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FANTASY RULES SUPPLEMENT

ARCHELLUS
TERRINOTH EXOTIC SPECIES
CREDITS

CREDITS
DESIGN AND DEVELOPMENT INTERIOR ART
Giri Raman Some artwork copyright Claudio Pozas, used with permission.
Some artwork © 2015 Dean Spencer, used with permission. All
rights reserved.
PROOFREADING
Centaur Forest Spirit by Peter Temesi
Justin K. Sweet & Jennifer Van Boxel
Poison dagger by Bradley K McDevitt
EDITING Genesys Foundery ART
Justin K. Sweet & Jennifer Van Boxel
Publisher's Choice Quality Stock Art © Rick Hershey /Fat
Goblin Games
LAYOUT
Some artwork by Bob Greyvenstein © Grim Press, used with
Giri Raman
permission. All rights reserved.

COVER ART Shard of Ice by Maria Isabel Rauber Neves


Pozas Prime: Dragonborn Chromatic Knight.
PLAYTESTING
Jørn Asolin, Lars Rune Jørgensen, Peter Sjelle, Mikkel Mørken‐
berg, Nis Fisker Zander, Martin Praug, Kasper Nyberg
SPECIAL THANKS
J. Scott Zumwalt for help with vector images and the original
template, Guillaume Tardif for use of statblock image, Christo‐
pher Markham for sparring about Terrinoth Lore

CONTENTS
Introduction………………….………………………………3 Potions, Elixir and Poisons…………………………………..24
Exotic Species………………………………………………...4 Allies and Adversaries.................................………………….27
New Talents…………………………………………………12 Playing as an Exotic Species..........……………..…................36
New Gear…………………………………..………………16 Inspiration and Adventure Ideas....…………………..............37
New Weapons………………………………………………17
New Implements……………………………………………19
New Craftsmanship…….…….…….…………………….…21

This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and
character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com

This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry. All other original material in this work is
copyright 2020 by Giri Raman and published under the Community Content Agreement for Genesys Foundry.

Document Version 1.0.2

2
TERRINOTH EXOTIC SPECIES
INTRODUCTION

INTRODUCTION
HOW TO USE THIS
BOOK
This book takes six Adversaries found in the REALMS OF TERRINOTH
Dice App
setting and expands them into playable Species while exploring available where
their rules and facets with an occasional tip for role-playing. In apps are sold.
addition, contained within these pages is a collection of new tal‐ GENESYS Core Rulebook and either the
ents and gear. GENESYS Dice or Dice App are required
to use this supplement.

While the species and examples in this book refer to the REALMS OF
TERRINOTH Campaign Setting, this information may be used for any
setting using the GENESYS Core Rulebook where more exotic
species might occur. Please note: references to either the GENESYS
Core Rulebook (GCRB) or REALMS OF TERRINOTH (ROT) are cited
where necessary.

3
TERRINOTH EXOTIC SPECIES
ARCHETYPES

EXOTIC SPECIES
DRAGON HYBRID 3 2 1 2 2 2

I n the Third Darkness that befell Mennara, ancient dragonlords


flew from their homes in Molten Hearth. Through the use of
evil magic and ancient shards, they created the Dragon Hybrids • Wound Threshold: 10 + Brawn
as shock troops against the people of Mennara. Eventually, the
heroes of Mennara defeated The dragonlords. While the fate of • Strain Threshold: 9 + willpower
many dragonlords is still unknown, their hybrid spawn still • Starting Experience: 105 XP
roams the world.
• Starting Skills: Dragon Hybrids begin with one rank in
Created for destruction and left without purpose after the dis‐ Coercion. They still cannot train Coercion above rank 2
appearance of their masters, Dragon Hybrids will band together during character creation.
or wander alone, either seeking to hire their skills out to sorcerers
or lords in need of a strong arm or wing. Some hybrids become • Mistrusted: The Dragon Hybrid is mistrusted by other
mercenaries like the cruel and mighty Belthir, while others be‐ races in Mennara. Add j to Charm, Deception, Leader‐
come benevolent healers like Ispher, a wandering healer. ship, and Negotiation checks your character makes, but
add j to Coercion checks. This does not apply when inter‐
The sighting of a Dragon Hybrid still strikes fear into the peo‐ acting with others Dragon Hybrids.
ple of Mennara, and most other species regard these abomina‐
tions with mistrust. Rumors of Dragon Hybrids working • Draconic Heritage: Reduce all damage your character takes
together to restore their ancient masters to life have reached as far from fire and similar sources by 3.
as the citadel. Yet, Bards sing songs of unlikely draconic heroes
with wings and fiery breath rooting out evil wherever it lurks.
Appearance: A Dragon Hybrid cannot hide its draconic nature.
They are slightly taller than humans, their bodies covered in
scales, and their thick snouts glisten with sharp teeth. Some hy‐
brids have wings or develop them over the years, while others
have inherited the ability to breathe fire, and many develop vi‐
cious claws.
The magic that once shaped Dragon Hybrids into a species still
churns within their bodies and continues to grow, changing them
throughout their lifespans. Some say the consumption of pre‐
cious metals and magic items speeds up this effect, but not many
hybrids are willing to spend the funds or time on experimenta‐
tion.
Society: Born in harsh lands where most other species look at
them suspiciously, life is not easy for dragons’ spawn, especially
since their ancestral hunger for magic and treasure still haunts
them. Dragon Hybrids are constantly compelled to adventure
and seek out riches to satisfy this craving. The few who attempt
to settle down often get caught up in the violent past of their
species.
When many Dragon Hybrids band together, it is generally in
the service of an ancient dragon or some other evil overlord.
Some Dragon Hybrids have formed small warbands or merce‐
nary groups even without such leadership. Such gatherings only
serve to strengthen their reputation as destroyers further.

4
TERRINOTH EXOTIC SPECIES
ARCHETYPES

BEASTMAN MINOTAUR
B eastmen are most commonly found on the Broken Plains but
may be spotted elsewhere in Mennara. Scholars in Grey‐
haven have conflicting theories regarding the origin of these
D eep within underground mazes of the Everdark dwells a
solitary, enigmatic race called the Minotaurs. Some Mino‐
taurs are mighty warriors, while others wield twisted magic and
primitive, dangerous brutes. Some think their existence occurred chant dark words to long-forgotten gods. As solitary masters,
naturally, while others claim these creatures are the result of they live life exploring the powers of the ever-present blackness.
magic experiments or perhaps remnants of Ynfernal influence on While considered creatures of legend throughout Mennara, some
the tribes of the plains. They are constantly at war with Orcs out Minotaurs rebel against worshiping all-consuming darkness,
on the Broken Plains. seeking life on the surface instead.
Tribes of Beastmen tend to be nomadic, moving from place to Appearance: Much taller than the average human, these hulking
place following their prey. Known to eat anything or anyone, creatures have the head of a bull with solid horns and hoof-like
they are perfect hunters at their best when prowling at night feet with powerful hind legs to carry these strong creatures
while silently moving through forests. Cruel effigies and totems around.
mark their territories. Rumor has it among the Greyhaven schol‐
Society: While usually preferring a solitary existence, a Minotaur
ars that all tribes answer to a single Beastman Lord; however, such
can sometimes be seen in lands on the surface while seeking long-
a being has never shown itself. Nevertheless, there are infrequent
lasting friendships and worthy goals among the lesser races.
occasions when Beastmen have peaceful interaction with other
Sometimes Minotaurs gather in small packs, usually united by an
species. Stories of ‘tame’ Beastmen find their way back to more
even greater master.
civilized lands.
Appearance: The hybridization of humans and animals can yield
very different results in appearance. One common trait is that 3 1 2 2 2 2
Beastmen are bipedal and usually have large patches of fur or
hide. Some even have horns and can sometimes be mistaken for
Demons. Usually, in combat, the Beastmen attack with powerful • Wound Threshold: 11 + Brawn
natural weapons. However, they can make clever use of crafted
tools and weapons made from raw materials. A few Beastmen are • Strain Threshold: 9 + willpower
even capable of wielding powerful nature-based magic. • Starting Experience: 100 XP
Society: Living far away from other civilized species, the Beast‐ • Starting Skills: Minotaur's begin with one rank in Knowl‐
men live in small tribes fiercely war-like in nature. Beastman edge (Adventuring). They still cannot train Knowledge (Ad‐
warriors are bound in packs by a strong leader to hunt meat for venturing) above rank 2 during character creation.
the tribe. Due to living in isolation, some tribes have developed
a deeply spiritual society with customs seldom seen by the out‐ • Monstrous: Minotaurs are monsters of legend. A Minotaur
side world. add j to Charm, Deception, Leadership, and Negotiation
checks they make, but they add j to Coercion checks they
3 2 1 3 2 1 make. This does not apply when interacting with other
Minotaurs.

• Wound Threshold: 11 + Brawn • Battle horns: When making an unarmed combat


check add +1 to base damage and have a critical rating
• Strain Threshold: 8 + willpower of 3.
• Starting Experience: 95 XP • Dark Vision: This species has ex‐
• Starting Skills: Beastmen begin with one rank in Ath‐ cellent night vision. When mak‐
letics. They still cannot train Athletics above rank 2 ing skill checks, it removes up to
during character creation. jj imposed due to darkness.

• In a Foreign World: While laws and manners can be •


learned, adherence to them will always fight against a Beast‐
man’s instinct. When making an opposed social skill check
add h to the roll.
• Superstition: When a Beastman is being targeted by an en‐
emy's spell, the caster adds j to the check.
• Natural Weapons: When making an unarmed combat
check, Beastman add +1 to their base damage and have a
Critical rating of 3.
• Blood Haze: After inflicting wounds on a living creature
(whether an enemy or ally), a Beastman adds s h to their
next roll.

5
TERRINOTH EXOTIC SPECIES
ARCHETYPES

LIZARDMAN
M any centuries ago, the Lizardman Empire hosted mar‐
velous, massive cities, which now lie in ruin, hidden and
swallowed up by the Zanaga jungle. This ancient race once mas‐
2 2 3 2 1 2

• Wound Threshold: 9 + Brawn


tered technology, mysteries, and knowledge now lost to antiquity.
Around empty cities of stone, the Lizardmen live among their • Strain Threshold: 11 + willpower
former human and Makhim servants. Lizardmen are uncon‐
cerned with restoring glory to their lost empire. Its existence and • Starting Experience: 100 XP
purpose are entirely forgotten and neglected. They know that the • Starting Skills: Lizardman begin with one rank in Mechan‐
ancient temples and ziggurats once housed their ancestors, but ics. They still cannot train Mechanics above rank 2 during
Lizardmen fail to understand the significance. character creation.
Regarding invaders or aggressors, the residents of the Lizard‐ • Broken Memory: A Lizardman can sometimes find it hard
man Empire are far from defenseless. Some Lizardmen are capa‐ to keep their train of thought, finding many distractions, or
ble of ancient arcane arts and have figured out how to operate mysteries, to ponder. Add h to all knowledge checks.
archaic technological devices left by their ancestors. Others wield
a power unheard of in the rest of Mennara as they can channel • Curse of Moakileki: The beast of Entropy that cursed the
arcane energy through their weapons. Lizardmen destroyed parts of their mind as well. All incom‐
ing social skills against a Lizardman adds j to the roll.
Appearance: Lizardmen appear as sauren-like creatures with hu‐
manoid features. Covered in small scales, a Lizardman stands as
tall as a human. They appear in a variety of colors and markings.
Many of them sprout long tails or feature webbing between fin‐
gers and toes. Some members have small horns on their heads or
neck. A sect of Lizardmen wears robes depicting strange techno‐
logical symbols while carrying tools they fail to comprehend.
Society: The Lizardman Empire is long gone. The remaining
Lizardmen do not remember their once glorious past. Maybe this
is simply due to the passing of time or perhaps even something
more sinister. Those of the species that still dwell in their mighty
cities form open societies alongside humans and Makhim. Most
just live a simple life staring at the remains of technology, sur‐
rounding them with a small child’s wonder.

THE LOST CITIES

T he Zanaga jungle has overgrown and devoured


most Lizardman ancient cities and temples.
The haunted ruins now attract wild creatures and
those prospectors seeking ancient magic. It is ru‐
mored that each temple contains a mystical energy
nexus which is deeply connected to the primal gods
of Zanaga.
Wild tales of traps, dungeons, strange technology,
and ancient curses are told on the docks of Orris by
those explorers who claim to have found these lost
cities.

6
TERRINOTH EXOTIC SPECIES
ARCHETYPES

MAKHIM VENTALA CENTAUR


T he four-armed reptilian Makhim is an ancient warrior race.
Once tasked with the protection of the Lizardman Empire,
they still retain much of their warrior culture. While the Lizard‐
T he Aymhelin forest runs deep and holds many creatures un‐
known by the more civilized lands to the north. But on oc‐
casion, a glimpse of a quadrupedal, hoofed warrior patrolling the
man Empire fell into decline, Makhim society has remained al‐ outskirts of the forest can be seen. This creature is known as the
most untouched up until today. Travelers will find the Makhim Ventala Centaur, or simply Ventala. The Ventala are a tribe of no‐
mainly along the rivers and waterways of Zanaga acting as guides madic hunters who fight alongside the Elves to protect this forest.
or mercenaries. Since the decline of the empire, these warriors The Ventala are an ancient and proud race deeply spiritually con‐
have been guardians of ancient temples and cities. In addition, nected to the forest. When war inevitably surfaces again, Ventala
they vigilantly seek to find signs of corruption from Tarakhe, the hunters don war paint and make ready for battle.
Plague God.
When asked, not even the Elves know precisely from where the
A roaming Makhim is a rare sight but certainly not unheard of Ventala originally came. They just know they have always dwelled
in the rest of Mennara as a wanderlust frequently drives their in Aymhelin. When the Elves first explored the vast forest, the
young to seek out adventure and fortune beyond the boundaries initial encounters with the Ventala were less than kind. However,
of the jungle. the threat from common foes: mortal, Fae, and Dimora, have
Appearance: Mahkim is muscular, bipedal reptilian brutes with brought many Ventala Centaurs and Elves together to defend this
bald heads and four arms. Their skin has various natural colors sacred forest.
and darker natural tones rather than the vivid, colorful Lizard‐ Appearance: Ventala is a large equine creature with four legs, elf-
men. The Makhim have broad shoulders supporting their pairs like torsos, and heads featuring prominent horns. Their colors
of arms. Located near their ribs, the second set of arms is slightly can vary but is usually a deep brownish hue often decorated with
smaller than the upper extremities. elaborate markings.
Society: The Makhim remains a largely martial society. They are Society: Ventala live in small, tightly-knit clans that travel
first and foremost loyal to their tribe, protecting their lands and around hunting and foraging. Each season the clans meet too
eggs against foreign invaders. They are always on the lookout for closely coordinate territories ensuring no parts of the forest are
the evil Naga; they worship the river crocodile Ravin who they over-hunted. Contrary to their elven allies, Ventala has short-
believe in connecting spiritually and physically with the Makhim lived lives. For them, death is a natural process by which they
through the rivers and waterways. Some more fanatic Makhim regard all living things to pass away - bringing a sense of balance
cultists can take on crocodile aspects and become almost feral. in nature. While at peace, the Ventala is a humble, noble creature
These fierce warriors are both respected and feared for their living in harmony with their beloved Aymhelin forest; however,
power to manifest primal magic through their Dolochs and they fiercely defend their grove and tribe to the end during a time
slings. of war.

3 2 1 2 2 1 2 3 1 2 2 2

• Wound Threshold: 12 + Brawn • Wound Threshold: 10 + Brawn

• Strain Threshold: 8 + Willpower • Strain Threshold: 10 + willpower

• Starting Experience: 95 • Starting Experience: 95

• Starting Skills: Makhim begin with one rank in Discipline. • Starting Skills: Ventala
They still cannot train Discipline above rank 2 during char‐ Centaurs begin with one rank in Survival.
acter creation. They still cannot train Survival above
rank 2 during character creation.
• Four Armed: Makhim have multiple sets of arms. As a re‐
sult, They gain an additional free maneuver per turn. • Silhouette 2: Increase their encumbrance
Though they may still not perform more than two maneu‐ threshold by 4. They double their
vers per turn. encumbrance value.
Also, armor and clothes
• Jungle Adept: A Makhim adds j to Athletics and Coordi‐ cost twice the standard
nation checks they make. When in a jungle or forest envi‐ price.
ronment.
• Flank Fire: Ventala can perform a
second maneuver to move without
suffering strain. They still cannot exceed the
limitation of two maneuvers in a turn.
• On Hooves: A Ventala Centaur
adds j to all Coordination checks
and Stealth checks made indoors
or in urban environments.

7
TERRINOTH EXOTIC SPECIES
ARCHETYPES

ORRUKASI 3 2 1 2 3 1

T he highest mountains in Isheim are home to a strange and


elusive species known as the Orrukasi or Yeti. When met
outside their homes, they are known as mighty warriors seeking • Wound Threshold: 12 + Brawn
glorious battles or looking for some of the more enormous mon‐
sters that trouble the icy plains of Isheim. Tales of both fear and • Strain Threshold: 8 + Willpower
wonder surround the Orrukasi. Some adventurers claim to have • Starting Experience: 95 XP
traveled with a Yeti. Some say they had a Yeti act a guide across
Isheim; others report that the strange creatures just began to fol‐ • Starting Skills: An Orrukasi starts with one rank in either
low them, hoping to join a good battle or seeking help against a Stealth or Vigilance. They obtain these ranks before spend‐
giant monster that threatened the region. The few people of ing experience points, and these skills may not be increased
Mennara that have talked to an Orrukasi describe them as quite higher than rank 2 during character creation.
stubborn and determined to finish whatever goal they set before
• Cold Resistance: An Orrukasi reduces all damage from
themselves.
frost, icy or similar sources by 3 removing j when making
Appearance: To some, the Orrukasi appear as a cross between skill checks in cold or arctic conditions.
man and bear. They are tall with long limbs and a thick fur that
• Tough Hide: While not wearing armor, an Orrukasi in‐
usually takes hues of white but tends to change with the seasons,
creases their soak by one.
which might account for the occasional sightings of brown or
even black Yeti. An Orrukasi walks upright and has a distinct and • Fear of Fire: If an Orrukasi takes damage by fire, upgrade
human face. Individual families dye patterns on their fur or face the difficulty of their next skill check once.
on occasion and will usually mark their territory similarly.
• Silhouette 2: An Orrukasi is enormous, possibly up to three
Society: Orrukasi live in small family groups in the high moun‐ meters in height. Increase their encumbrance threshold by
tains of Isheim. In their daily lives, they are primitive hunters and 2. They double their encumbrance value. Also, armor and
gatherers. Some adventurers have reported seeing them in the clothes cost twice the standard price.
Everdark, and their ancestral caves must connect to the deep tun‐
nels beneath Menara. When frost giants, dragons, or other larger
creatures threaten their lands, they sometimes form warbands to
hunt the giant monsters. These warbands arise organically and
are not part of a tribe structure or hierarchy. Honor and glory in
battle and the desire to protect their homes drive them to unite,
but they prefer small family groups once the threat is over.

8
TERRINOTH EXOTIC SPECIES
ARCHETYPES

ICE-BLOOD SURVIVOR • The Hot Blood: Sometimes the Rime Curse affects an Ice-
blood warrior again, and they must gain sustenance from
warm blood, no matter the source. If not, their blood be‐
V ictims of the Rime Storm and the reign of Scarsha, the hor‐
rid queen of the ice wyrms, these horrors walk the frigid
wastes in search of heat and hot blood to fill their empty bodies.
gins to freeze, and the Rime Curse slowly creeps back in.
Once per session, the GM may spend d from any check
an Ice-blood warrior makes to trigger this effect. While
Salvation comes to very few of these lost souls. Still, some families
affected by the Rime Curse, the Ice-blood warrior must up‐
or heroes seek the aid of ancient life magic from the lost Salish‐
grade all skill checks once, and the GM can spend addi‐
wyrd empire to restore the mind of one affected with the Rime
tional d to increase this penalty further, i.e., upgrading
Curse and free them from the bond Scarsha holds over them.
twice, thrice, etc. The effect lasts until their blood has
However, their bodies will remain forever ravaged by the cold.
warmed again through feeding.
Nevertheless, the magic of the ancient Salishwyrd is so strong
that even tormented ghosts can be brought back into the light ICE-BLOOD GHOST
and join the ranks that take arms against the white death.
Appearance: Ice-blood survivors look much like they did in their 1 2 2 2 3 2
everyday lives, although months or even years could have passed
while they lived under the curse of the white death. Forever
changed, their skin takes on a more pale hue, and the freezing • Wound Threshold: 9 + Brawn
blood in their veins stands out as thick blue strands covering their • Strain Threshold: 11 + Willpower
bodies. The air around them is slightly colder. Whether this is
due to an actual change in temperature or just unease at being • Starting Experience: 90 XP
near such a creature, who can say? Despite this ragged and cursed When the Rime Storm’s pain becomes too much, an Ice-blood
look, Ice-blood survivors' eyes glow with the powerful healing warrior passes on to the actual death. Unfortunately, some souls
magic that brought them back. This soft glow distinguishes them never see the peace they desire. They rise again as Ice-blood
from their cursed brethren and brings hope back to the people of ghosts to avenge their torment and unfinished business in life.
Isheim. Those that rise as ice ghosts appear as a ragged twisted But so powerful is the magic of the Salishwyrd Empire that even
version of what they looked like in life but take on an icy blue these spirits can be redeemed and allowed to seek the peace of
ghost-like form. their own free will.
Society: Ice-blood survivors do not have much of a community • Starting Skills: An Ice-blood ghost starts with one rank in
of their own. Upon ending the curse and having their free will either Discipline or Knowledge (Forbidden). They obtain
returned, an Ice-blood survivor usually lives with their kin and these ranks before spending experience points, and these
family. Perhaps they are welcomed back into their village or cities, skills may not be increased higher than rank 2 during char‐
or maybe they are shunned and mistrusted. Likewise, those icy acter creation.
ghosts that have passed on from their physical form usually dwell
• Incorporeal Undead: Your character lacks corporeal pres‐
by themselves. Some wander, seeking a purpose in their new (un
ence. When your character makes any Brawn- or Agility-
)lives, while others search search for a means to lay themselves to
based checks increase the difficulty by two. When a corpo‐
rest finally. Most times, a Ice-blood survivor will not find a peace‐
real character makes a Brawn- or Agility-based check target‐
ful existence. Their knowledge and power are called upon to fight
ing your character increase the difficulty by two. Your
against the white death and the forces of Scarsha.
character increases their soak by their Willpower (in addi‐
tion to their Brawn). Your character can move through the
ICE-BLOOD WARRIOR most mundane types of difficult and impassable terrain
without penalty (but cannot stop inside solid surfaces).
2 2 2 2 3 1
None of the preceding effects of this rule apply while your
character is wearing armor. In addition, your character does
• Wound Threshold: 9 + Brawn not need to eat, breathe, or sleep. They can survive under‐
water and are immune to poisons and toxins.
• Strain Threshold: 11 + Willpower
• A Strange Glow: Since Ice-blood ghosts are Spirits, they do
• Starting Experience: 90 XP not benefit from healing wounds with a Medicine check.
Warrior is the common term for all those who fall to the white However, they can heal wounds and strain naturally by rest‐
death, though far from all who are unfortunate enough to get ing. Ice-blood ghosts can also be "healed" by using the Heal
caught by the Rime Storms are actual warriors. While typically of spell or other healing magic. They can attempt to remove a
local Wiek descent, an Ice-blood warrior could come from any critical injury using the Discipline skill instead of the
land or warmblooded species in Mennara. Medicine skill or Resilience skill; doing this does not in‐
crease the difficulty but otherwise follows the rules on page
• Starting Skills: An Ice-blood warrior starts with one rank 116 of the GENESYS Core Rulebook. Ice-blood ghosts do not
in either Resilience or Survival. They obtain these ranks be‐ gain any other benefit when healing critical injuries.
fore spending experience points, and these skills may not be
increased higher than rank 2 during character creation. • Feared: Add j to Charm, Deception, and Negotiation
checks, but add j to all Coercion checks they make.
• Cold Resistance: An Ice-blood warrior reduces all damage
• Freezing Touch: Unarmed brawl attacks gain +1 base dam‐
from frost, icy or similar sources by 3 removing j when
age, a critical rating of 3, and the Stun 3 quality.
making skill checks in cold or arctic conditions.
• Freezing Touch: Unarmed brawl attacks gain +1 base dam‐
age, a critical rating of 3, and the Stun 3 quality.
9
TERRINOTH EXOTIC SPECIES
ARCHETYPES

ULFEN
2 2 2 3 2 1
I senheim is a land of beauty and natural power, yet many Ulfen
know that secrets hide beneath the ice and snow. When the
Gnome wanderers of the Onoit tribes first came to Isenheim,
they found a kinship with the Ulfen. This alliance has grown for
• Wound Threshold: 10 + Brawn
many years, and these allies now guard the lands of Isenheim to‐
gether. Tales of these strange intelligent canines are told all over • Strain Threshold: 11 + Willpower
Mennara, but few travelers have seen these creatures, and fewer
• Starting Experience: 95 XP
still have heard them speak and share their wisdom.
• Starting Skills: An Ulfen starts with one rank in either Vig‐
Appearance: The Ulfen are large canine creatures. While many
ilance or Survival. They obtain these ranks before spending
resemble wolves, their stature is greater, and they are broader
experience points, and these skills may not be increased
across the shoulders. Their fur can have many colors or a mix
higher than rank 2 during character creation.
thereof, usually in natural tones of brown, grey, black or white.
Rare colors like dark green or even autumn colors like reds and • On Four Paws: An Ulfen adds jj to checks they make
orange appear from time to time. Looking in the bright, intelli‐ that require fine manipulation. In addition, when they
gent eyes of an Ulfen, those familiar with animals can instantly make an unarmed attack, they can activate the Knockdown
tell that they are not dealing with an ordinary wolf or dog. Ulfen item quality for one less a than normal. An Ulfen pays an
speak their own language, and many of the other tongues spoken additional 50% for armor made to fit.
in Isheim or wherever they roam.
• Pack Instincts: When performing the assist maneuver, an
Society: The Ulfen are far removed from their wolf brethren and Ulfen adds jj instead of j.
have a complex tribal structure. They honor their elders and live
• Jaws of Ice: Unarmed brawl attacks gain +1 base damage
in tight-knit families alongside their Gnome allies. Ulfen society
and a critical rating of 3, while retaining the Knockdown
centers on their roles as guardians of the land. They guide lost
quality.
travelers away from the hidden dangers in the snow and keep
watch on the evil forces that serve the Rime frost. Occasionally • Low Light Vision: When making skill checks, an Ulfen re‐
an Ulfen will be struck by much the same kind of wanderlust that moves up to j imposed due to darkness.
comes over the Gnomes and will roam far and wide seeking
knowledge. Ulfen society centers on their roles of guardians. of
the lands. They lead lost travelers away
from the hidden dangers in the snow or keep a
watch on the evil forces that serve the Rime frost.

10
TERRINOTH EXOTIC SPECIES
ARCHETYPES

FAE-TOUCHED
I n some places, the veil between worlds is thin, and the chaotic
nature of the Aenlong seeps into the lands of Mennara.
Whether the Fae-touched are a result of exposure to other worlds
or favors traded with the Fae is unknown, but some individuals
are born with a hint of the chaotic nature of the Fae coursing
through their blood. OTHER FAE SPECIES
Appearance: The Fae-touched are as diverse as all the species on
Mennara. Almost all species have their tales of people gifted with
strange powers from birth. The faeries of Aenlong are fearsome T his species profile assumes a human base species
touched by the Aenlong.
and chaotic creatures whose goals and agendas are as alien as their The characteristic profile signals their chaotic but al‐
appearance. Regardless of what species a Fae-touched is born luring nature. At the GM’s discretion, the base
from, the legacy of Aenlong always shines through; perhaps it's species could be any species available in the setting.
an eerie glow in their eyes, a strange hair color, or a particular For example, a Gnome Fae-touched would follow the
scent. Some Fae-touched even sprout wings or grow sharp teeth. same exact profile except for having silhouette 0.
Society: The Fae-touched have no real community of their own.
The circumstance of their birth is random and chaotic, and when
many of them band together, it's rarely with much structure or a
long-term goal in mind. Some communities shun the Fae-
touched, believing them cursed, and force them to live in the
wilds. In contrast, other communities welcome Fae-touched and
regard them as any other members of society or even hold them
in reverence.

2 2 2 2 1 3

• Wound Threshold: 10 + Brawn


• Strain Threshold: 10 + Willpower
• Starting Experience: 90 XP
• Starting Skills: A Fae-touched starts with one rank in either
Stealth or Knowledge (Lore). They obtain these ranks before
spending experience points, and these skills may not be in‐
creased higher than rank 2 during character creation.
• Blood of The Aenlong: Remove j from all magic checks.
• Weakness to Iron: When wearing iron or wielding an iron
weapon, add j to all skill checks, in addition to those de‐
scribed on REALMS OF TERRINOTH p. 98. When hit by iron
weapons, treat critical rating as 1 regardless of the weapon
used.
• A Force of Chaos: Once per session, spend a story point to
reroll any skill check made by this character or another ally
or adversary with an upgrade to both positive dice and neg‐
ative dice.

11
TERRINOTH EXOTIC SPECIES
NEW TALENTS

NEW TALENTS
TIER 1 TIER 2
ADAPTIVE BLESSING OF THE JATOK TEMPLE
Tier: 1 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
For each rank of Adaptive, you can ignore the species prerequisite Your character must be of the Lizardman or Makhim species to ben‐
of one talent when spending XP to buy it. At your GM’s discre‐ efit from this talent. Your character can breathe underwater with‐
tion, specific species talents may not be available to your charac‐ out penalty and never suffers movement penalties for traveling
ter. through water.

ARCANE SAVANT CHARMED BY CHAOS


Tier: 1 Tier: 2
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Arcane is now a career skill for your character. They can only cast Prerequisite: Your character must be of the Fae-touched species to
one spell using this skill per encounter. benefit from this talent. Once per encounter, when making a
Charm, Negotiation, or Leadership check, you may change a
INCORPOREAL DEFENSE
number of f to h equal to your character's ranks in Presence.
Tier: 1
Activation: Active(Maneuver)
Ranked: No
ENCHANTED STRIKE
Prerequisite: Your character must be of the Ice-blood Ghost species to Tier: 2
benefit from this talent. Your character may spend a maneuver to Activation: Active (Incidental)
gain defense up to ranks in Willpower. In addition, your charac‐ Ranked: Yes
ter adds j to all checks equal to the defense added. This effect
lasts until the end of your next turn. Your character must have a rank in a magic skill to benefit from this
talent. Once per round, your character may suffer 2 strain on a
PRIMAL LEGACY melee combat check. Your character may choose to add modifiers
from the Attack spell and increase the difficulty of the check by
Tier: 1
the listed amounts up to +k per rank of Enchanted strike. The
Activation: Passive
GM can use h and d results for magical skill checks (see Table
Ranked: No
III.2–4: Spending h and d on magic skill checks, on page 211
Primal is now a career skill for your character. They can only cast of the GENESYS Core Rulebook). Your character cannot choose to
one spell using this skill per encounter. add the Range modifier or Close Combat effect to a melee com‐
bat check. You may not add an effect if it would increase the diffi‐
TALONS: culty beyond Formidable (kkkkk).
Tier: 1 (Note this does not count towards the once per encounter use of the
Activation: Passive Arcane Savant or Templar talent)
Ranked: No
ENCHANTED HORNS
Your character must be of the Dragon Hybrid species to benefit from
this talent. Your character has tapped into the power of his Dra‐ Tier: 2
conic ancestors, growing fierce talons. Add +1 to the base damage Activation: Passive
of unarmed brawl checks and gain a critical rating of 3. Ranked: yes
Your character must be of the Minotaur species to benefit from this
TOUCH OF THE ICY GRAVE
talent. Add one Hard Point to your Battle Horn per rank in En‐
Tier: 1 chanted Horns. Your GM has the final say in which attachments
Activation: Passive can be added to Battle Horns.
Ranked: No
Prerequisite: Your character must be of the Ice-blood warrior or Ice-
blood ghost species to benefit from this talent. Your character adds
the Stun quality to their Brawl combat checks with a rating equal
to two plus your character’s ranks in Coercion (this does not
stack with other instances of the Stun quality).

12
TERRINOTH EXOTIC SPECIES
NEW TALENTS

FEROCIOUS DEFENDER MECHANIC ANIMATION


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Action)
Ranked: Yes Ranked: No
Prerequisite: Your character must be of the Orrukasi species to benefit Your character must be of the Lizardman species to benefit from this
from this talent. Each time your character or an engaged ally de‐ talent. Your character may suffer 2 strain to animate a tool or me‐
feats an enemy, your character recovers 1 strain. Each rank of Fe‐ chanical object from up to short distance away with a maximum
rocious Defender increases the range by one range band. size of silhouette 0. Your character can do anything with the tool
they usually could using their hands at short range (including at‐
FIERY BREATH tacking). The animated object must not be engaged with another
Tier: 2 character or secured in any other way. This power lasts until the
Activation: Active (Action) end of the encounter. Your character can use an action to direct
Ranked: No and use the item anywhere within short range. Your character can
only have one item animated at a time. Your GM has the final say
Your character must be of the Dragon Hybrid species to benefit from in what a mechanic item is, could be a lock, tool, mechanism, or
this talent. Your character may suffer 3 strain and make a ranged weapon. j and j can be used to reflect the nature of the item per
attack with the following profile: Resilience: Damage 6; Critical GM discretion.
3; Range [Short]; Blast 6, Burn 1, Prepare 1, Slow-Firing 2).
REND AND TEAR
GHOST TOUCH
Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: Yes
Prerequisite: Your character must be of the Ulfen species to benefit
Prerequisite: Your character must be of the Ice-blood Ghost species to from this talent. When your character Disorients or knocks their
benefit from this talent. Your character may substitute Willpower target Prone while making a Brawl combat check, they may use
instead of Brawn or Agility on a skill check up to short range. this talent to cause the target to suffer Wounds equal to your
Your character uses their Willpower to determine the encum‐ character's ranks in Athletics.
brance value they can manipulate in this way. The range of Ghost
Touch increases by one range band for each additional rank of RUNE FANGS
this talent.
Tier: 2
If your character uses Ghost Touch for a combat check, they Activation: Passive
do not receive any benefits from weapons and deal base damage Ranked: Yes
equal to their Willpower. This attack is always considered a brawl
Prerequisite: Your character must be of the Ulfen species to benefit
combat check. At engaged range, they may use their Freezing
from this talent. Add one Hard Point to your natural bite weapon
Touch attack in this manner.
per rank of Rune Fangs. Your GM has the final say on which at‐
A GM can spend hhh or d to have your character lose the tachments your character can add to bite attacks.
benefit of this talent for the rest of the encounter as they overexert
themselves. TREASURE HUNTER
Tier: 2
GLIDER Activation: Passive
Tier: 2 Ranked: No
Activation: Active (Incidental)
Knowledge (Lore), Resilience, and Stealth are now career skills
Ranked: No
for your character.

Your character must be of the Dragon Hybrid species to benefit from WAILING CRY
this talent Your character can fall safely from any height and can
Tier: 2
glide over small gaps or distances while falling. Your GM has the Activation: Active (Action)
final say in how long your character can glide. Ranked: No
Prerequisite: Your character must be of the Ice-blood ghost species to
HEAD BUT
benefit from this talent. Your character may suffer 3 strain to make
Tier: 2 a ranged attack with the following profile. Discipline: Damage
Activation: Active (Incidental) 3; Critical 5; Range [Medium]; Blast 4, Breach 1, Slow-firing 2,
Ranked: No Stun Damage.
Your character must be of the Minotaur species to benefit from this
talent. Your character may use their battle horns in a combined
combat check. (See GENESYS Core Rulebook page 108). In addi‐
tion, they may use heavy weapons as part of this combined check.

13
TERRINOTH EXOTIC SPECIES
NEW TALENTS

TIER 3 TOUCH OF THE ICY GRAVE (IMPROVED)


Tier: 3
CHILLING GAZE Activation: Passive
Ranked: No
Tier: 3
Activation: Active (Action) Prerequisite: Your character must have purchased the Touch of the Icy
Ranked: No Grave talent to benefit from this talent. Your character counts the
Critical rating of their unarmed Freezing Touch attack as one
Prerequisite: Your character must be of the Ice-blood Ghost or Or‐
lower to a minimum of 1.
rukasi species, to benefit from this talent. Select a target within
medium range. That target must make an Average (kk) Fear
check. If they fail, they cannot spend a maneuver to engage with
your character. If your character engages with them, they must TRAMPLE
spend a maneuver to move away from your character on their Tier: 3
next turn. The effect lasts for a number of rounds equal to your Activation: Active (Maneuver)
ranks in Coercion. Ranked: No

DRAGON WINGS Your character must be of the Ventala Centaur species. Your charac‐
ter may use this talent to make a Brawl vs. Resilience check tar‐
Tier: 3 geting one engaged opponent. If the check succeeds, the target is
Activation: Active (Maneuver) knocked prone and immobilized.
Ranked: No
Your character must be of the Dragon Hybrid species and possess the
Glider talent. Your character can fly using aerodynamic flight
TIER 4
only; see page 100 of the GENESYS Core Rulebook.
POISON WEAVER
FAE WINGS
Tier: 4
Tier: 3 Activation: Active(incidental)
Activation: Passive Ranked: No
Ranked: No
As an incidental, your character may apply poison to a weapon.
Prerequisite: Your character must be of the Fae-touched species to The first successful hit that deals at least one wound causes the
benefit from this talent. Your character can fly using hovering target to suffer the effects of the poison. Once the poison has
flight; see page 100 of the GENESYS Core Rulebook. affected one target, it depletes, and another dose must be applied
as per REALMS OF TERRINOTH p 102.
RAGE OF THE CLUTCH
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character must be of the Makhim species to benefit from this
talent.
While your character uses a Brawl weapon (or using their fist),
they may suffer 2 strain to use this talent. During the next Brawl
combat check, your character makes this turn; the attack gains
the Linked quality with a value equal to their ranks in the Brawl
skill.
SPIRIT BONDS
Tier: 3
Activation: Active (Action)
Ranked: No
Your character must be of the Beastman species and have purchased
the Animal Companion talent to benefit from this talent. Your char‐
acter may choose to bond with a spirit animal (see adversaries and
allies page 34), or your animal companion gains the Spirit Ani‐
mal Template. As an action, your character may see and hear
through the Spirit animal senses up to long distance. Your char‐
acter has a telepathic link to your bonded animal that works over
any distance. While your Character is experiencing the world
through their bonded animal, they become Staggered and immo‐
bilized, oblivious to the outside world.

14
TERRINOTH EXOTIC SPECIES
NEW TALENTS

TRANSFORM TO HUMANOID
Tier: 4
Activation: Active(incidental)
Ranked: No
Prerequisite: Your character must be of the Ulfen species to benefit
from this talent. Once per session, your character may spend a
story point to transform into a humanoid of the same silhouette
or smaller until the end of the encounter. Your character can
THE CURSE OF THE RIME
change back to Ulfen as an incidental anytime during the trans‐
formation.
The humanoid form uses the same characteristics as your char‐
I ce-blood survivors have potent weapons from the
rime-frost legacy coursing through their very be‐
ing. For example, when a living creature dies from
acter and always assumes a set appearance of your choice. Freezing Touch or Wailing Cry, a GM may spend d
to inflict white death disease, causing the body to rise
TIER 5 again as undead under the GM's control. In addition,
at GM’s discretion, other circumstances may lead to
the spread of the white disease.
DIRE FORM
Tier: 5
Activation: Active (Incidental)
Ranked: No
Prerequisite: Your character must be of the Ulfen species to benefit
from this talent. Once per session, your character may spend a
story point to assume Dire form. If they do so, increase the dam‐
age of the character’s unarmed attacks by three, their soak by one,
their wound threshold by six, and their silhouette by one. This
effect lasts until the end of the encounter.

TOUCH OF THE ICY GRAVE (SUPREME)


Tier: 5
Activation: Passive
Ranked: No
Prerequisite: Your character must have purchased the Touch of the Icy
Grave talent to benefit from this talent. Your character gains the
Breach 1 quality to their unarmed Freezing touch attack.

15
TERRINOTH EXOTIC SPECIES
GEAR

GEAR
GEAR
T his section describes gear which may be found in the hands
of exotic species adventurers traversing the lands of Men‐
nara. ITEM ENCUM PRICE RARITY
Ancient mechanics manual 2 500 9
ANCIENT MECHANICS MANUAL
Camouflage Cloaks 1 90 6
These old manuals have been taken from the Lizardman Empire
and can be found in many forms: from hand-written tomes to a Survival gear 2 100 4
series of ancient tablets or drawings. When using these ancient Talisman Wards 0 1000 9
texts to construct a new item, you may add aas to the results.
Flare Crystal 0 50 7
CAMOUFLAGE CLOAKS Snowshoes 1 25 5
Survivalists craft them to replicate a specific environment like Ulfen Harness 3 400 8
forest or jungles. These cloaks are wonders of art and practical
Ulfen Saddle 1 100 8
garment. When making Stealth checks in that environment asso‐
ciated with the cloak, add j to the results.
TALISMAN WARDS
SURVIVAL GEAR Both Minotaurs and Beastmen are known for crafting wards
This kit contains minor medical supplies, herbs, a dry pouch for against the undead and supernatural. Whether using secrets of
flint and steel, basic sewing utensils, and skinning and fishing the underworld or consulting spirits of the plains for favors, small
tools. Some kits will even have written guides on flora and fauna spirits are bound inside jewelry or bones to ward off evil spirits.
in a particular area. The kit grants j on Survival checks and Re‐ While wearing a Talisman Ward, your character increases their
silience checks made to overcome long exposure to the environ‐ defense by one against undead opponents.
ment or natural occurring poisons or diseases in nature.

FLARE CRYSTAL
Onoit Shamans have enchanted these unique magical crystals to
temporarily hover in the sky while producing a colored flame.
Usually fired from a ranged weapon like a bow or sling, they light
up the sky, alerting rescuers to search for those lost in the storms
that rage across Isheim. Some tribes produce colors that can con‐
vey simple messages across great distances on the snowy plains
when fired in particular sequences. In addition to lighting a sig‐
nal in the sky, a flare crystal removes one j from darkness within ULFEN PLAYERS AND
long range. In structured time, their magic lasts for 3 rounds. MOUNTED COMBAT
SNOWSHOES
These attachments to footwear come in many different shapes
W hen an Ulfen is a mount, use the mounted
combat rules found on REALMS OF TERRINOTH page
83. If the Ulfen is a player character, use the rules
and sizes. The native Weik of Isheim make these by stretching found on REALMS OF TERRINOTH page 83 regarding attacks,
hide over a wooden frame. The frame helps distribute weight but the rider and Ulfen do not count as one charac‐
across snow and ice, making it easier to walk on those surfaces. ter. Instead, the Ulfen character acts on their own
Ignore all penalties for difficult terrain from snow or ice. initiative slot as per usual and spends maneuvers and
actions normally. The mounted character does not
ULFEN HARNESS require a maneuver to move, nor do they need to
spend a maneuver to direct their mount. In addition,
This war harness is made for Ulfen warriors to protect them in
the Ulfen spends the normal amount of maneuvers
battle. Usually made from cured hide or scales of native creatures
to move instead of counting one move maneuver as
from Isheim, it covers the Ulfen soft spots while allowing for
two.
movement on all fours. Ulfen harnesses come with hooks and
bags that can be used for storage, allowing an Ulfen to carry sup‐
plies and medicine with them to those lost in the wilderness. In‐
crease encumbrance threshold by 4.

ULFEN SADDLE
This particular saddle can accommodate small humanoids, usu‐
ally Gnomes, but some Dwarves or smaller humans might fit as
well. The encumbrance value of a character in the saddle counts
as half to the Ulfen carrying them.

16
TERRINOTH EXOTIC SPECIES
GEAR

NEW WEAPONS
RIMCHAKH (ARCANE LAUNCHER) gauntlet. Some Makhim warrior wears Doloch on two arms
while using slings with the other pair of arms. In addition, some
Called an arcane launcher by scholars, these ancient devices oper‐
tribes have developed a complex signaling technique, using col‐
ated by Lizardman, who still understand the archaic workings by
ored Dolochs in different hues.
some miracle. A limited few of these weapons have been brought
back from ancient temples and tombs by explorers. Very similar
SAP
in design to a hand crossbow, the Rimchakh consists of a disc-like
device mounted on a base on the forearm. The wielder charges Most commonly found in shady civilized parts of Mennara,
the disc with ancient energies by turning the handle in precise many members of the exotic races can find a Sap handy for slip‐
rhythmic patterns, eventually firing off the disc with high power ping past guards without leaving a trail of bodies behind. A small
and a deep coil whine to inflict significant damage upon its in‐ club made from wood and rugged leather, these weapons are best
tended target. Should the disc fail to hit its mark, your character against unaware foes. When used right, they knock out enemies
may spend aa on the roll to have it return to its mount. Ru‐ with excellent efficiency. When used against an unaware target,
mor has it that more elaborate devices of similar construction and the attacker may add ranks in Skulduggery to damage and add
firepower exist from the ancient era of lizardman civilization. the Concussive 1 quality.
BLOWPIPE
GREAT CLUB
Whether used by Beastman tribes on the plains, or Makhim and
Lizardmen in the jungles, the Blowpipe shoots a small, sharp dart Primitive and ancient cultures often use big wooden or stone or
with high velocity towards its target. While the damage from the wooden clubs. Many tribes adorn the heads with carvings of spir‐
weapon is negligible, adding poison to it before shooting it will its or skulls of their enemies.
either stun, maim, or kill its intended victim.
SUNSTAFF
BOLO NETS
These ancient devices are remnants of the Lizardman empire
A favorite weapon of the Ventala Centaurs, these small nets are technology. They can take many forms but usually appears as
fitted with round rocks or metal balls at the corners, hurled with huge two-handed melee weapons with technological features.
great strength at a target to catch them. Even if an attack roll re‐ While used outdoors in daylight, you can fire them with the fol‐
sults in failure, the user may trigger Ensnare by spending aaa lowing profile. Ranged; Damage 4; Critical 1; Range [Medium];
or t on the attack, Immobilizing the opponent. Breach 1, Disorient 2, Slow-firing 3. If used by night or indoors,
DOLOCH it gains the Limited ammo 1 quality until recharged by sunlight
again.
The Doloch is a dagger-like weapon used by Makhim warriors
and worn on the forearms mounted on a solid scaled leather

WEAPONS
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL
Limited Ammo 1, Pierce 2, Vicious 1,
Arcane Launcher Mechanics 4 2 Medium 4 2 1500 9 Guided, Prepare 1

Bolo Nets Ranged 3 5 Short 1 0 50 6 Ensnare 3, Knockdown,Limited Ammo 1

Blowpipe Ranged 1 5 Short 1 0 15 4 Pierce 5, Accurate 1, Prepare 1

Doloch Brawl +2 3 Engaged 2 1 100 7 Accurate 1

Sap Melee(light) +1 4 Engaged 1 0 25 4 Knockdown, Stun damage


Disorient 2, Inaccurate, Knockdown,
Great Club Melee(heavy) +4 4 Engaged 4 2 25 3
Cumbersome 3
Sunstaff Melee(heavy) +3 3 Engaged 5 3 1000 8 Defensive 1, Disorient 1, Cumbersome 3

17
TERRINOTH EXOTIC SPECIES
GEAR

NEW RUNIC ATTACHMENTS


Some rune scholars with exotic origins have been able to craft ARMOR ATTACHMENTS
unique weapon and armor runes. These special runic attachments
follow the same rules as outlined in REALMS OF TERRINOTH p. 106. RUNE OF WINGS
When this rune is activated, majestic formations of feathers,
WEAPON ATTACHMENTS dragon wings, or pure energy extend from the back of this armor.
RUNE OF CHAOS Use With: This attachment can be applied to any armor.
Designed to be used with any weapon, melee or ranged, this rune Modifiers: As a maneuver, the wearer may then fly aerodynami‐
infuses the weapon with the chaos of Aenlong, causing it to take cally (see the GENESYS Core Rulebook, page 100) for the remainder
on a strange glow, sometimes even slightly phasing out of reality. of the encounter or narrative scene. Your GM might call for a
Riding check in dangerous or unusual circumstances.
Use With: This attachment can be applied to any weapon.
Hard Points Required: 1
Modifiers: The weapon gains the Disorient 3 item quality or
adds 1 to any existing. Your character may spend t from an at‐ Price: 2000
tack to gain the Breach 1 item quality until the end of their next
turn, including this roll. The GM can spend d on an attack to Rarity: 7
have the weapon phase out of existence for the rest of the en‐
counter.
Hard Points Required: 1 RUNE OF THE DEEP
Use With: This attachment can be applied to any armor.
Price: 1000
Modifiers: While wearing this armor, your character ignores all
Rarity: 8
penalties for moving through water and can breathe underwater.
RUNE OF JAGGED ICE Hard Points Required: 1
This rune covers the weapon with jagged icy edges that glow Price: 500
faintly blue.
Rarity: 5
Use With: This attachment can be applied to any any melee or
brawl weapon.
RUNIC ATTACHEMENTS
Modifiers: The weapon gains the Pierce 1 and Vicious 1 item
ATTACHMENT HP REQUIRED PRICE RARITY
qualities or adds 1 to any existing. The wielder may trigger the
rune to glow softly in sub-zero temperatures, removing up to Rune of Chaos 1 1000 9
jj from darkness in short range. Rune of Deep Sea Arma‐
1 1000 6
ment
Hard Points Required: 1
Rune of Jagged Ice 1 2000 4
Price: 2000 Rune of The Deep 1 500 9
Rarity: 8 Rune of Wings 1 2000 7

RUNE OF DEEP SEA ARMAMENT


This rune covers the weapon in barnacles and gives it a faint
shimmer of mother of pearl.
Use With: This attachment can be applied to any weapon.
Modifiers: The weapon removes all j from use underwater and
functions as a standard weapon when submerged.
Hard Points Required: 1
Price: 1000
Rarity: 5

18
TERRINOTH EXOTIC SPECIES
GEAR

NEW IMPLEMENTS
CENSERS GREEN VALE STAFF
Deep in the underground of the Everdark, Minotaur sorcerers This ancient staff is made from a living Green Vale tree. The staff
perform strange rituals and magic, drawing upon the very essence carries magical properties that greatly enhance healing.
of darkness. This power has devastating effects on mortals spread‐
When your character casts a Heal spell, adding the Restoration
ing disease and draining both body and soul. To harness and
and Ranged effects does not increase the difficulty. Increase
carry with them this power of the Everdark Minotaur, sorcerers
wounds healed by 3.
have constructed magical Censers that can burn and release this
putrid essence with magic attacks. As an action, your character may plant the staff in the ground.
A strong tree quickly grows from the staff. The potent magic of
Censers are usually carried or hung from long staffs consisting
the Green Vale melts all nearby ice and snow and creates a warm
of bowl or disc that burns with magical fire, slowly releasing the
hospitable environment. This effect lasts until the wielder speaks
essence of the Everdark. But they can also be carried by hand on
a new command (as an incidental) and the tree reverts to staff
a chain. When your Character casts the Attack spell, they may
form.
add the Poisonous effect without increasing the difficulty (See
GENESYS Core Rulebook page 215). Attack spells cast by your char‐ In addition, when your character casts a Conjure spell, they
acter increase their base damage by three. may make a Hard (kkk) Primal check to transform the staff into
a Green Vale Guardian tree (see page 30). This functions as a
DIRE BONES Conjure spell with the Summon Ally effect, but does not require
a Concentrate maneuver to maintain.
When a Shaman wears this elaborate set of dire bones, it marks
their mastery of the wilds and the ability to defeat or soothe an‐ The Green Vale Guardian remains for the duration of the en‐
cient predators. counter, or until it has been defeated, at which point it reverts to
staff form. Any Critical Injury suffered by the tree will also dam‐
When your character casts the Transform spell, adding the
age the staff one step. While the staff is in tree form, it cannot
Dire Form effect does not increase difficulty. However, they can
function as an implement.
only assume the form of the animal from which their dire bones
came when using this implement. When worn as armor, dire
bones provide +1 soak and 1 defense.

EFFIGY DOLLS
An effigy is a doll-like representation of real creatures or persons.
These dolls can take many forms, from simple wooden statues to
idols made of bones bound with sinew. Many Beastman tribes
use effigies to mark territories or for some religious meaning.
However, some Beastman Shamans can bind powerful spirits in
these, animating them to do their bidding.
When the user casts the Conjure spell to summon an effigy,
adding the Summon Ally effect does not increase its difficulty. In
addition, the creature remains summoned until the end of the
encounter without your character having to use the Concentrate
maneuver.
If destroyed in battle while summoned, the effigy doll becomes
major damaged (See GENESYS Core Rulebook page 89).

FAE SKULL
Sorcerers and magicians can use the horrid skull of a True Fae to
enhance their spellcasting.
When your character casts the Curse spell, adding the Misfor‐
tune effect does not increase the difficulty. Likewise for adding
the Additional Illusion effect to the Mask spell.
Using the Fae Skull also increases the base damage of Attack
spells by three.

19
TERRINOTH EXOTIC SPECIES
GEAR

ICE CRYSTAL SHARD MAGIC IMPLEMENTS


These strange objects are one-time use implements or runes. ITEM DAMAGE ENCUM PRICE RARITY
Rune scholars can make them by infusing objects with powerful
ice magic. This procedure, however, makes the shards themselves Censers +3 1 700 7
subject to melting in warm conditions, so some scholars have de‐ Dire Bones +0 3 300 7
vised special insulated pouches for them. Ice crystal shards can
Effigy Dolls +0 0 250 7
enhance different magics or, in times of desperation, be thrown
as a ranged weapon. Unfortunately, no matter how you wield an Fae Skull +3 1 500 8
ice crystal shard, it shatters upon use.
Green Vale staff +0 2 2000 9
A character can use an ice crystal shard in one of the following Ice Crystal Shard +0 0 50 6
ways:
Mechanical Control De‐
+0 1 300 9
• When your character casts a Predict spell, adding the Scry vice
effect does not increase the difficulty. Your character can Wendigo Hide +0 1 500 8
view the scried object within the ice crystal shard. In addi‐
tion, your character may concentrate upon the scrying even
though the Predict spell does not normally allow concentra‐
tion. WENDIGO HIDE
• When your character casts a Mask spell, adding the Mirror The Wendigo is a terrible beast and servant of the rime frost pow‐
Image effect does not increase the difficulty. ers that plague Isheim. Great hunters of Isheim trade the hides of
these beasts to the Onoit and Ulfen tribes to be cleansed into
• When your character cast a Transform spell to transform powerful implements that can aid the shamans of the north.
into an ice elemental (see page 29), reduce the difficulty by Those Primal casters who are brave enough to draw the wrath of
k. the Rime Frost for co-opting the Wendigo's power wear these
hides as cloaks or even full suits of clothing.
• When your character casts the Attack spell, adding the Ice
and Destructive effects does not increase the difficulty. This implement will only benefit a Primal caster. When the
user casts a spell, adding the Primal Fury and the Characteristic
• Any character can pick up an ice crystal shard and use it as
Retention effects does not increase its difficulty. In addition, once
a thrown weapon that shatters upon impact with the follow‐
per session, spend a story point to allow casting the Transform
ing profile: Ranged; Damage 7; Critical 3; Range
spell to turn into a Wendigo (REALMS OF TERRINOTH page 238). If suc‐
[Medium]; Auto-fire, Ensnare 3.
cessful this transformation lasts until the end of the encounter
without your character using the concentrate maneuver. How‐
MECHANICAL CONTROL DEVICE ever, calling on the power of the Wendigo is not without danger.
These odd mechanical devices come in many shapes and sizes. To While your character is so transformed, the GM may spend any
outsiders, they appear merely as pretty trinkets. Still, in the hands d you roll to cause your character to lose control. On their next
of one who understands the power locked within, magicians can turn they must attack the nearest living ally.
use them to summon and control powerful mechanical beasts
from the glory days of the Lizardman Empire.
When the user casts the Conjure spell to summon a Mechani‐
cal Creature, adding the Summon Ally effect does not increase its
difficulty. In addition, the creature remains summoned until the
end of the encounter without your character having to use the
Concentrate maneuver.
The Mechanical Control Device can only summon a specific
creature (determined by the GM and player when the item is first
acquired). If the mechanical beast takes damage, it is necessary to
summon and repair it substituting a Mechanics check for
Medicine. Otherwise, the creature will heal one wound per day.If
the Mechanical Creature is destroyed in battle while summoned,
the effigy doll becomes major damaged (See GENESYS Core Rule‐
book page 89).

20
TERRINOTH EXOTIC SPECIES
GEAR

NEW CRAFTSMANSHIP
DRACONIC
T his section details special craftsmanship which can be found
in the hands of exotic species. These attributes can be applied
to weapons, armors, and implements.
Made from the scales of ancient dragons, only the bravest smiths
dare temper and carve these scales for fear of the dragons is still
close to the heart of many who dwell in Mennara. Fearsome to
ANCIENT MECHANICAL DEVICES behold and impervious to fire, scales from dragons mold into
Left behind by an ancient civilization that once thrived here, many types of armor. Carved or shaped draconic weapons from
these mechanical devices sometimes surface or are dug up from teeth, horns, or dragons’ bones can be light and fast. These
derelict icy ruins. Some crafters incorporate these gears and de‐ weapons retain their sharpness as if the deceased dragon thirsts
vices into armor and weapons, and scholars of from Greyhaven for blood beyond the grave.
University experiment with making magical implements from
Armor: Increase the armor’s soak and defense by 1. The wearer of
them.
the armor removes 3 points of damage from any source of fire.
Armor: Adds j to non-combat Brawn- or Agility-based checks
Weapon: Reduce the weapons Critical rating by 1. The weapon
and gains +1 defense.
gains the Pierce 1 quality. (If it already has Pierce, add 1 rank)
Weapon: Gains the Sunder and Vicious 2 qualities. Reduce the weapon’s hard points by 1 (to a minimum of 0).
Implement: When your character casts the Attack spell, adding Price: Cost x 20
the Destructive effect increases the difficulty one less than usual.
Rarity: 10
In addition, when your character casts a Conjure spell, they
Implement: Implements crafted from bone, blood, or tooth
may make a Daunting (kkkk) Magic Skill check to transform
from a Dragon carry ancient power that enhances spell casting.
the staff into a Mechanical Construct (see page 31). This func‐
Unfortunately, draconic magic is not for the faint of heart. Con‐
tions as a Conjure spell with the Summon Ally effect, but does
trolling the flames of dragon magic is only for the most skilled
not require a Concentrate maneuver to maintain.
wizards of Greyhaven.
The Mechanical Construct remains for the duration of the en‐
When your character successfully casts an Attack spell, they may
counter, or until it has been defeated, at which point it reverts to
add the fire effect without increasing the difficulty. Any imple‐
staff form. Any Critical Injury suffered by the construct will also
ment increases the base damage by +1.
damage the implement one step. While the implement is in con‐
struct form, it cannot function as an implement. When rolling a d while casting a spell with an implement made
with draconic material, their own spell always hits the caster in
Price: Cost x 5
addition to spending the d normal.
Rarity: 10.
Price: Cost x 2
CRYSTAL ICE Rarity: +3.
Forged from magical ice, armor and weapons made from this ma‐
terial glow slightly blue and are freezing to the touch.
Armor: Increase the armor's hard points by 1. However, the item
is now brittle; each time it takes damage, apply one additional
step. (See GENESYS Core Rulebook page 89). In addition, the
wearer can spend a maneuver to adjust the ambient temperature.
In sub-zero mode, every engaged character suffers 1 strain at the
start of their turn.
Weapon: Gain Ensnare 1 or add 1 to Ensnare rating and the
Stun 4 quality. The weapon becomes brittle; each time it takes
damage, apply one additional step. (See GENESYS Core Rulebook
page 89).
Implement: When your character casts the Attack spell, adding
the Ice effect does not increase the difficulty. In addition, when
casting in sub-zero temperatures, you may add a to the results.
Price: Cost x 2
Rarity: 8

21
TERRINOTH EXOTIC SPECIES
GEAR

EVERDARK sure to direct sunlight.


Deep in the Everdark, darkness is sometimes so thick it blocks Weapon: Increase the weapon’s damage by 1. The weapon gains
the path of adventures and becomes a living tangible thing. The the Disorient 2 and Accurate quality. (If it already has Disorient
Everdarks essence fuses with the surrounding rock and metals. or/and Accurate it adds 1 rank) Reduce the weapon’s hard points
These metals are rare on the surface since exposure to sunlight by 1 (to a minimum of 0). Daylight renders the item wholly use‐
corrodes the metal and weakens its effectiveness. less and will take one damage per round of exposure to direct
sunlight.
The armor made from Everdark appears as if solid darkness has
taken corporeal form. Indeed some master craftsmen can make Price: Cost x 3
this armor seem to shape itself around the wearer, making don‐
Rarity: 10
ning and removing it quick and straightforward.
Implement: Implements crafted from Everdark carry the cold of
Everdark weapons can be made from solid darkness or have their
darkness with them. When your character successfully casts an
core replaced with the essence of the Everdark giving off a pulsing
Attack spell, they may add the Ice effect without increasing the
gloom that confuses enemies. The power of the Everdark makes
difficulty this in addition to any other effect the implement has.
the weapon light and swift to wield.
If you succeed in slaying a living being with an implement made
The effects of the Everdark only work in darkness or at night from Everdark, the victim will rise as a shade (see REALMS OF TER-
time. RINOTH p. 229) under your character’s control. The shade remains

until the following sunrise. Should the character fall unconscious


Armor: Increase the armor’s defense by 1. In addition, the Ar‐
or die, they lose control of any shades they are currently control‐
mor grants j on any stealth check. The wearer of the armor can
ling. Daylight renders the item wholly useless and will take one
remove and don the armor as a maneuver. The armor retains its
damage per round of exposure to direct sunlight.
encumbrance when not worn but can be carried in a small pre‐
pared case usually worn around the belt. Daylight renders the Price: Cost x 3
item wholly useless and will take one damage per round of expo‐
Rarity: +4

22
TERRINOTH EXOTIC SPECIES

GHOST-TOUCHED Price: cost x 10


Ghost-touched weapons and armor take on a pale ghostly glow. Rarity: 8
When infused with the essence of ghosts, these weapons have
Implement: Implements crafted from Ynfernal material come
power against undead spirits and specters.
with high risk and great rewards. The demons are ever eager to
Armor: Gain the Reinforced quality against all ghostly attacks or corrupt the soul of mortal wizards.
attacks from incorporeal creatures. Increase defense by 1.
Upgrade the difficulty of all magic checks once. While casting a
Weapon: Ignore 1 point of defense from the target. If the target spell, your character can add one additional effect with no higher
has the ghostly or incorporeal ability, this weapon deals full dam‐ cost than k. In addition, reduce the strain to cast a spell by 1.
age.
Price: Cost x 3
Implement: When your character casts a Conjure spell to sum‐
Rarity: +3
mon Ghosts, Wraiths or other spirits, adding the Summon Ally
effect does not increase the difficulty. The spell does not require a
Concentrate maneuver to maintain; the creature remains sum‐
moned for the duration of the encounter or until it has been de‐
feated. In addition, when your character successfully casts a
Conjure spell, they may spend t to instead command already-
present undead of the same silhouette.
Price: cost x 8
Rarity: 9

GREEN VALE WOOD


This rare wooden material comes from the small patches that re‐
main of the Shaliwyrd empire. Tiny slivers carrying some of the
elves' ancient magic can be incorporated into armor, weapons,
and implements.
Armor: Armor made with Green Vale wood always keeps warm
and removes jj from all skill checks due to cold conditions
Weapon: Lower critical rating against undead by 1 to a mini‐ AN UNUSUAL SIGHT
mum of 1. Decrease the difficulty of any Fear check by 1.
Implement: When your character casts the Heal spell, the num‐
ber of wounds and strain healed increases by one. Also, gain sa
W hen strange artifacts appear, no matter the ori‐
gin of an item, whether Draconic, Ynfernal, or
from the Everdark, it sometimes comes with a curse
when dispelling frost or icy effects.
or drawback to its usage. Maybe ancient spirits guard
Price: Cost x 3 it, or its previous owner comes back to haunt the
would current possessor.
Rarity: 10
A cursed item should have a chance to be cleansed ei‐
YNFERNAL ther from powerful magic or a quest, perhaps fulfill‐
ing its purpose. The cursed item should function as
On the plains of Ru the Ynfernal Urthak tribe has left many
expected, but the GM is encouraged to spend h and
structures and sacrificial sites behind jutting out of the landscape.
d for effects from the object itself.
Adventures in these lands have been lucky or cursed to find Yn‐
fernal crafted armor and weapons left over from the darkness The world of Mennara might also openly react to any‐
which passed through in times past. one wearing armors of darkness or brandishing Ynfer‐
nal weapons. Such powerful items often come with
Many of these items are also found among the Beastmen of the
drawbacks until heroes have gained a reputation, or
borderlands, adding to horrid tales of demonic Beastmen prowl‐
perhaps the artifact has become part of the legend
ing the frontiers looking for human prey. Ynfernal weapons take
about them.
many forms, and sometimes their vile origin can easily be seen in
the weapon’s design; however, sometimes the weapon may appear
mundane, revealing its sinister nature later, always at an inconve‐
nient time.
Armor: Increase defense by 1, add j to Coercion checks they
make while wearing this armor.
Weapon: Reduce the weapons Critical rating by 1 and the Vi‐
cious quality (If it already has Vicious quality add 1 rank)

23
TERRINOTH EXOTIC SPECIES
GEAR

POTION, ELIXIR AND POISONS

S ince exotic species often come from far away places and are
known to travel the fringes of the world, they bring rare ingre‐
dients, dangerous plants, and extracts. To some apothecaries,
• These effects last for 8 hours or until they become incapaci‐
tated.
While under the effect of, upgrade the difficulty of all social
these reagents represent a treasure trove, but to others, it’s best to
checks twice unless you are interacting with a Beastman.
watch what they serve you.
When your character reverts to their normal form, make a
PHEROMONE EXTRACT ELIXIR Hard (kkk) Resilience check upgraded once for each Critical
your character currently has. If successful, your character reverts
Spies and envoys favor these elixirs said to enhance social interac‐
to their normal form and suffers 6 Strain.
tions when seeking the favors of another species or kingdom.
They can appear either as a drink or a poultice applied to the If you fail, your character loses the potion’s benefits and suffers
body. 6 strain but does not revert entirely back. Continue to upgrade
the difficulty of social checks twice. h and d may extend the
When your character uses a Pheromone Extract Elixir, they
duration further.
upgrade any social checks they make once. This effect lasts until
the end of the encounter or scene. When the potion wears off,
your character suffers 4 strain. DRAGON BREATH
This potion is distilled from the glands of Dragon Hybrids and
DREAM MESSAGE ELIXIR mimics their unique, fiery breath. Your character may suffer 3
strain and make a ranged attack with the following profile: Re‐
In Everdark, darkness is a friend and ally. In these lands, the
silience: Damage 6; Critical 3; Range[Short]; Blast 6, Burn 1,
Minotaurs live solitary lives, rarely invading the homes of others
Prepare 1, Slow-Firing 2). This effect lasts until the end of the
unless provoked into a fit of all-out aggression.
encounter or scene.
When the wish is to communicate peacefully, they sometimes
wander the mazes of other Minotaurs leaving behind a Dream BLESSING OF THE JATOK TEMPLE
Message Elixir to convey their thoughts. This inky black elixir
Before the Nagas invaded the ancient Lizardman temple of Jatok,
can transmit a dreamlike message for the recipient. The interpre‐
Makhim warriors secured the old formula to a potion allowing
tation of the message is always up to the one who receives it. The
underwater breathing and enhanced swimming capabilities.
nature of the induced dreams can fluctuate as the power of the
Everdark is ever mysterious, sometimes turning them into night‐ This secret of the Lizardman empire makes them able to reach
mares. hidden and sunken temples widely considered lost to the jungle.
Over the centuries, the Makhim have found it a very popular
After consuming the elixir, the following evening of sleep re‐
trade good among the Foreign visitors to Herman’s Gulch. When
sults in the imbiber receiving a dream. The creator of the Dream
your character uses this potion, they can breathe underwater
Message makes an opposed Discipline vs. Discipline check. Suc‐
without penalty and do not suffer movement penalties for travel‐
cess means the imbiber received the intended message s,a and
ing through the water growing webbing between fingers and toes.
t can be spent as a social check see chapter 7 in GENESYS Core
This effect lasts until the end of the encounter or scene.
Rulebook. f, h, and d can cause physical or mental harm to
the victim as nightmares mix with reality leaving wounds, scars
and even Critical injuries when the victim awakens. DISTILLED FAE BLOOD
True Fae blood can be lethal and dangerous to mere mortals.
POTION OF BEASTMAN ASPECT However, some sinister Alchemist has found a method to distill
the blood of the Fae-touched into a highly addictive and potent
First developed by scholars in Greyhaven to study the mysterious
concoction that enhances your sensory input and social graces.
and violent Beastman tribes of the Broken Plains, this very dan‐
Those who partake of distilled Fae blood experience a rush that
gerous but powerful potion only sees use in extreme circum‐
sharpens their senses, making them highly sensitive to other peo‐
stances. Some scholars have lost themselves to the powerful
ple's emotions.
transformation and are still roaming with the tribes they went to
study. For the rest of the encounter, an imbiber of distilled Fae blood
counts their ranks in Vigilance as one higher. In addition, while
When your character drinks this potion, their body undergoes
making a social skill check, they may choose to reroll one blank
violent changes. Warping both body and mind, they sprout fur,
die. Finally, the GM decides on a new desire and flaw in secret.
sharp teeth, and claws.
Then, when any situation arises where these new secret motiva‐
• Brawn and Agility increases by one to a maximum of 5. tions would have benefited the character or caused the character
setback, the GM can upgrade the check instead of adding j or
• Intellect and Willpower are reduced by one to a minimum
j, revealing the new urges at that point.
of 1.
• +1 damage to unarmed attacks, and their unarmed attacks
have a Critical rating of 3.

24
TERRINOTH EXOTIC SPECIES
GEAR

LIQUID ICE
POISONS
With the right conditions, time, and materials, a clever alchemist
oisons follow the rules in REALMS TERRINOTH p.102 and
can extract the very essence of the Frozen North and its almost
magical ice. This concoction allows the imbiber to experience
P GENESYS Core Rulebook p. 156.
OF

sub-freezing temperature with no harm to themselves. However,


such experience can be taxing on the body. NIGHTWORM EXTRACT
Deep in the Everdark, the feared Nightworm is kept as pets and
While active, this potion lowers your character's strain thresh‐
sometimes mounts for the solitaire Minotaurs. They hunt on the
old by 3. However, they ignore all penalties due to cold, and any
surface by spraying ink-like smoke and darkness, blinding their
Ensnare ability made by frost attacks, including Attack spells.
victims.
Your character subtracts 3 from all frost or ice damage sources,
and their unarmed attacks gain the Stun 3 quality. This effect lasts Characters affected by this poison or within a poison cloud
until the end of the encounter. must make a Hard (kkk) Resilience check as an out-of-turn
incidental or become blinded for 3 rounds. Upgrade the diffi‐
GHOSTLY ELIXIR culty of all checks twice, and upgrade the difficulty of Perception
and Vigilance checks three times. The target also suffers 1 Strain
These magic potions are brewed with the essence of a powerful
per h, and your GM can spend d to make them test against the
ghost or wraith, creating a smokey liquid. The magical properties
poison again at the start of their next turn, as it remains in their
turn the imbiber into a spirit, allowing them to walk the realm of
system.
the dead. While this has its obvious benefits, it does limit their
opportunity to interact with the physical world.
THE GIFT OF ARACHNE
Your character assumes a ghost form until the end of the en‐
The agents of the spider goddess use this potent poison to lower
counter. They may move over or through difficult terrain (includ‐
the mental defenses of would-be victims. Characters effected by
ing doors and walls) without penalty. Halve the damage dealt to
this poison or within a poison cloud must make a Hard (kkk)
your character before applying soak, unless the attack came from
Resilience check as an out-of-turn incidental, remove all j from
a magical source such as a spell or magic weapon). Likewise, your
skill checks, and upgrade the difficulty of all Presence and
character deals only half damage before applying soak with any
Willpower checks by one for 3 rounds. (If used in unstructured
physical attack they make while in ghost form. In addition, they
encounters, the effects last until the end of the encounter.)
gain jj when trying to manipulate physical objects. This effect
lasts until the end of the encounter. The target also suffers 1 Strain per h, and your GM can spend
d to make them test against the poison again at the start of their
POTION OF WARMTH next turn, as it remains in their system.
This magical potion glows with a soft inner light and is always
warm to the touch. Drinking it releases a flow of energy, revital‐
izing freezing limbs and leaving the body feeling warm and
rested.
For the remainder of the encounter, the imbiber ignores any
penalties due to exposure to cold, including strain suffered from
it or the effects of Critical injuries caused by cold or ice. In addi‐
tion, add jj to Survival checks in cold conditions.

POTIONS AND POISONS


PAIN OF THE WHITE DEATH
ITEM ENCUM PRICE RARITY
On the Broken Plains, Beastmen discovered a mysterious white-
Beastman aspect 1 200 5 capped fungus, eventually learning how to harvest its painful,
Blessing of the Jatok Temple 1 150 5 deadly poison.

Dragon Breath 1 200 6 Scholars in Greyhaven debate its origin or even what to call it,
but it is known by the nickname “White Death.” Only the most
Dream Message Elixir 1 200 7 skilled Beastmen combatants even dare apply white death to their
Nightworm extract 1 500 8 claws.
Pain of the White Death 1 300 6 Characters affected by this poison or within a poison cloud
must make a Hard (kkk) Resilience check as an out-of-turn
Pheromone extract Elixir 0 200 5
incidental or increase the difficulty of all Brawn and Agility
Sting of the Twikki Tree 0 300 6 checks by one for 3 rounds. The target also suffers 3 Wounds plus
The deep sleep of Aymhelin 1 300 6
1 Strain per h, and your GM can spend d to make them test
against the poison again at the start of their next turn, as it re‐
The gift of Arachne 0 400 8 mains in their system.

25
TERRINOTH EXOTIC SPECIES
GEAR

THE DEEP SLEEP OF AYMHELIN STING OF THE TWIKKI TREE


Many herbs and spices found in the Aymhelin forest are Extracted from the flower of the Twik-Twikki tree this poi‐
harmless by themselves, but when brewed with the nectar son is a favorite among Makhim scouts. Characters
of the purple Tarrafi flower, a sweet-scented wine that slows effected by this poison or within a poison cloud must
the mind is a result of the mix. make a Hard (kkk) Resilience check as an out-of-turn
incidental or suffer 4 strain and lose their free Maneuver
Upon consumption, it leaves victims drowsy and con‐
for the next three rounds.
fused. Consequently, many Ventala Centaurs tasked
with patrolling the vast woodland borders carry this The target also suffers 1 Strain per h, and your GM
sweet-scented poison along with them to subdue unsus‐ can spend d to make them test against the poison
pecting visitors to the forest. again at the start of their next turn, as it remains in their
system.
Characters effected by this poison or within a poison
cloud must make a Hard (kkk) Resilience check as an
out-of-turn incidental or suffer 4 strain and become dis‐
oriented (j to all checks) until the end of the encounter.
The target also suffers 1 Strain per h, and your GM can
spend d to make them test against the poison again at the
start of their next turn, as it remains in their system. For
each failed check, add one j to all checks the target makes.

FREEZING POISON
Fluids extracted from creatures of the Rime Storms can be care‐
fully distilled into a deadly toxin.The blood of these monsters re‐
mains perpetually cold, staying constantly at sub-zero
temperature. Local Weik and Ulfen tribes don't take kindly to
adventurers crafting or using such poison. Weaponizing Rime
TWIK-TWIKKI TREE
Frost has been known to backfire, sometimes causing the victim
to rise as an Ice-blood warrior. F ound in many places along rivers and waterways
within the Zanga jungle, this tree blooms beau‐
tiful pink human-sized flowers that are extremely
The victim makes an Upgraded Hard (lkk) Resilience
check. If they fail, the victim suffers 5 strain. A GM can spend deadly and known for paralyzing its victims.
d to Stagger the victim and hhh to Immobilize. Both of these The delicate flower lures its victims in with a
effects persist until the end of the victim's next turn. If either of sweet smell and promise of shade. Unfortunately, a
these effects is triggered, the target must make another Resilience burst of deadly spores soon overcomes the victim.
check at the same difficulty at the start of their next turn or suffer However, the flowers and trees are solely dependent
the same effects. on symbiosis with a small carnivorous monkeys
called the Twikki by locals.
POISON OF THE GREEN LAND
The Twikki nest high up in the branches, immune
Herbs and flowers found only in the rare patches of green land in to the deadly flowers. Once the tree paralyzes a vic‐
the Frozen North are required to make this rare mixture. When tim, these primates descend on the unfortunate vic‐
mixed the right way, it creates a poison to which only undead are tim, feasting on their still-living bodies. Once they
vulnerable, despite their usual resistance to toxins. eat their fill, The Twikki feeds small meat parts to
When used against any undead, the victim must make a Hard the tree through the delicate flowers.
(kkk) Resilience check or suffer 4 wounds plus 1 strain per h.
d means the target must make another Resilience check at the
same difficulty at the start of their next turn or suffer the same
effects.

26
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

ADVERSARIES AND ALLIES


I n the lands of Mennara, many strange heroes walk the world
seeking and fighting darkness wherever it thrives but fre‐
quently, many never travels alone. This section details the
mounts, pets, and fighting companions used or summoned by
exotic species or adversaries typically found in their environ‐
ments.

CAVE SPIDER (MINION) Skills: Athletics 1 l, Brawl 2 kl, Coordination 2 kll,


Usually large, aggressive, and frequently found hunting in packs, Stealth 2 kll, Skulduggery 1 kl.
Cave Spiders are known for a venomous bite, but their webs can Talents: None
be most dangerous. A Cave Spider spins its web with sharp nee‐
dle-like hooks. As long as they are fed regularly and kept in a Abilities:
small pack, these creatures make great companions to Minotaurs • Flyer: Can fly; see the Flying sidebar on page 100 of theGE-
in the Everdark. NESYS Core Rulebook

• Silhouette: 0
Equipment:
• Toothy Jaws: Brawl; Damage 3; Critical 3; Range[En‐
gaged]; Pierce 1.

ELK, DIRE (RIVAL)


Skills (group only): Brawl, Ranged, Stealth. These majestic creatures roam the wilds of Isheim. Sometimes
Talents: None they can be tamed and used for riding.

Abilities:
• Venomous Bite: Enemies who are wounded by the Cave
Spider’s mandibles must make a Hard (kkk) Resilience
check as an out-of-turn incidental or suffer 4 additional
Wounds, and must check again on their next turn if the
check generates d.
• Silhouette: 0
Equipment:
• Mandibles: Brawl; Damage 4; Critical 3;Range[Engaged] 4 3 1 2 2 1
• Spinnerets: Ranged; Damage 1; Critical 6; Range [Short];
Pierce 2, Ensnare 3.
• Thick Carapace: +1 soak 5 19 0 0

DROONTELE (RIVAL) Skills: Athletics 3 klll, Brawl 3 klll, Coordination 2


kll, Perception 2 kll, Resilience 2 kkll, Survival 3
The Droontele is a small, draconic-looking creature originally na‐ kll.
tive to Zanaga. Merchants brought these creatures to Lorimar
and the Torue Albes to sell as pets to nobles. When domesticated Talents:
and adequately fed, Droonteles are generally lazy animals, but • Adversary 1: Upgrade the difficulty of checks targeting this
they are known as fierce beasts when encountered in the wild. enemy once.
A Droontale is a small lizard with a dragon-like snout. From Abilities:
their small arms and across their back, they feature tiny wings.
Their powerful hind legs are capable of jumping to great heights. • Silhouette: 2
While on the ground, they stand on two legs while using their tail Equipment:
for balance. Their feet and hands have tiny claws with opposable
thumbs capable of grasping small items or escaping unlocked • Hoofs: Brawl; Damage 6; Critical 4; Range [Engaged]; Dis‐
cages. orient 3, Knockdown.
• Horns: Brawl; Damage 6; Critical 2; Range [Engaged];
Pierce 2, Ensnare 3.

27
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

FROST GIANT (NEMESIS) Abilities:


These massive and cunning giants have adapted to life in the • Freezing Aura: At the start of their turn, characters engaged
wilds of Isheim, often hunting lesser beings for food and gold. with a frost giant suffer 2 strain unless they are immune to
One Frost Giant is enough to threaten a whole village of Onoit cold.
and Ulfen, so their scouts keep a good lookout for signs of the
• Creature of Ice: Ignores penalties imposed by low tempera‐
giants. Sometimes even the solitary Orrukasi will band together
tures and ignores damage inflicted by ice or frost-based at‐
to hunt a Frost Giant for glory and safety. Rumors have it that
tacks.
some of these giants once made a pact with Scarsha in exchange
for magical powers. • Terrifying: At the start of the encounter, all of their oppo‐
nents must make a Hard (kkk) Fear check as an out-of-
6 2 2 3 2 2 turn incidental, as per page 243 of the GENESYS Core Rule‐
book. If there are multiple sources of fear in the encounter,
the opponents only make one fear check against the most
terrifying enemy.
7 30 27 0 0 • Silhouette: 3
Equipment:
Skills: Athletics 2 kkkkll, Brawl 3 kkklll, Coercion 3
kll, Discipline 2 ll, Melee(light) 3 kkklll, Ranged 3 • Frost Fist: Brawl; Damage 9; Critical 3; Range [Short];
kll, Survival 3 lll. Knockdown, Stun 4, Vicious 3.
Talents: • Giant Axe: Melee (Light); Damage 12; Critical 3, Range
[Short]; Sunder, Inaccurate 1, Vicious 3, Prepare 1.
• Adversary 2: Upgrade the difficulty of checks targeting this
enemy twice. • Ice Rock: Ranged Damage 6; Critical 2; Range [Medium];
Pierce 2, Ensnare 3.

28
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

ICE ELEMENTAL ANCIENT ICE ELEMENTAL (NEMESIS)


Throughout Isheim, shamans and explorers know where to find
spirits of ice. The Orrukasi and Ulfen know much of these mys‐
5 3 2 3 4 2
tical elementals and sometimes use them as advisors or allies. In
some regions, malign and angry ice elementals prey on invaders
of their territory or act as guardians of ancient treasure beneath
the ice.
6 28 19 4 4
ICE SPRITE (MINION)

2 3 1 2 1 1 Skills: Brawl 3 kklll, Cool 3 kll, Survival 3 lll,


Stealth 2 kll, Vigilance 3 klll, Ranged 3 lll.
Talents:
3 5 1 1 • Adversary 1: Upgrade the difficulty of checks targeting this
enemy once.
Skills (group only): Ranged, Stealth, Vigilance.
Abilities:
Abilities:
• Amorphous: as an incidental, an Ancient Ice Elemental can
• Inconspicuous: An Ice Sprite in a natural environment ap‐ increase or decrease its silhouette by 1 to a maximum of 4.
pears indistinguishable from an ordinary example of its ele‐
ment; a character can make a Hard (kkk) Perception or • Inconspicuous: an Elemental Sprite in a natural environ‐
Vigilance check to identify. ment appears indistinguishable from an ordinary example
of its element; a character can make a Hard (kkk) Percep‐
• Flyer: Can fly; see page 100 of the GENESYS Core Rulebook. tion or Vigilance check to identify.
• Silhouette: 0 • Icy Surroundings: Ice covers all surfaces near the elemen‐
tal, making Difficult Terrain in short distance of the crea‐
Equipment:
ture at all times.
• Icicles: Ranged; Damage 5; Critical 3; Range [Medium];
• Engulf: May make an opposed Brawl check to engulf an
Ensnare 1, Stun 3.
engaged target. If the check is successful, engulfed charac‐
ters are Immobilized and suffer 6 Strain at the start of each
MINOR ICE ELEMENTAL (RIVAL)
round but can escape if the elemental is killed or by making
a successful Hard (kkk) Athletics check.
3 3 1 3 2 1 • Ice Wall: Ice wall: Select a point within medium range and
create a straight silhouette 4 ice wall roughly extending up
to medium range from there. Any character in the area must
make a Hard (kkk) Athletics or Coordination check.
4 13 4 4 Failure means they are knocked prone, and the GM decides
which side of the wall they end up on. On a success, your
Skills: Brawl 2 kll, Cool 2 kll, Stealth 2 kll, Vigilance character retains their footing and chooses their side of the
2 ll, Ranged 2 kll. wall. The area the wall covers is considered impassable ter‐
Talents: None. rain (GENESYS Core Rulebook p. 110) for the rest of the en‐
counter.
Abilities:
• Silhouette: 3.
• Amorphous: As an incidental, a Minor Ice Elemental can
increase or decrease its silhouette by 1 to a maximum of 2. Equipment:

• Inconspicuous: A Minor Ice Elemental in a natural envi‐ • Ice Limbs: Brawl; Damage 9; Critical 3; Range [Engaged];
ronment appears indistinguishable from an ordinary exam‐ Stun 6; Concussive 1.
ple of its element; a character can make a Hard (kkk) • Impaling Ice: Ranged; Damage 8; Critical 2; Range [En‐
Perception or Vigilance check to identify. gaged]; Pierce 3, Ensnare 3, Slow-firing 1.
Equipment:
• Ice Limbs: Brawl; Damage 6; Critical 3; Range [Engaged];
Stun 5.
• Impaling Ice: Ranged; Damage 7; Critical 3; Range [En‐
gaged]; Pierce 2, Ensnare 3, Slow-firing 1.

29
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

ICE SPIKER (MINION) Abilities:


Many an inexperienced explorer has mistaken these smaller crea‐ • Magic of the Lands: All allies casting healing magic receive
tures for something harmless. However, if threatened or pro‐ sa within short range of the Green Vale Guardian Tree.
voked, Ice Spikers can become extremely dangerous. They
• Camouflage: In a wooded natural environment, a Green
resemble small ice-covered lizards with spikes all over their bod‐
Vale Guardian Tree can extend camouflage providing jj to
ies.
Stealth checks for all allies within short range.
Equipment:
2 3 1 2 1 1
• Vines and Branches: Brawl; Damage 8; Critical 3, Ranged
[Short]; Knockdown, Ensnare 2. The difficulty for this at‐
tack is always Average (kk).
3 4 2 1
Spells: Green Vale Guardian Trees can choose any magic action
allowed for the Primal skill, and may select additional spell
Skills (group only): Brawl, Ranged, Vigilance. effects, as normal. The spells they use most often are the follow‐
ing:
Talents: None.
• Healing Aura: Choose two targets at up to short range and
Abilities: make an Average (kk) Primal check. If successful, the tar‐
• Ice Spikes: An Ice Spiker who is targeted by a melee combat gets heal 1 wound per s and 1 strain per a; the Green
check may spend hhh or d to cause the attacker to Vale Guardian Tree may affect additional targets by spend‐
suffer 3 wounds. ing a per target.
• Impaling Spike: Once per round, after a character moves
within medium range, the Ice Spiker may perform an out-
of-turn incidental to Immobilize that character for the re‐
mainder of the encounter. As an action, an Immobilized
character can attempt a Hard (kkk) Athletics check on
their turn to no longer be Immobilized.
• Silhouette: 0
Equipment:
• Spikes: Ranged; Damage: 5; Critical: 3; Range [Medium];
Pierce 1, Ensnare 1.
• Bite: Brawl; Damage: 4; Critical: 4; Range [Engaged].

GREEN VALE GUARDIAN TREE (RIVAL)


These are some of the lesser guardians of the Green Vale. Ulfen
shamans sometimes summon them for their wisdom and advice
or ask them to protect sacred places in their territories. Rumors
of larger, more ancient trees are frequent, and some older
shamans even claim to have spoken to such beings.

4 2 3 3 3 2

5 20 1 1

Skills: Cool 1 kl, Charm 2 ll, Brawl 3 klll, Knowledge


(Lore) 2 kll, Knowledge (Geography) 2 kll, Perception 2
kll, Survival 3 lll, Vigilance 3 lll, Primal 2 kll.
Talents:
• Adversary 1: Upgrade the difficulty of checks targeting this
enemy once.

30
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

LIVING EFFIGY MECHANICAL CONSTRUCTS (RIVAL)


These figures are either summoned or animated through the These mechanical beings, meant for war, exploration, or some
binding of powerful spirits. Enchanted and tasked with protect‐ unknown ancient purpose, can take many forms, shapes, and
ing the land, these creatures are neither ever truly sentient nor sizes. Left beneath the ice of Isheim by unknown creators, these
genuinely living. Bound in physical form as makeshift statues, archaic machines sometimes come into contact with the species
they can take many forms, from simple wooden idols to dolls living in the area. Some Ice-blood survivors claim to recall fight‐
made from bones bound with sinew. Most effigies mark territo‐ ing impossible giant mechanical foes while under the thrall of the
ries or decorate religious sites and require some form of sacrifice Rime Frost. Not all constructs are hostile, and some adventurers
to bring them to life. even claim to have befriended or commanded these beings as al‐
lies or mounts. This sample construct is a three-legged platform
that can be rigged into a large traveling platform if one can find
a way to understand its intricate gears and servos. Just make sure
to install handrails; it’s a long way down.

4 3 1 1 2 1

Skills: Brawl 2 kll, Discipline 2 kll, Survival 2 ll, Vig‐


ilance 1 kl.
5 24 1 1
Talents: None.
Abilities: Skills: Athletics 2 kkll, Brawl 2 kkll, Discipline 2 ll,
• Animated: Does not need to breathe, eat, or drink, and can Ranged 2 kll, Vigilance 1 kl.
survive in vacuum and underwater; is immune to poisons Talents:
and toxins.
• Swift: This character does not spend extra maneuvers to
• Spirit Aspect: Each Living Effigy can be animated with move across difficult terrain.
dirrents spirits depending on what land or tribe it protects.
Abilities:
• Burning Effigy: Appearing as ever-burning, these effi‐
gies become Immune to Fire; gains the Burn 3 quality. • Mechanical: Does not need to breathe, eat, or drink, and
• Storm Effigy: Living dust storms infused within ritu‐ can survive underwater; immune to poisons and toxins.
ally carved branches or stones. Gains the Auto-fire quality • Encumbrance Capacity: 25
and Dust Choke: All targets within Short range suffer
from Suffocation (see GENESYS Core Rule Book page 112). • Silhouette: 3
suffocating characters suffer 3 Strain each round at the be‐
ginning of their turn, until they are no longer suffocating. Equipment:
• Wood Effigy: Once per round the • Claws and Gear: Brawl; Damage 5; Critical
Wood Effigy may perform an Out-of- 3; Range [Engaged]; Disorient 2.
Turn Incidental to Immobi‐
lize a target within • Central Energy
medium range for 3 rounds of Beam: Range; Damage 6; Criti‐
the encounter. cal 4; Range [Long]; Breach 1,
• As an action an im‐ Auto-fire, Prepare 1, Slow-firing 2.
mobilized character can
attempt a Hard (kkk)
Athletics check on their
turn to no longer be immo‐
bilized.
• Silhouette: 2
Equipment:
• Limb: Brawl; Damage
7; Critical 3; Range[En‐
gaged]; Viscous 1,
Knockdown.

31
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

NIGHTWORM (RIVAL) Equipment:


The Nightworm is a predator native to the Everdark. They avoid • Small Maw: Brawl; Damage 3, Critical 4; Range [En‐
the surface in the daytime and spray their ink-like saliva to blind gaged].
and confuse enemies. Minotaurs sometimes find and capture
• Ichor Spray: Ranged; Damage 3, Critical 4, Range [Short],
night worm larvae which they raise for food. As a side effect of
Blast 3, Slow-firing 3.
domestication, night worm larvae fluoresce a purple light which
is most excellent for reading in the dark. Nightworms matured to
PONAUG FLYING SQUIRREL (MINION)
full-grown can be used as mounts.
These giant flying squirrels are frequently found in the Ay‐
hemelin forest, jumping and flying from tree to tree, chittering
and shrieking within the canopies.
A Ponaug family sometimes befriends a Ventala tribe serving as
pets and warning when predators are nearby on certain occasions.
Unfortunately, while most intelligent species would consider
these cute furballs lovable, they can be pretty vicious and distract‐
Skills: Athletics 2, kkll Brawl 2 kkll, Ranged 1 kkl, ing in combat.
kkl, Survival 2, kll, Vigilance 2 ll.
Talents: Swift: A Nightworm does not spend additional maneu‐
vers to move through difficult terrain.
Ability:
• Ichor spray: If the target suffers wounds from the Night
Worm's Ichor attack, the target must make a Hard (kkk)
Resilience check. If the check fails the target immediately
suffers from the Blinded Critical for 3 rounds, plus suffer 1 Skills (group only): Athletics, Coordination, Vigilance.
strain per h. On a d the target must check against the poi‐
Talents: None.
son again at the start of their next turn.
• Silhouette: 2. Abilities:

Equipment: • Glider: A ponaug flying squirrel can fall safely from any
height and can glide over small gaps of distance while fall‐
• Mandibles: Brawl; Damage 6; Critical 4; Range[Engaged]; ing.
Pierce 2.
• Shriek: Once per round as a maneuver select a target in
• Ichor spray: Ranged; Damage 6; Critical 4; Range short range must make a Hard (kkk) Resilience check, if
[Medium]; Blast 6, Slow-firing 3. the check fails the target suffers 3 strain and become Disori‐
ented for 3 rounds.
NIGHTWORM LARVAE (MINION)
• Silhouette: 0
Equipment:
• Bite and scratch: Brawl; Damage 2; Critical 4;Range [En‐
gaged].

Skills (group only): Brawl, Survival, Ranged.


Ability:
• Minor Ichor Spray: If the target suffers wounds from the
Nightworm Larvae Ichor attack, the target must make a Av‐
erage (kk) Resilience check. If the check fails the target
adds jj to all checks involving sight until the end of the
Nightworm Larvae’s next turn plus they suffer 1 strain per
h. On a d the target must check against the poison again
at the start of their next turn.
• Silhouette: 0

32
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

SNOW VIPER (RIVAL) SPECTRAL HORSE


A snow viper’s fur covering makes it look like a rolled-up blanket, These ghostly horses are said to follow their riders in death once
perfect camouflage for catching a meal. Snow viper venom works the Rime Frost has claimed them. However, some Ice-blood war‐
quickly, freezing the victim in place so that they can be swal‐ riors and ghosts manage to save and redeem their mounts when
lowed. they return from the terrible curse.

3 2 1 2 2 1
4 3 1 2 3 1

4 12 1 1
4 18 0 0
Skills: Brawl 2 kll, Coordination 2 ll, Resilience 1 kkl,
Stealth 3 kll, Vigilance 2 ll.
Skills: Athletics 3 klll, Brawl 1 kkkl, Discipline 2 kll,
Talents: None. Resilience 3 klll, Survival 2 ll.
Abilities: Talents: None.
• Freezing Venom: A Snow Viper may spend t on a success‐ Abilities:
ful attack to Stagger its target for 1 round.
• Undead: Does not need to breathe, eat, or drink, can sur‐
• Opportunistic Predator: When making a combat check vive underwater and is immune to poisons and toxins.
targeting an Immobilized character, the Snow Viper deals 2
• Ghost Steed: This character ignores the effects of terrain
damage per s instead of 1.
and darkness and cannot become immobilized. Halve the
• Poison: A character wounded by the Snow Viper’s Fangs damage dealt to this character before applying soak, unless
must make a Hard (kkk) Resilience check or suffer 4 ad‐ the attack came from a magical source such as a spell or
ditional wounds. If the check generates d, they must make magical weapon.
another Resilience check at the same difficulty at the start of
• Silhouette: 2.
their next turn or suffer the same effects.
Equipment:
Equipment:
• Hooves: Brawl; Damage 6; Critical 4; Range [Engaged];
• Fangs: Brawl; Damage 5; Critical 3; Range [Engaged];
Burn 2, Knockdown.
Pierce 1; Ensnare 2.

SNOW VIPER PELTS

T he pelts of Snow Vipers are a priced trade goods


in Frostgate and anywhere else in the Frozen
North. Besides fetching a good coin a Snow Viper
pelt can be used to make a set of scale armor. This
armor removes the j normally added to Stealth
checks.
In addition armor or clothing made from Snow
Viper pelts counts as winter clothing (REALMS OF TER-
RINOTH p. 101), removing jj from any Survival or Re‐

silience checks made due to cold weather.

33
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

SPIRIT ANIMAL TEMPLATE the sun as the last defense of the Lizardman Empire activates, des‐
tined to protect ancient secrets.
Ghostly animals protect the Beastmen tribes. Sometimes these
are actual spirits of animal sacrifices, bonded, or otherwise loyal Some Lizardman sorcerers learn to control and summon these
companions blessed by the spirits to follow their masters beyond creatures briefly but should be careful not to become the next tar‐
death. Apply this template to different animals to create a variety get of these defenders.
of spirit animals.
Reduce: Brawn by 1.
Abilities:
• Ghostly: May move over, or through terrain (including
doors and walls) without penalty. Halve the damage dealt to
this character before applying Soak, unless the attack came
from a magical source such as a spell or magical weapon.
Skills: Athletics 1 kkkl, Brawl 2 kkll, Cool 2 kl Melee
• Spectral Attack: Brawl; Damage 2; Critical 2; Range[En‐ (heavy) kkll, Perception 1 kl, Discipline 3 lll.
gaged]; Breach 1, Stun Damage.
Talents:
• Undead: Does not need to breathe, eat, or drink, and can
survive underwater; immune to poisons and toxins. • Adversary 1: Upgrade the difficulty of checks targeting this
enemy once.
EXAMPLE SPIRIT WOLF (MINION) Abilities:
• Mechanical: Does not need to breathe, eat, or drink, and
can survive in vacuum and underwater; is immune to poi‐
sons and toxins.
• Temple Aspect: Each Sun Guardian takes on different As‐
pect depending on the temple it protects. Select one Aspect
Skills (group only): Athletics, Brawl, Cool, Stealth. for each individual Sun Guardian.
• Time: May take a free maneuver as an Out-of-Turn
Abilities: Incidental at the start of an encounter. Once per en‐
• Dark Vision: When making skill checks, this adversary re‐ counter the Guardian may change the initiative order.
move up to jj imposed due to darkness. • Entropy: As an action select one target in Short range
and make an opposed Discipline vs. Discipline check if
• Pack tactics: Add j to all checks this adversary makes if successful, the target is immobilized for 1 round per s,
part of a group of three or more minions. and the Guardian may spend t to stagger the target for
1 round.
• Ghostly: May move over or through terrain (including‐
• Memory: The Guardian shows enemies random scenes
doors and walls) without penalty. Halve the damage dealt to
of doom and destruction of the Lizardman Empire. At the
this character before applying soak, unless the attack came start of their first turn in the encounter, all opponents
from a magical source such as a spell or magical weapon. must make a Hard (kkk) Discipline check as an Out-
• Undead: Does not need to breathe, eat, or drink, and can of-Turn Incidental. If they fail, they are immobilized until
the start of their next turn. If they fail with h, they are
survive underwater; immune to poisons and toxins. Staggered until the start of their next turn instead. If
Equipment: you’re using the fear rules (see GENESYS Core Rulebook
page 243), this counts as a fear check.
• Spectral Theeth and Claws: Brawl; Damage 2; Critical 2; • Crystal: The Guardian Soak decreases to 6 but their
Range [Engaged]; Breach 1, Stun Damage, Knockdown. Defense increases by 1. If hit by a critical hit the Crystal
Guardian causes Blast 8, Pierce 1 in damage to Engaged
SUN GUARDIAN (RIVAL) characters.
These automated mechanical sentinels guard the ancient Lizard‐ Other Aspects can be used at the GM’s discretion.
man temples. Some appear as simple, inert statues until awak‐ • Regeneration: At the beginning of its turn, the Guardian
ened to life by some ancient order or condition. automatically heals 3 wounds.
They may take many shapes but usually take the form of giant • Silhouette: 2
lizardmen or animals native to the jungle. Standing much taller
than the average lizardman, they appear to be stone-like on the Equipment:
surface, with visible crevices in geometric shapes all over their • Macuahuitl: Melee (heavy); Damage 8; Critical 2; Range
bodies. [Engaged]; Defensive 1, Viscous 1.
Some have tools or other items made from stone in each hand. • Solar Eye Beams: Range; Damage 6; Critical 4; Range
A bright glow comes from within when they animate, shining out [Medium]; Breach 1, Disorient 3, Linked 1, Slow-firing 3.
through their dark, stone skin. Their eyes burn with the light of

34
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES

THOXOL (RIVAL) ZANAGA CROCODILE(RIVAL)


They take their name after the temple ruins and surrounding This unique crocodile is considered a blessing of the Makhim god
swamplands from where these fantastic beasts dwell. Thoxol is a Ravin. Therefore, they often serve as mounts and hunting com‐
giant four-legged lizard with long tails and thick scales. They are panions.
equally adept at swimming and climbing trees. So incredibly fast
and agile, they can jump large distances and scale walls and
branches. Usually feasting on a diet of water plants and small fish,
these creatures are often used as mounts by Lizardmen.

Skills: Athletics 2 kkll, Brawl 2 kkll, Perception 1 kl,


Resilience 1 kkkl, Survival 2 ll, Stealth 2 kll.
Talents:
Skills: Athletics 2 kkll, Coordination 2 kkll Brawl 2 • Adversary 1: Upgrade the difficulty of checks targeting this
kkll, Survival 1 kl,Vigilance 1 kl. enemy once.
Talents: Abilities:
• Swift: A Tholox does not perform extra maneuvers to move
• Amphibious: May breathe underwater and never suffers
through difficult terrain.
movement penalties for traveling through water.
Ability:
• Camouflaged Scales: This adversary adds jj to Stealth
• Extraordinary climber: May make a maneuver to move checks in (water) surroundings.
normally up and down vertical surfaces, across ropes, and
over otherwise impassable structures. • Death Roll: on a successful Brawl combat check against an
immobilized target, it may inflict a Critical Injury without
• Silhouette: 2 spending a or t; it may still spend aaa or t to add
Equipment: +10 to the results.
• Bite: Brawl; Damage 6; Critical 3; Range[Engaged] • Drag: Can use a maneuver to move a target affected by its
Ensnare quality.
WURACK (RIVAL)
This giant winged reptile is native to Zanaga. It has a long tail and • Silhouette: 2
feathers adorn its arms, although more decorative than any actual Equipment:
use. Travelers to Zanaga can hear a Wuracks high shriek echoing
throughout the jungle. And even mistake these for small dragons • Toothy Jaws: Brawl; Damage 7; Critical 3; Range [En‐
until they see them up close. Brave, or rather foolish, Lizardmen gaged]; Ensnare 2, Vicious 2, Knockdown.
and Makhim tame and ride these beasts in the skies above the ZANAGA CROCODILE JUVENILE(MINION)
Zanagan jungle.

Skills: Athletics 2 kkll, Coordination 3 klll, Discipline Skills (group only: Athletics, Brawl, Stealth.
2 ll, Survival 2 ll. Abilities:
Talents: • Amphibious: May breathe underwater and never suffers
• Dodge: 2. movement penalties for traveling through water.
Abilities: • Camouflaged Scales: This adversary adds jj to Stealth
• Flyer: can fly; see page 100 of the GENESYS Core Rulebook checks in (water) surroundings.
• Shriek: Once per round as a maneuver select a target in • Silhouette: 0
short range must make a Hard (kkk) Resilience check, if
Equipment:
the check fails the target suffers 3 strain and become disori‐
ented for 3 rounds. • Baby Jaws: Brawl; Damage 3; Critical 3; Range [Engaged];
• Silhouette: 2 Ensnare 1.
• Encumbrance Capacity: 14
Equipment:
• Claws and beak: Brawl; Damage 6; Critical 4; Range[En‐
gaged]; Knockdown.

35
TERRINOTH EXOTIC SPECIES
PLAYING AS A EXOTIC SPECIES

PLAYING AS AN EXOTIC SPECIES


T rodding along on four hooves or feeling your wings flex on
your back as you soar against the wind certainly has its ap‐
peal, but no matter where your character goes, the common
forces and avoid unnecessary contact with the many Orcish
tribes.
Maybe the PC’s are a band of Dragon Hybrid mercenaries
species of Mennara will eye them with constant suspicion. Thus,
fighting for a cruel overlord and looking for a way to leave his evil
choosing not to live among your kind will be a driving factor for
service. But who will accept them, and for what ideal will they
your character, which you must define either at creation or dur‐
fight?
ing gameplay.
While the occasional odd member of a species stands out in a
As a member of an exotic species, no matter how accustomed
society, a group of Minotaurs walking down the streets of
you become to another society, you will always feel like an out‐
Nerekhall will undoubtedly draw attention if not outright fear or
sider. Some things to consider: why do the community you live
violence. Some townsfolk may instantly associate a group as a
in accept you? And do you, or your fellow companions, care for
threat, and most civilized societies will treat a group as such.
the society you live in and why?

GROUP PLAY
Role-playing is a group experience and when developing a group, EXPLORING EXOTIC SOCIETY
consider the impact your species selection may have on the group Another option could be to reverse the roles of the exotic. Per‐
cohesion and ask yourself and the other players: Why are we to‐ haps most of the players are members of an exotic species, and it's
gether? Why are we here? Perhaps your character grew up in an‐ the common species that take the outsider’s part.
other society? Maybe explorers rescued your character, or you
Maybe a Gnomish explorer is taken deep into the jungle of
owe a life debt to another character within the group.
Zanga to meet a tribe of Makhim warriors to explore the ancient
Within a group of mixed species, exotic choices should be the Lizardman temples. However, to gain access, he must first be‐
minority. Otherwise, the unique flavor of that character will not friend the tribes who protect the area from the growing threat of
stand out. GMs should never forget that the world will con‐ Naga.
stantly remind the character that they do not belong there. While
Perhaps a cast-out elf is living among the Ventala Centaurs un‐
it has a mechanical effect for some species, it should always be
til they can prove their innocence. As with the standard races, all
present in the narrative, both for good and evil.
exotic groups playing these options offer a unique opportunity to
Always ask your GM if and when an exotic species choice will set the story in very different environments and tell fantastic sto‐
be appropriate for the story they want to tell. If the central part ries.
of the story takes place in civilized lands, take some time to de‐
velop a good narrative reason why your character is accepted. Are
they local heroes with a good reputation? Maybe they have
pledged service to a baron or other important entity or organiza‐
tion.
Seeing and experiencing the world through the eyes of an ex‐
otic species character can lead to some fun role-playing moments
as your character questions the obvious in society and holds com‐
mon conceit to perhaps more primitive or alien ideals. However,
while this is an excellent opportunity for role-playing, excessive
focus on your character may take away much of the attention and
spotlight of the other player characters at the table. Ignoring this
will likely make the species choice uninteresting from a role-play‐
ing perspective. Therefore, as a player, it is strongly recom‐
mended to seek balance and make sure all efforts at the table are
towards having fun.

THE ALL EXOTIC SPECIES GROUP


For some players and GMs, you might want to explore the world
of Mennara entirely as a group of one exotic species or perhaps a
band of outcasts. This scenario can lead to some fun and unusual
stories which really should incorporate the themes of living on
the fringe of society or in an alien environment or setting.
Perhaps the players are the champions of a Beastman tribe try‐
ing to prevent a disaster of which the tribal shaman received a bad
omen. Traveling on the Broken Plain, they must fight ancient

36
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

INSPIRATION AND ADVENTURE IDEAS


SAMINAT (NEMESIS)
T he following section provides GMs and players with inspira‐
tion and plot ideas used as backgrounds or hooks for exotic
species. You can use these in your game as either a starting place
for a PC of an exotic origin or as a part of your character's back‐
story or maybe a place for a party to gather more information
about strange lands and customs.
The descriptions here could serve as a starting point for a
whole adventure, even if you are not playing a campaign with
player characters as exotic species.
Skills: Charm 2 kll, Coercion 1 kkkl, Leadership 1 kkl
Medicine 3 lll, Melee(light) 2 kll, Divine 3 klll,
THE DREAD CULT Discipline 2 kkll, Perception 1 kkl, Resilience 2, kll,
Survival 2, kll, Vigilance 2 llkk.
Following the third darkness in Mennara, a cult grew, known as
the Dread Cult, whose sole purpose was to bring back the Talents: Adversary 1: Upgrade the difficulty of combat checks
dragon lords that created the dragon hybrids. This cult claims the targeting this character once.
Dragon Lords are not all dead but merely imprisoned. Many hy‐
Abilities:
brids are drawn to this secret organization, hoping to secure favor
from their masters should they return. However, some from the • Blessing of Aris: When Saminat cast a Barrier spell with the
Cult have had a change of heart. They no longer seek to restore Sanctuary effect she needs not spend a maneuver to concen‐
the former Dragon Lords but rather control them and stop them trate on this effect as long as she does not take a violent ac‐
from returning to the world. tion.
Dragon Hybrids are likely to be welcomed among the ranks of • Grace of Aris: Once per session, may make a Hard (kkk)
the Dread Cult, either working for one side or the other. The Divine check for each uncanceled s, one incapacitated ally
Dread Cult keeps a secret lair in the Mountains of Despair and within Medium range heals all wounds and rejoins the en‐
has gained control of the surrounding areas. Reports of cult activ‐ counter; The revived ally may act in the current round.
ities have been known throughout southern Mennara from
Equipment:
Brightvale to Vynelvale.
• Long knife: Melee(light); Damage 5; Critical 3; Range [En‐
The Dragon Hybrid healer called Saminat openly opposes the
gaged]; Accurate 1.
Dread Cult. She seeks the aid of adventures for knowledge about
the cult plans. • Fiery Breath: Resilience; Damage 6; Critical 3; Range
[Short]; Blast 6, Burn 1, Prepare 1, Slow-Firing 2.
Saminat is a healer wandering the land and healing the wounds
of those in need. Always followed around by her pet Drontale • Healers Robe: +1 Defense.
(see adversaries and allies) called Whick.
• Holy Icon: When Saminat cast a spell, adding any Divine
She grew up among others of her kind and is no stranger to Only effects increase the spell’s difficulty one less than nor‐
violence. But like many of her kin, she feels the hunger for magic mally. In addition, the number of wounds healed by heal
and violence. Finally, she found her true calling in the fate of the spells increases by two.
god Aris, Patron of Peace and Prosperity, and finally, the urge
Saminat can be a powerful ally to a group of heroes. She can show
stopped.
other Dragon Hybrid small areas friendly or familiar with
Saminat has a sharp sense of humor and laughs at the irony of Dragon Hybrids. Saminat can further introduce the heroes to
the world around her. But behind her smile and good mannerism other members of the Church of Aris even more of the mysteri‐
is a wise and powerful healer. Unfortunately, screams, mistrust, ous Watchers (REALMS OF TERRINOTH p. 123).
or even outright violence are sometimes the reaction to her dra‐
She will take kindly to any friendly creatures shown to care for
conic appearance. Nevertheless, the ever-peaceful Saminat prefers
and protect the weak. Perhaps even seeking allies against the
not to cause strife and will surely help those who may be
Dread Cult or others wishing to pursue the power of the Dragon
wounded.
Lords return.
Her reputation has grown considerably in the past few years,
and many small villages and homesteads welcome the strange
Dragon Hybrid healer with open arms now. Moreover, Saminat
has recently joined the order of the Watchers who guard the
Dragonlord Margarth tomb.

37
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

DARKHORN FORGE THE DAWNSMOOR


One of the ancient wonders of the North, the volcanic city of
Vrede, is a known trading nexus by the people of the North and
GROOVE
the many different species wandering its streets. While technically more a place than an organization, the Dawns‐
moor Groove is located within the free city of Dawnsmoor. Here
One such strange creature is Mullara Darkhorn, a Minotaur some tribes of Ventala Centaurs come to trade with the rest of
from the cold lightless Everdark below. She left the Everdark long Mennara. For much of the time, the Groove does not appear to
ago seeking the company of other races. However, when she be protected or occupied. Often a Ventala hunter or messenger
emerged from the gloom of Everdark, she brought rare metals will use the place to spend the night before riding on.
and wonders from the worlds below. As a master craftsman,
Mullara uses her knowledge of the Everdark to forge items from Sometimes the Ventala act as messengers bringing news from
rare metals with strange properties in her new home called Dark‐ Ayhmelin to the elves who dwell in Dawnsmoor. The Groove lies
horn Forge. The forge has grown beyond a mere workshop, and on the outskirts of Dawnsmoor, or at least it once did. Unfortu‐
those seeking passage to and from the Everdark know it as a nately, Dawnsmoor lacks a proper city wall, and the city grew and
meeting place and safe house. Mullara welcomes her kin and expanded around the Groove, and now the tiny patch of trees
shares her knowledge about the world above. and circle of stone sits within a busy market district. However,
the locals know well enough not to tear it down respecting the
Knowing the Everdarks dangers below, she sometimes seeks ancient agreements and must be kindly reminded by the city’s
the aid of adventures to bring her more rare materials or act as elves from time to time.
couriers. Wealthy nobles from the southern lands will pay a hefty
price to commission an item made by Darkhorn Forge. More often than not, travelers to the Dawnsmoor Groove will
hear a cheerful song or the pleasing sound of a solo violin. The
MULLARA DARKHORN(NEMESIS) voice and sound belong to Iazantos, a Ventala Centaur from the
Autumn leaf tribe deep in the Bloodwoods. After being gripped
by wanderlust, feeling responsible for continuing tribal tradi‐
tions, and desiring to choose a mate with which to settle down,
he left his tribe a few years ago.
Iazantos is a cheerful fellow with a good sense of humor and a
broad, hearty smile. He either does not notice or care for some of
the strange looks he gets from his rather unusual appearance to
most who have never seen a Centaur before. He claims to have
Skills: Alchemy 2 kll, Brawl 2 kkll, Charm 1 kl, Dis‐ won his unique musical instrument in a bet with a runemaster
cipline 2 kll, Knowledge (Adventuring) 3 lll, Knowl‐ and is more than happy to perform a tune or two in exchange for
edge(Lore) 2 kll, Mechanics 4 klll, Melee(heavy) 3 some news and knowledge from far away lands.
klll, Negotiation 3 lll , Perception 1 kkl, Resilience
2, kll, Streetwise 2 kll, Survival 2, kll, Vigilance 2 IAZANTOS (NEMESIS)
llkk.
Talents: Adversary 1: Upgrade the difficulty of combat checks
targeting this character once.
Abilities:
• Dark Vision: Mullara has excellent night vision. When
making skill checks, she removes up to jj imposed due to Skills: Athletics 2 ll, Charm 3 klll, Cool 2 kkll
darkness. Knowledge (Geography) 2 ll, Knowledge(Lore) 3 kll,
Perception 1 kkl, Ranged 3 klll, Streetwise 3 lll,
Equipment: Survival 2, kll, Verse 3 klll.
• Everdark Hammer: Melee(heavy); Damage 9; Critical 4; Talents: Adversary 1: Upgrade the difficulty of combat checks
Range[Engaged]; Concussive 1, Cumbersome 4, Inaccu‐ targeting this character once.
rate 1, Knockdown.
Abilities:
• Fiery Horns: Brawl; Damage 5; Critical 3; Range [En‐
gaged]; Burn 1. • Flank Fire: perform a second maneuver to move without
suffering strain. Iazantos still cannot exceed the limitation
• Half plate: +2 soak, Defense 1. of two Maneuvers in a turn.
Mullara can be a contact or source of information to PC’s seek‐ Equipment:
ing knowledge of the Everdark. She knows of a passageway into
the Everdark underneath the volcanoes of Vrede. • Longbow: Ranged; Damage 8; Critical 3; Range [Long];
Ensnare 1, Linked 1, Unwieldy 3.
• Bolo Net: Ranged; Damage 2; Critical -; Range [Short];
Ensnare 3, Knockdown, Limited Ammo 1.
• The Rune Viol: see sidebar.

38
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

AHUHN(NEMESIS)

THE RUNE VIOL

T his magical Viol was created by a Runemaster


embedding a Rune shard within the body of the
Viol. This rune resonates with the violin enhancing
Skills: Athletics 2 llkk, Brawl 3 lllk, Cool 2 ll, Dis‐
cipline 2 ll, Knowledge (Geography) 2 ll, Perception 2
kll, Ranged 2 ll, Resilience 2 llkk, Stealth 3 kll,
its magic while being played.
Streetwise 1 kkl, Survival 2, kll, Vigilance 2 ll.
As an Action, make an opposed Charm vs. Disci‐
Talents: Adversary 1: Upgrade the difficulty of combat checks
pline check if successful, the target is staggered. This
targeting this character once.
effect ends when the target takes any damage from
any source or is otherwise brought in danger. Abilities:
While under the effects of the Rune Viol, a target • Four arms: Ahuhn gain an additional free Maneuver per
must spend all available Maneuvers dancing and turn. Though he may still not perform more than two Ma‐
moving towards the sound. A character playing this neuvers per turn.
viol may attempt to affect a new target each round, • Crocodile form: Ahuhn may shift into a huge crocodile
but the difficulty upgrades for each target affected. (see below).
When your character casts a spell using the Verse Equipment:
skill while using the Rune Viol, add a to the check.
Adding the Additional Target effect does not in‐ • Doloch: Brawl; Damage 6; Critical 3; Range[Engaged]; Ac‐
crease its difficulty. curate 1, Linked 3.
• Blowpipe: Ranged; Damage 2; Critical 5; Range[Short];
Pierce 3, Accurate 1, Prepare 1.
• Leathers: +1 soak and 3 vials of poison.

AHUHN (DIRE CROCODILE FORM)


Ianzantos can be used to establish contact for PC’s seeking (NEMESIS)
knowledge, social connections, or passage into Ayhemelin. He
can help young Ventala who first venture out from the forest with
his many fey-connected friends.

MIST-CHILDREN
The keeper of the mist is the high priest of the Makhim. Hailing
from the sacred Nochaim swamp, the Nochaim Guardians guard Skills: Athletics 2 kkkll, Brawl 3 kklll, Cool 2 ll,
clutches of eggs brought from Makhim society to hatch among Discipline 2 ll,Knowledge (Geography) 2 ll, Perception 2
the mist. The milky-green orbs widely considered costly in Men‐ kll, Ranged 2 kll, Resilience 2 kkkll, Stealth 3
nara for their healing properties eventually hatch into the Mist- lll, Streetwise 1 kkl, Survival 2, kll, Vigilance 2 ll.
Children.
Talents: Adversary 1: Upgrade the difficulty of combat checks
They are trained from birth to fight the agents of Tarakhe, the targeting this character once.
Plague God (REALMS OF TERRINOTH p. 257), and to contain the spread
of his influence and disease. Mist-children spend their lives Abilities:
guarding the lands around the Noxious Glade and watching for • Swallow: Ahuhn may make an opposed Brawl check to
signs of the plague god’s influence in other lands. But the corrup‐ swallow an engaged target. If the check is successful, swal‐
tion of Tarakhe spreads far and wide, and thus Mist-Children are lowed characters are Immobilized and suffer 6 damage at
encouraged to seek out other species in search of signs of this evil the start of each round but can escape if Ahuhn is killed or
entity. by making a successful Hard (kkk) Athletics check.
In the City of Herman’s Gulch near the Weeping Scar River, • Silhouette: 2
travelers can find a Mist-child named Ahuhn. A proud Makhim Equipment:
warrior and blessed by Ravin, the Crocodile God of the Makhim.
Ahuhn has befriended many strangers in Herman’s Gulch, and • Bite: Brawl; Damage 8; Critical 3; Range [Engaged]; En‐
while he is genuinely curious about their society, his ultimate snare 2, Vicious 2.
mission is watching for the corruption of Tarakhe. There have Ahuhn will happily help a PC if they openly seek to destroy
been stories of an enormous crocodile roaming the streets of Her‐ Tarakhe’s corruption. Or can be a source of knowledge about the
man’s Gulch eating unfortunate souls told in many taverns as far tribes deeper in the jungle.
away as the docks of Orris. Ahuhn knows to keep a low profile
and hides his crocodile symbols while searching the filthy city for
more signs of Terakhes influence present on these foreigners.

39
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

THE DRUNDUKK TRIBE KOHANA (NEMESIS)

The enigmatic Drundukk Beastman tribe hunts and lives in the


Ugluk Badlands near the passage to the Ru Steppes. For years a
collaboration of scholars from Greyhaven and the Dunwarr ex‐
plorers guild have worked hard to study and get closer to these
fierce Beastmen, gaining their trust and learning their language. Skills: Alchemy 2 ll, Athletics 2 kll, Brawl 3 lll, Cool
While appearing warrior-like to most outsiders, the scholars 2 ll, Knowledge(Geography) 2 ll, Knowledge(Lore) 3
found that this tribe had inner workings of a much deeper and kll, Perception 2 kkll, Primal 3 klll, Resilience 1
spiritual nature. The explorers and scholars were able to befriend kkl, Stealth 3 kll, Survival 3, klll, Vigilance 2 kll.
a few individuals who told them fantastic tales of the lands Talents: Adversary 1: Upgrade the Difficulty of combat checks
around them. The interest of the Dunwarr explorers guild was targeting this character once.
piqued when the Beastmen showed them ruins and markings
that could indicate that the lost Dwarven kingdom was known as Abilities:
the Hollow Kingdom, has signs of this ancient empire this far • Effigy Summoner: Kohana can summon and control Effi‐
south. gies without the need for new dolls (see page 19). When
Kohana is a young shaman like her mother. Despite being young summoning Effigies adding the Summon Ally effect does
in years, she has survived on these rough plains. She has been not increase its difficulty. In addition, the creature remains
through a battle with the orks as well as other tribes of Beastmen. summoned until the end of the encounter without Kohana
Kohana was the one who befriended the foreign explorers plead‐ having to use the concentrate maneuver.
ing to the elders not to eat them. She keeps the foreigners a secret • Superstition: When Kohana is being targeted by an en‐
so that other tribes will not hear of them and think the Drun‐ emy's spell, the caster adds j to the check.
dukk is weak.
Equipment:
She pleaded to the tribe leader to spare them to help against the
mysterious hunters from the north. Recently raiders from the • Claws: Brawl; Damage 5; Critical 3; Range [Engaged].
Uthuk tribes have been using the ancient secret passageway to
Kohana seeks help protecting her tribe. Either to strike back at
kidnap members of the tribe. And it is getting worse with each
the Uthuk or perhaps seal the secret tunnels and entrances they
passing season. The Drundukk tribe is small in number, and they
use for their raids. She is willing to help outsiders but will caution
cannot move further south for fear of orks or a more savage tribe
them to not mingle to much with her kin. Kohana has a deep
of Beastman.
knowledge of the plains, the spirits and secrets within.

SEEKING A BETTER LIFE


A select few of the Dundrukk tribe have
agreed to travel back to Greyhaven
with the scholars and explorers seeking a
only to eat his surrogate father upon reach‐
ing adolescence suddenly.
The knowledge of these strange creatures
new life in strange foreign lands. These pe‐
also attracted a more shady trade. Circus
culiar creatures are studied and given
and freak shows would pay adventures a
clothes. But there have been many inci‐
hefty price for a live specimen of Beastman
dents in the University of Greyhaven
to perform for coin and shock and horror.
where eventually the customs and instincts
Some of these sad fates end their days in
take control.
circus cages or fighting pits in lands far
Rumors flourish that the first Beastman away.
child brought up in Greyhaven lived a
happy and peaceful life the first few years
40
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

THE SEEKERS OF He knows this game of cat and mouse cannot last forever and is
determined to find out the motivations of these strangers and
TENO’TEK stop them from finding...if only he could remember what it was.

For centuries the ancient living Ziggurat of Teno’tek has changed THRAKAXL(NEMESIS)
location with each passing season. The Lizardmen do not know
why an old order still stands guard at the Ziggurat following an‐
cient rituals no one remembers anymore. One such great ritual is
the rite of seeking. When the Teno’tek Ziggurat changes, seekers
move out into the Zanaga jungle to locate the great Ziggurat
again. Finding the location and gathering all the seekers again
sometimes take an entire season. As a result, for some years, the
Ziggurat is lost entirely.
While the seekers do not know the purpose of the Ziggurat any‐ Skills: Arcana 2 kkll, Cool 2 ll, Deception 2 kll,
more, they are far from defenseless and remain the Lizardmen's Knowledge (Geography) 2 ll, Knowledge (Lore) 2 ll, Me‐
most organized fighting force. Their members have traveled far chanics 3 klll, Melee(heavy) 2 kll, Perception 2 kll,
and wide in the Zanaga jungle and know many of its secrets. Ranged 2 ll, Stealth 2 ll, Survival 2 kll.

The Lizardmen have lost the power of the crystal seers (See REALMS Talents: Adversary 1: Upgrade the Difficulty of combat checks
OF TERRINOTH p. 257), but many of the seekers still have a small
targeting this character once.
amount of the arcane arts or perhaps broken pieces of the puzzle Enchanted strike: Thrakaxl may suffer 2 Strain on a Melee com‐
that always seems slightly out of reach. The seekers call them Ar‐ bat check he is making. And may choose to add modifiers from
cane Savants, and they wield strange mechanical tools and chan‐ the Attack spell, and increase the Difficulty of the check by the
nel arcane energy to defend themselves. listed amounts. Thrakaxl cannot choose to add the Range modi‐
Thrakaxl is an old and wise seeker of Teno’tek, having been fier or Close Combat effect to a Melee combat check.
among the blessed to have found the sacred Ziggurat several Abilities:
times. He has a jesting sense of humor, but he tends to forget
things. Being around him for a long time means you’ll hear the • Protector of the Empire; Once per encounter as an inci‐
same joke more than twice. In his hut are strange artifacts col‐ dental Thrakaxl can summon a mechanical guardian to pro‐
lected from his travels. He displays them in a giant puzzle he can tect the Empire’s secrets. He does not need to concentrate
never seem to finish. or use a Mechanical control device to do so.
Over the years, as part of the Arcane Savants, he has learned frag‐ Equipment:
ments of arcane knowledge. But, as he grows older, he is becom‐
• Sunstaff: Melee(heavy); Damage 5; Critical 3; Range [En‐
ing more concerned about frequent expeditions into the jungle.
gaged]; Defensive 1, Disorient 1.
Year after year, he watches Strangers with distinctive triple-skull
emblems searching for something in the wilderness. • Sunstaff Beam: Ranged; Damage 4; Critical 1; Range
[Medium]; Breach 1, Disorient 2, Slow-Firing 3.
Without understanding why Thrakaxl knows he needs to protect
his people's ancient secrets from them. So a long game has begun Thrakaxl is getting old and he desperately seeks help in stopping
for him setting out false clues. He even asked young Lizardman the expeditions to find the secrets of the old Empire. If convinced
or Makhim to guide them, sending them far and deep into the that a PC will not disturb the ancient wards set by the Crystal
jungle on false leads. Seers, he might be inclined to share his knowledge with them.

41
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

THE TRAVELING YETI THE FATE OF JARL


Ura and Aidur were born twins high in the mountains north of WARIC AND THE TALE
Vrede in Isheim. The young Orrukasi were separated early in life
when Aidur was taken by strange explorers from the south. Ura OF THE PIRATE DOG
remained with her family but always mourned the loss of her Jarl Waric the Unwise wanted to marry a daughter of another
brother. Weik tribe who refused his efforts for months. Finally, the other
Since that day, Ura has been curious about the life of the tribe said that they would fulfill his wish if he could get their
southern strangers. While her family discouraged her from queen a talking dog. Waric knew the rumors of talking Ulfen. He
searching the outside world, her stubbornness got the better of ignored the stories of their vast intelligence and fierce tribal war‐
her. She swore she would find her brother again and left her fam‐ riors and had his hunter track down a pup. After many months
ily behind to search for him in the strange lands to the south, they eventually captured one.
accompanied by her peculiar mechanical mount. Proudly, Waric the Unwise sent the pup via longship to the
To this day, Ura braves the wilds trying to find information rival tribe, presenting the intelligent creature as some trophy. Un‐
about her brother, following rumors of strange creatures in cir‐ fortunately, pirates boarded the ship, and took the young Ulfen
cuses and carnivals. She helps the people of Mennara along the warrior south to strange new lands. The captain grew fond of the
way, but many find her strange and frightening. In Ura's travels, talking Ulfen, who soon became a valuable member of the crew.
she sometimes attracts attention from the curious and wealthy, He remained so until the day he became captain himself of the
some of whom hunt her like some exotic prize to be won and mighty vessel called the Kraken's Skull.
captured. Having found a new tribe beneath the strange stars of Zanaga
and Lorimar, Captain Black Fur is infamous in all ports from Or‐
URA (NEMESIS) ris to Hermans Gulch. Perhaps one day, he will sail home to find
his origins. Until then, in many dockside inns and taverns, you
4 2 2 3 3 2 can hear the stories and rumors of the four-legged pirate called
Black Fur.
As for Jarl Waric’s fate, it was much swifter. Mere days after
sending his prize out to sea, Ulfen and their Onoit allies sur‐
5 17 15 1 1 rounded and raided his city, commanding the ice to swallow it in
revenge for their lost pup. And thus, he earned his nickname and
was never heard from again.
Skills: Alchemy 4 kkll, Charm 2 kll, Coercion 2
kkll, Mechanics 4 kkl Medicine 3 lll, Melee(light) 2
kll, Discipline 2 kkll, Perception 1 kkl, Ranged 4
kkll, Riding 4, kkll, Survival 2, kll.
Talents:
• Adversary 1: Upgrade the difficulty of combat checks tar‐
geting this character once.
• Grenadier: When your character makes a ranged combat
check with a weapon that has the Blast item quality, you
may spend one Story Point to use this talent to trigger the
weapon's Blast quality, instead of spending a (even if the
attack misses). In addition, your character treats grenades as
having a range of medium.
Abilities:
• Mechanical Attunement: Ura can direct her mechanical
mount or other constructs as an incidental.
Equipment:
• Spear: Melee (light); Damage 5; Critical 4; Range [En‐
gaged]; Accurate 1, Defensive 1.
• Ice Bombs: Ranged; Damage 8; Critical 3; Range
[Medium]; Blast 6, Ensnare 3.
• Ancient Mechanical Contruct: (see page 31).
Ura could contact the player characters for help searching for
her brother. Alternately, maybe some eccentric lord has captured
her or put a bounty out for the strange creature, and she must
convince the players to help her instead.

42
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

CAPTAIN BLACK FUR OF THE “KRAKENS BERWORT (NEMESIS)


SKULL” (NEMESIS)

4 3 2 4 4 3 2 3 4 4 2 3

5 20 15 1 1 4 14 18 1 1

Skills: Athletics 3 klll, Brawl 4 llll, Charm 4 Skills: Arcane 3 klll, Charm 2 kll, Coercion 4 kkll,
klll, Coercion 2 kkll, Discipline 2 kkll, Knowledge Cool 2 kll, Coordination 2 kll, Deception 3 klll,
(Geography) 3 kll, Leadership 4 klll, Perception 3 Knowledge (Lore) 3 klll, Negotiation 3 lll, Stealth 4
lll, kkll, Stealth 3 lll Survival 2, kll Skulldug‐ klll, Streetwise 2 kkll, Skullduggery 3 klll
gery 3 lll.
Talents:
Talents:
• Adversary 1: Upgrade the difficulty of combat checks tar‐
• Adversary 1: Upgrade the difficulty of combat checks tar‐ geting this character once.
geting this character once.
Abilities:
Abilities:
• Mask of the Black Swamp Horror: As an action cause all
• Tactical Direction: May spend a maneuver to direct one who can see Berwort within medium range to make a Hard
friendly minion group within medium range; that group (kkk) Discipline check as an out-of-turn incidental. If
may immediately perform a free maneuver or add j to its they fail, they must spend all available maneuvers moving
next check. away from Berwort until his next turn. In addition they
suffer 5 strain, plus 1 additional strain per h. Berwort can
Equipment:
heal strain up to the same amount drained as an incidental.
• Mighty Flame Rune Jaws: Brawl; Damage 7; Critical 3;
Equipment:
Range [Engaged]; Burn 3, Knockdown.
• The Dark Lantern: Magic implement works as a Fae skull
THE TRIFLING INNOCENCE (see page 19).
Tamalier is home to many strange creatures and curiosities, none Spells:
odder than Berwort, a Fae-touched who runs a shady business
Berwort can choose any magic action allowed for the Arcane
called the Trifling Innocence. This three-story establishment is
skill, and may select an additional spell effects, as normal. The
not known for anything beyond the usual reputation of other
spells he uses most often are the following:
back-alley taverns. However, the owner, a weasel of a man called
Berwort, hides an awful secret in the basement below. There a • Whispers of Aenlong: Berwort chooses one target at up to
dark, dank chamber opens up into the earth. The veil between short range and make an Average (kk) Arcana check. If
worlds is so thin here that that one might hear the echoes of the successful, this magic attack inflicts 7 damage +1 damage
Aenlong if it wasn't for the rowdy entertainment upstairs. per s, with the Ensnare 3 quality.
Whenever Berwort can, he sneaks out and dons the mask of • Skull’s Mockery: Berwort chooses one target within short
the Black Swamp Horror to stalk the alleys and riverside docks, range and makes a Average (kk) Arcana check. If success‐
scaring people with his magic and taking their coin. He collects ful, until the end of Berwort’s next turn, each time the target
their fearful screams in a strange lantern with no glow. He does makes a skill check, decrease their ability by one. In addi‐
not want to do this, but the true power behind the Trifling Inno‐ tion, after the target makes a check, you may change one j
cence is a True Fae who calls herself The Mother of Fear. She reg‐ to a face displaying a h.
ularly appears in the basement's dark portal to collect her
payment and smiles fondly at Berwort each time. Meanwhile, his • Walking the Path of the Aenlong: Berwort can make a
fear grows. What will become of him or what other horror will Daunting (kkkk) Arcana check to turn invisible.
she unleash if he fails to meet a payment?

43
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS

THE HAUNTING OF vive underwater; and is immune to poisons and toxins.


• Terrifying: At the start of the encounter, all of Linvyre's op‐
GREYHAVEN ponents must make a Hard (kkk) Fear check as an out-of-
turn incidental, as per page 243 of the GENESYS Core Rule‐
UNIVERSITY book. If there are multiple sources of fear in the encounter,
Centuries ago, an expedition to Isheim by Greyhaven scholars the opponents only make one fear check against the most
brought back two rare items of interest, a Golden Acorn and a terrifying enemy.
Ritual Bowl. At first, both appeared to be phylacteries or curios Equipment:
from some ancient burial ritual. Long they sat and collected dust
in the stores of Greyhaven University until one day, an interested • Freezing Touch: Brawl: Damage 5, Critical 3, Range [En‐
student—out of sight of her teachers—put the Acorn inside the gaged]; Stun 3.
bowl. The Acorn carried the ancient healing magic of the Sal‐
• Wailing Cry: Discipline: Damage 3; Critical 5; Range
lisward Empire, releasing and healing the tormented Ice-blood
[Medium]; Blast 4, Breach 1, Slow-firing 2, Stun Damage.
Ghost, Linvyre Aegwyn, trapped within the bowl.
• Magical Robe: Implement adds the close combat effect
For many years the student kept it a secret from the outside
without increasing difficulty. +1 Defense.
world but came by to talk with and learn from this strange
ghostly figure. Then one day, the visits stopped, and Linvyre was Spells:
left alone. Years went by before she finally got curious enough
Linvyre can choose any magic action allowed for the Arcane
about the outside world to venture forth. She found a magical
skill, and may select an additional spell effects, as normal. The
robe she could possess and started wandering the halls of Grey‐
spells she uses most often are the following:
haven University. Many tales of the ghost of Greyhaven flourish
as rumors. • Let Go of Me: Select a target that is engaged with Linvyre
and make an Easy (k) Arcana check. If successful, this
Linvyre is still getting accustomed to her new existence. She
magic attack inflicts 7 damage +1 damage per s. The at‐
remembers the horrors of the Frozen North and does not want to
tack gains the Knockdown and Disorient 4 qualities. In ad‐
return there but is very curious about the magic that saved her.
dition, you may spend a to move the target up to one
Perhaps it can save others like her, some of whom she might re‐
range band in any direction.
member. Maybe the player characters hear rumors about the
Ghost of Greyhaven or run into her as a chance encounter. She is
scared the scholars of Greyhaven will lock her away again as an
object to study that or some overzealous Justicar will try to banish
her.

LINVYRE AEGWYN
(NEMESIS)
1 3 4 3 4 3

5 14 18 1 1

Skills: Arcane 4 klll, Brawl 2, Charm 2 kll, Coercion 4


kkll, Discipline Knowledge (Lore) 4 klll, Stealth 4
klll.
Talents:
• Adversary 1: Upgrade the difficulty of combat checks tar‐
geting this character once.
Abilities:
• Creature of Strange Magics: Reduce the difficulty of Ar‐
cana checks by one, to a minimum of Easy (k), and increase
the base damage of Attack spells by three.
• Ghostly Undead: Increase the difficulty of Brawn- or
Agility based checks against Linvyre by two. Linvyre can
move through most mundane types of difficult and impass‐
able terrain without penalty, but she cannot stop inside solid
surfaces. She does not need to eat, breathe, or sleep; can sur‐

44
TERRINOTH EXOTIC SPECIES

a s t d f h
A DIFFERENT KIND OF HERO
This book takes Adversaries found in the REALMS OF TERRINOTH setting and expands them
into playable Species while exploring their rules and facets. While this supplement ex‐
pands the lore of the Realms of Terrinoth setting these species can be used in any
Genesys Fantasy Game.

This supplement includes:

• 11 new species
• 31 New species talents
• New gear and runic attachements
• 7 New weapons, implements and 7 craftsmanship
• Species specific potions, elixirs and poisons
• 22 new adversaries and allies focusing on mounts and companions for your exotic
species
• Role playing tips on how to use exotic species in your campaign
• 11 story hooks and NPC’s to introduce exotic species in your game

Dice App
available where
apps are sold.
ARCHELLUS
GENESYS Core Rulebook and either the
GENESYS Dice or Dice App are required
45
to use this supplement.

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