The Strange
Sark are the debased and graceless qephilim who lost their way during the Age of Myth, which is why they are also called the Lost Qephilim and the Eighth Kindred. Animalistic savages, sark are driven by hunger, lust, rage, and fear. Given how closely these drives mimic sins proscribed by the Incarnations, many believe that the sark are extensions of Lotan's evil manifest in the world.
Sark could hardly be mistaken for qephilim, though they most resemble the Qephilim of War, if they were to forsake cleanliness, clothing not made from the hides and scalps of their victims, and any semblance of sanity. Sark live to prey on other creatures, and they inflict much cruelty and pain in the process.
Despite their savage ways, they retain something of their qephilim roots, which means they can be clever, and they lay cunning traps. If a large enough lair can be found, sometimes several sark packs live together, forming a sort of "superpack," such as the one in Sark Cleft in the Green Wilds.
Motive: Hunger, lust, rage, and fear
Environment (Ardeyn | Magic): Sark dwell in small groups of three to six, usually in wooded areas or rocky, mountainous regions of the Borderlands and Daylands; some packs also lair in the Night Vault
Health 17
Damage Inflicted: Moderate wound (5 points)
Armor: 1
Movement: Short
Modifications: Stealth as level 5.
Combat: Sark either claw or bite their prey, though some individuals may use weapons, especially heavy weapons, ranged weapons, and on the very rare occasion, artifacts. When clawing or biting, a sark can hold a victim in place instead of dealing damage on a successful attack. The held victim can attempt to escape (a Might-based roll) on its turn. Both the grappling sark and the grappled foe are easier targets for other combatants; the difficulty of attacks made against them is modified by two steps in the attacker's favor.
Some sark retain a glimmer of their ancestral mythlight. Such sark can sometimes call on psychic abilities, targeting a victim at long range who fails an Intellect defense roll. On a successful attack, the victim stands frozen in horror for one round, overcome by a glimpse of the sark's savage mind and memories of the cruelties it has perpetrated.
Interaction: Many sark have devolved so completely that they no longer speak the Maker's Tongue, and interacting with them is no different than interacting with beasts. The few who can speak might be swayed to do so if the rewards (food, usually) are significant enough.
Use: The PCs, traveling through the wilderness, find a location—perhaps a cave or an old ruin—that seems like a safe shelter. The site is actually a lair of a sark pack.
Loot: A pack may have 2d6 crowns, plus perhaps a cypher between them. Pack leaders might have cyphers of their own, or even an artifact.
GM Intrusion: The sark calls upon an atavistic mythlight ability and hurls a mythlight lance at a character within long range that deals 4 points of damage and blinds the PC for one round.