Animals of Westeros

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Animals of Westeros

Postby Kajani » Tue Oct 19, 2010 5:52 am

I have (together with Paedrig) thought al little bit about the question, what creatures are perhaps “missing” in the Core Rule Book. The following are some possible ideas – and if anyone other has also created some, he could post them here anyway. Most of the animals (with exception of sharks, as far as I know) are mentioned in the books (that there are more lions in Dorne is only what I think), as are (in the case of sea-lions walrus and spotted whales) the rumors of skinchangers.
I hope the animals have some use for some.

Elks

Even if they are much smaller than their giant brothers of the old days and north of the Wall, Elks are still strong animals. It is said, that an Elk can kill a man with a hit of his hooves, and that Elks can also defend themselves against packs of wolves. The common Elk could be found in the North, parts of the Riverlands north of the Trident and in the Stormlands (for example in the Kingswood). They run fast and could swim very well, and they are often a target for hunting-parties of noblemen.

Agility 3
Athletics 4 Run 1B, Strength 2B, Swim 2B
Awareness 3 Notice 2B
Cunning 1
Endurance 4 Resilience 2B, Stamina 2B
Fighting 2 Hooves1B
Survival 3 Forage 2B

Combat Defense 10 Armor Rating 1 Armor Penalty 0
Health 12 Movement 8 Yards
Hooves 2D+1B 6 Damage Powerful
Horns 2D 4 Damage

Charging: If an Elk charges, he first uses his horns, to bring his enemy down, than he trample with his hooves.





Giant Elks

The giant elks north of the Wall are much greater than their smaller brothers in the South – up to ten feet high to the shoulder, and the antlers around 3 yards wide. South to the Wall these animals were exterminated long ago. Even a Direwolf must be carefully if facing a Giant Elk alone.

Agility 3
Athletics 5 Run 1B, Strength 2B, Swim 2B
Awareness 3 Notice 2B
Cunning 1
Endurance 5 Resilience 3B, Stamina 3B
Fighting 3 Hooves1B
Survival 3 Forage 2B

Combat Defense 11 Armor Rating 2 Armor Penalty 0
Health 15 Movement 8 Yards
Hooves 3D+1B 7 Damage Powerful
Horns 3D 5 Damage

Charging: If an Elk charges, he first uses his horns, to bring his enemy down to the earth, than he trample with his hooves.
Ferocious: A Giant Elk may take injuries do reduce damage to its health.




Lion

These strong and aggressive cats could be found in various parts of Westeros, although there are rare in most areas. While the mountain-lions are more like shadowcats (and are as dangerous as these), but with longer tail and another fur, the real lions are greater and even more dangerous. There live some in the “middle” parts of Westeros, in the Westlands, the flanks of the Mountain of Moon and in the Kingswood, who hunt alone or in small packs. In Dorne, it is said, there are greater packs, which could be a great danger for men and animals alike. It is said that beyond the sea there are several breeds of giant cats – white lions in the grassland of the Dothraki, called Hrakkar, lions-sized cats with striped hides in red/orange and black in the jungles, called Tigers, and that there are also spotted “Tigers” – but very few about these animals is known in Westeros.

The stats below are that for a “real” lion in Westeros. Mountain lions are much more like shadowcats, but not so stealthy at night.

Agility 4 Dodge 2B, Quickness 2B
Athletics 4 Jump 2B, Run 2B, Strength 2B, Swim 1B
Awareness 4 Notice 2B
Cunning 1
Endurance 4 Stamina 2B
Fighting 4
Stealth 3 Sneak 2B
Survival 4 Hunt 1B, Track 1B

Combat Defense 12 Armor Rating 0 Armor Penalty 0
Health 12 Movement 8 Yards
Bite 4D Damage 6D Powerful, Vicious
Claw 4D Damage 4D

Leaping Charge: When a lion charges, he may make two attacks, one with its bite and another with its claws.
Ferocious: Lions could take injuries to reduce damage to her health.


Aurochs

These animals have survived the coming of the First Men, the Andals and the Valyrians, and you could still find them wild in the lands north of the trident, although in the North and behind the Wall there numbers are the greatest. These wild cows are dangerous to hunt. Some people like the tribes north of the Wall use them in war – not only as pack animals but also as “fighters”, and there are tales about skinchangers, bound to such animals. Some people south of the Wall also have tried to go to war with tamed aurochs. In the wild they live in small groups, and the bulls are the most dangerous of them. It is said, that they could hit a man so hard, that he flew a dozen feet, and that they could bring down a knight on his horse, if they caught him in surprise. They are hunted with boar spears head on or from riders with javelins, but both methods are dangerous.

Agility 3
Athletics 5 Run 1B, Strength 2B
Awareness 3 Notice 1B
Cunning 1
Endurance 5 Resilience 2B, Stamina 5B
Fighting 3 Horns 1B
Survival 3 Forage 2B

Combat Defense 11 Armor Rating 2 Armor Penalty 0
Health 15 Movement 6 Yards
Horns 3D+1B 7 Damage Powerful, Vicious
Hooves 3D 5 Damage

Charging: If an Aurochs charges, he first uses his horns to bring his enemy down to the earth, than he trample with his hooves.
Ferocious: An Aurochs may take injuries to reduce damage to its health.



Elkhounds

These breed – or so it is said – was created to hunt down the great animals of the old days, like Giant Elks, Aurochs, Direwolf and so on. Today they are still used for hunting south of the Wall. They are strong and proud animals, most of them with a dark fur, nearly as huge as a full grown Direwolf (which mean, they are in size near to a Pony), and it is said they are the only tamed animals who did not fear these giant predators or lions or even snowbears. They are no pets for the smallfolk. With a few exceptions only noblemen breed them (also because they cost between two and three times as much as normal dogs). Trained for war they are frightening foes. In some cases elkhounds get equipped with barding (typically leather or padded armor, sometimes heavier) when they are used for hunt or war. Such armor cost 50 percent more than for a man and the weight is the same as for a human being.

Agility 3 Dodge 1B, Quickness 1B
Athletics 4 Jump 2B, Run 2B, Strength 1B, Swim 1B
Awareness 3 Notice 2B
Cunning 1
Endurance 4 Resilience 2B, Stamina 2B
Fighting 4
Stealth 3
Survival 3 Hunt 1B, Track 2B

Combat Defense 10 Armor Rating 1 Armor Penalty 0
Health 12 Movement 8 Yards
Bite 4D 5 Damage Powerful, Vicious

Knockdown: Whenever an Elkhound gets at least two degrees of success on a Fighting test, it can forgo the extra damage to pull its opponent to the ground.


Sharks

These fishes are feared by all sailors of the southern seas. Many sea-battles and much more than one ship-sinking ended with the crews attacked and eaten by sharks. In normal cases they ignore smaller boats, but incidents in which boats were attacked are known (although some people claim sharks are not as aggressive as Lizard-lions). Sharks hunt other fishes, dolphins, seals and even smaller whales as they do hunt their own kind. It is said that they sometimes follow ships, and many sailors believe this is a signal that soon or late bodies will send down to the sea. The common sorts of dangerous sharks are between two and four yards long but there may exist greater ones, according to some sailors. Some fishermen hunt sharks, but they are a dangerous prey. It is said, they fear nothing and their only foes are other sharks, spotted whales and perhaps the legendary great krakens. There are various tales what some sailors found inside of captured sharks (which size of course also varies), up to a knight in his armor, in some tales together with his horse…

Agility 3 Quickness 1B
Athletics 4 Strength 2B, Swim 4B
Awareness 3 Notice 2B
Cunning 1
Endurance 4 Stamina 2B
Fighting 3
Stealth 3
Survival 3

Combat Defense 10 Armor Rating 1 Armor Penalty 0
Health 12 Movement (swim) 10 Yards
Bite 3D 6 Damage Powerful, Vicious



Falcon

Falcons are the animals, with which both noblewomen and men hunt smaller prey like birds and rabbits. They are more a symbol of status and hunting with than is a pleasure than a necessity. Houses which could spend enough money have often a separate master of birds, who train the falcons. Beside falcons, sparrows and other smaller birds of prey are also used for hunting. Some lords are very strict in regulating the use of birds of prey by lower people, but near towns, the rich citizens may also buy falcons and other hunting birds. In the wild, falcons are birds which do not harm men, if their eggs are not in danger – but they could be difficult enemies if someone tries to climb the wrong tree… It is said, that some people in times of war use falcons to hunt ravens and to disrupt the lines of communication, although such tactics are condemned. Falcons are often a symbol of pride, honor and freedom, and you could find them in many colors. A normal falcon or other bird of prey is between 10 and 15 SS for a young and untrained bird, between 40 and 60 SS for a trained adult. Rare birds like such from beyond the sea or from the other end of Westeros (a falcon from Dorne in the North or vice versa) may cost much more.


Agility 4
Athletic 1
Awareness 5 Notice 2B
Cunning 1
Endurance 1
Fighting 2 Claws 1B
Survival 3 Hunt 2B

Combat Defense 10 Armor Rating 0 Armor Penalty 0
Health 3 Movement 1Yard/10 Yards (fly)
Beak 2D 1 Damage
Claws 2D+1B 1 Damage



Deer

There are various forms of deer in Westeros, with different fur and horns. In most cases they are no danger for men, and a common prey for hunting parties. Many nobles take care that the smallfolk is neither allowed nor equipped and able to hunt this “noble” animals (which is also a reason why you could find deer in several arms), and punishment for illegal deer-hunting could be severe up to death-penalty. In most cases deer lives in small groups in numbers up to two dozen. The only dangerous animals of this kind are the stags, which sometimes defend their pack against hounds and hunters. Compared to the hunt after Elk and Aurochs and even Boars, deer-hunting is much less dangerous.

Agility 4
Athletics 3 Run 2B, Strength 1B, Swim 1B
Awareness 3 Notice 2B
Cunning 1
Endurance 3 Resilience 2B, Stamina 2B
Fighting 2
Survival 3 Forage 2B

Combat Defense 10 Armor Rating 0 Armor Penalty 0
Health 9 Movement 10 Yards
Hooves 2D 3 Damage
Horns 2D 4 Damage Powerful




Walrus

This great seals live in great numbers in the areas of the Iron Isles, the North and beyond the Wall. The long tusks of elder males are both high priced as they are deadly weapons, which could be used against any foe, including Snowbears and men. The Wildlings and Ironmen treat the hunt very serious and killing an adult male is sign of great courage. The tusks could bring good prices all over Westeros, while the Wildlings use them as material for their weapons and other things. It is very hard to hunt this seals in boats, because in the water they are very fast, but even on shore it is not easy. Spears and Longaxes are the weapons of choice. There are rumours of skinchangers who could shift in such animals, but nothing is known for sure.

Agility 3
Athletics 4 Strength 2B, Swim 3B
Awareness 3
Cunning 1
Endurance 4 Stamina 2B
Fighting 2
Stealth 2
Survival 3

Combat Defense 10 Armor Rating 1 Armor Penalty 0
Health 12 Movement 4Yards/ 10 Yards (swim)
Tusks 2D 6 Damage Powerful

Silent swimmer: In water, a walrus get additional 1D for stealth.




Seals

Seals of different kind (including sea lions) are common on the Iron Isles, the North, and the lands beyond the Wall and also in parts of the rest of Westeros. These fish-eaters no danger for men, but they are hunted mercilessly because of their flesh, oil and skins (skin of young seals could be very precious). Hunting them is not very dangerous. In the tales, some people could shift in the skin of seals. A great colony of seals – which in many cases return every year if they are not hunted to much – is often also an indication, that great predators may not be far away, may it be sharks, snowbears or spotted whales. Slow at land, it is very hard to catch them if they could evade in the water. They are mainly hunt for money and survival, not for sport. It is said, that beyond the sea there are seals which are tamed and performing little tricks to entertain people.

Agility 4
Athletics 3 Swim 2B
Awareness 3 Notice 1B
Cunning 1
Endurance 3 Stamina 2B
Fighting 2
Stealth 2
Survival 3

Combat Defense 10 Armor Rating 0 Armor Penalty 0
Health 9 Movement 6Yards/ 10 Yards (swim)
Bite 2D 3 Damage

Silent swimmer: In water, seals get additional 1D for stealth.



Cats

Cats are very common in Westeros. There are still numbers of wild cats in the woods, like the great brown treecats in the Reach and the ordinary stripped wildcat. In old days, some people could shift into such animals, or so it is said. In addition to the untamed animals, cats were domesticated many centuries ago, and could now be found in nearly any human settlement hamlet or castle. From much loved animal cohorts to nearly wild streetcats, they are a part of human life, and highly respected for their help against rats and mice. But in times of hardship – and for some people all times are hard – people also hunt and eat cats.

Agility 4 Balance 2B, Contortions 1B, Dodge 2B, Quickness 2B
Athletics 2 Climb 2B, Jump 2B
Awareness 3 Notice 2B
Cunning 1
Endurance 2 Stamina 1B
Fighting 3
Stealth 4 Sneak 2B
Survival 3 Hunt 2B

Combat Defense 9 Armor Ration 0 Armor Penalty 0
Health 6 Movement 8 Yards
Bite 2D 2 Damage
Claws 2D 2 Damage Fast




Spotted Whales

These whales are called the wolves of the sea, and like wolves they hunt in packs and support each other. They often evade encounters with men, but could fight if necessary. They are great hunters who prey on seals, fishes and even smaller whales of other kind, and they could also hunt sharks – it is said, the great kraken is the only animal they fear. Some Ironmen still tell stories about people who shifted in spotted whales, but that may be only legends.

Agility 3 Quickness 1B
Athletics 4 Strength 2B, Swim 3B
Awareness 3 Notice 1B
Cunning 1
Endurance 5 Stamina 2B
Fighting 3
Stealth 3
Survival 3

Combat Defense 10 Armor Rating 1 Armor Penalty 0
Health 15 Movement (swim) 10 Yards
Bite 3D 6 Damage Powerful, Vicious

Ferocious: Spotted whales may take injuries to reduce damage to her health.
Last edited by Kajani on Sat Oct 06, 2012 11:54 pm, edited 3 times in total.
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Re: Animals of Westeros

Postby Bereii » Tue Oct 19, 2010 11:40 pm

Big thumbs up for this! I'll definately use it this saturday.
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Re: Animals of Westeros

Postby Kajani » Wed Oct 20, 2010 5:52 am

Thanks, and I hope it helps. Anyway, I have found amistake I have made - of course by Lions I do not want to mentioned the Stormlands twice (the Kingswood is a part of them), but want to write Westlands (in remember to the lionesse who was killed by the Grandpa (if I remember right) of the Mountain who rides and his handsome brother...
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Re: Animals of Westeros

Postby Paedrig » Tue Sep 04, 2012 2:57 am

Great Squid and Giant Squid/ Kraken

Little is known about these monsters of the deep sea – f. e. how old or how big they could be. Sightings are rare but most sailors and fishermen know that these creatures exist – and they fear them even more than sharks. Even the ‘smaller’ great squid of two or three yards length are a deadly danger for swimmers and can give a fisherman a heck of a fight. And the giant squid or Kraken went up to a monstrous length of 7 to 15 yards and could sink a small fisher boat or catch people aboard into the sea. And there are sightings and rumours of even greater sea monsters with a length of 20, 30 yards and much more – strong enough to sink a cog or a small galley and (so it is said) kill a whale or drown a dragon.
Anyway these creatures are certainly a cause for nightmares. Their whole appearance is alien, strange and frightening. A body formed like the tip of an arrowhead is crowned by a terrible net of ten tentacles which are arranged around a dangerous beak. They have large, dark and cold eyes. Also unnerving is their ability to change their colour.

Great Squid
Agility 3
Athletics 3 Strength 2B, Swim 2B
Awareness 3
Cunning 1
Endurance 4
Fighting 3
Stealth 3
Survival 3

Combat Defense 10 Armor Rating 0 Armor Penalty 0
Health 12 Movement (swim) 8 Yards

Tentacles 3D 1 Damage Entangling
Bite 3D 3 Damage
Normally the squid first attacks with its tentacles, entangling its opponent and then biting it (in the next round or by a divided attack)




Giant Squid/Kraken
These stats are for the “normal” giant squids with a length of 7 to 15 yards. The legendary sea monsters of more than 20 or 30 yards are certainly stronger, hardier and even more deadly.

Agility 3
Athletics 5 Strength 1B, Swim 1B
Awareness 3
Cunning 1
Endurance 5 Stamina 2b
Fighting 3
Stealth 2 Sneak 1b
Survival 3

Combat Defense 11 Armor Rating 2 Armor Penalty 0
Health 17 Movement (swim) 8 Yards

Tentacles 3D 2 Damage Entangling
Bite 3D 5 Damage Vicious
Normally the squid first attacks with its tentacles, entangling its opponent and then biting it (in the next round or by a divided attack).

Qualities:
Tough: These animals get the number of their Stamina bonus dices to their health
Ferocious: A giant squid can take injuries to reduce taken damage
Knockdown: whenever getting 2 degrees of success or more with a tentacle attack, the giant squid can forego the extra damage to pull the opponent to the ground
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Re: Animals of Westeros

Postby Slynt » Tue Sep 04, 2012 4:09 am

+1 for useful thread!!

(And also awaiting the many variants of Rhoyne turtles 8) )
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Re: Animals of Westeros

Postby Tao Jones » Tue Sep 04, 2012 3:28 pm

Love these! Keep up the good work, you guys (pretty please :)).
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Re: Animals of Westeros

Postby Kajani » Sun Sep 23, 2012 5:11 am

Here some more animals. I know there are already stats vor mammoth but i do not by them, they are a little bit weak i. m. o. (like the stats of giants).

Hope they are usefull or at least give a little bit more colour - and options for skinchanger. :wink:
Concerning the snake poison i tried to create some difference to reflect to fact that some snakes are certainly more deadly than the other

***********************************************************************************************************************************************

Wolverine

Wolverines are huge relatives of weasels with brown fur which are common in the North and the wilder parts of the rest of Westeros (beside the Iron Isles, Dorne, the southern Reach and the area around King’s Landing). They are between two and three feet long without tail, sometimes greater, and have a weight of between 25 and 50 pound, sometimes up to 70lb. They live solitary and are real predators which could kill prey much larger than they are including deer etc., and fight with other predators over fallen cadavers, even with wolves and bears. Wolverines are aggressive by nature and hated by many people because they emptying traps, killing hens, sheep etc., plundering forage chambers and often kill more than they seem to need, which could mean a death-sentences in times of hunger (for example during the long winters). They are deadly opponents even for hunting-dogs and their bite is ferocious. There are some stories mainly in the North about people alone in the woods, mostly children and older men or women, who were attacked, wounded and even killed and eaten by Wolverines during times of winter. These animals are hunted by skilled people because their fur is highly priced. It is extremely good against cold and snow and even some northern nobles, men and women, did wear clothes made from wolverines when the winter is coming. There are some half-forgotten stories about people which could change their skin with these animals, but most of that stories told that people who choose a wolverine or were chosen by one had a very, VERY bad character. Despite their bad name, wolverines could be found on some banners of houses, mainly in the North.

Agility 3
Athletics 3 Run 1B, Strength 1B, Swim 1B
Awareness 3 Notice 1B
Cunning 1
Endurance 3 Resilience 1B, Stamina 2B
Fighting 3
Stealth 3
Survival 3 Forage 1B, Hunt 1B, Track 1B

Combat Defense 9 Armor Rating 1 Armor Penalty 0
Health 9 Movement 5 Yards
Bite 3D 3 Damage

Ferocious: Wolverines may take injuries to reduce damage to her health.

++++++++++

Badger

Badgers are relatives of the Wolverine, but smaller in length and weight, with a black and white fur. They also show a very different behaviour, often living together in informal groups between six and up to twenty adults. These animals dig their own caves and tunnels which may be used over generations and could over the centuries include dozens of caves with hundreds of yards of tunnels, in which separated places are used as “latrines” or even as graveyards. Because of that some people call a well fortified old and extended hideout or castle a “badgers-cave”. While also being predators, badgers could and actually did eat also vegetarian food in great numbers. They rarely hunt anything other than small mammals and rodents etc., and are no real threat to human health and most cattle, except smaller birds, bees and rabbits. Badgers fight only if they must, for example to protect themselves, in which case they could harm and even kill dogs and bite hunters. They are often hunted for fur and flesh, and are a prey which could also be chased by peasants, because most nobles did not see them as an appropriate target for hunting. But despite this their ability to defend themselves and surviving great difficulties grants the – rare – mentioning of these animals on the banners of some smaller houses and a good place in legends and songs. In the North they sleep during the winters, and some people claim they could foresee the coming of a long winter and preparing for that times like bears, so a time with many fat badgers or their sudden absence mean that a hard winter will come. There are also rumours that in the older days or beyond the Wall people could shift into them, walking around in their mind, seeing through their eyes.

Agility 3
Athletics 3 Run 1B, Swim 1B
Awareness 3 Notice 1B
Cunning 1
Endurance 3 Resilience 1B, Stamina 1B
Fighting 2
Stealth 3
Survival 3 Forage 2B

Combat Defense 9 Armor Rating 0 Armor Penalty 0
Health 9 Movement 5 Yards
Bite 2D 3 Damage

++++++

Snakes

This leg- and limbless animals are feared by most people, which may be the cause that they could be found on several banners, in Dorne and beyond. Snakes live all over Westeros south of the Wall (and in most other parts of the world), but are very rare north of the Neck. They could be found in high numbers especially in the Neck and in Dorne. Many of them are no danger for humans and most of their cattle and pets, killing their small prey by constricting it. These snakes are sometimes even hold as pets, eating rats and mice etc. It is the other snakes, although not greater in number, which create so much fear – the poisonous ones. Most of them are between one and three yards long, some even greater, and they differ in colour between nearly invisible green or brown and easy detected colourful patterns. There are several breeds of poisonous snakes, mostly known are adders and vipers. Humans and most of their cattle and pets are no natural prey of these silent hunters, but snakes will bite and possible poison them if they feel threatened or disturbed. The main problem is that snakes are by nature very stealthy creatures. In many cases they are only recognized on short distance, when it is too late and when they strike out of their hiding against a potential threat, either men or cattle. Some sorts of snakes are also aggressive and will chase human which disturb them even over some distance. While mostly not very fast on the ground, snakes could strike very fast and it is nearly impossible to parry such an attack if you are to close.
The people from Dorne and the Crannogmen show in some aspects a more relaxed point of view. They eat even poisonous snakes, a fact which is seen with suspicion by most other people which believe rightful or not that such a meal must be also poisonous. There are people which could collect poison from dead or even living snakes to use it for their own (often sinister) purposes. Some of the most reckless assassins even use living snakes as potential weapon of choice to arrange fatal “accidents”. The poison of snakes differs in strength and how it works – for example a snake which has used her poison shortly before has a “weak” bite, but it is often deadly and even newborn snakes are dangerous. Some sorts of snakes are deadly in nearly all cases. Many poisons are nerve-poison which leads to paralysis, cramps etc., which in the worst case could result in loosing the ability to breathe or causes the heart to stands still. Other poisons attack the area of the bite himself and organs and blood, leading to great necrotic wounds, internal bleeding and pain, often causing infections. Even people who survive such an attack could loose fingers, limbs or get terrible scares. Some snakes use poisons which combine both effects. Curing bites is possible by stopping the flow of the poisoned blood in other body parts, open the bite so that blood and poison could flow out, suck the wound out or treating it with cauterisation, but all of them are risky and help only if taken shortly after the attack. A successful diagnosis and healing-test grants additional dices for Endurance-tests to overcome the poison.
Agility 4 Contortions 2B, Dodge 1B, Quickness 2B
Athletic 1 Swim 1B
Awareness 3 Notice 1B
Cunning 1
Endurance 1
Fighting 2
Stealth 4 Sneak 2B
Combat Defense 8 Armor Rating 0 Armor Penalty 0
Health 3 Movement 3 Yards
Bite 2D 1 Damage
Attack from hiding/ Camouflage: Several snakes get a benefit of 1D-2D in swampy terrain, high grass or even in sand. Many attacks of snakes use the rules of surprise-attacks (+1D), and/ or aim at their target. Snakes are not hampered by low visibility.
The stats above are for all snakes, but some possesses in addition one of the following poisons:
• nerve-poison light/ middle/ severe: a), b), c)
Virulence: 3/ 4/ 5 Toxicity: 2/ 2/ 3 Frequency: 1/ 5 minutes
Diagnosis: Routine (6) – in areas in which these kinds of snake or snakes at all are uncommon, the difficulty may rise to 9 or even 12
Effects: a) -1 to Agility or Athletic for every degree of success, death if the passive result is exceeded/ b) -1D to Athletic and Agility and an additional -1D for every two additional degrees of success, death if one of the ranks is reduced to 0/ c) -2D to Athletic and Agility and additional -1D for every additional degree of success, death if one of the ranks is reduced to 0, any survivor must pass a Endurance (12) test or suffer permanently -1D to Agility or Athletic.
• cell-poison light/ middle/ severe: a), b), c)
Virulence: 3/ 4/ 5 Toxicity: 2/ 2/ 3 Frequency: 1/ 5 minutes
Diagnosis: Routine (3) – in areas in which these kinds of snake or snakes at all are uncommon, the difficulty may rise to 6 or even 9
Effects:
Primary: a) 2 points damage times degree of success / b) 4 points/ c) 6 points
Secondary: a) For every two additional degree of success an injury, which causes without treatment further 2 points damage per h/ b) For every additional degree of success a injury which causes 3 points damage per h/ c) For any additional degree of success a wound which causes 3 points damage per h – even if the victims survives he takes a appropriate physical drawback if he is not successful in a Endurance (12) test.

+++++++++++

Mammoth

These great, shaggy beasts which are relatives of the elephants are used in the far North beyond the wall as steeds for the giants and as beasts of burden. Some tribes may also hunt them because a mammoth could feed dozens of peoples for weeks, their fur could protect them from cold and even their bones could be used for tools or housings. South to the wall they were extinct long time ago. Their thick brown fur and skin is a good protection against coldness and even some attacks, and very few predators dare to attack a confrontation with them. They are greater than elephants and their tusks are enormous and highly priced further in the south.

Athletic 7 Strength 3B
Awareness 3
Cunning 1
Endurance 7 Stamina 2B
Fighting 3

Combat Defense 12 Armor Rating 5 Armor Penalty 0
Health 21 Movement 4 Yards
Gore 3D 8 Damage Staggering, Vicious
Trample 3D 10 Damage Staggering, Powerful

Ferocious: Mammoths may take injuries to reduce damage.

++++++++++++

Elephant and dwarf-elephant

These slightly smaller relatives of the mammoth did live in the wild and captivity in Essos, but very few were ever transported to Westeros. They have nearly none fur and a strong grey skin, slightly smaller tusks than mammoths which get good prices on the market. Like mammoths they are used in war and to carry burdens etc., but by more civilised people than the wildlings. They are known as very social and clever animals, supporting each other and many of their riders swear that they could understand them and vice versa. In war or in furry they are deadly foes which could easily smash an armoured man or trample through the ranks of enemy soldiers. The legions of new and old Ghis and other armies could send hundreds of them to war. Dwarf-elephants look like their greater relatives, but are often not bigger than great steeds, while they have a greater weight than horses. They are much more used in peace than in war, being often an object of prestige or curiosity.

Elephant
Athletic 6 Strength 3B
Awareness 3
Cunning 1
Endurance 6 Stamina 2B
Fighting 3
Combat Defense 11 Armor Rating 5 Armor Penalty 0
Health 21 Movement 5 Yards
Gore 3D 7 Damage Staggering, Vicious
Trample 3D 9 Damage Staggering, Powerful

Ferocious: Elephants may take injuries to reduce damage.

Dwarf-elephant
Athletic 5 Strength 2B
Awareness 3
Cunning 1
Endurance 5 Stamina 2B
Fighting 2
Combat Defense 11 Armor Rating 5 Armor Penalty 0
Health 21 Movement 4 Yards
Gore 2D 5 Damage Staggering, Vicious
Trample 3D 7 Damage Staggering, Powerful

++++++++++++++

Owls

These birds of prey mainly hunt during the night and are silent predators which fly and strike without making much noise. On daylight they are hard to find. They appear in some banners of noble houses, but are in general neither feared nor loved by most people. They do no real harm to people or property. Some people respect them as efficient hunters of rats and mice and keep them half-tamed, sometimes also for the hunt after other prey as birds and small mammals, but they could never rival ravens or falcons as winged companions of the educated and noble people. Owls play a minor role in the tales of the peasants and the uncivilized people in the mountains and beyond the Wall. In some tales skinchangers used owls to spy after other people, often wasting so much time in their skin that in the end they forget daylight life, and that tales may be one reason – together with her ghostly appearance – why some people connect them with darker rumors of black magic, curses and so on.


Agility 3
Athletic 1
Awareness 5 Notice 2B
Cunning 1
Endurance 1
Fighting 2
Stealth 4 Sneak 1B
Survival 3 Hunt 2B

Combat Defense 9 Armor Rating 0 Armor Penalty 0
Health 3 Movement 1Yard/6 Yards (fly)
Beak 2D 1 Damage
Claws 2D 1 Damage

Nightly creatures: Owls are in no way influenced by the night in her awareness and ability to strike, but on day they loose 1D from her awareness. The high stealth-ability works mainly for flowing in the night.
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Re: Animals of Westeros

Postby ceranko » Sun Sep 30, 2012 8:58 pm

Dragons, Wyverns, Sand Snakes, Fire Worms, ? PLEAAAASE!
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Re: Animals of Westeros

Postby Kajani » Mon Oct 01, 2012 5:09 am

It is good to hear that you have so much trust in me... :lol:
About dragon I could think (someone had posted stats for them in another thread, if I remember correct - the stats for the great dragons of old, I guess).

The other animals...
Honestly I am not sure about the questions if wyverns exist ever (ok, they are in the arms of some houses so they may have lived sometimes ago). But about the fire worms I have not even a vague idea how I could imagine them (size, how they look etc.). The information in the "sources" are very thin... This is complicated if you think about a paranormal creature, for which you could not use still existings animals as orientation.


Concerning Sand Snakes i had thought that the given examples for snakes might be good enough. Of course you can always modify the stats of the venom...
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Re: Animals of Westeros

Postby Kajani » Tue Oct 09, 2012 5:46 am

About the following two creatures I had to think a long time. I did not want to make them to weak, but they should also not be impossible to defeat, since it seems that some dragons WERE defeated in the old tales and surely also in the history (Targaryan-Cvili-War). So it is a try for dragons and their "relatives" - or at least I guess they are - the wyverns. I also try to explain to the people which use the system but have perhaps not reading the books several times, what dragons in this world are - and what wyvern (in my point of view) might have bee...
I have to pay my respect to Mrjamespj, which posted stats for a dragon here in April - I have used some of his ideas. Also I want to thank the people which manage the ASOIAF-wiki, from which I get several informations about dragons...

Dragons

Dragons are winged reptiles with two legs and a long tail, beasts which bodies are protected by scales of different color (f. e. black, gold, silver, red or green) with eyes of similar unusually (and frightening) colors. Their heads are similar to those of some lizards from southern deserts, but there eyes seem to be much more cunning and intelligent. The have sharp claws (also on their wings which are similar to that of giant bats) and deadly teeth, but they are most feared for their breath of pure fire, which could melt even steel and is said to match wildfire. Dragons have excellent eyes which could rival those of falcons and eagles, but it seems that they also could hear and smell very well. They are fearless predators which hunt any prey including humans. It seems – different to some tales – that they do not prefer human flesh, but perhaps the tales of man-eating dragons reflect their use in war or the facz that humans are a relatively easy prey for a flying beast which has – if they are grown up – unlike other predators not to fear from men’s weapons like steal and fire. Dragons use their fire to roast their prey and did not eat raw meat. Their appetite is enormous for reptiles, much different from lizard-lions and other great reptiles. They fly fast and could travel huge distances in days or even hours without rest. In the wild they often did had a “nest” – a resting place often on higher ground, nearly unreachable for beings which could not fly, and from there they control a large area as hunting-ground.

It is believed that they come from the continent of Essos, especial from the peninsula of what become later Valyria, an area rich of volcanoes, but it seem that they spread far from that area all over that continent (although the local legends about dragons and the bones which are found occasionally could be in some cases the result of the Valyrian conquest). Even in Westeros there are tales that dragons lived there long before the coming of the Targaryans – several houses (for example House Vance in the Riverlands, Toland in Dorne or Willum in the Reach) bear living or dead dragons on their banners, but the reason is not clear in any case. It is also said that Ser Clarence Crabb from the Crabbs, a giant of a man who was so big that he rode an aurochs into battle, defeated dragons (as other foes), and took their heads to his castle where his wood witch wife kissed them and made them talk again to teach their former opponent. They gave good advice according to that tales, and their whispering voices earn the keep the name ‘the Whispers’ – but the castle was destroyed hundreds of years before Aegon the Conqueror was born.
If ever dragons really hatch on Westeros is not known, and for centuries if not thousands of years they seemed extinct before the coming of the Targaryans. Some tales combine them with volcanoes of the continent and the so called dragon-glass which could be found there and was used by the Children of the Forest and the First Men as weapon.

There may be another reason why Dragons are sometimes connected with volcanoes - their eggs need extreme heat to be hatched, maybe extreme hot fires, the fire of other dragons or volcanic heat. Being not greater than a hen after birth, they grow rapidly if they get enough food and space (it is said that a dragon kept in captivity could never grow really up). It is unknown how great they actually could become or how long they could live if not slain, but the greatest were much greater than an adult elephant (although there weight was lesser) and lived for hundreds of years. It is debated how close they are related to magic – some people say the dead of the dragons first in Valyria and later Westeros was the dead of magic, while others tell the story in the opposite way…
The scales of dragons which are at least a year old or older are extremely hard, and it is nearly impossible for normal men to slay an adult dragon, because they are not only very strong and deadly, good protected and use their fire, but also move very fast. It is said that more dragons were killed by betrayal, poison and wit than by force…
Even a dead dragon is a precious thing, because his teeth and bones are rare material which is wanted by many (bones for example for bows etc.).

Dragons are said to be very intelligent, at least as much as the most trusted servants of men like dogs and ravens, if not even more. They could be trained to serve as battle-mounts and deadly weapons, but some tales say it needs a special blood – as the Valyrians or at least some of them had it – to command a dragon. How clever a dragon actually could be is uncertain, but surely they had a strong will which could not be broken easily, so some people say the dragon must be WILLING to submit to his rider rather than be forced to do so. Other say, the people from Valyria used dark, bloody magic to control their war-beasts, but if it is so, nothing of these kinds of artifacts and knowledge seemed to have reached Westeros and was known to be in the hand of the Targaryans.

Although the winged fire-breathing dragons are best known, there are some tales of other giant reptiles closely related with them, but from a different kind. Dark tales from the North speak about Ice-dragons, in some tales with white scales. It is said their cold breath burns like fire and is as deadly as that. Some even more cryptic legends connect them with the frightening Others. There are also different (and numerous) tales about enormous reptiles in the endless, dark deep of the sea. The best known ancient tale spoke about Nagga the sea dragon, slain on Old Wyk during the Age of Heroes, which bones get turned into stone and formed the hall of the Grey King, while his fire cooked the meal for the king’s men. Nagga was said to be so huge that he could prey on giant kraken and whales and could drown whole islands if in fury. In recent days only some of his bones – or what is thought to be so – still remains, but the place is still sacred for the more religious men and women of the Ironmen. If sea-dragons exist, they surely could not fly but swim very fast and it seem so as if they could breath fire as their flying relatives. The truth of all these rumors about Ice- and Sea-dragons is unknown, and even the most gifted maester could not say for sure if these kind of animals have ever lived (and maybe still lurk somewhere) or if they are only a product of human fears.

Although not from different kind or species, it seems appropriate to distinguish between dragons of different size and age.
Small dragons are between some months and perhaps a year or so old or they are the offspring of a “degenerated” bloodline like last generations of the dragons in Westeros during the reign of the Targaryans. There head has the size between that of a huge dog or small horse with a body that is not much greater than that of such an animal, their wingspan differs to a maximum of around six yards. They could hardly carry an adult man in flight, but perhaps a child or a lightly build woman. Anyway how “small” they seem compared to their older relatives, nobody should made the mistake to take them not serious because they are already deadly foes and hard to kill.
Young adult dragons are older than a year, and most of the dragons which fly during the rule of the Targaryan’s were from that kind. Their wings span up to ten yards and even more, and they could easily carry an armored man and fly huge distances. Their fire is already a deadly weapon not only against individual targets but also against complete units of armored men and could easily sink a ship or ignite most buildings.
Adult dragons are as long as a normal, middle-sized ship if you include their tail and their wingspan is more than 20 yards. They could swallow a complete man or a mount without problem (the greatest of them could swallow both), and could eliminate hundreds of men with minimal problems. They are able to burn a whole (ordinary) castle down to the ground – or even a city. The greatest and maybe best known members of that kind of dragon were the “smaller” sisters of Balerion, known as Meraxas and Vhaghar.
Giant dragons are the rarest members of a species which was ever small in numbers, and only very few of them are known even in the tales – Balerion the Black Dread and Nagga the Sea Dragon for example. They are be known to be centuries old and are not so much “animals” than manifested natural disasters. Their breath could melt an army like the united forces of King Mern and King Loren or a castle like Harrenhal as easy as a torch could ignite a handful of stray. Their teeth are as long as swords and it is said their wings could darken the sky. They are the stuff from which nightmares not only from men but from the whole mankind are made of – or maybe the last desperate hope against other, sinister foes…

Small dragon
Agility 4
Athletic 4 (Strength 1B)
Awareness 5 (Notice 1B)
Cunning 2
Endurance 4 (Resilience 1B, Stamina 2B)
Fighting 4
Survival 4
Will 3

Combat Defense 13 Armor Rating 5 Armor Penalty 0
Health 13 Movement 3Yard/10 Yards (fly)
Bite 4D 5 Damage Powerful
Claws 4D 4 Damage Grab, Impale

Young adult dragon
Agility 4
Athletic 5 (Strength 2B)
Awareness 5 (Notice 1B)
Cunning 2 (Memory 1B)
Endurance 5 (Resilience 2B, Stamina 3B)
Fighting 6
Survival 5
Will 4

Combat Defense 14 Armor Rating 7 Armor Penalty 0
Health 17 Movement 3Yard/10 Yards (fly)
Bite 6D 7 Damage Powerful, Vicious
Claws 6D 5 Damage Grab, Impale

Adult dragon
Agility 4
Athletic 6 (Strength 3B)
Awareness 5 (Notice 1B)
Cunning 2 (Memory 1B)
Endurance 6 (Resilience 3B, Stamina 3B)
Fighting 7
Survival 5
Will 4

Combat Defense 15 Armor Rating 8 Armor Penalty 0
Health 21 Movement 3Yard/10 Yards (fly)
Bite 7D 8 Damage Powerful, Vicious
Claws 7D 6 Damage Grab, Impale

Giant dragon
Agility 3
Athletic 8 (Strength 4B)
Awareness 5 (Notice 1B)
Cunning 2 (Memory 2B)
Endurance 8 (Resilience 4B, Stamina 4B)
Fighting 8 (Bite 1B, Claws 2B)
Survival 5
Will 5

Combat Defense 13 (reduced because they are so huge) Armor Rating 10 Armor Penalty 0
Health 28 Movement 3Yard/10 Yards (fly)
Bite 8D+1B 12 Damage Powerful, Vicious
Claws 8D+2B 8 Damage Grab, Impale

Special Rules

Fire Breath: (Greater Action) The dragon breathes a gout of fire that sweeps across the battlefield. In mass combat, this is resolved on a unit scale, see rules below. In a normal combat, the dragon can breathe in a (endurance) yard wide line that is (five times his endurance) yards long and in this way may hit several targets at once. A dragon’s breath does damage equal to double its Endurance rank as fire damage. This damage ignores armour.

Fire-proofed: Dragons are rarely harmed by heat and even open fire is not very effective against them. They must not made tests to travel in extreme heat (although they still need to drink, they get no sunburns) and fire-damage and related kinds of damage (boiling oil etc.) is reduced to the half.

Impale: A dragon is not disarmed when it impales someone. Until its claw are freed, they do 1/2 damage and loses both the Impale and Grab qualities. He could free his claws with a lesser action.
Swipe: A dragon can use the divided attack against as many adjacent opponents as it chooses with its claws.

Tenacious: Dragons can take Injuries and Wounds to reduce damage to its health.
Terrifying: Enemies attacked by a dragon must make a challenging Will-test (9), in the case of a Giant dragon even a formidable one (12), or flee in terror. Success means that they may stay and fight, but suffer a penalty on all rolls (-1 against a small or young adult, -2 against an adult, -3 against a giant dragon). A degree of success beyond the first reduces the penalty to 0.

Though: The health of dragons is increased by a number equal to the number of resilience bonus dices they have.

Dragons as unit
A dragon alone counts as complete unit (together with his rider, if there is one). His individual attributes stays the same as in single combat, but their effect is reduced because the dragon has to face mass-attacks but staying a single target (which is – while being nearly impossible to slay by a single opponent – easier to kill than 100 individual men). So his Health is reduced to half the original result. The damage of his melee-attacks and fire against whole units is also reduced to an half (for example he deals Endurance-rank in fire-damage, still passing the armour of his foes). His combat defence is reduced to 2/3 (round up) of the individual result. His moving in flight is not reduced by any terrain, and while in flight he could only be attacked by archers and scorpions. He has a movement of 120 yards and could also sprint. Dragon-fire and melee-attacks are effective against fortresses (with his athletic for smashing objects while a fire-attack uses instead of athletic the endurance-rank) and warships (which are attacked as normal units). Their frightening presence results in an immediate Warfare-test +3 (+6 in case of a giant dragon) for any involved hostile unit, or the unit get disorganized. If this is the case a second test must be made in the following round. If the test failed again or if the first test misses by one degree or more, the unit route and flee.




Wyvern

Wyverns are, according to many people of present days including most masters, more creatures of old tales than real animals, similar to the snarks and grumkins, or were only the result of the sighting of dragons. However there are numerous stories about them dating back to the Age of Heroes or the coming of the Andals, and some houses like the Vyrwel of Darkdell in the Reach have wyverns on their banners. It may very well be that once upon a time wyverns lived in Westeros and beyond, or maybe they still live somewhere. According to all what is known wyverns lack the fire-breath of their relatives, the true dragons, and were also less intelligent. Most tales describe them as winged reptiles with lizard-heads, a strong and agile tail, a pair of legs with sharp claws and a pair of bat-like wings, spanning up to twenty yards or even more in some cases. Their body was protected by dark green, brown or grey scales, but some tales speak also about black or white/silver wyverns. Their mouth was armed with several ranks of long and sharp saw-teeth. The bite of a wyvern is said to be poisonous, leading in nearly all cases to severe infections and great necrotic wounds which are said to be never healing. In the tales, wyverns hunted cattle, wild animals and humans alike, terrorizing great areas of land, fearing nothing aside their hot-blooded “brothers”, the dragons. The hatched on the tops of high mountains and hunted in a fast area around. Wyverns were said to flying high, nearly invisible for most beings, searching for prey with their sharp yellow eyes, diving down for deadly lightning-like attacks. They seem to grow not so fast as dragons, but could live similar long times as these and overcome even very hard injuries. Today some people claim to possess bones, tooth or similar parts of wyverns, coming to them from the time of the first Andals or before, but many believe that these artefacts are faked or parts of dragons or other huge beasts. It is not known if wyverns ever were “tamed” like dragons.
Young wyvern with an age of one to three years which wings span less than 10 feet sometimes seem to have hunt in “parties” of up to five or six, bringing down huge animals like mammoths etc., but adults seemed to fly alone or in pairs.

Young adult wyvern
Agility 5
Athletic 4 (Strength 1B)
Awareness 5 (Notice 1B)
Cunning 1
Endurance 3 (Resilience 2B, Stamina 2B)
Fighting 4
Survival 4

Combat Defense 14 Armor Rating 4 Armor Penalty 0
Health 11 Movement 3Yard/10 Yards (fly)
Bite 4D 5 Damage Powerful, Poisonous
Claws 4D 4 Damage Grab, Impale
Tail 4D 3 Damage

Adult Wyverns
Agility 4
Athletic 6 (Strength 2B)
Awareness 5 (Notice 1B)
Cunning 1
Endurance 5 (Resilience 3B, Stamina 3B)
Fighting 5
Survival 5

Combat Defense 15 Armor Rating 5 Armor Penalty 0
Health 18 Movement 3Yard/10 Yards (fly)
Bite 5D 8 Damage Powerful, Poisonous, Vicious
Claws 5D 6 Damage Grab, Impale
Tail 5D 5 Damage

Special Rules

Impale: A wyvern is not disarmed when it impales someone. Until its claw are freed, they do 1/2 damage and loses both the Impale and Grab qualities. He could free his claws with a lesser action.

Poisonous: The bite of a wyvern leads to a severe infection (treated as plague) if the victim did not succeed in an Endurance (9) test.

Tail: A wyvern could attack enemies on his flanks and rear with his tail (up to three enemies which stand very close together). These attacks are attacks to knockdown, and the wyvern uses his athletic, his Strength-bonus applies.

Tenacious: Wyvern can take Injuries and Wounds to reduce damage to its health.

Terrifying: Enemies attacked by a wyvern must make a challenging Will-test (9). Success means that they may stay and fight, but if they fail they get -3 to all test-results. If they fail the test critical, they run away in panic.

Though: The health of wyverns is increased by a number equal to the number of resilience bonus dices they have.
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Re: Animals of Westeros

Postby Gurkhal » Wed Oct 10, 2012 10:43 pm

Great thread, this is very helpful for any GM. :D
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Re: Animals of Westeros

Postby Kajani » Thu Oct 11, 2012 8:38 am

Thanks, good to hear that.
Of course, if any of the readers did have his own creatures, I always interested in such stuff...
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Re: Animals of Westeros

Postby geogus » Sun Oct 14, 2012 7:10 pm

There was some kind of sewer monster that lived in the sewers of meerend that was tough enough to kill a man.

Jorah Mormont killed one of those beasts.

Maybe we could try to create its statas
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Re: Animals of Westeros

Postby Anubisck » Wed Jan 09, 2013 8:55 am

a nice bunch of beasts there hope to see more added
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Re: Animals of Westeros

Postby Satheian » Tue Jun 11, 2013 10:55 am

Love this list, bumping for visibility for others.
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Re: Animals of Westeros

Postby Canarr » Fri Jun 14, 2013 8:08 am

Thanks for the bump; must've missed this thread the first time around. Very cool stuff here. :)
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Re: Animals of Westeros

Postby Kajani » Sun Jun 16, 2013 2:44 am

Well, it is good that some Players found it useful.
Here is an idea for the pale lizards in the sewers after which was asked. I was not sure about them, since they could be not too great in such a habitat, but must be still dangerous for at least normal men...

By the way, if someone has good ideas which Kind of animals could be useful, or has created creatures by himself (for example the ice-spiders of the Others or something similar), it would be interesting to hear mor about it.

Cave-lizards

The common name of these predators sounds much too harmless for an animal which is able to drag a man under water and drown him or to take away a hand or feet with a single bite. They may be slightly smaller relatives of the lizard-lions of Westeros, but are only known on the continent of Essos. Cave-lizards are great pale reptiles, up to three and (rarely) even four yards long when full grown. Other than nearly all known reptiles they do live mostly under the surface, in the sewers of great cities or in parts of rivers where the water is full of mud, with enough holes and caves nearby, and – or so it is said – in some rivers and lakes which lay completely under the earth. They hunt in complete darkness and during the night, and it is unclear if they did have very good eyes or use other senses (some say they could notice the smallest irregular disturbance in the surrounding water) to find their prey. They attack even humans but feeding mainly from smaller mammals, fishes or anything the people threw away. Their body is protected by pale grey or white scales and they have a bit shorter mouth than a lizard-lion with dozens of conical teeth which could be up to two inches long. They make not much noise if they swim, beside small disturbances when they breathe. Their strong tails give them a remarkable attack speed, and could throw a man to the ground. They prefer surprise-attacks to bring greater prey down, but their numbers are small and they seem not to cooperate while hunting. They are sometimes hunted because of the damage they could cause, but their flesh is called unclean because they eat nearly anything including rotten corpses, and the leather out of their skin is not much priced for similar reasons.

Agility 3 Contortions 2B Quickness 1B
Athletics 3 Strength 1B, Swim 3B
Awareness 3 Notice 2B
Cunning 1
Endurance 3 Stamina 2B
Fighting 3
Stealth 3
Survival 3

Combat Defense 9 Armor Rating 2 Armor Penalty 0
Health 9 Movement 6 yards (swim 8 yards)
Bite 3D 5 Damage Grab
Tail 3D 3 Damage

Stealthy: While swimming, these animals could use another +1D for Stealth (and most prey and foes are already hampered by darkness and unknown territory, when facing a pale lizard).
Cave-lizards suffer no penalties for acting in darkness.
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Re: Animals of Westeros

Postby Kajani » Sat Sep 07, 2013 2:22 am

Here are the results of Paedrig's and my thoughts about the famous "steeds" of the Others in the old days. The Spiders are also mentioned in an adventure-story in Night's Watch, but so far no more details and information have occur.

Ice spiders

For nearly all people southwards of the Wall and even for many wildlings these animals are only elements of myths and legends. It is said that during the Long Night the Others used crystalline ice spiders as mounts in their war to covering all the world in snow. When they were driven away the spiders faded with them, and they have not returned ever since, except perhaps in some rumours from the tribes on the borders of the Land of Always Winter. Some say that they still serve their masters and will return with them, or that they sleep dreamless on dark places like other creatures which haunt the world in ancient times.
Sadly they are not only a myth but a deadly reality, although in preset days they are few in numbers even among the ranks of the Others (most of the Others ride – if they do – on reanimated corpses of horses, moose etc.). They look like normal spiders, but are unbelievable great, up to the size of a pony. They are dangerous, armoured with a white crystal skin, armed with deadly claws and a poison which paralyzes their victims and let them freeze to death from within. It is said they could sense the warmth of living beings like their masters do. They consume the flesh of humans and animals and drink their blood. According to some tales those who are not consumed may rise again as deadly wights (but that may also be the influence of their masters, not from the creatures by themselves). While they are not as fast as horses, they are not hampered by darkness, cold, snow, ice or bad terrain. Their crystal skin might be a potential precious booty, but few people would dare to use remains of them – and less have ever seen such an animal or survived a meeting.

Agility 4 Balance 3B
Athletics 3 Strength 1B, Jump 1B
Awareness 4 Notice 2B
Cunning 1
Endurance 4 Resilience 2B Stamina 3B
Fighting 3 (Claws 1B)
Stealth 3
Survival 3
Will 3

Combat Defense 11 Armor Rating 4 Armor Penalty 0
Health 12 Movement 6 yards
Bite 3D 4 Damage Powerful
Claws 3D+1B 3 Damage

Cold Born: Ice Spiders can exist comfortably in climates of extreme cold.
Sense Life: Ice Spiders can find the location of any living creature greater than a small mammal within 10 yards as free action. They are not influenced by darkness when they fight against such foes.
Snow Stride: Ice Spiders ignore terrain-difficulties by ice and snow.
Sunbane: Ice Spiders are not immune against sunlight and take -1D to all tests when operating on clear days.
Stealthy: During night and in a terrain of Ice and snow they got +1D on Stealth
Vulnerability to Dragonglass: While they are not harmed in the way by fire as Wights are, weapons made of dragonglass (and the fire of dragons and wildfire) ignores AR and deal damage as if the attacker has an additional degree of success.
Frost venom: The bite of the ice spiders is poisonous. While one bite seems not very dangerous for a tough man the effectiveness of the venom is increased by every additional bite and can cripple or even kill the strongest. Treat every bite like a test against extreme cold – a Endurance-test against 6, than 9, 12 and so on (for details see chapter 11 core rule book). The rules for frostbites apply.
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Re: Animals of Westeros

Postby Kajani » Wed Oct 09, 2013 2:29 am

Here is another creature from old tales, or at least how I could imagine how she could be...

Unicorn
For most people in Westeros (and even more for those beyond the continent) unicorns are creatures of old tales, which you could only see on banners and shields. But this is only half of the truth. The people in the North still know that the wild men of Skagos did ride into battle on unicorns (or at least did so in the past), and the Night Watch or the Wildlings have still a chance to see one of these creatures. While the unicorn on the arms and in southern tales is often more like a mount with a horn, the real unicorns are goat-like in appearance, with a shaggy fur which is more often grey or brown than white (and in some cases also black or a combination of these colours). They are much greater than most other animals of the family of goats, may it be domesticated and wild living ones. But even more than their size it is their single, long and straight horn in the middle of their head what make them unique. The horn could be longer than a yard (adult males), but is often smaller (younger males and nearly all females). Male unicorns could be more than five feet high; around six feet long and have a weight of up to 350 lb. Females have only 80 percent of that size and weight or even less. Unicorns live in small groups of females and youngsters, while the male wander solitarily. Both males and females are known to be fierce fighters if they had to defend themselves. Compared to their appearance and size they are both strong and fast as they are agile. Unicorns can survive in rocks, mountains and deep woods, but their number seems to be limited even in the past, and today they are very rare even outside the civilised parts of Westeros. It is said that it is nearly impossible to tame a unicorn, if you do not take care for him since shortly after birth (or if you are a skin changer). While their fur which is perfect for living in snow and cold is already highly priced, their horns are even more precious, partly because they are so rare, partly because they are far better to work with than other horns or ivory, and partly because there are rumours about a magical nature of the horn. So sometimes the horns are paid for with the same weight in silver.
Agility 4 (Balance 2B, Quickness 1B)
Athletics 4 (Jump 1B, Strength 3B)
Awareness 3 (Notice 2B)
Cunning 1
Endurance 4 (Resilience 2B, Stamina 3B)
Fighting 3 (Horn 1B)
Survival 3 (Forage 1B)
Stealth 3 (Sneak 1B)
Will 3 Combat Defense 11, Armor Rating 0 Health 12, Movement 8 yards
Bite, Hooves 3D Damage 4 (the hooves could be used against enemies at the rear)
Horn 3D+1B Damage 7 Powerful, Impaling
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