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Fauna

Almost thing listed here is poisonous and has acid blood. I’ve tried to provide links to DnD/PF stats for many of these species, or offer thoughts-toward-stats of my own.

Pests (Common) [d30]

  1. Albino Cave Bats – Vampires. Frequently mistake technoruins and sparsely inhabited cities for cave complexes.
  2. Black Oxen – Including Mutagenic Black Oxen. These future-cattle analogs are tetrapods with oily, inedible flesh. Their milk tastes like miso soup and is enjoyed by barbarians in Pala’s north. The Federation employs them as beasts of work on the jellyfish farms. In southern, xeric shrubs, substitute Elephobi.
  3. Brain Rats – Including Common Emperor Brain Rats, Mutant Brain Rats, Brain Rat Think Tanks [yes, the swarm forms a tank]. Always appear in swarms. Individually are no different from normal rats (1 hp, 1 INT). In swarms, are among the most intelligent, diabolical beings on the planet. Primarily reside under large cities.
  4. Cnidarians – Jellyfish, Medusae, Men-o-War. Most are huge. Most are poisonous. Some are electric. Including the Giant Flying Morion, or “Helmet Saucer” Cnidarian, which is as dangerous as it is fast.
  5. “Crows” – These small eyeless black pterosaurs are common to all non-Chasm biomes of Pala, but are especially common in the wetlands.
  6. Degs – Huge eyeless dogs [remember, there are no cats]. Including the Common Red Deg and Salukore (golden acid-spitter), among many others. Including also the rare Auto-Deg (cyborg deg, tripod, etc.).
  7. Dikdiks – The Common Goat-Deer, edible.
  8. Eels – Various sizes, especially gigantic. Frequently irradiated. Including the Giant Cutthroat Eel, a delicacy [akin to bluefin tuna, today] and the Ultramoray AKA “Umo,” known to swallow the varanid fisherfolk of northern Pala whole.
  9. Fish – Huge-Toothed, Cartilaginous, Lunged, Frilled, etc.
  10. Frogs, Flying – Cute! But they squirt their spawn-ready eggs up the nostrils of travelers. (Their backs are covered in holes filled with eggs…)
  11. Greendeer – The Common Photosynthetic Dikdik, a photosynthetic myco-plantdeer. Milkable.
  12. Insectoids – [d8]
    1. Beetles – Including the Gun-Black Beetle AKA Armor Beetle, the type of darkling trained to act as living armor (in a swarm).
    2. Brumbul – Titan Darkling Beetles, a common form of transport. “Brumbul” is both singular and plural. Slow but easy to train and ride, the brumbul are efficient and robotic. The standard choice for common travelers, they function as bus-like mass-transport analogs, especially through the desert, to which they are native. Roughly the size of a golf cart. 48 hp, horn 2d8 crit 17-20, +1 to hit, 18 AC (shell). 300 trada/rikar/proli10.
    3. Centipedes – Including the Ultracommon [Irradiated] Horrorlegs Crawler and the Venomsnatch Peddler.
    4. Dragonflies, Giant – Crazy gmothi ride them, but often fall off/get eaten by the saurians that prey upon the giant insectoids.
    5. Fleas, Giant – Try riding one. Dare ya.
    6. Roaches – Gigantic or venomous, usually.
    7. Sawing Mantises – Huge and beastial, in Pala. (These are not to be confused with mantids.)
    8. Spiders – Including the Blue Waspeating Orbweaver, a cat-sized, electric blue, long-jawed spider used in hunting giant insects and maanhaars.
  13. Leeches, Giant – Standard in all rivers. Some are edible.
  14. Lizards – Including the Achromatic Five-Eyed Tuatara AKA the “Desert Sleeper,” the “Sleep-Seer.”
  15. Maanhaars – AKA Aardwolfs. This family of eyeless hyenas and futurejackals [remember: no cats!] includes the common March Maanhaar (AKA the Fierce or Brown Maanhaar, often [sort of] tamed by the gmothi) and the sent-eating Devil Wolf of Fjatal.
  16. Munkeys – Including the Common Whiteblind Macacas (“friends of man”) and Anu (futurechimps with rainbow buttocks).
  17. Mycobrutes, Mycosaurians, and Mycotic Silverbacks– The so-called “Chasmids.” All are at least partly fungal and generally gigantic in proportion.
    1. Mycobrutes resemble green chimpanzees with no noses, eyes, or throats. They enjoy stealing sents and infecting them with the Chasm multifungus.
    2. Mycosaurians AKA Spore Saurians are huge green-gray aberrations: Commensal colony-beasts formed of saurian tissue (especially nervous and digestive tissue) animated by fungus or, in seemingly unrelated cases, slime molds (plastic colony-protozoans). Like saurians… zombified. They only dwell in fungal taiga or amoebic mangroves, however.
    3. Mycotic Silverbacks are the kings of the Chasm, standing one hundred feet above the dry floor of the jungle and sporting bright red and orange toadstools on their backs, signaling to all their presence. Not so much monsters as unique ecosystems, these are avoided by the rif at all cost…
  18. Nautiloids – AKA Ammonites, huge (often stadium-sized, in the southern oceans) and mysterious. Including the huge, many-beaked, spike-shelled Gastropoids.
  19. Octopodes – [Meaning “non-ammon octopodes.”] Small and intelligent. And fatally venomous. Including Paper Ammon (beautiful, highly venomous).
  20. Opabinia – Gross! Cute! Possibly the only “good” result on this table. (“Opabinia looked so strange that the audience at the first presentation of Whittington’s analysis laughed.”)
  21. Pteranodons – One of the most successful animals in the post-future. Including the Emperor and Jackal Pteranodons, as well as the less-often-survived Caveshrieks and Crackfang Gulleters.
  22. Saurians – Various [d12]. Few have feathers; fewer have eyes… These naked echolocators are the packbeasts and pets of many Palans.
    1. Allosaurs and Spinosaurs – Big badasses. They eat.
    2. Ankylosaurs – Clubby-tailed badasses. They graze and defend.
    3. Apatosaurs and other Long Necks – Some ride the apatosaurs in war-howdahs.
    4. Compies and other Small Fry – The compsognathus never travels alone; she swarms…
    5. Crocodylians – Are still around, 340 million years strong. But bigger.
    6. Dimetrodons and other Proto-Saurians – Their sails are prized trophies.
    7. Hadrosaurs – Including the eyeless, pink, desert-living, silica-eating Sun Hunters. The elite warriors of the human north ride hadrosaurs (mainly Dravanian langhanders, or pistol-knights). These animals are the closest to “horses” that the Palans know.
    8. Marine Saurians – Will eat you.
    9. Pachycephalosaurs – Can also be tamed and used as mounts, but with more difficulty than hadrosaurs or raptors.
    10. Raptors – Including the “Black Prince” Rapaxosaur, the riding lizard of choice among soldiers. Fast and good in a fight, but very inefficient and also dangerous to train. Liable to become upset and challenge their owners. The standard choice of gmothi wayfarers and unhuman special legionaries. More common as mounts in Latura, where they are fed enemy soldiers. Sizes range from ostrich to small truck. Trained: very expensive. Untrained: theoretically free… 60 hp, bite/claw/claw/rear claws d6/d10/d10/2d8 rear claws: save or knockdown, +1/+2/+2/+2 to hit, 18 AC (DEX). 1500+ trada/rikar/proli10. // Also including the gengineered Tephnian “Scout Beast,” with fur for travel into far northern climes that are no longer accessible.
    11. Stegosaurs – Are rare now, having been hunted nearly to extinction for their ridges, which are dried and smoked as a prize narcotic.
    12. Chasmosaurs – Are common in the remaining “goodplains” (non-deserts, non-marshes) of the south. Used in the Empire by generals and circus managers.
  23. Sea Scorpions, Giant – Including the Eurypterid and much larger, deadlier species.
  24. Sharks – Including the Common Tentark (tentacle shark), found in southern waters, and the dreaded Sharktopus, common in the Middle Sea.
  25. Snails – Including various gigantic macrosnails such as the Keramine Parchsell (Garbage Eater, 30 hp), Red Racer (“Rabbit,” 20 hp), and (of course) the Flail Snail!
  26. Squids – Usually meaning the Behemoth Squid or Colossal Man-Eating Vampyromorphid.
  27. Trin – Huge, gila-esque herbivorous lizards. Slow but very efficient, the trin is the standard ride for most merchants in Pala. Each is the size of a Mack truck. Native to northern Asmaar/the Tephnian hinterlands. 120 hp, tail/stomp/stomp 2d6/3d12/3d12 stomp: save or knockdown, +1/+3/+3 to hit, 20 AC (skin). 15,000+ trada/rikar/proli10.
  28. “Vultures” – Large eyeless pterosaurs, much more common than “crows.”
  29. Worms – Including Horned Cave Worms, worms the size of snakes, and worms the size of trains. In marine biomes, roll d4:
    1. Giant Albino Vent Worms
    2. “Hydra” (Giant Snakes-Like Worm)
    3. Nematode Swarm
    4. Nudibranches (Sea Slugs), Highly Venomous
  30. Zogs – AKA the Common Dunestrider, the riding lizard of Pala [chocobo]. These large, eyeless bird-like lizards are docile and flightless. They can travel across varied terrain at a good speed but are harder to ride than a brumbul and less efficient. Native to the grasslands of the north, but now happily ensconced throughout the FUK and Empire. 15 hp, beak/claw/claw d8/d6/d6 crit blinding strike, +3/+1/+1 to hit, 16 AC (DEX). 400–600 trada/rikar/proli10, depending on breed. (Cheaper—meaning wilder—breeds are harder to coach into steady travel and require more frequent Bushcrafts: Animal Handling checks.)

Beasts (Not-Unheard Of) [d30]

  1. Ankhegs – Acid-spitting super bug.
  2. Arrowhawks – X-wing predator pterosaur; no eyes, please.
  3. Automata – Various. Including programmable man-sized Hunters, harmless Autoducks, and docile Steamcattle. Differentiated from Warmachines by the fact that Automata are automatic; Warmachines must be piloted (using the PILOT skill). Automata are classed by their ratios of biotic tissue to cold metal, as well as their power sources:
    1. Androids– All-biotic appearing Automata that are actually metal. High Tephnian.
      1. Hunters, e.g.
    2. Clones – All-biotic Automata created in imitation of “real” sents. High Tephnian.
    3. Cyborgs– Altered sents or beasts; not technically Automata, since their neural circuitry is still in charge of their cyber-parts. For now.
      1. “Haulers” (Tephnian Gravitic Servobeasts), e.g.
    4. Replicants – All-biotic appearing Automata that are actually metal and super powerful, wtf. Late Tephnian.
    5. Robots– All metal. Sourced by something awesome like the sun, nuclear energy, pluck, vim, etc. Early Tephnian or Sasparadan.
      1. “Freaks,” e.g.
      2. “Chimerae,” e.g.
    6. Steamsents– Metal or wood. Water-powered. Contemporary.
      1. Clockwork Saurians, e.g.
  4. Bulettes – AKA Land Sharks. Found frequently nesting in pairs in technoruins, such as those that rim the Chasm, that await beneath Fjatal, etc. Underwater, brave-stupid persons may encounter a Bulette-like species called the Salamander Whale.
  5. Carrion Crawlers – CON-dmg inflicting ultra-caterpillars. Dwell in large numbers in the outer Chasm.
  6. Chirons/Thogs/Handmen – Created by the Tephnians (or some unknown predecessor civilization) for an obscure purpose. Highly sought after by contemporary nobles, especially in Faldan. They worship a comically glove-like creature that no one has ever seen but may exist, perhaps in the ruines of Tephni itself.
  7. Chlorivores – titanic extremophiles; luckily these are generally found far beneath the sea, where no fool would dare to tread.
  8. Chuul – AKA Lobstrosities, Macrocrabs, Ultracrabs, Devil Crabs… Perhaps the most common beasts that terrorize Pala’s coasts. Chuul are sometimes Chuul Abominations, which cover combatants in radiation-muck and heavy metal crab-slime.
  9. Desolators – Automata engineered to destroy… everything. (Possibility: Greater Cadaver Collector per MM3.) They appear in groups of uno. Flip a coin:
    1. Chasm – Thirty-foot-tall horned, eyeless figure—gaunt, emaciated, fungal, odoriferous, screaming wildly through its many rows of small, sharp, yellow teeth.
    2. Waster – Found primarily in Fjatal and the aptly named Wastes. Fifty-foot-tall blue eyeless, faceless Gumby-thing with a white bone-head, depending into a sharp beak-thing. Terrifyingly silent.
  10. Destrachans – Eyeless howlers, sonic blinders. They dwell in caves.
  11. Digesters – Eyeless spitters of acid, post-saurians perhaps related to destrachans. They are used as garbage disposals by very brave/foolish barbarian tribes in Frunda.
  12. Displacer Beasts – AKA Tentacle Cats. Prized when captured, they can be sold to the gladiatorial-game addicted Senatores in the larger cities of the Empire for upwards of 3000 trada per specimen.
  13. Eyewings – Sting-tailed mega-eye flyers.
  14. Far Sand Saurians – Engineered. Terrifying. Techno-saurians. Encountered in the Five Mesas region of Latura.
  15. Gibbering Beasts – Devolved or mutant beasts, stitched or melted or fungally colonized together. They howl.
  16. Insectoids, Irradiated Colossal – Including the benevolent King Chasm Bug (a la the Ohmu), which of course avoids sents. Also includes a less common species of deadly Red Saber-Toothed Sandlion that dwells beneath Asmaar for a century at a time, awaking for just three years to feast and mate before expiring.
  17. Lithivores – Titanic rock-eating silicon-creatures. Luckily these are generally found far beneath the desert, where no fool would dare to tread.
  18. Nephilites – Genestealing snakepersons.
  19. Odopi – AKA Handseer Spheres AKA Terror Spheres: 80hp, AC 18, d8 melee claw attacks per round, d10dmg per attack, if 4 claws hit, swallow whole for 4d6/half dmg. regenerates 1 HP per round. lose d3/d20 SAN to see the Odopi. Found in the Chasm. [Spawn of Shub-Niggurath-esque/Carcosan.]
  20. Ogler – AKA Surveyer, Examiner, Descrier, etc.
  21. Sahaguin – Shark men, sea devils, demisent killers of the coasts, hunters of the cold seas. The “evil heartless sahaguin” is perhaps the most common “villain” in the folklore of Pala. For a reason.
  22. Saurians, Irradiated Giant – Including the super-mutant Albino Ankylosaurs employed by the Dinosaur Circus.
  23. Slaadi – Frog-horrors. They come from the south. Were they engineered? Do they know… things? Is their language so beautifully alien that it merely strikes us as non-language…? They come in many colors. Some of them are mummies.
  24. Stalactoids – Including the related species Cloaker, Darkmantle, and Piercer. Frequent in certain cavemouths, especially rimming the Chasm.
  25. Stirges – “Blood birds.” Eyeless, vampiric pterosaurs. Common in the West of Pala.
  26. Stitchers – Engineered to experiment on flesh… Demon tailors, tall and misbuilt, with extra limbs, saws, needles, needle-teeth, no true “face” beyond a flashlight-like (Fleshlight-like?) proboscis somewhere there in the middle… Stitchers have only been seen near the Five Mesas region of Latura, so far.
  27. Umber Hulks – Tunnel hulks, ultra beetles (engineered). Popular villains (“heels”) in arena sports. Their huge compound eyes are hypnotic.
  28. Warmachines – Various. Must be piloted. Ranging from tiny remote-controlled Screamers and traditional Early Tephnian Tanks, to the skyscraper-sized LAMMASSU-class vessels of the High Tephnian Kings and even the rumored PAZUZU- and NERGAL-class vessels of the Sanguinarch Himself…
  29. Worgs – Eyeless cyborg terrorwolves. Their lasers are worse than their bites.
  30. Yenipu – Aardwolfweres, hyena-men engineered by a mad Emperor of Tephnia. They do not age. They punish inscrutable crimes committed against long-dead techno-mummies.

Beasts (Anomalous) [d20]

  1. Allformers – Nano-clouds. Each nano-cloud is different and will “mate with”/join with certain other clouds, but not all.  Many nan0-clouds can animate different lumps of matter.
    1. Nano-Blood Animated Lava, e.g.
  2. Baku – Dream-eating olyphants (data ghosts? no one knows) that may or may not be mythic, may or may not terrorize children, may or may not resemble eyeless skinny red elephant-headed men with frog-legs and bone tridents.
  3. The Carnivorous Elephant of the North – AKA the Loxo. A singular baku-like nightmare who (that?) is supposedly is all the remains of an ancient civilization, one predating Tephnia by dozens of millions of years. Hungry with the Ancient Hunger…
  4. Enumerators [of the Fallen] – Eyeless, chained, upside-down “angels” found in a certain “well” or ziggurat. Perhaps apocryphal. Can they really grant you whatever your heart desires? Do they really eat sents’ thoughts? Would you really be so dumb as to let them free to walk (and rend) the earth again…?
  5. Fleshwolves – AAAAAGH—NOOOOOOOOO!!!
  6. Gene Collector(s?) – AKA Genestealer (s?). Insectoid, huge, cave-dwelling, perhaps singular. Very intelligent. Collector of brains, specifically, but non-itself biotic tissue, in general. Sometimes emerges in a random city, on some sort of obscure mission. Loves the genes of “adventurer” types, of course.
  7. Infinity Bird(s?) – A beautiful, rainbow-hued, parrot-like immortal bird-like thing from before Tephnia. Induces powerful hallucinations in any sents within a thousand feet of its gorgeous, lazily flapping wings. Not dangerous in itself—but it lives atop the fungi-encrusted “Tower of Birds” in the Tuurmarsh, which tower is used as a hatchery for thousands of Emperor Pteranodons…
  8. Living Tattoos – GET IT OFF, OH SWEET MERCIFUL—IT’S CRYING…
  9. Maze Phantoms – Do not enter the shifting Maze beneath the sands…
  10. Men of Bees – Ancient, shifting horror-men made of bees.
  11. Men of Wax – Golem-like men with waxen insides and outsides who are literally impressed with ancient writings. Known to exist in Latura, if they exist at all.
  12. Moving Cities/Tower Men – Once common, mostly destroyed in the Rebellion. A few may exist in underpopulated Latura and on remote desert islands. Certainly sentient, full of weapons, and mad (by now).
  13. Mummified Frog Pharaohs – They dwell under the ocean off the Tuurmarsh, supposedly. Do not risk their wrath…
  14. Ophidian Courtiers/Maggot Nagas – Disgusting but highly effective as servants to the Hell Scientist–lords of certain states in Latura. It is said.
  15. Radiation Beasts – Titanic, once-common war-beasts engineered during the last days of the Tephnian Empire. It is said a few of these four-hundred-foot-long, radiation-spewing, vaguely canine, eyeless quadrupedal horrors still walk the Centerwastes.
  16. Slynxes – The many-legged hunting shadowcat… Much rarer and more deadly than a displacer beast, a slynx is virtually invisible until the last moment that it strikes. They prowl the Wastes and irradiated techno-ruins. They are said to be effectively ageless and perhaps even immortal, regenerating black-blue/clear tissue with physics-bending speed.
  17. “Thing(s?)” – Hypercamouflaged demi-sentient fungal colony able to infect a host and mutate its cells rapidly, appearing as… anything with roughly the same biomass. Very difficult to detect at first. Given away by a) stilted answers to personal questions and b) fact that vertebrate glow orange during sex.
  18. Winged Snakes – Are these metal or tissue or does it matter? Are they flying all around you, up and up into a hateful vortex? Whoa, don’t let that happen…
  19. Wire Men – Thing, wavy, coppery “man-forms” made out of metal and/or pure Code!? Are these real? Do they infect sents and control them?
  20. Women of the City of Eyeless Beauties – Have you ever seen the city? It is filled with [your-species-appropriate] beauties. They are actually hallucination-inducing Code-swarms. Or are they? Are sexualized angels real? / -ly dangerous?

Demons [d4]

  1. Crimson Ministers – The people of Latura report that the far-desert gmothi tell tales of strange red catafalques, even stranger than those of the xanjin, flying through the air at night…
  2. The Sand Children – [REDACTED].
  3. Voidlings – [REDACTED].
  4. Wandering Ministers of Vengeance – The quasi-mythical Wandering Ministers Of Vengeance are city-sized, god-like karmic entities who appear to punish those Laturans who have done wrong by others. Their appearance varies, but they mostly seem to resemble eyeless, many-tusked elephants with onyx-black skin and techno-organic arms, often terminating in tank barrels.

Xanjin (Aliens, literally “Outsiders”) [d4]

  1. (Near) Xanjin – Carried on litters by their Masks. Wear tall, flat red hats and red shawls, obscuring black metal or chitin underneath, or something stranger. They are humanoid in shape-movement, but perhaps only a tangle of wires. They trade with the cities of the Five Mesas, when it pleases them.
  2. Far Xanjin – Who has seen them? Said to resemble spider-horrors, with hungry jaws-within-jaws. Said to have no truck with any sents on earth except the Near Xanjin, whom they almost obliterated, until… No one knows.
  3. Pale (Palan) Xanjin – Rebels? Mutants? The lost? The damned? They resemble huge pale jellyfish, generally trapped or comfortably unwilling to exit their shiny silver craft.
  4. Their Servants (Masks) – Polite human-like sents with faces of carved semiprecious or precious stone, faces floating on thin black wires above cool flesh. They may be freed, for reasons only the Xanjin understand, at which time they are classed Freemasks. They can communicate with any sent that communicates aurally.


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