Bestiary
-@-Playable Races-@-
Komeng
The komeng is an intelligent elemental creature, in the shape of a humanoid. They inhabit forest retreats in shurblands and savannas and are usually agreeable in disposition. Its core/bones are composed of hematite, its muscles of tough wood, and its skin of bark. Its torso, limbs and head are additionally protected by ceramic plates, and these plates bear tattoos. Its face mask is also usually shaped like the head of some sort of animal.
Komeng are immune to most forms of illness, pain, cannot suffocate, are immortal, and are the size of a human (70,000cc) They can have strange moods and produce artifacts. They cannot learn any form of magic, and are also weak to most direct physical assaults with magical materials.
Paklara
Paklara are peaceful intelligent bird with wings twisted to form arms, appearing in saltwater wetlands and spreading along coasts. They cannot fly, but are excellent swimmers. They quickly learn to use bows, daggers and swords for defense, and tend to prefer fishing and woodworking as crafts. Paklara are the result of an ancient vutchnell wizard's experiment on shore birds, and they do not possess a soul, and cannot be ressurected once killed. They also cannot perform magic, but have no particular weaknesses to it either. They are smaller than a dwarf (50,000cc), and live for anywhere between 50 and 100 years.
Carp Man
The carp men are a race of carp with humanoid limbs, and are typically found in swamps. Carp men come in many castes, each of which fulfill specific roles in society, including nobles (leadership and charisma), magi (scholarship, magic and healthcare), warriors (killing things), beastmasters (animal work), foresters (farming and woodsmanship), makers (crafting), firewalkers (metalsmithing) and peasants, who primarily perform unskilled labor. Carp men are very small (20,000cc) and do not live more than 40 years. They typically form small tribes in caves.
Vutchnell
Vutchnell are a mongoose-person race occuring in tropical forests. Vutchnell society is ancient and typically very pious, worshipping deities of pregnancy or birth to give them healthy children. They divide themselves into three castes depending on general health and attributes, with high vutchnell being very healthy and fit, low vutchnell being weak and sickly, and the average person falling somewhere in-between. Members of the high caste are traditionally the only ones permitted to take on leadership positions, and members of the low caste are often slaves or exiles. They are the size of humans (70,000cc) and are typically very tall and thin. Vutchnell are long-lived; the average vutchnell can expect to live to be 150, and the high-born to live to be at least 180, although low-born may die as young as 70. They are technologically as advanced as the dwarves, and are renowned for creating many important artifacts, but typically live agrarian lifestyles in small villages. They will send trade liaisons to negotiate trade agreements, and offer many wild beasts to trade.
Gnolls
Gnolls are hyena-like humanoids born in tropical savannas, renowned and reviled for their savagery and ferocity. Females are as large as humans (70,000cc), while males are the size of dwarves (60,000cc), and live for roughly 60-75 years. Gnolls are incapable of learning magic, but are also immune to many magical effects. They are generally quite fast, strong, and durable. They typically form small tribes in caves.
High Elves
A rare culture of elves that revere not nature, but magic and power. High elves typically live in the mountains, and are extremely tall, making them slightly larger than humans on average (71,000cc). High elves are immortal.
Blood Elves
Blood elves are another rare variety of elf typically found in caves or mountain halls. Blood elves have a nasty, bloodthirsty, depraved personality, and innate neromantic powers. They are, in fact, undead, or at least not entirely alive. They're somewhat larger than dwarves, but smaller than humans (65,000cc)
Orks
Orks are a large humanoid (75,000cc) renowned for their physical prowess, found in the empty deserts. They are often mistaken for goblin-kin or simply extremely large goblins, but are mortal, living for around 100-120 years. Orks regard warfare as an honorable and necessary activity to establish a society's place in the world.
Ice Giants
Ice giants are massive (5000000cc), fur-covered humans at home in the tundras, glaciers and taigas. Ice giants raise giant mammoths as their chief domestic animal, as most other creatures are simply not capable of meeting their needs. They are completely immune to the effects of the cold weather of their homelands, and their blood in fact never freezes. Ice giants can live to be 450 years old.
Dryad
Dryads are another elemental race, composed of meat, wood and fungi. Some are humanoid, and others are humanoid from only the waist up, with their lower bodies and legs replaced by the body of a deer. Dryads are immortal, weak to magical materials, resistant to silver, and are also possessed of powerful magics of their own.
Wizards
Some people are born with innate magical abilities, and a fabled race of pure-blooded wizards was thought to exist, often rumored to inhabit deserts, mangrove swamps, tundras or glaciers, rarely spending time in civilizaed societies and instead wandering the wilds because their needs are wholly fulfilled by their magical natures.
Fauns
People who have been cursed to take on a hideous half-goat appearance, fauns typically live alone in woodlands, and when the gods curse someone new to become one, they are often exiled as well. Fauns are quite small (45,000cc) and thus tend to live only in benign, good forests with few threats.
-@-Companions to the Wizard-@-
Essences
Essences are a sort of magical pseudo-entity, baring some of the elements of living things and in an active, "alive" state are best kept in cages. Essences are produced from magical processes or environments, and possess the basic elements necessary to cast spells once consumed, depending on the magics that produced them.
Familiars
Familiars are an animal with a second soul, granting them intelligence. They can cast many spells themselves, including to heal, protect or attack enemies. Familiars also can help one unlock their own innate abilities, if any. Familiars are immortal.
Peons
Entities that appear as physically normal humans, peons lack a soul, will, or personal interests. Peons can be used as laborers, guardians, or companions. Peons do not require food, drink or sleep. They develop combat skills quickly, but learn most other skills at less than half the normal rate. Peons are immortal.
Master Chefs
Beings devoted to the culinary arts, master chefs resemble squat humanoids with the head of a boar. They are a gift from a deity of food and agriculture, to teach mortals the proper ways to prepare food, instead of eating charred meat like barbarians.
Feedlings
Another gift from the gods, feedlings provide the most perfect, most succulent meat, milk and cheese.
Golem
Golems are an automation, controlled by animal souls, used to guard over wizards' possessions and homes. They are originally a creation of the dwarves, traditionally being made of bronze and armed with a sword and crossbow. The single vulnerability of golems is the gem which contains the soul, deep in the automation's chest, but which must be exposed in order to drain power from its environment. Successfully destroying this would "kill" the golem, but a less skilled warrior could still theoretically hack it to pieces.
Enchanted Basins
While not traditionally thought of as being alive in any sense, basins nonetheless have semi-conscious soul enchantments in order to function, casting spells on those nearby. Many variations exist for various purposes, whether to clean contaminants off of passers-by, heal them, or slay intruders.
Potions
Don't be confused. The potions aren't alive and they aren't laughing at you. You don't need to keep them in a cage, just drink the damn thing.
-@-Megabeasts-@-
Monstrous Serpent
A beast resembling an enormous snake with a human torso where the head should be, monstrous serpents are deadly adversaries in combat. Their venom causes fatal paralysis, but they are intelligent and often keep weapons with them.
Spider Queen
Another half-humanoid monster, the spider queen represents a gigantic spider four times the size of an elephant, with the torso of a maiden coming from the cephalothorax above the spider's mouth. The spider queen possesses venom that causes paralysis, which some races can endure and survive, but the real threat comes in the form of their ability to spray webbing from the tip of the abdomen, and in their innate necromantic powers, allowing them to raise the dead and simultaneously transform them into miniature versions of the spider queen, to act as her servants and guardians. These servants can also spray webs and deliver venom, making spider queens extremely dangerous.
Master Sorceror
Not all who pursue great power can wield it without going mad. Sorcerors who are born with the most powerful magics often feel compelled to dominate others, and are especially dangerous. Master sorcerors are indeed masters of their craft, and can be masters of entire civilizations if they can convince them of their divine provinence. It is said one could acquire their powers if one were to drink their blood.
Primeval Vampires
Another threat to civilization at large, the primeval vampire is one ancient and powerful, often taking charge of civilizations and leading them to their doom for the beast's own sustenance. Primeval vampires possess great power, which can be stolen by consuming their blood.
Fear Liath
A giant humanoid with the power to warp the minds of those around it, instilling them with a sense of impossible dread and terror. These monsters are so terrifying in this way that most mortals cannot approach them without being driven away or frozen in fear, and promptly stomped into paste.
Tree of Death
This monster in the shape of a plant kills its prey not only with razor-sharp thorns on its many slashing limbs, but also the venom contained in those thorns, which can cause further bleeding, necrosis, swelling, fevers, extreme pain and partial paralysis. The shear enormity of the thing makes it a herculean task to kill one without the use of fire, which the thing will slither through as if unaware.
Chimeras
Taking many different forms and having many different abilities, chimeras are dangerous in a myriad of ways, from often having multiple heads, redundant organs, magical abilities, poisons and venoms, or simply being enormous, with sharp claws or teeth.
Element worm
These freakish monsters from another reality escaped mages of old and made their home in our world. Each of their six tails threatens death by a different element.
-@--@-Night Creatures-@--@-
-@-Night Trolls-@-
Dusk Troll/Witch
The dusk troll is a huge, hideous humanoid of great strength and endurance, which carries away maidens into the night and transforms them into dusk witches, who possess some magical powers, casting wooden thorns and plant-killing toxins.
Gorophile
Gorophiles are a reptilian humanoid infatuated with rotten meat, covering their spiny scales in bits of it. They kill and carry away unwary travelers to add to their flesh piles in their dens, and females will bury men in these piles to create a husband for themselves. Gorophiles don't have magical powers, but are large and powerful close-quarters fighters.
Redcap
A vicious fae creature in the shape of a small humanoid, redcaps die their scalp red with the blood of their victims, and use an illusion to trick women into believing they are a handsome and strong prince, before feeding them to fae wives summoned from the aether.
Sandman
The terrifying visage of the sandman, one which is almost human but clearly without real eyes, any nose, and having a lipless mouth full of teeth made of shards of glass, is the last thing some children see before they are carried off into the night, and trapped in never-ending nightmares from which the only escape is death, while possessed by an evil spirit the sandman consorts with. The sandman itself is of course made of sand, but covered in human skin taken from a child, stretched too thin by the bulk within. The sandman can spray one with its sand to instantly trap them within a dreamlike state, and inky black gas that oozes from its wounds has the same effect.
Incubus/Succubus
Incubi and succubi, male and female forms respectively, are demonic entities that inhabit the mortal world, taking slaves and concubines wherever they may be found. These demons are deadly adversaries in close combat, not least because of their attempts to distract with seduction.
-@-Vampires-@-
Nosferatu
A humanoid being that violently attacks victims to suck their blood. Being bitten by one will result in permanent transformation into one.
Vampire bat
Vampire bats are large, dangerous winged beast which sucks the blood from its victims.
Vampire Seducer/Seductress
These humanoid monsters kidnap people to make into their thralls and spouses, as well as draining the blood from other victims. They possess some magical abilities as well. Drinking their blood can cause simple vampirism.
-@-Werebeasts-@-
Werewolves
A large humanoid wolf-like monster. They can be found naturally in savage temperate or freezing forests and shrublands. Being bitten by one can cause a victim to transform into one upon the full moon.
Wereserpent
A gigantic serpent found naturally in any temperate or tropical, savage and evil environment. Being bitten by one can cause a victim to transform into one upon the full moon.
Weresalamaner
A large bipedal salamander. They occur both underground in wet regions and aboveground in savage swamps. Being bitten by one can cause a victim to transform into one upon the full moon.
Weresnail
A huge snail found in savage and evil wetlands and lake and ocean shores. Its shell is made of iron and it is covered in iron scales, and its radula can slice through metal. Being rasped by its radula can cause a victim to transform into one upon the full moon.
-@-Bogeymen and Nightmares-@-
Madman
A human driven totally insane by the evil night, taking their frustrations out on other wanderers.
Seductress
A monster in the shape of a beautiful women that attempts to seduce wanderers, only to murder them.
Lurking Horror
A humanoid creature which attacks and eats people lost in the darkness
Lo
Partially-incorporeal entities which appear as orbs or humanoids of absolute darkness, absorbing all light that would otherwise pass through the space they occupy. Loes devour the minds of lost souls. They are commonly found in caverns and evil lands
Witchlight
The witchlight is a brilliantly glowing orb of aetherial vapors, a remnant of a deceased soul that now devours the blood and soul of the living, leaving a desicated husk. They often inhabit caverns and evil wetlands
-@-Demons-@-
Fire Demon
A huge, powerful demon with control over the elements of fire and lava. Extremely dangerous.
Tentacle Demon
Evil monsters released from the underworld to torment the living. They have the power of telekinesis, hurling stones at targets, as well as debilitating venom they can both spray and inject with a stinger on their tail
Demon Warrior/Witch
These deadly entities defend or assault the interests of more powerful demons and represent warfare and destruction. All the males are trained to perfection in the martial arts, and all the females possess terrible magical abilities.
Spirit of Fire
Although relatively weak in terms of demonic entities, the spirit of fire is a deadly foe capable of spreading endless fiery destruction, and possessing a deadly intelligence of its own.
-@-Angels/Divine avatars-@-
Divine Wind
An elemental of reasonable power, the divine wind carries messages from the gods to mortals, or deals out their wrath
Angelic Healer
These angels are sent from a deity to protect and heal. They usually appear as androgenous humanoids with bald heads and eyes without iris or pupil
Angelic Warrior
Angelic Warriors are beings of war and destruction, either guarding divine interests or slaughtering unbelievers.
Adamantine Sentinel
The fearsome and nigh-unstoppable adamantine sentinel is often a direct avatar of a deity, representing their interests in the mortal world.
-@-Achwurms-@-
- Achwurms are elemental sprites, entities consisting entirely of magic, created by magic, and occasionally incorporating elements of their surrounding environment including living tissue.
Achwurms are spontaneously generated in nature where large amounts of magical energies build up, and can be created intentionally or accidentally by mages or natural events.
Their appearance can be completely random, from an unthinkable horror to a fairly normal looking animal or plant, or entirely invisible to the naked eye.
All achwurms are weak to and feed on magic, whether in the environment or that of living creatures.
They can be incredibly dangerous and unpredictable. Some possess human-level or greater intelligence and some being totally mindless, like a vegetable.
They differ from elementals and natural sprites in that they are not guardians or manifestations of an elemental force, even those incorporated into their structure. They are more like a random monster.
Abomination
A hideous humanoid monster composed mostly of aetherium. Abominations are always crazed, mindlessly attacking everything around them.
Whisper Light
A tiny mote of light that can be attributed to magical mishaps. Whisper lights will steal magic from people and objects around them. One of the most common manifestations of animate magics.
Phantom
An apparition of magical creation, mostly attacking the living around it.
Storm Achwurms
An achwurm incorporating features of lightning and storms in general into its being. Dangerous and will attack with lightning and metallic nails on its fingertips
-@-Undead-@-
Spirit Wisp
Dead souls may be returned to the mortal world as a spirit wisp. In the form of a wisp, a soul can speak to the living, but is quite vulnerable despite being able to drain life from attackers and launch spheres of ice/.
Ghouls
Reanimated corpses oozing toxic pus, these monsters seek only the flesh of the living
Rotten Corpse
Simple-minded zombies summoned by necromancers or found wandering evil regions.
Skeleton
Animated bones of long-dead humanoids. Necromancers may summon them, and they wander evil regions.
Specter
Mostly-incorporeal, usually thought to be simply an animate image or memory of a soul that experienced trauma before passing on.
Enchanted armor
An undead manifestation of a dwarven warrior, armed and armored in steel. Only its throat is especially vulnerable, though it may also yield to magical materials.
-@-Those Cursed-@-
Fauns
Once again, fauns are the result of a magical curse.
Wildman
In contrast to the madman, the wildman is one who maintains most of their intellect and sanity, but is consumed by cannibalistic lust for flesh, attacking and eating vulnerable travellers.
Evil Witch
People who acquired great power, but terrible, wicked cruelty and cannibalism, going mad with power. Such witches have various powers at their disposal to harm those around them.
-@-Elementals-@-
Water Man
This elemental resembles a human torso upon a snake, but is entirely composed of a thin layer of skin surrounding a mass of animate water. They will hurl spheres of ice in self defense.
Air Man
A humanoid composed of spinning vortices of wind and debris. Air men cast powerful air bursts to force attackers back.
Greater Fire Imp
A larger and deadlier version of the common fire imp. It sprays jets of fire as well as fire balls, and even launches globs of molten or solid gabbro.
Ice Imp
Tiny, evil manifestations of freezing cold, ice imps are the antithesis of fire imps, hurling spikes of ice and deadly-cold liquid.
Greater Ice Imp
The greater ice imp is the size of a man, and more powerful than its tiny brethren. They additionally spray freezing liquid as a vaporous mist that condenses on the unwary, freezing them to death.
Air Beasts
A hound-shaped monster composed of deadly spinning vortices. Their teeth and claws are magically enhanced. and they can hurl blasts of dense air at opponents
-@-Misc. Beasts-@-
Unnatural Child
A fae entity with a childlike personality. These beings are definitely not human, and probably not even really children. People with divine powers in the sphere of birth may give birth to these things.
Void Squid
These squid-like entities are native to another realm of reality. They can fly and spit toxic pus and fluids. Their blood also hosts disease-causing agents. They are quite intelligent and may not be initially hostile.
Reformation Coccoon
This mass of flesh is used by healers to repair wounds their other spells may not have been effective against. While in this state, the subject is immobilized and unable to defend themselves.
Diseased Vermin
These rat-like creatures spread diseases and plagues across the land. They are found in evil lands and are not of the living, nor the dead.
Spider Llama
A creation by curious mages, the spider llama grows hair that is best described as being like spider silk. This hair is shed regularly even if the creature is not shorn and can be collected in nest boxes. They also spray sticky webbings from their mouths.
-@-Wild Things-@-
Mushroom Man
These large humanoids inhabit swamplands and are composed entirely of fungi, and have a large mushroom cap upon their head. They are quite intelligent, but prefer to live in family groups in the wilderness.
Ent
The ent is a mobile, intelligent tree taking a humanoid form. They are fairly tough adversaries in hand to hand combat.
Walking Ginkgo
Gargantuan roaming ginkgo trees. They appear devoid of real thought or emotion, but can somehow sense the world around them and the intentions of other creatures. If tamed, these behemoths provide a source of wood. They die if left underground for too long.
Tanglethorn bush
Violent and aggressive, these mobile carnivorous bushes attack with deadly thorns any animal they can find, absorbing nutrients from the corpse once they implant their roots into it.
Giant Magical Octopus
These highly intelligent and massive sea creatures can survive on land for a time. They primarily hunt sea creatures such as giant crabs and clams, but may find easy prey in weak humanoids. They can hurl spikes of ice as well as launch underwater foes with extreme force.
Stormscale
A huge somewhat-bipedal reptile, these beasts can attack with lightning, and their scales are made of solid bronze.
Cheese Creatures
These bizarre creatures are composed entirely of cheese, with waxy rinds and fur. They are mostly quite benign and inoffensive. They include humans, elephants, goats, turkeys, rabbits, toads, fish, foxes and monitor lizards.
Dust Rabbit
Dust rabbits are a species of hare which inhabits the caverns. They use their prickly fur as a defense mechanism, practically exploding in dust and irritating hairs when threatened.
Root Serpent
A large monster in the form of a long, gnarly root or vine, completely composed of wood with a thick, rough bark. Where a head would be is an open maw of sharp thorny teeth which inject a paralyzing and bloodletting venom.
Root Deer
A large quadruped composed of wood and fruity flesh, featuring tiny leaves for fur. Root deer does secrete a sweet nectar from their teats, which can be processed into fine alcohol, syrups or dried sugars, or simply consumed as-is.
Carrot Man
A tiny humanoid carrot, these creatures fear being eaten by most anything. They really are quite tasty.
Spider Vines
Aggressive predators in the form of a mass of vines that creeps along the forest floor like a spider. Although it has no venom, its powerful jaws and vines are perfect for grasping and strangling prey.
Cave Shark
Furry shark-shaped creatures found far underground around water. They are amphibious, being able to crawl through the muck with their fins. Those near them can be enchanted and thus no longer need to breathe.
Craven Creeper
The fearful, anxious craven creeper is a sapient humanoid mushroom, which uses its drowsiness-inducing spores to escape its many predators.
Rose Buddy
A small hedgehog-shaped creature with many bristly leaves in place of thorns. It lays eggs in the shape of rose buds.
Mini Dwarf
These extremely tiny dwarves can be kept in a hive and will produce bars of steel and coal, among other things.
Large Honey Bee
Large honey bees are the size of a small dog. Workers carry a nasty sting, and all are capable of inflicting bites. Such large honey bees often live with dryads who prize them for their honey, ability to be trained, and defensive nature, siccing them on the dryads' enemies.
Giant Honey Bee
Nearly horse-sized bees. Workers can sting and can also be milked for honey or venom (workers produce one or the other, not both)