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Post by Crowco Cooper on Jul 17, 2016 13:22:36 GMT
In the SRT world, you will encounter many creatures. Below you can find information on how these creatures live and breathe. [PTabbedContent] [PTab=Woodland Creatures] Woodland creaturesThere are many creatures that can be found in the woodlands and forests. In fact, most creatures can be found here. Although most creatures that can be found in woodlands, they can often also be found in miscellaneous areas. They will be most prominently found here, however.
Chimera "T'was mad what Bisshop Theobaldus d'Arezzo did. Tame a chimera and make it a guard dog. But I'll tell you, no man ever stole from him again." - Anonymous priest of light, 1025 AD
The chimera is a common place super-predator. It consists of a 3-animal hybrid body. It's front legs and head are that of a typical African lion, the hind legs and back are doned with a European goat head and feature and finally the tail is an Asp viper. Found often in warmer forests, as well as in mountainside forests. It can most commonly be found in the Mediterranean forests and north African forests. In some cases, it can also be found in hemispherical forests in America along the rocky mountains. The chimera live on an omnivorous diet where the separate heads consume the separate meals. The lion's head will consume bigger animals such as predators and deer. The goat head will eat plants and leaves. The snake's head will be used for eating smaller animals. The three heads support one another perfectly as they all have their own use both in battle and during hunting and sleeping. During a battle, the lion's head will act as the front guard. Being able to take most damage and causing serious damage too. The goat head is capable of spells that can both heal the chimera and support attacks. The snake's head will act as a hind guard, and can also expel hazardous poisons that directly damage an enemy. In average feeding, the heads have their own uses too. The lion will be very capable of taking down big prey and consuming bigger amounts of flesh. The goats head is the only head capable of actually processing leaves and plants, making it a perfect reserve for when no prey can be found. The snake's head, due to its length and agility, is perfect for taking out smaller animals from their burrow. This has led to the creature being able to adapt to various terrains. It may prefer forests, but it can also perfectly survive in savannah and swamps if necessary.
LVL 25. Lion head: Vulnerable to fire damage. Resistant to physical damage. Goat head: Vulnerable to physical damage. Resistant to magical damage. Snake head: Vulnerable to slashing damage. Resistant to status effects. Can yield uncommon non-metal and natural chemical.
An artists depiction of the famous "Chimera of Arezzo"
Black chimera The black chimera is a larger, more dangerous creature than any normal chimera. Found only in rain forests, these creatures live up in the trees in solitary lives. The black chimera has the main body of a black panther, but quite a bit larger than a normal panther to the point where it has about the size of a double-decker bus. Its tail is the body of an electric eel capable of launching holy wind magic. The creature sticks to the shadows, using stealth magic and aggressive ambush behaviour to hunt down prey.
LVL 30. Panther head: Vulnerable to light damage. Resistant to physical damage. Eel head: Vulnerable to slashing damage. Resistant to magic damage. Can yield uncommon non-metal and natural chemical.
Satyr "Those things in the swamp, they poisoned our animals, abducted our men, ate them all!" - Sole survivor of a caravan, 1594 AD.
Satyrs are roughly humanoid creatures capable of primal intelligence. They are incredibly aggressive and agile. Their physique resembles a long, thin human with goat-like bones in their limbs and head. They have a goats head, horns and hoofs. They have elongated claws for attacking but sometimes are equipped with crude spears and knives. Their fur range from dark brown (in mountain side areas) and purple (in swamp area). The satyr have rough social constructs and burrow where there are three main roles for satyr's to follow. The satyr burrow are lead by a chief, who is elected through fighting. Thus, the chief is often the strongest satyr in the village. Then there are the hunters. These are satyrs that hunt and forage food. They are often runner-ups for the chief position and commonly fight amongst one another for this privilege. The third role is one filled by mostly female satyrs. They care for the young satyrs and craft new burrows and tools. Satyrs are found in mountainside forests and swamps. They will often take to the deepest parts of such forests, trying to stay far away from civilization. When humanoids enter on their territory, they will almost always be responded to with highly aggressive behavior. As thus, they are often called protectors of the forests. This is, however, often proved quite controrary by their savage methods of hunting. Namely because the Satyr use poison when hunting, as well as quite... Gruesome traps.
LVL 5. Vulnerable to magic damage. Resistant to status effects. Can yield common metal and common non-metal.
Warg "You thought rabid dogs of war were bad? Wait till you see a warg." - Lieutenant general Thomas Gage to his men in response to complaints about rabid dogs, 1778 AD.
Wargs are dog-like wolves. They have a resemblance of bulldogs mixed with wolves, causing for big and muscular creatures. Although they mainly eat cadavers and small creatures, they sometimes hunt bigger creatures too. Especially so when in larger groups. Alone these creatures do not do well in a fight as they mostly rely on swarm tactics. However, they are very reluctant and last long in both fight and flight situations. They mostly live on the edges of forests and plains.They rest and travel in plains, whilst dipping into the edging forests to hunt. Since the wargs travel a lot, they have to use conventional methods of borrowing to rest. When these wargs have more food than they can handle, they will use cadavers for borrowing. This has caused for wargs to develop oily and stinking fur to repel insects such as maggots. They prevent disease and infection as well as additional protection during fights, but also makes them easy to detect due to their stench. These wargs do not use any stalking methods like most predators, but rather surround their prey. During wartime, wargs are often called "Death hounds" due to the fact that wargs are attracted to the aftermaths of battlefields. A record pack was documented in the battle of Antietam (september 17, 1862) in Sharpsburg, Washington. In this battle an estimated 25.000 men died. This caused for a long time burrow and feeding ground for wargs and thus making a pack of an estimated 2000 wargs. Luckily this pack collapsed in on itself before food ran out, otherwise the pack would have surely destroyed much of the surrounding villages in Washington. In modern day, Wargs have been tamed. Although not yet domesticated, they do seem capable substitutes for the average dog. Their appearance makes them unwanted as housepet, but then again wargs are often initially trained by militaries. Their capability to work well in swarming tactics can make a division of ten-twenty wargs just as dangerous, if not more dangerous than a minigun.
LVL 5. Vulnerable to fire damage. Resistant to earth damage. Can yield common non-metal and natural product.
An artists depiction of a warg Source
Mongrel "There's a reason they call people mongrels. It's cause they're dirty, feral dogs." - Ballad of Isero, fictional work from 1987 AD
The mongrel is a canine creature with dark-grey leathery skin with black fur leading only over the head, spine and tail. The mongrel is roughly the size of an ordinary wolf, being typically somewhat smaller with some outshoot to larger. The mongrel is a poisonous, opportunistic creature. They come in small packs. Their primary food source are smaller prey-creatures and cadavers. Only when truly desperate do they resort to hunting larger animals, including predators, for food. They are generally seen as a pest. The poison of a mongrel is their most dangerous weapon. One bite may not be fatal, but when a victim is bitten multiple times by the group it can very quickly cause death. This is why mongrel, even as weak creatures, can be fatal quickly.
LVL 1. Vulnerable to fire damage. Resistant to earth damage. Can yield natural product, common non-metal.
Wolf The wolf is a carnivore canine. With them being the forerunners of dogs and bearing a much more vicious and efficient body than the domesticated opportunists that are dogs, they make for efficient killing machines. Wolfs typically have a fur that varies between white, grey and black. These creatures are native to the cold woodlands of eurasia and North america. They are probably the most well researched creatures for their intricate relationship with many cultures. Their familiar dog-like form, paired with mystic appearance and vicious loyalty makes them a very interesting creature. In modern day, these creatures have hidden themselves away into the more abandoned parts of the world, far away from humans.
LVL 3. Vulnerable to fire damage. Resistant to wind damage. Can yield natural product, common non-metal.
Veer Beer "A hybrid between a bear and a owl? Sure, when pigs fly." - Hunters last words before going hunting in foreign woods, 1646 AD
This massive creature was once native to the woodlands of the Netherlands, but have long since migrated and now live all over European forests. The Veer Beer is a creature with the body of a bear, and the head of an owl. The creature is covered in feathers, and it’s claws as long and sharp. These creature usually travel alone, but a den of them is able to be found. These dens can contain up to ten Veer Beers. The reason for the peculiar name is because Veer Beer quite literally translates from Dutch to "Feather bear", which does right to its description. When in combat a Veer Beer which is alone will usually fight if it thinks it can take on it’s target or if it is hungry. However if a Veer Beer enters combat when in a group, the mothers will protect the children with an incredible amount of will, while the men will protect the mothers. These fierce creatures teach their younglings how to fight very early on. Due to their claws not being developed much they can only peck. Thus, a family of Veer Beers is in most cases a lethal encounter.
LVL 10. Vulnerable to wind damage. Resistant to fire damage. Can yield common non-metal, natural product.
Brown bear Bears are well-know strong creatures. Quadruped carniforms, meaning they are dog-like carnivores. Their thick, heavy fur makes them not only strong but also resistant against damage. They are 'small' walking tanks, adapt at fishing and hunting prey creatures. They however find themselves the victim of the larger predators such as drakes. The brown bear is a solitary animal. Even when having cubs the mother bear will have to take care of the cubs on her own. Such a bear will become hyper-violent towards any possible threat. This has caused for 'mother bear' to become a title equal to vicious protectiveness.
LVL 5. Vulnerable to fire damage. Resistant to earth damage. Can yield common non-metal, natural product, natural chemical.
Wood Giants "Yes, they're tall and mean. But they can be reasoned with." - "Book of giants", a book detailing the nuances of giants, written 1987 AD.
Ihlathi Giants are seen as Giants of Woodland. They are some of the tallest Giants out of their race boasting 12m max (safe for frost giants), however they are also seen as the scrawniest, generally being some of the weakest in brute force, however one thing these Giants do have that not a lot of Giants have is a far better understanding of magic, thus making them some of the most skilled to us it. Unlike most woodland creatures, they are actually drawn to fire and some signs of civilisation. Though they steer clear from walls, they don't shy away from campers and hunters. This is due to after the fall of elementals a large number of these Giants escaped into the woodlands, where they spent their time gaining an understanding of nature and magic. These Giants are typically seen as neutral unless their territory within the forests are attacked. Although an approximate height for them has never been set it is said they are usually taller than an oak tree.
LVL 15. Vulnerable to void damage. Resistant to fire damage. Can yield natural product, natural chemical, uncommon non-metal.
An artists depiction of a Wood Giant Source
Direwolf "Imagine a giant owning a dog." - "The huntsman", fictional literature from 1999 AD.
The direwolf is a close relative to the common wolf, found in the northern most reaches of the world. Its fur and basic anatomy is identical to that of the timber wolf in every way except for color and size. The direwolf is about two meters in bodily length and one meter in vertical length. This makes them considerably larger than their timber wolf cousins. The color of the direwolf is a pure white with blue lines leading through its fur. These blue lines are unique per wolf, allowing for easy visual identification. This is where direwolves also have a remarkable difference. Their eyes are far more developed than that of any other wolf, while their sense of smell is slightly less developed. Direwolves travel in groups of four to ten and share the average wolves social structure. Their diets are carnivorous, as they resort to both scavenging carcasses and hunting in groups.In order to hunt well, these creatures have become very fast and agile. Much like other dogs, direwolves have a strong sense of loyalty. But unlike other creatures it also has a sense not commonly found in other creatures. Honour. This is why direwolves never really seem to be "Pets" but rather set themselves as equals to their "owner". This trait makes them handle much more different than other possible pet creatures as they act on their own intuition rather than commands. Luckily, they are incredibly smart and sometimes make wiser decisions than their "owners".
LVL 15. Vulnerable to fire damage. Resistant to wind damage. Can yield common non-metal, natural product, uncommon non-metal.
Among the direwolves also exist rarer kinds. These are called Alpha and Omega direwolves. They both look and act much more different than the common direwolf, and in all cases are marginally more powerful. The Omega direwolf is recognised by a pure white fur with purple lines. Aside from this, it also about half a metre larger than the common direwolf. These Omega direwolves seem to stay away from packs, preferring to work on their own. In behaviour, these Omega's prove themselves to be much less predictable. They show near to no body language, thus making the predicting of attacks an art on its own. They are capable of casting some spells as well, which make them a dangerous predator. They are much harder to tame, but also much more valuable than the common direwolf. Omega direwolves are strictly active during night. The Alpha direwolf is easily recognised by its sleek black fur and red lines. Often dubbed "hellhounds" due to the fact that their red lines emit fire when aggravated. These flames are not only for show, as they enhance the power of the Alpha and the group of direwolves it surrounds itself with. The Alpha's are almost always found singularly in groups of direwolves, serving as pack leader. The taming of these alphas is something only a master tamer could begin to attempt, as they are incredibly stubborn and dominant.
Omega LVL 35: Vulnerable to void damage. Resistant to pure mana damage. Typicaly far stronger than other direwolves. Can use supportive magic. Alpha LVL 40: Vulnerable to water damage. Resistant to fire damage. Typically far stronger than other direwolves. Can use fire magic.
Fiana "It looks pretty, but believe me that the wounds it can inflict don't." - A flowe teaching a venus about Fiana that roam their land, 1948 AD
While wolves might have wargs as their larger counterpart, deer have the Fiana. These proud and mighty examples of herbivores are found in both snowy and temperate forests, their shoulders usually reaching 1.5m when on all fours. Typically they are more heavily built than their smaller cousins, and have thicker fur. However, one cannot mention a Fiana without mentioning the grand and rigid antlers (on the males that is), which are comparable to hardened steel with its hardness and wood in its weight. They are known to usually move around in small herds of up to 10, led by the eldest. It is interesting to note that the bucks often travel alone, and there is typically only one adult male in a Fiana herd. Doe of the species are often skittish, though the Bucks have been known to attack travelers in their territory.
LVL 10. Vulnerable to fire damage. Resistant to earth damage. Can yield natural product, natural chemical.
Ent "He's guarded us when we were still savages, you ought to show respect." - Grinas Bumire, priest of Gaya, 1479 AD
At times you might hear people referring to the forest as a living and sentient being. They are not too far off the point, and these beings are likely the source of the tale. Ents are sentient trees, either been created or became sentient by unknown means, and can be found in the oldest or largest forests. A common theory is that they were offspring or product of a Goddess of Earth. Appearance and height often vary widely from their "original" plant species, but they usually seem to tower over a majority of other beings; on a side note, the Sequoia Ents have been recorded at heights well over 50 meters. The most common feature is that their "legs" end in large stumps capable of extending and retracting their roots in order to get a firm grip in the ground, there is often a distinct lack of branches besides the main limbs, and the presence of a wooden face capable of speech. Typically they will oversee and try and keep some semblance of order in their lands, and making pacts with Satyrs is not exactly uncommon. Ordinarily they are rather peaceful creatures. There is another kind of Ent, and it is a title bestowed upon truly old examples of their race- two millennia at a bare minimum. They are referred to as Arborcynn, and are often befittingly wise for their age. Their bark has hardened from intense concentration of Earth magic flowing through their bodies. However, time and humanity has never been kind to Earth's relics, especially those living. A majority of the surviving Arborcynn reside deep within impenetrable forests, jungles, or in remote locations. An interesting talent they possess is "hibernation", in which they enter a resting state to pass the years by and recover from mortal wounds. It is interesting to note that several Arborcynn were found in hibernation when the Flaura race were discovered in their homeland.
Vulnerable to fire magic. Invulnerable to earth magic. 3 AP. Holy: Can yield natural product, natural chemical, common non-metal. Unholy: Can yield common metal, uncommon metal, rare metal.
Troll "For the last time, I'm not joking when I say I saw it under a bridge!" - An SRT patrolsman, 1999 AD
The troll is a species of monsters often recognised for its brute power, relatively high intelligence, and playfullness. It is built at 2 meters tall hunched over to lean on its powerful arms when running. It is bipedal, but simply uses its arms for balance and extra speed. The body is coated in a fur layer, ranging in colours from brown to black. The skull is thick, and set with a strong jaw. The jaws are made for omnivorous diet, boasting both canines and molars. They have a high healing capability as well, allowing trolls to heal from wounds that would prove fatal to most wildlife. Trolls have a capable mind and there have been cases of trolls communicating with a limited understanding of languages. They seem to love riddles and intelectual chalanges, to the point that they will give up confrontation with a Viro in exchange for such a challenge. Trolls have gained a history of being hard to train, but trainable. Their muscle, head-on fearless approach to threats, and easily influenced mind have made cause for them to be valuable pets to soldiers, dock workers and construction workers.
LVL 10. Vulnerable to light magic. Resistant to physical damage. Can yield common non-metal, uncommon non-metal.
Leshen "We told them a spirit had taken over our forest. The loggers didn't listen..." - Villagers to guardsmen detailing a group of royal woodsmen's disappearance, 1364 AD
Leshens are the crossover between demons and Ents. They are creatures made of wood and animal bones. Their head resembles that of an oxen's or elk's skull, while their body is a mesh of roots and veins, strengthened with wood to serve as a bodyposture alike to humanoids. The older ones have longer veins and leaves run across their body to create a "cloak" as well as moss covering their chest. Leshen have a tendency to wear jewelry such as necklaces and wristbands made from grass, teeth and bones of predators that enter their territory. The leshen is one of the few creatures classified as "Monster killers". Top-predators that hunt other predators of the monsterous variety to keep the eco-system in balance. But leshen go beyond this part. Tehy do not only kill other predators, but also keep prey and their foodsources alive. Why they do this is unknown. Leshen, much like ents, hold a certain influence over their woods. Leshen have a peculiar bond with birds. Especially ravens and crows seem to share a fondness towards leshen and will always follow the creature as well as serve as its "scouts". When a murder follows you in the woods, view it as a warning from the leshen.
LVL 15. Vulnerable to fire damage. Invulnerable to earth magic. Can yield natural product, uncommon non-metal.
An artists depiction of a leshen Source
Leshens' raven "I don't know my lord. Ever since we killed that leshen, it has been following me everywhere." - A guardsman to his lord, 1364 AD
For each Leshen, there's a leshen's raven These three eyed ravens can be found following one particular Leshen everywhere and anywhere. Aside from having three eyes and being abnormally large for a raven, this creature does not otherwise anatomically differentiate from normal ravens. It is said that when one kills a Leshen, the leshen's raven will obey the killer as its new master. Performing for that master instead it's dark magic.
LVL 5. Vulnerable to shock damage. Invulnerable to darkness magic. Can yield common non-metal.
Chort "I thought a bull had broken my fence, but a bull killing cows?"" - A farmer who was forced to move to the city after loosing his cattle to a chort attack, 1902 AD
The chort is a large carnivorous creature known for their extraoridinarily aggresive behaviour. They are a brute force, bearing a large msucular body of an average of 3 tonnes. The large torso is set with two front legs which bear four clawed toes, of which only one is located on the back. While the hind legs are set with only two clawed toes per foot. The head of a chort is formed much like that of a ram, having generally the same skull structure if not for the large canines too suit its carnivorous appetite. On the forehead, a third eye can be found. Most of their body is leathery, apart for patches of fur on the chin and pelvis. The creature stands at 2.2m, or 5m if they were to stand up right. A chort is known for being very brutal and fearless. A trait that makes the creature even more dangerous, seen to how fire and large communities will not scare it off. Recently, chort population has been on the rise. Although reasons are unknown, some rumors have started on the idea that chorts are beginning to feed on monsters. While other rumors suggest they are being summoned or controlled by people. What is true is unknown. Chorts are known for being excellent climbers as well as possesing abnormal power. Their horns are prized too, as they are constructed of ivory. Although it finds its home in woodland areas, chorts can often be found tracking through mountains and deserts.
LVL 30. Vulnerable to pure mana. Resistant to void damage. Can yield common metal, uncommon non-metal, natural product, natural chemical.
Frost giant "Any man who's been up close to a frost giant knows that the very air seems to freeze in its presence." - "Book of giants", a book detailing the nuances of giants, written 1987 AD
Another branch of the many giants. This particular race of giants has been known to be both the rarest, most dangerous, and largest in existence. They stand at a stunning 20m tall and can only rarely be found in snowy pine forests. They can easily be identified by their blue skin, which resembles the colour of a body that has recently died from frostbite. The frost giant is known to have been the target of many vikings in the past. The killing of such a enormous creature was seen as a great feat. The few who killed such giants were often given the title of king for their bravery and skill. This habit made sure the frost giants with their incredible power would not overpopulate.
LVL 40. Vulnerable to fire damage. Resistant to water damage. Can yield natural product, uncommon non-metal, bloodstone.
Xeglun "While tromping through the leaves we heard a massive boom behind us, we turned to find an elk, though far from normal, it was massive." - Skyler
Named Cervus Caeleste, this ingredient monster is massive and a prime target for void mages, it is also pretty hard to kill despite being herbivorous due to it's size. It stands on all fours at about 20 feet, it's horns are massive a twisting, it's fur comes in two possible coats, purple with light blue dots or black with white dots, due to these it has been dubbed "The Celestial Elk" On top of that they all seem to be void elementals, shooting crude void blasts from their mouths. These massive elk live in the forests of Norway, eating leaves of the massive trees. They move in small packs and are hunted by Chimera quite often. They are not hostile unless provoked but are prone to accidentally killing things due to the size of them. The babies get their food from the trees in a different way due to being too small to reach the leaves, instead they use weak blasts of void to break off branches and once it's own the ground they eat the leaves.
LVL 30. Vulnerable to pure mana magic. Resistant to void damage. Can yield Xeglun horn, natural product, uncommon non-metal.
Tatzelwurm "I thought it was fake, I mean a creature with the head, front legs, and upper half of the torso of a cat and the lower body of a snake?" - Skyler
Called Reptilia Felidae. With the head, front legs, and upper torso of a cat and the rest bellow being snake it made for an interesting creature, their origin is unknown and one that most people would probably prefer to keep that way. It's quite sought after for it's interesting pelt and as a pet. Their behaviour often changes with the kind of snake and cat it is, sometimes all it does it lazy around and then digs through trash, other times it's hunting birds for the fun of it. They are probably one of the most bipolar species, in fact many think that they often do suffer from bipolar disorder
LVL 10. Vulnerable to water damage. Resistant to wind damage. Can yield common non-metal, natural chemical.
Arachnum Native to the bamboo forests of china. The arachnum is a 15-20 metre tall spider, with the torso about roughly two metres wide and long. The body is a typical hairy three-part spider body with the abdomen being the largest part. The body is dark brown with patches of green, allowing it to be camouflaged. The legs of the arachnum are camouflaged too. These legs look exactly like thick shoots of bamboo, used for both walking and attacking. The arachnum hunts by staying still in one spot for a long period of time until a possible prey comes along. At this point, it will carefully raise one of its legs out of the prey's sight before thrusting it down onto the prey with all its power. The long legs make it hard to hit with accuracy. But when it hits, it hits hard.
LVL 25. Vulnerable to fire damage. Resistant to earth magic. Can yield natural product, natural chemical, common non-metal, uncommon non-metal.
Caladrius "These fuckers are gonna make me richer than fort Knox." - Warden
The Caladrius is a complete white bird with golden eyes. Its anatomy is one in the same to doves, but somehow the magical potency of the Caladrius has made it much more valuable and capable. The caladrius uses light magic that rivals even experienced mages. The caladrius is known to be a valuable pet to many warriors due to its capability to heal people, even to the point to raising the recently deceased.
LVL 10. Vulnerable to shock damage. Resistant to earth damage. Can yield natural product.
Wild Chinese Guardian Lion
The Chinese Guardian Lion looks like a large lion about the size of dire wolf with a mane made out of what looks to be fire. This a magical effect which serves the guardian lion as a display of strength. Through it, they can show off their large aura and thusly have a higher chance at finding a mate. The creature, despite being a lion and there for a cat acts more like a dog in it's behavior. This particular behavior makes it somewhat susceptible to training, if not for their potentially aggressive alpha behavior. Just like dogs, they show a territorial protective pattern of behavior, as well as a desire to be an alpha. In this respect, they become deadly killing machines when trespassing upon their covens.
LVL 25. Vulnerable to water magic. Resistant to fire damage. Can yield common non-metal, natural product.
Catoblepas
The Catoblepas is a large herbivore creature. It takes after a giraffe in the manner that it has a quadruped body and long neck. But in all other aspects it is unique. The four legs it has are strong, 3 metre in diametre with a unique bone structures that allow it to weigh much less than one would expect (mind you, they still weigh multiple tonnes at average). It has a 17 metre long neck with large tusks and mane. The neck is not as scrawny as that of a giraffe, as it is 1 metre in diametre. The strong muscles make the head a fearful weapon. In total, the Catoblepass stands at 25 metres tall covered in fur. The Catoblepas has a habit for standing in water. It prefers having water up to its knees from where it will eat of nearby vegetation located both at river sides and underwater. This location is both due to a proximity to water sources and food, as well as a protection against predators.
LVL 40. Vulnerable to earth damage. Resistant to water damage. Can yield natural product, natural chemicals, common non-metal, uncommon non-metal.
A Catoblepas, standing next to a Nokusiza giant. Source
Bywark
The more violent version of the Catoblepass, as some would call it. The Bywark is a slightly larger creature, with a total of eight legs. It's fur is a pristine white, save for the black markings on its head and the thinner brown fur on its stomach. The horns that extend from the head are equally black to the markings, being thin and curved much like a sceptre. The Bywark is inherently violent in nature, taking to pursuit any possible threats it may come across. When in full gallop, the creature is well capable of trampling trees and vehicles with single steps.
[/PTab={background-color:#181818}] [PTab=Mountainside / Arid Creatures] Mountainside / Arid creaturesAlong the mountains, many tough creatures can be found. Creatures that are either good and climbing and flying, or stick to the caves that they guard with brute power. These creatures are typically tougher than woodlands creatures.
Cyclops "How about this. We take a large pole, poke out its eye, dress up like sheeps and crawl ourselves out of this hole." - A mysterious abductee, who died tragically, 1846 AD
A creature originally rumored to be one of the children of an ancient god of water before Nara existed. In those same ancient times, cyclopses were domesticated to serve as heavy lifters. The average cyclops can lift up to 750kg easily. In rare cases these cyclopses were also used as war machines, but due to their low intelligence they did not end up to be quite good in warmongering. Nowadays cyclopses are still domesticated, although far less so than back then. A cyclops is a bipedal creature that has a humanoid bone structure, but elephant-like feet. Its hands have two fingers and a thumb, and its skull is constructed to hold only one eye. The skin of a cyclops is gray, tough and leatherlike with thin fur, much like an elephant's skin. It has large canines which it uses for its strict carnivorous diet. Some cyclopses are documented to use trees, boulders and other conventional means as makeshift weapons. In few cases, smarter cyclopses even make armor in order to keep themselves safe. This is a testament to the fact that cyclopses have a low-level intelligence, equal to that of a humanoid with an IQ of 60-75. It's often found too that the smarter a cyclops is, the friendlier it will behave towards strange species. Thus it should be remembered that when encountering a cyclops that does onto wield any makeshift gear, it can most probably be pacified without any form of combat.
LVL 20.Vulnerable to void damage. Resistant to water damage. Can yield natural product, common non-metal, uncommon non-metal, common metal.
Mountain Giants "The fact that gaints are scared of these creatures explains enough , about them." - "Book of giants", a book detailing the nuances of giants, written 1987 AD
Matar Giants are more commonly known as the Butchers or Meat Axe’s by Wood and Nokusiza Giants. These Giants are known for being smaller than Ihlathi Giants with a 10m max, however far stronger and cannibalistic. These Giants live in Mountain terrain feasting off travellers and even other mountain monsters. Although they have a low IQ it isn’t unusual to see these Giants holding huge axe’s made of stone and a small tree. They have shown they can easily uphold to the strength of a cyclops. These Giants unlike their brethren who have shown to possess some type of magic skill, no matter how small, have no magical ability whatsoever. These Giants are aggressive and should be avoided at all costs.
LVL 30. Vulnerable to void damage. Resistant to pure mana. Can yield natural product, common non-metal, common metal.
Griffin "Royal? Aye, royal dangerous. But there's no blue blood in a flying lion's veins." - Unknown, 1457 AD
The griffin is often referred to as a "royal creature". It is a large hybrid between lion and eagle. It has a large eagle-like head but with a more elongated skull. Its back is set with two eagle wings. This particular version of the griffin comes at the size of a large horse. It is four legged and has a lion-like tail and legs, but it's feet are more like the claws of an eagle. Its colors change per region. On American soil the eagle head will have white feathers like a bald eagle, while a European griffin will have gray feathers. Griffins are generally protected by humanoid species due to the fact that griffins tend to target monsters rather than humanoid species for food. In some countries, it is even punishable by prison sentence for killing or harming a griffin. In Austria, the act of killing a griffin is even punishable by death. This is the most severe punishment in Austria, as it is the only offense that is punishable by death. Even mass murder does not exceed this punishment. In ancient times, griffins were domesticated by dragon hunters, earning griffins the nickname "Dragonsbane bird". Their use of thunder magic made them perfect for this act as most winged creatures such as dragons were weak against thunder magic. A particular version of the griffin called the "Griffin Centurion" is a monstrously larger version of the average griffin, being around the size of a double-decker bus. These centurions were large enough to carry fully armored knights on its back, thus causing for it to become the main force of the legendary "Riesen-Jagd armee".
LVL 25. Vulnerable to fire damage. Invulnerable to shock damage. Can yield natural product, common non-metal, uncommon non-metal.
An artists depiction of a griffin Source
An artists depiction of a griffin centurion (left) fighting a small dragon (right) Source
Cockatrice "The thing was smart enough to play dead and get taken as trophy. Once it got in the city, it began to breathe again. Thats when we had to play dead." - Survivor from the attack of a highly intelligent cockatrice, 1566 AD
Cockatrice are four legged creatures. Their build is alike to that of the Griffin, having four clawed feet as well as two wings. But unlike the Griffin, Cockatrice have a slight resemblance to turkeys. Their large red sack, centered on their neck, as well as their headsare almost exactly like that of a turkey (but much larger).Its feather coat is completely black. The average cockatrice is sized like a doubledecker buss, much like the griffin centurion. The Cockatrice is known for its petrificating poison which it dispenses through the beak, and generates in its necksack. The creature uses this poison as its main weapon. The sack in fact grows when a Cockatrice is preparing an attack, thus making it obvious that the cockatrice is about to attack. But if one neglects to dodge its attack, one will face certain doom, as its poison freezes one in place for an extended period of time, allowing the cockatrice to attack without resistance.
LVL 20. Vulnerable to shock damage. Invulnerable to poison. Can yield natural product, natural chemical, common non-metal.
Harpies "The sun blackened out, as a cloud blocked it out. But it was no cloud. This time, it was a swarm of hungry harpies, more than any man could handle." - "The fleet of marilyn", work of fiction, 276 BC
The harpy is a small creature with a feathered, humanoid body. It often is hunched over, and its hands and feet are talons rather than the normal humanoid limbs. Their elongated talons serve as their secondary weapon, as their main weapon is their capability to fly and use this power to their advantage. Harpies have the facial look of a very disturbed old woman. Harpies, in legends of old, are said to lead people away from their paths, only to kill them. This would not be far from the truth since harpies are often found imitating seductive voices and singing to draw humanoids towards them. In this aspect, they are alike to sirens.
LVL 5. Vulnerable to shock damage. Resistant to wind damage. Can yield common non-metal, natural product.
An artists depiction of a harpy Source
Curocos "Trust me. No one will notice the difference." - The director for Jurassic Park, on why he used curucos as stand-in for pterodactyl
The Curocos is a violent creature. It has a body alike to demons of old. With a sleek, leathery skin. Its main body is one metre tall torso, attached to which are two claws as lower legs and two large leather wings. The creature has one strong pollex which can be used for latching, lacerating or climbing. The head has a beak with small, sharp teeth. The creature does not have a nose, nor does it have eyes. Rather, it has two patches of skin with bones running through set on the head. These patches have their own air outlets as the creatures mouth has no actual airway. With the skin-patches it can hear incredibly well, use sonar, and screech loudly. The Curocos sees with sonar. Aside from this, it can hear very well, which can cause for it to not only hunt with sonar but also through hearing the movements of its prey. This creature holds its roost along tall, rocky shorelines where it hunts on fish and small prey. It fears little, thus causing for this fearsome creature to attack larger creatures and viro as well if it means to bring a meal to the table.
LVL 20. Vulnerable to pure mana damage. Resistant to void magic. Can yield common non-metal, natural product.
Ignomanes "Their dance is time-honored. But we do keep extinguishers at hand." - Festival organizer for Chinese new year dance, 2008 AD
Also known as firemanes. Ignomanes are creatures akin to lions. Their head, mane, and torso forms akin to one. The exceptions come when examining the tail, legs, and stag-like antlers. The legs and tail are more akin to a hybridisation of an aligator and lion, boasting large lizard-like claws and spikes whilst still covered in fur. The tail epsecially is far thicker and longer than that of the average lion. The ignomanes take their name for their manes, which are not only crimson red, but also have the ability to light on fire through use of magic, should the ignomane find need to do so. This serves as a defence mechanism against larger predators that are intent on attacking the neck, as well as an offensive tool to set alight larger herbivores to induce panick in their targets. Coming in packs no more than 20, these groups are dominantly female populated. But unlike in the case of normal lions, it is the females that boast manes. Male Ignomanes, rather than having crimson manes, have a crimson fur spanning their entire body. Which like the manes can be set alight through magic.
LVL 15. Vulnerable to water magic, resistant to fire magic.
Weebles "A furball with teeth. Little girl's death trap." - Unknown, 2013 AD
Weebles are fairly commonplace and can be found almost anywhere, at any time. They are essentially the pests of the world, and multiply in large numbers. They can range from 30cm tall to 60cm, and are spherical balls of fur. The colour of their fur reflects their element, while their eyes are always a deep black. Within all their furriness, they have a maw which opens to reveal 3 rows of sharp teeth which shred and incoming food, but are also good for hunting. Weebles are omnivores, eating grass or other regular fauna. They feed on land around their territory and will scavenge for corpses, but only hunt if food is desperately needed. They live in groups of up to 50, but roll and hunt in groups of 5-10. They communicate in low growls.
LVL 10. Vulnerable to light damage. Resistant to darkness damage. Can yield common non-metal, natural product, natural chemical.
Devourer boar "It was a boar with what I can only describe as a face that only a mother could love, a mother that was blind." - Skyler
Standing at roughly 2 metres on all fours it is a massive boar with no tusks, instead of mangled mouth and beady eyes, it is also for the most part fur-less besides the mane leading from the head down to the start of the tail, it has two-toed hooves with a short gap in the middle intended to allow them to run through the sand. It's scientific name is Gulam Entelodon. They are highly aggressive and loners, it's rare to even see two of them near each other with out one of them mangling the other and eating the corpse. They are massively food based, to the point where food even out-prioritizes breeding, they waste nothing and consume everything as they are omnivores.
LVL 10. Vulnerable to physical damage. Resistant to magic damage. Can yield natural product, common non-metal
Jackalope "I haven't lost a pull since yesterday!" - Gambler, in possession of a jackalope antler.
This creature, native to southern United States, is one of very small stature. Looking like the typical jackrabbit with a pair of antelope horns on its head, they just barely reaches 12 cm tall with its horns and 63 cm long. Being such a small beast makes living somewhat hard, especially in a world with such fantastic and aggressive monsters. That is why it seems to have developed… luck. As a self defense. Famously skittish, these rare creatures are hunted to make both valuable pets and for good luck tokens. Though being able to run at 100 kmh and jump up to 4 meters make them somewhat difficult to catch.
LVL 20. Vulnerable to blunt damage. Resistant to light magic. Can yield natural product, common non-metal.
S’kuria “We thought they didn’t have any eyes. That was until Billy tripped over it’s tail.” - An explorer who came back from his adventure with many deep cuts, 1984 AD
S’kuria is race heavily debated on, as they’re origin is not known. It is said Gaya created them one day as she was trying to create a creature that could be used as messengers. It was said back in the time when elementals ruled, they helped guard holy land of Gaya as well as preach about the two gods. These creatures have a form of society like Viro’s, however it is a very religious society. They have no kings or rulers, they only follow the word of Gaya. They have built towns secluded in the mountains and most S’kuria have designated vocations. Some may be guards while others are shop keepers. However they do not take well to people stumbling past their villages, most end up dead or coming back with various wounds. Only champions are usually allowed in. S’kuria are tall, having an average height over two meters, they are covered in scales, those scales ranging on colours, as the colour matches their element. They have no legs, except they have a tail that makes them extremely agile, at the tip of their tail, is an eye resting on this spiked ball. This is what they see with as their faces are bare of eyes and contain other facial features. Their hands are every human like, however they don’t have nails. Instead their fingers end in long sharp claws. They have also shown to be powerful magic users and have even been seen using medieval weapons such as bows, swords, axes and shields.
LVL 20. Vulnerable to fire damage. Resistant to earth damage. Can yield natural chemicals.
Minotaur "You should always listen to Minotaurs. Anyone with four stomachs has to have a firm grip on reality." - Catherynne M. Valente, 2013. In her book 'The Girl Who Soared Over Fairyland and Cut the Moon in Two'
The minotaur is a 2 to 2.5 metre tall bipedal humanoid. The legs of the minotaur are alike to the hind legs of a bull, while the torso is that of a (hairy) human. The head is almost identical to that of a bull as well, boasting large horns most of the time. Female examples of minotaur differ little, save for their more docile behaviour. When Viro began to massively mutate and evolve around the end of the arcanic era, some species became barbaric and degraded in terms of their mind. They became less than viro, more like beasts. While many beast-viro exist, only a few species lost their humanity. Minotaurs are one such species. They became rageful bull-people who dismissed development and devolved into feral creatures. Despite their feral being, the minotaur still remembers the methods of old. they can make small huts, weaponry and primal forms of applications and tools. they often wear clothing made of the fur of animals and use weapons made from bone and stone. They have little in the form of language though as they do not have a comprehensible language. The languages change in between tribes and lacks a good construction, making negotiation incredibly hard. The fact that minotaurs react aggressively to any approached does not aid in this.
LVL 20. Vulnerable to slash damage. Resistant to blunt damage. Can yield common non-metal, uncommon non-metal, natural product.
An artists depiction of the minotaur encountered by the "odyssey" explorers.Source
Phoenix "Winged flame, the holy sigil of arriors warriors and symbol to the 'living flame'." - Unknowm hailmerryman
The phoenix is a bird largely sharing the anatomy of the american eagle. Its size is much larger though. It has a wingspan of 20 metres and according ratio of body. Its feathers range from bright red to light orange, imitating the colourscheme of a flame.Some older phoenixes even have some blue and white feathers. The phoenix has become the universal symbol for a great deal of things. For one, it has become a symbol for the "living flame". This living flame plays an important role in the filosophy of the hailmerrymen who seek to create a completely sentient flame to lead viro-kind. The phoenix, being a bird that looks like it has been set on fire, has proven itself fitting of this symbol. The phoenix has also become symbol to revenants. This is due to the fact that the phoenix, just like the revenants, turns to ashes upon death. The phoenix have a unusual procreation system. When a male phoenix or a non-fertilized female phoenix dies, no babies are in the ashes, but when a fertilized female phoenix dies several baby chicks comes out of the ashes which will over the course of days become full grown.
LVL 50. Vulnerable to water damage. Invulnerable to fire damage.
Bullhorn
Roaming the plains and mountainsides of many biomes, the bullhorn can be found. A large creature, from the same family as the goat. With its large, circular horns set upon its head. It stands at two metres tall, with thick brown fur on its cow-sized body. these creatures can be found in groups and are often herded for their delicious meat and useful horns and fur, as well as milk production. In the wild, the bullhorn can be found in either enormous herds or small groups, roaming in the safety of its numbers as it remains the prime source of meat for many predators in the areas. The bullhorn is quite the social animal. It has a complex social structure in which the many males and females of the pack interact with one another to serve the integrity of the herd. There is no one alpha, but rather by a collection of males that circle shared females. This unusual behaviour allows them to fend off many predators whilst protecting the herd and increasing the population vastly.
LVL 5-10. Vulnerable to firearms. Resistant to blunt. Can yield natural product, common non-metal.
[/PTab={background-color:#181818}] [PTab=Undead] UndeadIn this world, apart from the wild monsters, there are also the 'true' monsters. Monsters made from the dead and demonic influences.
Zombies Zombies come in many forms and sizes. There are two general kinds. The first is magic zombies. These zombies are undead bodies raised with magic to obey the command of a single person. This causes for the zombies to be organized, giving them a tactical advantage on others as long as they are in groups. The other kind are zombies created from chemical and biological viruses. These zombies, although tactically unorganized, have the advantage in mutations. Some zombies will become incredibly big and powerful under the influence of these mutations. The name zombie is effectively a collective name. But there is one common concept that all zombies share. A zombie is a dead body, may it be monster or human, that is brought back alive but missing its essence: The soul. They're husks of a person, present in physicality only.
Biochemical zombie Zombies, created through the deployment of complex chemical weaponry. It turns those killed by it's chemical burns, after which anyone killed by the zombies is resurrected. They can not be controlled though they have low level intelligence and tend to swarm. They react to sounds and sight that either seem interesting, or could have food. Die after three days of abstinence from food, or 10 days of existing.
Reanimated zombie (viro) Zombies, reanimated through magic. This is normally spread by a necromancer of high magnitude raising early dead from the grave. These normally come in small groups, making it hard for larger scale attacks. though in history, one particular necromancer who came early to the art, was able to take over most of England. This happened shortly after the black corruption, which was likely the inspiration for necromancy. Necromancers can make viro zombies by mixing certain ingredients together. A novice necromancer can bring back a zombie that originally was LVL 1. An apprentice necromancer can do so with LVL 3. A journeyman, LVL 5. An expert with LVL 7 and masters with a staggering LVL 10. Making a zombie requires three units of viro parts and a minor crystal.
Reanimated flesh golem (viro) A type of zombie created specifically by blood necromancers. They take quite a few more ingredients to make, but are somewhat stronger to their counterparts. They look like skinless viro, and are thus quite repulsive. Necromancers can make viro flesh golems by mixing certain ingredients together. A novice necromancer can bring back a zombie that originally was LVL 1. An apprentice necromancer can do so with LVL 3. A journeyman, LVL 5. An expert with LVL 7 and masters with a staggering LVL 10. Making a flesh golem requires five units of viro parts and a minor crystal.
Reanimated zombie (beast) Zombies aren't specifically viro. Some necromancers reanimate animals, through quite the same process as a viro zombie. Though creating reanimated animals is much more difficult, requiring a better necromancer. An apprentice necromancer can bring back a zombie that originally had LVL 5. A journeyman, LVL 10. An expert with LVL 15 and masters with a staggering LVL 25. Making a zombie requires three units of beast flesh and a minor activated crystal.
Reanimated zombie (magi) While zombies are easy to create from mere creatures of flesh and blood, creatures with strong magical ties such as void and magic creatures are a bit harder. Assuming they do have flesh on their body, a necromancer can reanimate such a creature and bring it back to unlive. A journeyman necromancer can bring back a zombie that originally had LVL 25. An expert, LVL 35 and a master with LVL 45 points. Making a zombie requires three units of magi flesh and a minor activated crystal.
Reanimated zombie (great beast) The world knows great beasts, such as giants and griffins, whose size and power makes them hard to control. But a well practiced necromancer can manage to bend the will of even these great things to its own. An expert necromancer can bring back a zombie that originally had LVL 25 and masters with a staggering LVL 50. Making a zombie requires five units of beast flesh, three pints of beast blood and a magically potent gem.
Reanimated zombie (dragon) No more powerful creature exists within the arsenal of the great necromancer, than the raised dragon. Little needs to be said about how powerful such a creature is. Only a master necromancer can reanimate a dragon, with an original LVL 50. Making such a dragon requires three units of dragon flesh, three pints of dragon blood and a dragon heartstone.
Cannibal A variety of zombie known as the cannibal. These undead and often somewhat bloated and rotten creatures common within the african and asian regions of the world. These cannibals have the advantage of being able to feed off of its fellow zombies. By feeding from the fellow creatures, they can regain health as well as improve their natural armour. The cannibals are an aggressive, volatile species. When hit with fire, the internally building up gasses of these bloated cannibals can possibly explode, damaging anyone in its immediate area.
Vulnerable to holy water damage. Resistant to darkness magic.
Banshee Banshees are territorial creatures, who generally live on their own. They are carnivorous and even cannibalistic, hunting with their deadly screams and rending claws. They are usually between 5&6 feet tall, and extremely thin, wrapped in a thin white veil. They are humanoid and have extremely pale skin, as well as their yellowed claws. It is said that of you hear one scream, it will be one of the last things you ever hear. They live in mountainside caves and other isolated places, rarely coming into contact with any civilisation. They are uncommonly found on the mountainside.
Vulnerable to light magic. Resistant to darkness magic.
An artists depiction of a banshee Source
Jumping jack The jumping jack is a large maggot-like creature. They can be found anywhere were large quantities of dead bodies can be found, feeding of the rotting flesh. They're about 30 metres in length and of varying girths. The skin is a leathery, sickly pink colour. The mouth of the creature is a circular, toothed maw. Jumping jack are called jumping jacks for their habit to jump at nearby living creatures in an attempt to attack them. They're not very capable of attacking, nor are they very capable of taking hits, but they can still be aggressive and freak any unprepared person out. They're often used to feed companion creatures. Their body also creates a liquid called jackjelly, which has unique chemical properties used for certain agility and stamina enhancing potions.
LVL 1. Vulnerable to blunt damage. Resistant to water damage.
Shade Shades are the souls of those who have been killed, and for some reason have not passed on to the underworld. They are darkened figments of their former self, missing a lower half of their body as the float in a dark cloud over the ground. These creatures can phase through walls, and attack with a mixture of spells and weapons it was able to use in its former life. Their facial expression is one of constant agony, creating the visage of them screaming without actually creating any noise. It is believed that reapers exist largely to combat these creatures by preventing them to be made in the first place.
LVL 20. Vulnerable to magic. Invulnerable to physical damage.
The Bloated The Undead forms of beings whose corpses and bodies found themselves rotting in particularly magic rich swamps or bogs- there are even a handful of cases of them appearing in old sewer systems. Their skin is typically quite rotted, and have large visible sacs all over their bodies- filled with methane gas. Being quite rotted, they are typically weaker and dumber than Magic-based zombies, but make up for it in how dangerous they can become in numbers. They follow typical zombie behaviors of hordes and swarms, but the greatest danger isn't if you get scratched or bitten- it is if you cause one to catch alight. It isn't entirely clear whether or not these beings can be created artificially, but it is known that several ancient powers involved them in their tactics- an example being releasing groups of captured Bloaters during Sieges to break up the attackers.
Vulnerable to fire and shock damage. Resistant to water damage.
An artists depiction of a bloated Source
Ghouls Ghouls are peculiar undead creatures. Unlike zombies, they are composed of various forms of human and animal residue. They have the rough look of a human in the fashion that their skeleton resembles that of a human, mixed with a dog. Their skull and face are human too, but with a larger mouth. They do not share the leathery human skin however, as they have absolutely no skin. At first sight, a ghoul will look like a living blob of flesh. They have large talons and come in small groups of 4~8 to attack their prey. Ghouls are known to have the same living patterns as wargs, sticking to the aftermaths of battles to fester. The ghouls will prefer a very particular thing however. They will choose life prey over dead prey. Wargs will be happy to stick to a dead body and not bother with living things going by as they do, but a ghoul will much more prefer eating a living being. Another difference is the fact that ghouls will eat diseased bodies, and suffer no consequence from it. They also eat their own kind when they die to empower themselves. This technique is unique to ghouls. Due to their capability of eating diseased bodies, a scientist (Doctor Freduen) in 1046 AD created the idea to use ghouls as a way to dispose of the many diseased bodies littering the streets off Lucerne during this age. The city had been struck with a viral disease and this caused for call of any solution to this disease. What the doctor did not know at the time was that ghouls preferred living victims. When the ghouls were let go on the streets of Lucerne, one of the most bloody incidents in history happened, as every citizen of Lucerne was hunted down and killed by ghouls. For the years afterward, Lucerne became known as "The city of the undead".
LVL 5. Vulnerable to fire damage. Resistant to void damage.
An artists depiction of a ghoul Source
Ember ones Ember ones are physical manifestations of ghosts. They look like charred, still burning bodies that are near to unrecognisable from their former humanoid form. They only move at walking speed and are bound to a certain location. This is often their previous home or place of death. These ghosts are speculated to be the phantomical essence of those that were wrongly punished for a crime and sent to burn at the stake. Although this hasn't been proven yet, so far all encounters with these ember ones indicate that this is indeed the case. When encountering these creatures, it is recommended to find a source of water. This can be used as a safe haven against attacks from the ember ones as they fear water immensely.
Vulnerable to water magic. Invulnerable to fire damage. Can yield crystal.
Skeletons (viro) Skeletons are a necromancers most basic creation. By stripping a corpse of its flesh and blood, a skeleton can be made. Then, through incantations and ritual, these skeletons can be brought back to live to serve as permanent thralls to their master. Skeletons from viro are easy to make, but are brittle and die much more easily than a zombie. Their stat points are half that of their former self. All it takes to make a skeleton, once stripped, is a minor crystal, which is placed in the upper vertebrae of a skeleton. A novice necromancer can bring back a skeletons that originally had 100 stat points (not counting buffs). An apprentice necromancer can do so with 200 stat points. A journeyman, 300 stat points. An expert with 400 stat points and masters with a staggering 500 stat points. Depending on the element of the necromancer, they will be either expulsing thin smoke in case of unholy darkness, or drip putrid rot in case of unholy pure mana. Stripping a corpse of its flesh generates a unit of viro flesh, blood, and a heart.
Vulnerable to blunt damage. Resistant to slashing damage.
Wither skeletons Wither skeletons are among the most notorious and iconic undead creatures. Made from quite simply the skeleton of a dead human and charged with holy void magic. They are created by stronger creatures or people that use unholy darkness magic for necromancy. Although they are normally created to serve as a cheap workforce, their leniency to rebel once self-suficient has caused for their being to be restricted. They can still be found in many tombs, protecting their former owners grave or mindlessly roaming their final resting place. Due to their post-humanoid form they can easily wield weapons that any viro of modern day could. They, however, normally wield a melee weapon. The wither skeleton often has purple flames and embers coming from its body. Unlike common belief, this is not the result of fire magic but rather holy void magic imitating flames to act as a fake soul. These 'embers' are what takes control of the wither skeleton and animates it. Only holy void users can make these. A novice necromancer can bring back a skeletons that originally had 100 stat points (not counting buffs). An apprentice necromancer can do so with 200 stat points. A journeyman, 300 stat points. An expert with 400 stat points and masters with a staggering 500 stat points. Stripping a corpse of its flesh generates a unit of viro flesh, blood, and a heart.
Vulnerable to blunt damage. Resistant to void damage.
An artists depiction of a wither skeleton Source
Skeletal knight Skeletal knights are often mistaken for living armour, but these armoured tanks are often actually inhabited by a skeleton of a deceased knight. Typically, these skeletons are more capable warriors than the average wither skeleton, being set not only heavy armour but also varying melee weapons. These can vary from a kite shield and arming sword to a full-fledged claymore. When the age of chivalry ended, and war became a more lethal and savage occurrence, many rulers took to reanimating their knights as to not lose valued assets. Many of those knights still roam, having gained self-sufficiency in their imitations of life.
Vulnerable to blunt damage. Resistant to slash damage.
Skeletal beast Creating a skeletal beast is done through quite the same way as it is with a viro. By stripping it off its flesh. one can expose the skeleton. Then, after adding an activated minor crystal in the vertebrae, they become reanimated through necromancy. Skeletons from beasts are easy to make, but are brittle and die much more easily than a zombie. Their stat points are half that of their former self. An apprentice necromancer can bring back a skeletons that originally had LVL 10. A journeyman, LVL 15. An expert with LVL 20 and masters with a staggering LVL 25. Depending on the element of the necromancer, they will be either expulsing thin smoke in case of unholy darkness, or drip putrid rot in case of unholy pure mana. Stripping a corpse of its flesh generates a unit of beast flesh, blood, and a heart.
Vulnerable to blunt damage. Resistant to slash damage.
Skeletal magi Magical creatures and void creatures are hard to tame, and even harder to raise from the dead. Using necromancy to make them is no small task and requires a journeyman necromancer to perform the job. Due to their increased attunement to magic, it might at first be hard to get your own magic flowing through their body. But once it does, they become hardened thralls. Skeletons from magis are somewhat easier to make, but require great knowledge of necromancy and die much more easily than a zombie. Their stat points are half that of their former self. A journeyman necromancer can bring back a skeletons that originally had LVL 25. An expert LVL 35 and a master with LVL 45. Depending on the element of the necromancer, they will be either expulsing thin smoke in case of unholy darkness, or drip putrid rot in case of unholy pure mana. Stripping a corpse of its flesh generates a unit of magi flesh, blood, and a heart.
Vulnerable to blunt damage. Resistant to slashing damage.
Skeletal great beast Enormous skeletal beings known as skeletal great beasts are the results of necromancy on larger, more powerful wild creatures. They make for powerful allies to the experienced necromancer. But their size requires experience. Skeletons from great beasts are somewhat easier to make, though they quite some time to strip. But they also require great knowledge of necromancy and die much more easily than a zombie. Their stat points are half that of their former self. An expert necromancer can bring back a skeletons that originally had LVL 35 and a master with LVL 50. Depending on the element of the necromancer, they will be either expulsing thin smoke in case of unholy darkness, or drip putrid rot in case of unholy pure mana. Stripping a corpse of its flesh generates a great beast heart, three pints of beast blood and three units of beast flesh.
Vulnerable to blunt damage. Resistant to slashing damage.
Skeletal dragon No greater power is known to necromancers than the reanimation of dragons. Their power, unequalled. They require a master's touch. But the mere sight of an undead dragon is enough to make armies flee. Skeletons from dragons are quite hard to make, as carving through the thick scales takes much effort. A master of necromancy can reanimated a dragon that, in its previous life, had up to LVL 50. Stripping a corpse of its flesh generates a unit of dragon flesh, dragon blood and a dragon heart.
Vulnerable to blunt damage. Resistant to slashing damage.
Twitcher Unlike what one might assume, these are not gamers that stream their games. Twitchers are undead viro that are raised from the dead long after their soul has left their body rather than recently after. This lack of magical presence makes the dead body react violently towards new magic influencing it. The muscles in specific will spasm haphazardly. But these twitchers are much easier to raise for necromancers due to the lack of arcane hurdles. The twitchers are not only constantly twitching and shaking, but at times are outright vibrating. Their bodies in a state of decay to the point where there are holes in their flesh and the skin hangs loosely over their body.
Vulnerable to light damage. Resistant to darkness magic.
[/PTab={background-color:#181818}] [PTab=Urban Creatures] Urban creaturesIn modern day, many creatures have come to life in the urban areas. They scavenge food and stick to the dark corners, allowing them to keep alive now that industrialism has taken the world by storm.
Goblins Originally living in caves, the goblins were driven into the sewers of larger cities as these cities took over their living areas. Few can now be found in the wild. Goblins are green-brown small humanoids, standing at an average of 1 meter tall. They have a more primal skull and longer limb-to-torso proportion than normal humanoids. Their big eyes, occasional horns, massive underbite, olive green skin and hunchback gives them their trademark look. They are intelligent for monsters, being capable of making crude weaponry and even having religious influences. They are smarter than Satyr's in the sense that they can use crude strategy and sometimes even stealth to get around. Due to goblins living close to living quarters of humans, sewers have become closely watched and tightly locked holes. Sewer workers have become dangerous jobs, and thus they are often given police support, or sometimes even military support. This has made being a sewer worker a very well-paying job.
LVL 1. Vulnerable to slashing damage. Resistant to pure mana damage. Can yield common metal, natural product.
An artists depiction of a goblin Source
Hobgoblins Hobgoblins are the goblins' larger cousin. With their average size being 1.2 meters tall. Their skin is a dark grey, rather than olive green. Their behaviour does not deviate far from goblins as they too live in sewers. However, unlike goblins, hobgoblins will sometimes leave their denisen to attack viro and their pets for food. This makes the hobgoblin not just a pest, but a full fledged danger to society. Sadly, they breed fast and stick to deeper portions of sewers. Some hobgoblins can be found using novice earth magic to aid their allies in combat. These hobgoblins have been called "Shamans" and can usually be found once or twice in larger hobgoblin covens. They seem to hae a fondness ofr collecting heads, going as far as to mount the head of their first born on a staff as magic catalyst.The head does not carry any magic power however, it simply stands as image for their authority, which they often carry in the coven.
LVL 10. Vulnerable to slashing damage. Resistant to pure mana. Can yield common metal, natural product, natural chemicals.
Bullfrog In urban areas, bodies of water are not at all uncommon. Nor are the frogs that dwell within them. One particular frog has grown quite sizeable. With the size of a drake youngling when fully grown, it can pose a hindrance for cities it dwells within. Sticking typically to sewers and ponds, it ordinarily only ever hunts insects and small fish for food. But when rabid, these bullfrogs can be found attacking viro. Their large jaw, lined with small teeth, make for a dangerous tool against the inhabitants of their city. Though beside their large size and teeth, bullfrog really aren't all that intimidating.Rather, they're very slimy and gross. On top of this, they have a very loud screech.
LVL 5. Vulnerable to blunt damage. Resistant to water damage. Can yield natural products, natural chemicals.
Sewer snakes Otherwise known as the "Dirty basilisk", sewer snakes are snake formed creatures of massive proportions of 10 metres long and sometimes 0.75 metres wide made up from various forms of garbage and waste. What creates them initially is unknown, but it is known that it can actually reproduce, making it one of the few magical creatures that reproduce. Sewer snakes, aside from goblins, are the reason why sewer workers bring weaponry when going down to work. These snakes seem to be tameable, but not many people want to actually tame them for their putrid smell. The few that do tame sewer snakes will find them very social and caring creatures. It is quite a bitter irony how the most putrid, disgusting creature is the sweetest.
LVL 25. Vulnerable to slashing damage. Resistant to blunt damage. Can yield natural chemicals, civilian chemicals, and loads of trash.
Yagmay Yagmays are paracitic creatures, taking over and controlling other animals, insects and even people. They generally live in well populated areas where they will not be seen, and generally not with other Yagmays. They aren't very commonly seen. When not in control of a host, Yagmays appear to be a purple-ish gas, in the shape of a 7 ft humanoid, though with elongated limbs. Normally they do not attack or come out of hiding unless they can find a host quickly, as without one they are quite weak. They can live for up to a week without a host, but do not harm hosts when in control.
LVL 20. Vulnerable to opposite element. Resistant to same element. Can yield legendary chemicals.
[/PTab={background-color:#181818}] [PTab=Subteranian Creatures] Subteranian creaturesWhether in the deepest of caves or burrowed tunnels, these creatures prefer the underground to sunlight.
Mawbytes Mawbytes are long, worm shaped creatures with hundreds of small claws running down their side. They normally range from 20-40ft long, with gaping mouths and razor sharp teeth. They have a long tongue which can grab prey, yet no eyes. Hunting using tremor sense and burrowing up from underneath unsuspecting prey, groups of them are often mistaken for earthquakes. Mawbytes are carnivorous and live in small colonies, like a family. They arent very commonly seen but can be found underground
LVL 20. Vulnerable to water damage. Resistant to blunt damage. Can yield natural chemicals.
Oozes Oozes are subterranean creatures who feed off other living organisms. They are formless and the colour of whatever element they are related to, while ranging from between 1 metre squared to 3 metres squared in size. They absorb plants and creatures into their body before dissolving them and taking and nutrients needed, as well as moisture. Although they don't live in colonies as such, they are normally found near any reliable food or water source underground. Baby oozes are created when an ooze becomes too large, and releases some of its own ooze. They are found fairly commonly underground.
LVL 5. Vulnerable to opposite element. Resistant to same element. Can yield natural product, natural chemical.
Lacerta A rare cave creature prized and sought after for its scales. Appearing somewhat similar to a Echidna shell and scales placed onto a Komodo Dragon, it typically is the size of a beagle. Its diet usually ranges from large insects and bats. The unique thing about it is the fact its very reflective scales- ranging from black to silver- is able to utilize a unique polymer coating its metallic scales to vanish from sight when introduced to a certain amount of magic. Hunters and warriors who have known about these creatures have valued these scales for those properties for generations, and at times were worth their weight in gold. However, hunting has driven the Lacerta itself to very low numbers, and can only be rarely found deep within cave systems. They are famously skittish, and will almost never fight when confronted by a predator. It is worthy to note that Lacerta Scales, once removed from the creature, will have a shorter period of invisibility than when they were still part of the creature.
LVL 5. Vulnerable to light and earth damage. Resistant to water and pure mana damage. Can yield common non-metal, uncommon non-metal, uncommon metal.
Manticore Manticores, or Panthera Tigris Androctonus Chiroptera, stand at 0.7 – 1.2 metres. with the body of a tiger, wings of a bat, an tail of a Black fat–tailed scorpion these creatures are solo hunters of medium prey like deer. They are silent hunters, moving from place to place with little to no sound, not to mention they use echo communication in the dark to see further despite the fact they have low light night vision but when they strike they strike hard, using their wings to swoop down and quickly strike with their tail which pumps in fast acting neurotoxic venom quickly, they then land and chance what they struck until their prey can not walk which then they take their time eating alive
LVL 20. Vulnerable to water damage. Resistant to earth damage.
Scorpis Many underground creatures share a common resemblance with insects. But the scorpis takes towards the arachnopods. As the name implies, the Scorpis is a giant scorpion-like creature. It shares all the characteristics of claws and tails as well as well armoured exoskeleton. but the Scorpis differs in two things. Its cylindrical toothed mouth capable of consuming any threat after killing it, as well as a gargantuan size. The length of its body reaches a remarkable 13 metres.
LVL 30. Vulnerable to fire damage. Resistant to poison damage. Can yield natural chemicals, common non-metals.
Animonculi sentra Once long ago created by the same man who created modern day constructs. These Animonculi come in vastly different shapes and sizes. The sentra is a 2 metre tall steel statue, with interlocking joints that allow their movements. Their body set with thin plates, causing them to fall apart if killed. They are not able to cast magic, but their built-in retractable blades and crossbows make them deadly still. At the core of their being one can find a soul gem, a rare crystal formed by long term concentration of mana flowing through its body. The Sentra is the main soldier of the constructs that roamed long ago. They come in the forms of steel constructs, much more lacking in emotional capability than their construct brethren. Charged with protecting their appointed dwellings, they still guard to this day, attacking anyone not part of the old army they once held high.
LVL 20. Vulnerable to blunt damage. Resistant to slashing damage. AP 3. Can yield common metal, uncommon metal, crystal.
Animonculi Arachna Created by the same mage who created constructs. The Animonculi Arachna are spider-like constructs, made out of thin steel. At the centre of the creature, one can find a gyro scope encapsulating a soul gem, which can be harvested from it upon death. They were used as workers in bases of their army. Many can be found at once and these creatures often can be found being passive towards intruders, though this attitude can visciously change if agitated. They roam old bases of their army, maintaining it while it stands against the test of time.
LVL 10. Vulnerable to blunt damage. Resistant to fire damage. Can yield common metal, uncommon metal, crystal.
Animonculi Libra The giants among constructs. These 10 metre tall statues of thick steel plates run along its humanoid posture. It's left arm a ballista and its right arm a warhammer, these creatures were made with the thought of a siege warmachine in mind. Naturally, these collosi were used to breach the walls of their enemies, but nowadays they stand guard for the deepest reaches of their old fortresses. Awaiting a command they will never get.
LVL 50. Vulnerable to blunt damage. Resistant to fire damage. AP 3. Can yield common metal, uncommon metal, crystal.
[/PTab={background-color:#181818}] [PTab=Demonic Creatures] Demonic creaturesThese are creatures from hell, some of which are dictated by Arrior. The god of hell.
Imp A small demon. The Imp is a semi-humanoid, having a humanoid skeleton but being only being between 0.3 and 0.5 metres long. It is bent over in posture and has a more circular head. It has two small horns and a reddish leathery skin. The face has a constant triangular-toothed smile and arrow-head nose. The imp is a worker demon, specifically for creating structures. They find great pleasure in creating traps and puzzles. This could be interpreted as a malicious intent, but in truth this is often just the result of a imp trying to entertain itself and befriend its victim. Even though it has the teeth of a predator, it actual lives on a herbivore diet. Most of its meals it swallows whole.
Gluttony Gluttons are small, frail, and weak little demons, with little to no strength to do even the simplest of tasks. Skin and bones, paper thin, and just overall pathetic. The Glutton must pay for it's sin by starving whilst other demons eat a neverending feast in front of them, the demons throwing small pieces of bread just far enough to sit there and taunt the Gluttons. Taunting them.
Pride The pride is a horrifyingly evil creature. Demons of pride look more like a very fancy male in a very sharp suit and tie. They do not have a face, as is the curse of their sin. Those who held themselves above others shall be known as nobodies in the afterlife. Every demon looks exactly alike. Tall men, Caucasian skin, black suit and a black tie.
Wrath (anger) Fiery creatures of brute strength, anger, and a desire to kill anything in their path. Did we mention the fiery part? Yeah, these guys are giant flaming humanoids who look like they've spent their entire life at the gym chugging protein shakes and devouring steaks by the pound. Muscles, muscles, and more muscles. The curse of a Wrath demon is that they must work hard in the mines of hell, digging and digging for absolutely no reason. Oh, and they're burning the whole time. Those who acted upon anger shall be bathed in their rage in the afterlife.
Scamp Scamps are 2.5m tall creatures. They have three-parted limbs rather than humanoid two-parted limbs. Their limbs and body are extremely thin, to the point where it is almost completely bone-and-skin. They have a thin layer of fur, and have hoofs. Their hands are five-fingered but have talons at the ends to replace fingertips. The head of a scamp is the most telltale sign. It will have its fur slowly fade over into bone to reveal a large, elongated cowskull to serve as its head. Their tail shares a similair design, as this too is simply a boney tail with no msucles. Despite this, both the head and tail can move freely. Scamps are servants in the underworld, serving both as workers and guards for their godly overlords. They serve Krysomis, Arrior, and Oiche in particular, but can be found in all of the gods their rule. When they are found in the overworld, it is almost always in a summoned form, where they come to serve mages instead. Their servitudal mindset and resistance to heat has earned Scamps a particularly specific job in the overworld. Namely vulcanic expeditions. Some scientific expeditions will have mages summon a scamp to explore the vulcanoes in places where normal humanoids could not even hope to set foot.
LVL 20. Vulnerable to pure mana. Resistant to void damage. Can yield natural chemicals, uncommon non-metal.
Rubirs The underworld offsrping of hailmerrymen and spartans. Rubirs are demonic creatures that have similar looks to that of a scamp. They, however, are hunched over and have a thick fur cloak over their back. They will constantly hold a ball of fire in their hands which they use as catalyst to their magic. They are much shorter than scamps, standing at 1.70m. These creatures are capable of talking, but normally refuse to do so. In the underworld they personally serve Arrior as his main 'legion'. Their capability of using chaos fire magic is incredibly developed. When fighting a Rubir, it is recommended that you either flee or do as much damage as possible in as little of time as possible. Rubirs are known for a special magic known as "Fire sentry" and when given enough time, they can launch up to sixty times the amount of spells that a normal spellcaster could.
LVL 50. Vulnerable to water magic. Resistant to fire magic. Can yield uncommon non-metal, uncommon metal.
Skullsworn A remnant of the age of Helios. This bloodletting creature is a fierce hunter. Named after it's head, which is a stark image of a lizard skull. The rest of its body is covered in scales save the nape of the neck, which has a set of black or red feathers sprouting from it. This bipedal creatures most fearful feature is that it does not only boast a threesome of terrifying claws, but also two serated horns settled at the elbow. This allows the skullsword not only to penetrate deep with its front claws, but leave also in the same swipe a nasty bleeding wound. The lizardlike demon also has a thick armoured tail and long claws on its legs for good measure. Skullsworn are swift group hunters, roaming in packs that rarely exceed ten. They rely on their speed more than anything when hunting, and use group tactics to isolate their prey.
LVL 15. Vulnerable to magic damage, resistant to physical damage.
Skinners "They left a few alive. Looked like Krysomis' own creatures though... All red." - Zerna priestess delivering a report on a skirmish fight against Krysomis' forces.
A brutal creature created by Krysomis. In their natural form, they are skinless creatures with elongated sharp claws for hands. Standing bipedal, they seem to be all muscles. Yet that form is not one they keep for long. As the name implies, skinners skin their kills. Preferably alive, as they use the new skins to clothe themselves into horrid figures. No two skinners look the same, but all have their own terrifying shapes and sizes. The more skins are sown directly on their flesh, the more dangerous they are. The skinner mold with the skins they gather, and can thus grow to enormous sizes provided they can gather enough layers of skin. Lacking proper vocal cords, they communicate through low and high pitch screeching, akin to the sound of a dying pig. Skinners tend to keep their victims alive for days, as they somehow refuse to take all of the skin in one session. Rather, they seemingly enjoy leaving the open wounds to fester for a bit before carrying on their work.
LVL 15. Vulnerable to piercing damage, resistant to slashing damage. Can yield Skinners' hide.
Mogway The mogway is a storm demon, known for only showing itself in the overworld during heavy storms as this is the only moment of time where it can breed. The mogway itself comes in viro-sizes, most commonly standing between 1.60m and 2m tall. Its body consists of a scaled humanoid form with skeletal head alike to a mumified human. They have an exoskeleton with some spikes on various place, most commonly the shoulders and chest The hands and feet are vinned, with medium long claws for defending itself against threats. The mogway can deplot wings that are normally wrapped around its torso. Doing so lowers their defences as this removes a part of their chitin, but also allows them to take flight. The mogway is of animalistic intelligence, unlike most bipedal demons. During overworld activity, these creatures will move in small groups up to ten. They will often flee when they lose numbers or are heavily wounded. The mogway that reside in the overworld abide to Shenlong, an ancient storm dragon who stole the demons ages ago. During heavy storms such as hurricanes, these creatures will breed en masse, laying eggs in murky flowing waters. While the female mogway lay eggs, they can also use water magic that can both heal and do damage. the male mogway can use more offensive spells instead. Even though the mogway are naturally regarded as unholy, they have been proven to be virtually incapable of using blood magic.
LVL 20. Vulnerable to earth damage. Resistant to water damage. Can yield natural product, natural chemicals, uncommon non-metals.
Kirias The Kirias is a fearful sight to any challenger. They are large, wolf like creatures. They share the wolf's bone structure, take for the skull. The average Kirias stands at a good 3 meters tall and 6 meters in body length. They do not have fur, but rather a leathery, rough skin with black and white strips alike to that of a zebra. Their head is only wolf like for the back side. The mouth is replaced by a putrid circular mouth with small toothed tentacles running out from it. These small tentacles have a small range but incredible crushing power. Along the back of this creature run more black tentacles that act as dangerous manes. Occasionally, they can be tamed, but only in rare instances.
LVL 45. Vulnerable to void damage. Resistant to pure mana damage. Can yield natural chemicals, uncommon non-metal.
Wrothan The Wrothan are skeletal creatures with the body of a quadrupedal bat and the skull of a Viro, with the only meat on their bones being a thin layer of muscles and ligaments near their joints, with eye sockets filled with an ever-burning blue flame-- the membrane of their wings being made of sinew. Typically measuring 1 at shoulder when on all fours, and 3 meters from wing tip to wing tip. One of the many demons invented during Hellious’ reign of the Underworld, they acted as watchdogs and surveillance on his behalf. They were formed from the Sinners who could not help but to learn too much, stick their nose where it did not belong, and spies.
LVL 30. Vulnerable to blunt damage. Resistant to darkness magic. Can yield common non-metal, uncommon non-metal.
Carapern The Carapern is a demon that lends its appearance to the wyvern. however, it boasts a far stronger carapace armour and large horns, giving it the nickname "Flying rhino". It stands at an impressive 5 metre tall and 18 metre long with a 30 metre wingspan. It also boasts a blunt, heavily armoured tail to crush any victim unfortunate enough to cross with the carapern. While the creature has wings, it will often remain on ground when fighting as it is confident in it's capability to absorb damage effortlessly. It has a surprising speed on ground and can even dig under ground to ambush targets.
LVL 70. Vulnerable to shock damage. Resistant to fire damage. AP 4. Can yield common non-metal, common metal, uncommon non-metal, legendary chemicals.
Daemonaris "It looks like a tiger with a steroid addiction who has decided elephant leather is the new black." - Warden
The daemonaris is a violent demonic creature that often invades the overworld in search for destruction. It has a large tiger-like body with grey skin, rather than a thick fur coat. It stands at a stunning 5 metres tall on all fours. They are often called "Bodybuilder cats" for their most prominent feature. This being their incredibly large muscles which grant it its overpowering strikes. The daemonaris, although normally a predator coming from the underworld, can be found creating offspring in the overworld and living in the wild. Their off-spring can even be tamed into perhaps the most dangerous possbile pet around. Few other tameable monsters can achieve the renown and power of the daemonaris under the charge of an experienced owner.
LVL 60. Vulnerable to light magic. Resistant to darkness magic. Can yield natural product, natural chemicals, common non-metal, uncommon non-metal.
Revler The Revler is a calm but deeply evil creature.It looks quite a lot like a owl, bearing plumed feathers which give it an almost royal look.Its size is a massive 5 metre long, with a wingspan of 57 metres. The feathers are coloured in a pattern of black, white and grey. The large, unmoving eyes that take up most of its face are the main display of the revler's power. The eyes serve as catalyst to the revler's strong hallucinogenic illusion magic. Anything it looks at can become a target, but it requires the revler to turn its head towards whatever it is targetting as the eyes are too big to move on their own. Luckily for the revler, its head can turn a full 270 degrees in each direction. To put it simply, it can turn its head so far to the right that it can look to its left. Besides the eyes, the revler also has its fearsome talons. These it preserves for when magic is no longer an option, but it will much sooner take to fleeing when this problem arises. It does not fly very fast, but the mobility of flying itself more than makes up for that.
LVL 50. Vulnerable to shock damage. Resistant to wind damage. Can yield natural product, uncommon non-metal.
Enigas The enigas, a creature often mistaken as a creature from the void. This creature is a vile upright skinny creature. Standing at 2 metres with a bony structure, devoid of any flesh apart form its tightly pulled skin. From the shoulders, the creature can deploy a bouquet of tendrils which act as its arms. Although the body of the bony enigas is quite fragile, these tendrils more than make up for it in strength. These demons are made by the god of wisdom, who possesses a sick lust for knowledge that was never quenched. The use of tentacles in his monsters whilst also using a semi-viro bodily design has become trademark for this god's creatures.
LVL 20. Vulnerable to void damage. Resistant to pure mana damage. Can yield natural chemicals.
Collector The collector is a worker-class demon, made by the original god of wisdom as thralls. These creatures are in reality viro of body but their appearance won't tell so immediately, as their bodies are wrapped in large bundles of tentacles. They float closely to the ground and take to wrapping themselves in rags of cloth. The collector seem to have a habit of collecting scrolls, books and other forms of data containers. This habit has given them the name of collector, as they seem to collect anything that might hold knowledge.
LVL 40. Vulnerable to void damage. Invulnerable to pure mana damage. Can yield natural chemicals.
Cranonium Most prevalent on Crysa. These beast-like demons are a awkard mix of a snake and a dragon. With the hind body of a snake reaching 10 metres long and with the torso of a drake, this creature makes for a frightening image. Its two legs, positioned at the front of its body, are used for movement and attacking. The head of the cranonium, much like many other demons, has an exoskeletal skull with sharp teeth in multiple lines. Their total body can reach a length of 15 to 20 metres. Not much is known of cranonium, except for that they are among the oldest of demons and have prominent top-predator presence of crysa, along some other fearful predators.
LVL 50. Vulnerable to shock damage. Resistant to fire damage. AP 3. Can yield natural chemicals, uncommon non-metal.
Strigoi The Strigoi is a warrior demon found in the wilds of crysa. It has a leathery torso like-sized to that of a common human. With at the sides of the torso's are two wings, equally covered in leather with a wingspan of 3 metres. Below the torso, the two talons of the strigoi and a strong tail with stinger can be found. The tail has a bone-only structure, which the strigoi use to puncture its enemies and suck out blood or inject poison. The head is a demonic horse skull. Smaller, with fangs rather than the normal horse teeth. Its eyes are a dark purple with slick cross pupils. One of the first demons to realm the earth. The strigoi puts itself as an ancient creature. Due to its vampiric traits, it has been put in connection with vampires. But aside from like-minded methods these two species, there is little to no connection between the two. The only connection being that Vlad the Impaler had owned a Strigoi as rare pet.
LVL 30. Vulnerable to puncturing damage. Resistant to blood magic. AP 2. Can yield uncommon non-metal, natural chemical.
Cortem The Cortem are humanoid creatures standing at roughly 2 metres tall. With a very thick upstanding layer of black feathers covering their sickly boney body. They have a skull as head, which is alike to a raven and the only part of the body that is never covered in the feathers. Its arms have long crooked talons which it hides under the layers of feather. These arms are covered by feathers too, which can act as a method for jumping higher or taking momentary flight. The Cortem are threatening demons due to their mystical prowess and stealth. Not only can they be found using throwing weapons made from crude forest materials or even forged weaponry, but they have a high agility and magical capability. During fights, they will often blind their opponents or turn invisible, only to attack with its throwing weaponry from an unsuspected angle. The Cortem is very capable of melee combat, but will prefer not to get too close to potential threats due to their shrewd nature. One can know when they're in Cortem territory by the ever present fog it dispenses. They are among the oldest demons as they were made by the first god of the underworld.
LVL 40. Vulnerable to light magic. Invulnerable to darkness magic. Can yield uncommon non-metal, uncommon metal, natural chemicals.
Sanguilavit A humanoid creature standing at 2 metres tall. The head of the sanguilavit is a large sideways opening set of two jaws which slam down on one another. Atop these jaws are pointy horns which serve as echo-locators through vibrations. Its body is alike to that of a satyr, but is covered with a rough bone exoskeleton rather than fur. With uncovered flesh anywhere not covered. The sanguilavit is fast, aggressive, and highly unpredictable. With its ferocity, it is easy to fall to such a creature. It might have the capability to sneak, but it does not often use it. It is confident enough to simply charge its enemy and will gladly do so. Once it gets a hold of its victim, it will viciously eat and maim the victim. It does this more for sadistic pleasure than actual need for food. This demon of helios runs rampant in crysa.
LVL 50. Vulnerable to water magic. Resistant to fire damage. Can yield uncommon non-metal.
Lonis The Lonis is a 10 metre tall demon. It stands on 8 metre tall legs with a sleek grey body atop. Aside from its uncanny length, it has a canine body. With the body and neck being roughly 3 metres long. Its body is thin, almost bony with a grey leathery skin. Its tail is sleek and reaches just as far down as the legs. With an elongated skull head beset with always-showing needle teeth, this tall creature is a true horror to witness. The Lonis is quite an uncanny sight. But beside this horrific appearance, it does not rely on the methods of dogs. Rather, it has tremendous speed and capable magic at its disposal. It is among the oldest demons, of the darkness variety.
LVL 60. Vulnerable to light magic. Resistant to darkness magic. Can yield uncommon non-metal.
Apostle An apostle is an incredibly powerful demonic being that aimlessly wanders the world in search of... something. They rarely bother with viro and aren't hostile unless attacked, in which case they will retaliate with a mix of powerful magic and what can only be described as blade-dancing. Apostles look quite similar to humans, save for details like their long, slender tails, their octet of horns protruding in various directions from their head and their pitch black scleras, pierced by red irises. While they only have 2 arms, they always have a set of 6 regal-looking swords floating symmetrically behind them, while wielding 1 in each of their actual hands. They usually wear something similar to an eastern nobles regalia, commonly with black, grey, red and brown color schemes.
LVL 50. Vulnerable to fire and water magic. Resistant to physical damage.
Sun stealer The sun stealers are demons of darkness. Their physical form is that of a black, wavering shroud, with a white mask that bears two simple black holes for eyes. They float above the ground, and above them hover crowns of obsidian. Their machinations are elusive. Sun stealers simply drift around wherever they find themselves, being active mostly at day time. During these times, they passively hover along and over things - mostly plants - that rely on photosynthesis. Once their shroud covers something that is alive, it will die within mere seconds as the sun stealers absorb the mana. While not actively hostile, or even so much as consiously aggresive, it is best to steer clear of sun stealers if one wants to stay alive. There has not been a single recorded instance of a sun stealer being killed or captured, as their touch erodes, absorbs, and kills anything. SRT researchers have theorised that a sun stealer could potentially be used to fight the enigma, but the logistics of capturing, nor utilising such creatures is merely speculative at best.
[/PTab={background-color:#181818}] [PTab=Dragons] Dragon variants A specific breed of beasts called Dragons are among the fiercest and most renown creatures. Their birth dates back to the creation of life itself on the overworld. They remain unchanged in this ever changing world.
Drakes "We were told we'd be raiding monk villages, not fight damn dragons!" - One of the few survivors of a raiding party, sent to raid a dragon-kin village, 1306 AD
A rare dragon kind. Drakes are scaled creatures with four legs and the general makeup of a dragon. They, however, lack any form of wings or other mutations that a dragon has. They do have generally larger horns and tails. They rely mostly on their melee attacks in combat. Drakes live in caves and hunt along mountainsides for goats, sheep, llamas and other hillside herbivores. A drake's appearance depends on its element. A fire drake will often have dark red scales and curved horns. These fire drakes live on volcano sides. A water drake will instead have light blue scales, rounded horns, and live near waterfalls. An earth drake will have green scales, rotated horns, and live in mountainside forests. Finally, wind drakes will have white scales, pointy horns, live at the very top of mountains. There are other drakes based off void/dark/light/magic, but these are rare to find. The dragon-kin of old used to have conflicts over these drakes. Some communities would have drakes as livestock or cavalry. The other communities would rather see the drakes as deities and keep them in shrines as holy creatures. This has caused for quite a few wars between dragon-kin. Since dragon-kin were often separated on the basis of element, it has caused for dragon-kin (even in modern time) to be hostile towards the other element. Nowadays, drakes can still be found as pets in some communities, although they are mostly seen as rare predators and holy creatures. Only the richest and most skilled tamers have access to drakes as pets.
LVL 50. Immune to spells of their own element. 2 times damage from opposite element. AP 3-5. Resistant to physical damage. Vulnerable to shock damage.
An artists depiction of a wind drake Source
Drach Drach are bipedal rare dragons, standing up to 10 metres tall but most commonly up to 5. These drach are unwavering defensive creatures who lack an instinctive sense of fear. Their legs have immensely strong muscles and claws capable of absorbing massive blows whilst keeping the drach on its feet. The head is large too, boasting a powerful jaw. The torso and arms are less impressive compared to other dragons, but these do not discredit the drach's massive power to the slightest. In order to keep its raptor-like body standing it utilises a tail that doubles both as balance and secondary weapon.
Spells of their own element have half the effect when cast by enemies, double when cast by allies. Inverted effect from opposite element. AP 3 - 5. Vulnerable to shock damage, Resistant to own element.
Serpentine The largest type of rare dragons, and perhaps the largest type of creature in existence. These slithering serpent-build dragons extend their growth under the cover off the sea to lengths up to 500 metres. Although this is the typical length for sea-dwelling serpentine dragons, the fresh water inhabitants tend to take on much shorter lengths, extending themselves to 'only' 200 metres. The serpentine dragons can have arms, legs, or even wings, but are most commonly spotted in a eel-like form. The serpentine dragon is regarded as the collosus of the sea. Often it has been mistaken for small islands when asleep close to the surface. One could only imagine what kind of massive creature an ancient serpentine would be. Although the serpentine dragons are typically waterbound creatures, they are not so necesarrily. Some serpentine dragons will rather stick partly or completely to land and sky. These non-waterbound dragon often show an affinity for weather and climate. Their activity most often is influenced by such weather. These particular dragons are in nearly every case no longer than 150 metres long.
Basilisk "Theres a good reason why basilisks are called the king of serpents, one that you don't want to find out." - A conquistadore objecting to his commander, 1548 AD
Basilisk are large snake-like creatures that live in forests, especially rainforests. in ancient times they were referred to as "Monarchs among reptiles". These creatures live and hunt solitarily, and have a lifespan of 70 years. Their appearance can vary but often sticks to the description of 'a giant anaconda'. It isn't especially powerful against groups and therefore sticks to hunting prey that strays from its group. The creature sticks close to its burrow which is often made under large trees that can be found in the deepest ends of forests. Because of this, civilization barely ever interacted with the basilisks and thus the basilisk do not tend to have much of a bad reputation among humanoids. Basilisks have a carnivorous diet that sticks to crocodiles, larger herbivores, and fellow monsters. Due to this diet of dangerous creatures, it can only be expected for basilisk to be very capable creatures that can take out singular targets like no other. Its bind attack is capable of crushing a double-decker bus within ten minutes, while its bite can kill a prey even long after an encounter.
LVL 25. Vulnerable to shock damage. Resistant to own element. Can yield natural chemicals, uncommon non-metals.
An artists depiction of a basilisk Source
European dragon The second largest type of rare dragons. The european dragon is quaddrupedal, with a set of wings on its back. The large creature has become a signature for anything royal as well as being featured on many kingly arms. The european dragon is not only known for its massive size and stature, but also for its thick scaled skin which can block out almost any attack. It can grow fa head-tail length of 250 metres, with a wingspan of 300 metres. These large specimen are hard to find though, as the average size lies around the size of a double-decker bus. The european dragon was also one of the first dragon varieties to be hunted into near-extinction. Thiswas not only for their bodily materials, but also because of the riesen-jagd armee which took to organising complete hunting campaigns commited to killing as many dragons as possible. Them being centered in europe, found the european dragon their primary target.
The anatomy of the european dragon, as illustrated in the riesen-jagd armee's "Handbuch der jagd" Source
Draeis The draeis are extremely small creatures, yet form one of the most legendary rare dragons. Although their form is much like that of the eastern dragon, their size is limited to the size of a baby at most. They float in the air, suspended by magic. What the draeis lack in size, they make up for in magic. Incredibly powerful magic. The draeis are capable of feats of magic that at times seem to surpass even the capabilities of the gods themselves.
Hydra The Hydra is the most animalistic of all rare dragons. Their intelligence is quite basic, but they hold an advantage over other creatures. Namely, they hold up to nine. The hydra's serpentine body sprouts out into up to nine heads, with the median standing at four heads. These large heads are both its weakness and its strength. The heads lack some armour, making them easy to cut off in comparison with the more armoured 'torso' of the creature. However, these heads can grow themselves back within a matter of seconds. The hydra typically enforces magical breath although the younger examples will show the use of natural poison instead. Due to a lack of arms, legs or wings, the heads remain the primary weapons with the secondary weapons being the tail.
Wyvern The wyvern is the species of rare dragon with the highest living count in the world. These creatures are bipedal, but have a set of large wings with claws set on them that can serve as hands. These large wings and streamlined but well-protected body of the wyvern allow for the perfect aerial hunter. They normally do not grow to very large sizes, being only roughly 15 metres long on average. Their natural habitats lie upon steppes, tundras and deserts alike. Anywhere with large open plains can become the hunting grounds for wyverns. The wyvern, during the hunts on dragons, were given mercy treatment as they proved themselves to be excellent mounts. They are also naturally less aggresive, but rather energetic and curious yet playful of nature.
Stormdrake "The pride of any knight, is to share the sky with a stormdrake." - Common idiom in riesen-jagd armee.
A rarer sibling to the wyvern. The stormdrake features a similair body structure to the wyvern, with the exception of their greater average size. Outwardly however they pose many differences. The head of a stormdrake features a beak-like mouth. The wings are feathered rather than leathery. The back and head also feature long hair rather than scales. The tail is typically far longer and thinner, featuring both feathers and spikes at the extremity. The legs are also thinner, not unlike the legs of a regular bird. The stormdrake is innately wind-element oriented. Gifted at casting holy wind spells - it owes the name of stormdrake to its capacity to summon storms and cast down lighting at foes. They are as such a favourite of the riesen-jagd armee and a great deal of them can be found in their service.
Forktail "If you see vultures circling above, you're probably going to die soon. If its forktails, then its certain you're going to die soon." - Emir Fazes, 1103 AD
Forktails are prevalent creatures in arid mountain ranges and officially considered common dragons. They are akin to wyverns, although their anatomical stance comes closer to ostrich. The forktail stand on two legs, which boast three long claws each. These legs that stand at a meter long branch out of the torso. This torso is a large scaled hunk set with two wings that allow for the forktail to fly. The head of the forktail is alike to drakes but smaller. A draconic head with large fangs that allow it to rend the flesh of their prey. Of course, the reason why forktails are called forktails is because of their tail. The tail is as long as the torso and head, and can easily be identified by the pronged horns on it. The average forktail stand at a height of 1.4m and occasionally can be trained. The forktail is one of the top predators in the sky that can be found in arid areas. Not only this, but these creatures are also a common scavenger creature. Some shepards and soldiers have taken up the habit of taming forktails to serve as companion. Although initially hard to tame, a forktail can become a very useful weapon.
LVL 30. Vulnerable to shock damage. Resistant to element. Can yield natural chemicals, uncommon non-metals.
Solar Dragon "It asked for books, sire. Books!" - Anonymous English knight, 1103 AD This species of dragon is unlike other dragons due to their innate ability to absorb sunlight and use it for various tasks. The scales covering a solar dragons body are mostly black scales with the occasional yellow ones. The black scales serve like solar panels, passively extracting energy from the sunlight they make contact with, while the yellow ones work like releasers for the energy they've collected. Incidentally, if a solar dragon feel particularly threatened, they can flip their black scales around almost instantaneously and release all of the energy they've collected for a devastating blow. Despite all this power, solar dragons are considered some of the most docile and friendly of their race as well as some of the easiest to tame - compared to the rest of dragons, of course. In fact, solar dragons have been known to commune with humans many times throughout history to exchange information, discuss philosophy, among other things.
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Ancients Among the first creatures to dawn upon the overworld. Ancients are enormous versions of above listed dragons created directly by gods. Each one is a one-of-a-kind dragon, boasting unique powers and exceptionally collosal size. Their size can eclipse cities. Their breath can envelop them. Once they roamed in the counts of millions during the arcanic age. A sudden event, suspected to be a grand war between gods, caused for them to go into near extinction, leaving the few remaining ancient dragons in hidding. It has recently been discovered that ancient dragons, upon their death, cause enormous growth spurts in their surroundings. Forests, mountains and lakes will sprout overnight after their corpse turns into ashes, which is a swift progress once killed. Their ashes have a high concentration of crystal, which in turn seemed to cause a large passive mana field in their surroundings that encourage mutation and growth through radiation.
A hypothetical threatassesment of a potential ancient dragon's power, using recorded data of a long dead example. The image was part of the assesment. Source
Salamander The salamander is a common dragon with a quite flat head and smooth body. They are quadruped, with an equally long flat tail. They stand at roughly 1.80 metres long and about 50 cm wide. They have exposed layers of fat running exclusively along their spine and head, as well as on the inside of their mouth which lack any nerves. This fat is mixed with bone, which naturally forms through the creatures biological system. Salamanders are a mysterious race of creature. They lay their eggs in open fires or close to active volcanos in order to heat their younglings which seem to require high heats to survive. Once hatched, these creatures set themselves on fire with such open fires, after which their natural fats slowly burn it, creating open fires along their body. As a weapon, these salamanders can spit out swabs of fat which can be used as a weapon. One layer of the bone-fat can stay on fire for a week before being snuffed out. Once the fat runs out due to malnutrition, the salamander will burn to death. A grizzly fate, making salamanders aggressive when it comes to getting food. They will eat anything they can if it means gaining more fat. If the fire is douzed through some other means such as excessive amounts of water or cooling, then the salamander will swiftly enter a cryogenic like state, which can result in their death.
LVL 20. Vulnerable to water and shock damage. Invulnerable to fire damage. Can yield uncommon non-metal, natural chemical.
[/PTab={background-color:#181818}] [PTab=Void Creatures] Void creaturesBeyond this world an hell lays the void. These creatures inhabit this desolate, incomprehensible dimension. Occasionally they come to visit.
Evil eye The evil eye is the most commonly spotted void creature. It is a large mass of around 6m by 6m made up of a ball of flesh. In the middle of this flesh, a 4m by 4 m eyeball is located. This eyeball is the source of its power, as it uses it to cast its most powerful spells directly. The evil eye, although from the void, is an unholy light creature. The fleshy body is crimson red, and thickly scaled. The eyeball is green and slitted, and massively sensitive to attacks. The fleshy body of the Evil Eyesare littered with mouthed tentacles capable of teleporting towards their targets, making their already long and dangerous reach even more mortal. Evil eyes can often be found in abandoned churches, where they feed of the divine power that is left in the place to keep themselves alive. Even the cultists of Relo generally despise the Evil Eye for its unpredictable and highly aggresive behaviours towards others, regardless of who.
LVL 40. Vulnerable to light magic. Resistant to darkness magic. Can yield legendary chemicals.
Abrazo Unlike so many other beasts and creatures that populate this world, the Abrazo does not pursue its prey. Instead, when it somehow makes its way to the real world, it appears in forgotten corners of cities or ruins- even occasionally in jungles- that is yet another great danger to the unwary traveler. Their appearance is a tentacled mass, usually colored to vaguely fit in with their environment, that spans around 2 meters in diameter. Typically they are found in groups of two or three.
LVL 25. Vulnerable to void magic. Resistant to pure mana damage. Can yield natural chemicals.
The man This is a mysterious creature as it is only ever seen by itself never in groups. The creature is just a silhouette of a man as black as night with eyes red as lava. It appears everywhere from urban areas to even underwater. They are usually considered a magic creature. However this creature has been seen as very dangerous, due to their strange ability to stun their targets, and curse them. They only cause minor damage, but are extremely fast. They do these curses by throwing a mist at their targets. This mist can cause dangerous effects. These creatures have also been recorded to feast on Viro hearts
LVL 30. Vulnerable to light damage. Resistant to darkness damage. Can yield crystal.
Seeker "Knowledge is indeed power, but as you know, power corrupts." - Teacher instructing students on the dangers of Cogniti, 1844 AD
These beings are the corrupted forms of unlucky scholars and students, mages and wizards who did ask from Cogniti the answer-- and were changed to their current ghastly forms. They are Viro Changed, their forms contorted and shaped by the Divine Magic of the god, bearing unnatural amounts of eyes, tentacles in place of limbs or sprouted from their backs, and their mouths grown shapeless but lined with razor sharp teeth-- bodies misshapen and unnatural. Their mutterings seem unintelligible, a mix of dead languages and maddened rantings in place of their natural tongue. Cogniti does indeed enjoy the unpredictability and chaos he is able to sow by gifting his knowledge, typically enticing the victim to accept his offerings of the unknown or the mystical. Now they merely haunt lost or ancient places of learning in what is an instinctive effort to blot out the things they did see. A curious fact; typically in small groups, they always share the knowledge of a single spell or ability.
LVL 50. Vulnerable to pure mana. Resistant to void damage. Can yield natural chemicals.
Umbral “The shadow giant lurks, his mutterings of languages long gone foretell knowledge long dead.” - Anonymous priest of void 600 AD These elusive giants are a rare and terrifying sight. Seemingly made of smoke and shadows hardened into a tough skin with two menacing horns that curl back, they possess a low pulsing blue light within their head. Spawning in areas only of shadows or low light that can easily hold this creature's height, twenty four meters, these giants don’t seem to pay any attention to viro life, unless provoked. It is thought that they are intelligent as they have been recorded speaking old and dead languages long forgotten. Perhaps they even hold long forgotten knowledge? LVL 50, Vulnerable to light damage. Resistance to Void and Darkness damage. Can yield legendary crystal
Illustrated painting of an Umbral
Distortion Beasts “Their song is one of distorted chaos, the lyrics of which are death.” - From “Ballad of the Void” An epic poem exploring the void and what mysteries it holds. These creatures seem to manifest themselves as twisted versions of viro instruments. Although they can come in the form of any instrument, they normally mimic wind and stringed instruments. Percussion variants being far more rare. Their limbs seem to have a variety of viro hands, everything from human to dragonkin hands have been recorded, and these limbs are used to primarily move. However, they have been noted to strangle their victims. Yet it is not this that makes them such a formidable monster, everyone of these creatures exhibit the ability to play a certain type of distorted music that interrupts the usage of magic. It’s range for this ability is unrecorded, however it is thought to be if you are within earshot of it’s horrid music. They normally target musicians, however are known to attack any viro on sight. LVL 20 Vulnerable to pure magic. Resistant to light magic. Can yield uncommon metal, natural chemicals.
Choir of One Thousand Voices “It sings your requiem.” - From “Ballad of the Void” An epic poem exploring the void and what mysteries it holds. This creature is of monumental power, if it is to ever make its way into the viro realm the effects would be catastrophic. Standing well over fifty meters, this tower of gaping mouths not only has the ability to inhibit the use of magic but can also forcefully activate it within viros. Furthermore, it is even said this monster has the ability to steal voices adding it to its own endless choir. Within the mind of it’s victim it can mimic the voice of a loved one in order to trick them into coming close to the creature. The Choir of One Thousand Voices possess four powerful limbs, all of which end in human looking hands. It’s four gaping mouths have a mixture of viro teeth and snake-like tongues. On it’s back is a pair of huge wings, it is unknown whether these can actually allow for flight however. It’s magical capabilities are unknown, but theorised to be immensely powerful. Finally, this creature steals the voices of it’s victims then consumes them. LVL 70. Resistant against void. Vulnerable against light. Can yield legendary crystal and legendary chemicals.
[/PTab={background-color:#181818}] [PTab=Magic Creatures] Magic creaturesMagic creatures are creatures that can be found in many area's. Their existence is oriented rather by magic concentration in a spot rather than liveable enviroments.
True Atronachs The True Atronachs- a confusing and somewhat mysterious "race" of beings from which modern Atronachs are descended from. These creatures are typically humanoid in body shape, incredibly tall, lanky, and- curiously- composed of their element. Do not ask how Void version of these can exist, they just do. Also, the all posses horns- size and number unique to each- and it appear to act as a magical catalyst for them. What makes them stand out is that they have pointed eyes- similar to elves- and have lines of magical... tattoos, for lack of a better word, running down the length of their skin- color of "ink" dependent on element. Other than that they are able to hover a foot or so off the ground, and their eye color reflects their element. It is known that they are connected to Elementals to an extent, seeing that they are found most often in ancient homelands of their respective element, but a majority of things beyond that is beyond most. They tend to equip themselves in antiquated and ancient clothing- their sheer magical aura enough to keep the aged materials together. Some say that these beings are from who the Elementals are descended from, and should be revered as living ancestors. Others say that they are like Revenant- cursed by the Gods, the difference being that they are simply unable to die of natural causes. They typically found patrolling ancient temples or ruins, overseeing what is presumed to be their ancient posts- continuing to follow their duty for who knows how long, and might continue to do so until they pass. They are ordinarily passive except if something threatens them or their posts. A great majority of them do not know how to speak modern languages- the most recent language a few might know being Latin.
LVL 25. Vulnerable to opposite element. Resistant to same element. Can yield crystal.
Sphære These oddly shaped, speedy (a maximum speed of around 40 kmh) and hairless creatures, whose torso typically is the size and shape of a beach ball, can stand anywhere from one to two meters. The cylindrical head is approximately the same width as its rather long neck, and its sole features are a series of slit-like nostrils and two large black eyes. Its long legs are digitigrade, and its surprisingly short arms ending in four spindly fingers. It's coloring can be shades varying from a powder blue to a dark grey, and is usually inhabiting locations with large concentrations of magic. What that means that it will tend to stay around large trees or plants with souls. Unlike a great majority of creatures, it is able to consume and sustain itself off of large concentrations of background magic levels with a incredibly efficient and unique chemical makeup that is able to replicate the effect of Unholy Light magic. It is fairly skittish in terms of behavior, but will fiercely defend and protect the young. In nature they can provide a surprisingly filling meal with their magically enhanced flesh. They typically are seen in small groups of three or four led by the strongest Matriarch. In this present day their curiously magically absorbent body is being researched and studied in order to develop a medicine to combat Magic Leakage.
LVL 15. Vulnerable to opposite element. Resistant to same element. Can yield crystal.
Golems Not many creatures share the hardiness and blind willpower of the golem. Creatures created from a manifestation of magic. They typically have the bodily build of crystal or rock formations made living through the pure magic that flows through it. A golem often has small crystals placed across the body. Destroying all of these crystals will kill a golem, as these crystals are the root of their existence. To protect itself, the golem will sometimes hide these crystals behind rockformations of its own body, only revealing these crystals when over-exerted. Golems can be found in places filled with magic, and will often show incredibly territorial behaviour for said enviroment. Golems also have a odd preverence for supernaturals above the 'normal' species such as humans and giants. Because of this, there is a much more widespread fear for golems among supernaturals than humans. Additionally, experienced shamans can create golems through their own focussed power.
Varying levels. Vulnerable to blunt damage. AP 6
An artists depiction of a golem Source
Fire golem An immitation of the golem spawned by holy fire mages. It taps into the abbilities of lava mages, therefore being questionable even despite its results. The fire golem is much like a regular golem; a 10 metre tall metallic humanoid figure. Select spots on its body will show a burning crystalline formation. Only these are vulnerable to damage. Like the golem it moves slowly. but with its every step it leaves behind lava. Additionally, its body is heated, making it difficult for anyone to climb unto them for prolonged periods of time. On top of all this, the fire golem is capable of using a ranged attack in the form of a 'laser' stream, which upon contact with any ground will cause a delayed eruption of fire (similair to pillars of flame) to take place. As with the golem, excessive use of this abbility will force the golem into stasis and expose its hidden crystals.
LVL 35. Vulnerable to blunt damage. AP 6.
Hillcurts Drawn to elemental energy, these tiny creatures can be found amany near sites of recent magical activity and strong veins of crystalline. Their elemental nature and thereby appearance varies dependant on the aura types, and for these creatures the selection spans as wide as the array of elements does. Easily confused for goblins due to their similair stature and behaviour. The hillcurts are small bipedal monsters with basic intelligence. Capable of making small villages and tools. Yet their most defining feature is the constant need to wear a full mask. These are wooden, with manes of dried grass attach around it. Marked and coloured to match their element. The colour of the skin is a dark brown, which beside the masks is the only real way to tell them apart from normal goblins. They fight with an assortment of tribal tools, yet these tools are addorned with enchantments to give them a magical tinge for each strike they carry out.
LVL 10. Vulnerable to opposite element. Resistant to own element. Can yield common natural product, common metal, crystalline.
Meglo This creature is a strange one, as this creature takes the form of an eagle, however it’s wings body, head and legs are only connected by a stream of energy. An energy that will appear blue when the creature is calm, however when aggravated this energy will turn red. However the energy connecting it isn’t the strangest part, the strangest part is the fact the creature is made out of a metal type substance. However this isn’t metal, it is an organic material known as Urazi, a material that is very valuable on the black market, this has lead to extreme hunting for the creature, forcing the Meglo into the mountains of North America. Due to years of hunting, these creatures have became very weary of Viro’s, attacking most on sight. However what makes them even more frightening is the fact that if a hunter killed a child Meglo, the entire Flock will hunt out the hunter and his/her family and kill them. This makes it very important that if you come into combat with a Meglo, you do not kill a child Meglo. Meglos usually live in flocks ranging from 5 to ten. They take huge care in protecting their land and younglings. Going anywhere near a youngling could cause a Meglo to attack you. Meglo’s have sharp feathers that can easily able to cut through foliage. As well as powerful beaks that can break most things. The material "Uzari" is a material mostly so expensive due to its crystalline properties. Although in all essence magically charged, this metal still has the strength of average steel. In days of old, Urazi was used as the rich man's armor for elementals who took to battle. Nowadays it is only rarely found i on the black market, where it is sold as a enchanced version of crystalline plating.
LVL 45. Vulnerable to void damage. Resistant to pure mana and physical damage. AP 2. Can yield crystal.
Mahajan Found in the land of Crysa, one of the countless beasts and demons that reside within the maze of tunnels and cave systems. With body lengths at a minimum of 13 meters and no current maximum yet found, these centipede-like creatures are known to have outer shells in varying shades of red, purple, and brown; however, the most distinctive part aside from their massive size is their Crown. The “Crown” of a Mahajan is a half disc that extends past the neck- seemingly composed of gold- and has a false humanoid face. These creatures are found deep within colonized tunnels, in which enslaved minor demons and beings protect and care for their leader. Their behavior is rather varied, seeing that they are fully Sapient, but are known to be very devious, greedy, and quite talented liars. However, due to their familiarity with the Crysa, there have been a small number of successful expeditions into the continent after a payment of gold and jewels had been given to a Mahajan- information and advice regarding directions and the passages to pass through.
LVL 60. Vulnerable to water damage. Resistant to earth damage. AP 2. Can yield crystal.
Balamuthianium The Balamuthianium, more commonly know as the Balasite, is a one-of-a-kind creature in the contradictory category known as "Symbiotic parasite". The Balamuthianium is worm-like life form that grows to 1 cm at largest. Their element dictates their color and also dictates their effect. Balamuthianiums forcefully feed off their host's blood and life force, thus being fueled by an creatures general stamina. On the other side, the creature also creates mana, which directly affects their host.
Vulnerable to opposite element. Resistant to same element. Can yield legendary chemical.
Mimic Nothing invokes quite as much fear in the common adventurer as the mimic. A creature known well for its main changeling-like feature. Their physical shape is ever changing. However their true form is most unassuming; A rubber ducky with razor-sharp teeth. Mimics have the abbility to attach themselves to one another. Allowing them to generate larger mass as more of the creatures band together. A small colony can form household objects, but larger colonies can even perform mimicry of vehicles or buildings. Luckily for the advneturers of this world, mimics are innately terrified of fire and will often disband and flee when threatened with a large source of it.
LVL 1. Vulnerable to fire damage. Resistant to physical damage. AP varies on size. Can yield trauma and loss of trust in DMs.
Silarom The Silarom is an unusual creature. Found hiding in the dark of any biome, this creature lurks slowly onto prey. Its body is unusually light, especially for its abnormal 6-metre tall height, with added even more morbidly freakish 15-metre arm length. It is entirely covered in grey fur. Being sloth-like in body structure. The face of this creature is an uncanny one, lacking any eyes or mouth. Rather, it has a blank, white slate face with four horns protruding from the sides of its head which double as highly sensitive antennas. The mouth of the Silarom lays within its palms. These palms, beset with demonic hands that grasp at any prey, have highly capable muscles. But the mouth also radiates a dim, fascinating blue hue that can attract any foolish forest dwellers. The Silarom operates in its predatory habits in a specific way. First, it will climb into a tree, using its specialised body build to hang in such trees for many hours and even when sleeping. After this, the Silarom turns invisible using magic. Now in this state, it can move only a little bit. Passive, slow movements are possible. It utilizes this capability to ambush prey that happens by. Once prey, such as a deer or fae, happens past, the Silarom will open its hand. At this, the light from the mouth that has opened will cause an enthralling hue of blue to slowly home towards its victim. Intrigued by such a light, the victim is likely to try and get close to their unbeknown demise. After a sudden quick grab, the victim will find themselves in a helpless position as little of anything can possibly break the grasp of the Silarom. They will be stuck, within the hand, forced to feel how the mouth within the palm takes it's time to chew down its new meal bit by bit. Besides having a very morbid way of killing prey, the Silarom has an occult presence within folklore. Many a mage believe the horns of a Silarom to be capable of detecting things they can not. To be able to reveal the unknown. While no testament to fact shows this to be true, many still believe the horn of a Silarom is capable of undoing illusionary magic.
LVL 30. Vulnerable to light magic. Resistant to darkness magic. Can yield crystal.
Gargoyle "When we saw the abandoned chruch, we never expected the statues to be the killers." - Inquisiotrs report after investigating an abandoned church. 1502 AD.
Gargoyles are creatures made of stone. They imitate statues of demons, which in all cases have wings. The creatures were originally created by the same person who made the constructs viro. They most likely at the time served as guards that could hide in plain sight, and they use this feature as their primary weapon. When sitting still, these gargoyles can hibernate on the spot, not making a noise or moving an inch, until a possible target comes close. Gargoyles are made fulyof stone. Regardless of this fact, they move as freely as any creature, eeven being able to fly with their stone wings. They weigh a lot though, thus making the flight they take be mostly magically fueled. They do not take to the air long, and seemingly only use it to gain the upper ground on an enemy before charging down at them to crush them with their heavy body. Due to their incapability to procreate, their hostile nature, and their negative effect on both viro societies and enviromental systems, the gargoyles have become a target for Viro. Hunting gargoyles, unlike other creatures, is allowed without any form of permission from govermental figures.
LVL 30. Vulnerable to blunt magic. Resistant to slashing damage. AP 3. Can yield common metal, uncommon metal, rare metal, crystal.
Palocera The Palocera is a impressive creature made by the same mysterious person who made the constructs. This creature is a butterfly-like monster. It has a length of 20 metres and a wingspan of 50 metres. The Palocera is a very thin creature too. Although it has a massive size, it weighs only 80 kilos on average. The torso of the Palocera is a single pod shaped crystal. From this headless torso, two wings spread made of a similar crystal. But these wings, unlike the torso, are paper thin. When the Palocera is not agitated, the crystals will become fully transparent and allow the Palocera to stay camouflaged on any surface. The simple act of moving or casting a spell will undo this effect. The Palocera's strength does not lie within its own body, but rather in that of another. Namely because the Palocera is known for controlling what is known as living armour. Their magic power is directly connected to the armour. If the armour dies, the Palocera does too. The same goes the other way around.
LVL 20. Vulnerable to physical damage. Resistant to magical damage. Can yield crystal.
Living armour Living armour, a construction of the mysterious person who also made Palocera. Each living armour is unique in appearance, but is generally between 2 and 3 metres tall. The inside of its armour is empty, take for a thin layer of crystal on the inside. This crystal allows for the moving of the armour as the crystals serve as a catalyst for the Palocera's magic. This also causes for the openings of the armour to radiate light when moving. When the living armour is no longer moved by the Palocera, it will kneel down in a passive immobile state.
LVL 50. Vulnerable to magical damage. Resistant to physical damage. Can yield common metal, uncommon metal, rare metal, crystal.
[/PTab={background-color:#181818}] [PTab=Aquatic creatures] Aquatic creaturesThe earth's seas contain rouggly 99% of all living space. Naturally, the sea is filled with behemoths of nature to fill that space.
Murlok The shamed, estranged cousins of the Mermes. Murloks are bipedal, amphibious creatures that make their habitats on coastlines and sea caves. Their physical appearance resembles that of an angler fish, with a goblin-like body covered in scales. It can be found in a variation of colours, though blue and silver are most common. Their back is covered with a range of finned spikes. These creatures are semi-intelligent, capable of making weaponry and clothes which are often composed of materials found along beach sides such as sea weed and shells. Murloks are great pack hunters, a trait quite uncommon to sea creatures. This makes them quite succesful, especially considering that they are - dispite their pounted teeth - omnivores that can make due with landside vegetation. While it is quite rare for Murloks to hunt on land, they are capable of doing so, and have even been recorded making use of traps to do so.
LVL 10. Vulnerable to wind damage. Resistant to water damage. Can yield natural product, natural chemical and common non-metal.
Hippocampus Otherwise known as the "True sea horse" or "Naga's cavalry". These magnificent creatures are roughly the size of Clydesdale horse. Its front, uncluding the "torso" and head are reminicent of the Clydesdale horse in bonestructure. Its hind however consists of one two-metre long tail and two one-metre side fins. Its two front fins are bendable and seem toresemble the front legs of a horse. Across the back of the Hippocampus' neck stretches a long fin dubbed as a mane. Its scales are vividly coloured between fusia and light blue. The hippocampus is a passive herbivoric sea-creature commonly found in the mediterrania sea. It is a mammal, meaning it needs to come up for air in order to breathe. For a maximum, a hippocampus can stay underwater for a total of three hours. The Hippocampus is a strongly territorial creature, especially when bearing younglings. However, when out of its territory, it can be surprisingly docile towards humans. A good way to spot wether a hippocampus is friendly or hsotile is by how its manes are standing. If the hippocampus observes you with its manes standing high and tall, then it is friendly. When a hippocampus has its manes low and combed back, then it will most likely attack if not avoided.
LVL 20. Vulnerable to slashing damage. Resistant to blunt damage. Can yield uncommon non-metal, natural product, natural chemical.
An artists depcition of a hippocampus Source
Swamp buffalo A species of giant buffalo, found living with most of their body submersed in swamp water. These immense creatures stand at 4 metres tall, with the middle of their back standing the tallest. They have a grey fur and rather small head for their body with giant horns making up for this. The horns are thick with some prongs at the side ends of them. These are used for ramming possible dangers. The swamp buffalo can remain with its head submerged for over 5 hours through their large lungs and rather timid activity. This and their typical slow movement causes for the swamp buffalo to have a natural camouflage of greenery and foliage on its back. The greenery has healing properties, as well as the rest of their body. This, together with their ample supply of meat, makes them great targets for hunts. Provided the hunters can survive it.
LVL 15. Vulnerable to puncture damage. Resistant to water damage. Can yield natural product, natural chemical, common non-metal, uncommon non-metal.
Macrocheira Gigas Just when you thought that crustaceans couldn't get more intimidating, this little bundle of joy appears from the ocean depths. The only thing it has in common with its smaller cousin, the Japanese Spider Crab, is a penchant for being large. Sometimes having a leg span as large as 4 meters, standing at 3 meters, and their shels pattern and color depends on their environment since they have been found all across the Pacific coasts. They are built more heavily than typical for a crustacean, almost resembling a Coconut Crab in terms of beefiness, and has slight spikes lining the edges of the carapace. Despite their intimidating appearance they are typically passive, and usually stick in deeper waters due to their extreme weight.
LVL 20. Vulnerable to puncture damage. Resistant to water damage. AP 2. Can yield natural product, natural chemical, common non-metal, uncommon non-metal.
Titanopod Ever want to see the unholy combination of a Pill Bug, a centipede, an armored car, and gills? The Titanopod is just the thing to search for then! Often found inhabiting wrecks or caves these 4 meter- sometimes even 6 meter- long armored monstrosities will personally wreak havoc in your general vicinity. Their segmented exoskeleton and often exotic coloring is what makes it stand out among the other giant creatures of the ocean. Unlike a majority of Isopods, this scavenger is fully capable of hunting down prey smaller than it. Typically, they are solitary until other Titanopods gather. They are strictly aquatic creatures.
LVL 30. Vulnerable to wind damage. Resistant to water damage. Can yield natural product, natural chemical, common non-metal, uncommon non-metal
Siren The siren is a common sight among coastlines and smaller islands. A creature with the back half body of a aqua-colored serpent, and the upper body of a female human. This upper half is most commonly described during sightings as "Beautifull, stunning women with fair voices". On the back of these sirens, a set of large scaled wings that allow the siren to fly. These wings double as fins for the siren, which is known not only to be a fast flyer, but also an agile swimmer. The siren can be found moving in groups of four to eight sirens. Sirens are known for luring ships and boats astray by singing songs and aluring sailors with their upper body, only to lead them upon cliffs to crash their ships. After crashing their ships, they'll engage upon the sailors to eat them. But when a siren is trapped, it will try to bargain and seduce its captor for its freedom. This behaviour does not only show that sirens can learn viro language, but also posses viro-level intelligenc. But since sirens don't show any intention to submit themselves to civilisation, they have remained "tribal". Only rarely one such siren can be seen in viro society, even rarer with bonified intentions.
LVL 15. Vulnerable to wind damage. Resistant to water damage. Can yield natural product, natural chemical, common non-metal, uncommon non-metal
Ekinmara The ekinmara is a cousin of the siren. Unlike the siren, the upper body is more serpent-like, having large fins on its back. It also had jagged, needle like teeth and unhinged jaw. These teeth are filled with venom, making the ekinmara even more dangerous than the sirens. Their song is much different than the siren. They rather screech, forcing their prey to submit. The scales of the ekinmara are more purple tinted, sometimes hinting towards red. The ekinmara is a viscious creature, attacking ships with brute force rather than tricks like the siren does. Unlike the siren, ekinamara are strong enough to reside to these headstrong tactics. This makes the sight of an ekinmara frightening to any sailor.
LVL 25. Vulnerable to wind magic. Resistant to water damage. Can yield natural product, natural chemical, common non-metal, uncommon non-metal.
Behemoth's crown The behemoths crown is a gigantic jellyfish found in larger subterranian saltlakes and at deep sea. These giants are theorised to have been much more numerous in the sea a good million years ago before certain masive earthquakes occured. These earthquakes caused for many of the giants to flee into higher waters and subeterannian lakes which ended up either dying from accelerated depressurisation or lack of food. Those that managed to find a good source of food managed to survive to this day. This is due to the fact that the behemoth's crown does not suffer death from aging and can last up to a year without eating by consuming its own tentacles. The fact that the jellyfish can consume its own body part to survive have made it a famous creature, even if hard to find. The behemoth crown is a omnivore that feeds of both small sea creatures and plantlife. Its tentacles, which are in abundance, are capable of delivering a various selection of deadly attacks that leave potential attackers and invaders wishing they never had. Which form of attack the behemoth delivers can be seen from the colour of its main body. Its actual size can range from 2 meter to 5 meter in diameter, with tentacle length of up to 15 meters. These tentacles are incredibly hard to see at their lowest extent, thus making it easy for one to accidentlly swim into its tentacles without knowing so. The behemoth's corwn is often nicknamed the lions mane due to its thick layer of tentacles around the base of the body which look almost like the manes of a lion.
LVL 20. Vulnerable to slash damage. Resistant to blunt damage. Can yield natural product, natural chemical, common non-metal, uncommon non-metal
An artists depiction of a behemoth's crown Source
[/PTab={background-color:#181818}] [PTab=Pet creatures] Pet creaturesCommon pet creatures are animals often found as companion to viro.
Dog Dogs are domesticated canines of various sizes and colours. The more common militairy pet dog is the german shephard, husky, golden retriever, and labrador. These dogs are especially smart and capable as companions to soldiers. They aren't incredibly durable, as are many pets. What dogs do excel in is speed, power in their bite, and unwavering loyalty. Some trained dogs can sniff out explosives, enemies, or even usefull loot. Their long association with viro has led dogs to be uniquely attuned to viro behavior and they are able to thrive on a starch-rich diet that would be inadequate for other canid species. Dogs vary widely in shape, size and colours. Dogs perform many roles for people, such as hunting, herding, pulling loads, protection, assisting police and military, companionship and, more recently, aiding handicapped individuals. This influence on human society has given them the sobriquet "man's best friend".
Horse Horses have been allies to viro's since time immemorial. A quadruped creature native to outstretched plains of all kinds. They have an elongated head with a set of herbivore teeth. They are carried by four very powerful hoofed legs. Their back is quite strong, as is their spirit, making them excellent companions for viro to ride on. They can stand anywhere between 1.5 metres and 2.5 metres tall as they have a vast amount of variety. Some may have a thicker fur for cold climates and shorter thicker feet for mountain ranges, while others are long with short fur for hot open plains. The horses' anatomy enables them to make use of speed to escape predators and they have a well-developed sense of balance and a strong fight-or-flight response. Related to this need to flee from predators in the wild is an unusual trait: horses are able to sleep both standing up and lying down. Female horses, called mares, carry their young for approximately 11 months, and a young horse, called a foal, can stand and run shortly following birth. Most domesticated horses begin training under saddle or in harness between the ages of two and four. They reach full adult development by age five, and have an average lifespan of between 25 and 30 years.
Soul-stealer A monster of horrifying power. It is said these creature has the ability to steal your soul with a single glance, and leave your body to decompose. Not really, these monsters are really just adorable little pets for novice trainers to keep around, similar to how a certain trainer has a certain little electric mouse with him. They look similar to a simple house cat, but with 3 tails rather than one. They spend a lot of time showing their owner affection and sitting up on the owners shoulder, yes they are that small, and never leaving their side. One small little trick to these pets is that any sort of attack to them, minus magic, fazes right through their little bodies which makes them practically invincible and perfect to take on any mission for friendly companionship. Strangely enough, they can be touched by their owners and caught by traps, so it's assumed that they choose to be tamed and kept as pets, which leaves the assumption that they can control when something fazes through them. Some scientists would have already tried testing sneak attacks on them, but they're so adorable they just steal the soul of said scientists which is why this has never been proven.
Ondritch More commonly called the Ondi, these creatures are bipedal flightless bird species belonging to the ratite's label. This means that although they are incapable of flight, they can run very well. The Ondritch is unique, as it is a domesticated species of the ratites knon for being used as a mount in hotter climates. They are much stronger than an ostritch and about equally as fast, making them ideal for viro companionship. The Ondritch itself has quite the pronounced beak and feathers. Whilst the beak is a large, half circular one, it is also bright yellow or orange in colour. The feathers too have bright colours, which can range the entire known colour scheme. They can reach speeds up to 80 km/h and are very efficient at traversing rough terrain without slowing down. From higher places, the Ondritch is capable of making a slow decent by gliding down with its wings.
Quagga The unusual Quagga is a large beast found within woodlands and plains. It boasts the rough anatomy of a horse and is considered a cousin of it. But the quagga has a much more prominent body. With a far higher quanitity of muscles and an imposing head. Along the head and neck leads a striped pattern fur rather than a normal pelt. They wander the woodlands, plains, and some arid areas.
Tamed Chinese Guardian Lion
The Chinese Guardian Lion looks like a large lion about the size of dire wolf with a mane made out of what looks to be fire. This a magical effect which serves the guardian lion as a display of strength. Through it, they can show off their large aura and thusly have a higher chance at finding a mate. The creature, despite being a lion and there for a cat acts more like a dog in it's behavior. This particular behavior makes it somewhat susceptible to training, if not for their potentially aggressive alpha behavior. Just like dogs, they show a territorial protective pattern of behavior, as well as a desire to be an alpha. In this respect, they become deadly killing machines when trespassing upon their covens.
Rubber ducky Don't let appearances fool you. This is in fact a lone mimic that has lost its colony. Being social creatures, they can be tamed to be loyal to viro. Besides being excellent bathing companion, they can also be used as handy tools. As long as the object desired is equal in size or smaller than the rough mass of a rubber duck, it can be transformed to fit that purpose. This makes them instant handheld tools or potentially clay keys. Besides this, they can also sense if another colony of mimics is nearby and alert their owner of this.
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