual who chooses the strongest member of the opposite sex as a spouse. Wolves are feared and distrusted amongst most of the species. They generally get along with only a few of the large carnivores. |
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| WOLVERINE | ||
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Age: 2D6 years (max. 16 years, adulthood in 2 years) Starting skills: Scaling 1, Resistance: Cold 1, Swimming 1 |
CHARACTERISTIC | MINIMUM |
| Strength | 5 | |
| Constitution | 7 | |
| Agility | 6 | |
| Dexterity | 4 | |
| Intelligence | 4 | |
| Charisma | 4 | |
| Speed | 4 | |
| Size | 4 | |
| Vision | 6 | |
| Hearing | 4 | |
| Scent | 6 | |
| Aim | =(DEX+VIS)/2 | |
| HP | =CON+SIZ | |
| MP | =CON | |
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Wolverines are quite rare. They can only be seen in the northern regions of the land, although sometimes their travels bring them towards the middle areas. They live as individuals or sometimes as couples, but very rarely in larger communities. Wolverines inhabit the forests and fells of the north. They have stationary homes in various suitable places such as caves and large trees, but they spend most of their time traveling far and wide (nearly hundreds of square kilometers). They may travel as far as 10 km in a single day. Wolverines hunt a lot and store excessive food for future use. They construct special stores for this and also for all equipment, etc. These are well hidden in small caves, in large trees or other suitable places close to their homes. |
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