The Fiend War destroyed much of the wildlife on the continent and many of the surviving species were later driven extinct by the Fouled in the intervening centuries.
Some of the surviving animals are listed here. Each animal lists the difficulty of Training the animal. This is the number you must beat when rolling Empathy with Awareness in order to successfully train the animal.
Many elven societies pride themselves on their power to domesticate animals that other races think impossible. Among them is the mighty Blackhorn rhinoceros; bred for packing, heavy towing, and war.
|Durability||8, 10, 13|
While riding a Blackhorn in combat, you have the following Full Action ability:
Charge Pay the TP cost to enter a location, inflict 6 Mass Damage on that location, then enter it.
Like other cavern dwelling creatures, this eft detests light. It will avoid you if the area is dark but will attempt to extinguish all flame or any similar light source as if it were flame so casting Infernal Radiance is no compromise.
When this animal hits, there’s a 50% chance that the target will lose a Supply Token.
Blusternewts are known to despise light. When they’re in a group, they’ll feed off of each others frenzied rage and become incredibly hostile over the slightest of glimmers.
Large, flying insects (roughly six inches from head to stinger) that live in a hive. The barbs at the ends of their bodies are used to inject an irritant that causes rash and swelling of the skin. They’re almost always found in groups.
Much smaller than their wild counterparts, these gargantuan squids have been bred and trained to serve merfolk as beasts of burden, steeds, and ship-crushing machines. Krakens howl whenever they attack which attracts merfolk from miles around.
|Attack||1, 2, 4, 6|
|Durability||5, 6, 7, 8|
As long as this creature is conscious, at the end of the Aftermath step, add a Sea Spear Company in no location.
These domesticated alligators are usually accompanied by an elven handler that has trained the beasts to work together tactically. These seventeen foot long lizards are powerful swimmers and ferocious predators that are completely loyal to their elf master.
|Attack||2, 4, 6|
Gator Teams are usually accompanied by a “River” location and a “Submerged” location which inflicts 5 Wounds on every combatant that begins the round in that location. Leaving the Submerged location requires spending 1TP or a successful Seamanship/Endurance or Totemism/Endurance vs. difficulty 6.
The largest species of bear lives in the Glaciercap Mountain range and tends to keep to itself. It will become angry if it feels you’ve threatened its young or if you stumble into its cave.
Whenever this beast inflicts a Handicap, it gains a Turn Token.
The donkey’s a reliable beast of burden, often used to tow carts.
Each time this mook hits with a Mook Heavy Strike, it inflicts 1 Stun. When you purchase supplies and own one or more of this animal, you gain a bonus Supply Token.
The Great Boa is a 20 foot long python that lurks in the jungle canopy, waiting for unsuspecting prey. It holds a particular disdain for dwarves and will attack them without provocation. Simply occupying its area, however, is considered provocation.
These behemoths are the livestock of the Silverveld herdselves. When this beast dies, if you have the means to transport it, you may harvest 15 coins worth of ivory from the corpse.
|Attack||4, 7, 8|
This animal has the following Full Action ability:
Inflict 2 Siege Damage on an accessible location.
A herd of Ivory Mammoths can trample down cities if properly motivated. If you kill this mook and have the means of transporting it, you can harvest the corpses for a total of 70 coins worth of ivory..
|Mobility||1, 2, 3, 4, 5|
This animal has the following Full Action ability:
Inflict 4 Siege Damage on up to two accessible locations.
Training difficulty: 50
All handicaps inflicted by this animal must mark your Resolve stack numbers.
These falcons are among the swiftest and most clever of the raptors. They are trained to aid in hunting and scouting and are as self sufficient as they are loyal.
While your Kestrel is flying, you can not be ambushed in your travels.
|Attack||1, 2, 3|
This large, lupine beast is nearly as massive as a pony and is born with a predator’s instinct. It is as ravenous as it is cunning and works well in a group of other redfangs and is especially responsive to elves.
Redfangs that are trained will only ever allow their master to ride them. It will mutilate any other creature that tries to mount it.
This animal grants its rider the following Reaction ability:
These enormous slugs are accustomed to surviving by sucking whatever nutrients they can from cavern walls. As they do, they leave a bubbling lather behind that earns them their name. If it manages to eat another animal, the sudden infusion of nutrients can energize it and stimulate rapid skin regeneration.
|Evasion||7, 9, 10|
If this mook inflicts a handicap, there’s a 50% chance that it will recover a handicap.
This large species of arachnid is most commonly seen in dwarven mines where it serves as the steed for the Exterminators who hunt the subterranean fouled. Some elves have managed to employ Silksteps for striding a forest canopy as well.
|Attack||3, 4, 7|
When riding a Silkstep in combat (see Mounted Combat), reduce the cost of entering a location by 2TP or by 5TP if the GM rules that the location’s entry cost is a result of it being hard to climb into.
A hulking bovine trained specifically as a draft animal. The silver horned breed is especially renowned for its amiability and sturdiness in drawing large loads.
|Durability||8, 9, 10|
Will not be intimidated by animals that weigh less than it unless they are Fouled.
These amphibians evolved in an environment so dark that their eyes have become vestigial lumps. They’ve replaced their sight with a keen spiritual sense. Although typically solitary, if they sense a large enough soul, several will arrive to get a piece of the food.
When striking, this animal inflicts an extra Wound for every point of Essence the target has available.
Soulamanders are usually solitary but they congregate once every few months to mate. During this time, they’re very territorial and will fight more aggressively than when alone.
When this mook inflicts a handicap, it is always applied to Spirit while Spirit is higher than 1.
This gray owl is covered in black spots that look like eyes. It’s renowned for its ability to develop a telepathic link to its master. As a nocturnal raptor, it can see exceptionally well in the dark and as a trained familiar, it can communicate through touch alone.
|Attack||1, 2, 4|
This animal’s master has a +1 Evasion bonus for each Handicap applied to the master’s Awareness.
Training difficulty: 15
This large, black cat is renowned for being one of the most cunning, ferocious, and territorial predators in the Cloversea forest. It’s known for attacking any person it doesn’t recognize; striking suddenly from the shadows before receding back into the cover of darkness.
This large, canid predator is renowned for its cunning and ferocity. It tends to avoid travelers unless they’re encroaching on its hunting grounds, threatening its young, or it’s particularly sick or hungry. The wolf is usually found with a pack but will sometimes hunt alone.
Can’t use the Mook Ranged Strike action.
Travelers are always cautious of a pack of wolves. If they’re out on the prowl, it’s because they intend to kill and while they typically avoid people, there are no guarantees.
|Attack||4, 6, 7|
|Mobility||1, 2, 3, 4|
This swarm consists of timber wolves (ref Timber Wolf).
Mosquitoes are an annoyance pretty much everywhere that isn’t the Glacier Cap Mountain Range but they can become an acute problem in the warm, humid jungles of the Cloversea — especially near large, stagnant bodies of water where they are often found breeding. They are often carrying diseases that will harm elves, dwarves and humans.
|Mobility||1, 2, 3, 4|
This mook counts as five mooks for the purposes of Mook Beleaguering (see Simple Mook Actions).
Bred for raw speed, this horse is one of the most prized animals in all the world. They have had a long history of being the winners of the Sultan’s annual horse races.
This majestic creature is a highly intelligent resident of the Cloversea forest. It guards the forest from anything that would upset the ecosystem. It has an uncanny ability to tell (mostly by scent) if you’ve touched a dead animal in the last few days and if it believes you have, it will probably attempt to gore you.
These small foxes are lithe and clever animals that are prized for their spiritual insight and loyalty.
|Evasion||10, 11, 12|
Whenever anybody tosses a die that turns up with a value of 12, this animal’s master recovers an essence.