Beastiary

Here in this tome is a collection of knowledge on the beasts that walk the world. Perhaps you’ve come upon a strange creature and wish to know just what it was? Or mayhaps you are about to explore the depths of a cavern rumored with dark creatures and want to know just what it might be.. Well. You’ll find all of that and much more riddled inside this vast source of information.

Cyclops

The One-Eyed Menace

With an average height of eight to ten feet, and at around four to six hundred pounds, a cyclops is almost like the legendary giant. It is known that they have a slight grasp on the common tongue, althought they’re not as quick to speak as they are to crush. They’re remarkably perceptive, considering they only have one eye, and when they set their sights on a target, nothing short of impending death will turn them from it. They sometimes fight with bolders, othertimes with massive wooden mauls, and they’re surprisingly accurate when throwing large rocks.

Drakes

The Spawn of Laroshin

Few beasts in the world can compare with the drake. The spawn of the devilkin Laroshin, drakes are large winged lizards, about half again the size of a small house when mature, and half the size of an average adult human when hatched. They have massive jaws which can crush bones and claws that can cut through flesh or armor with equal ease. It’s unknown exactly how long these beasts can live, although we don’t believe that they have a natural life span as long as that of a human.

Fanciful stories will tell of full grown drakes, breathing fire upon farmers, crop, and livestock, but the truth of the matter is that after a drake has reached mating age, they’ve been within the ability to breathe flame for at least two years. While it’s unknown what causes this ability to vanish, we do know why it is that they have it while young. Drakes lay dozens of eggs withn a cave, and after a few months, the eggs begin to hatch. A freshly hatched drake is hungry, and those who’re too weak to defend themselves end up burnt and feasted upon by their stronger siblings. Were it not for this natural population control, drakes would over-run the world within a handful of years. Once fed, the drakes then have to take flight. They turn their breath on their own wings, which hardens them and drys them out, making it possible for them to soar into the sky. For many years, hatchlings will soar the sky, roasting livestock, crops, and farmers, always under the watchful eye of at least one adult, usually female. But once they reach a certain age, they no longer need to be watched over by the adult, and go out on their own. A few years after, they return to their traditional home, and seek out a mate. Drakes mate at the beginging of every summer, and the eggs mature within a cave until the end, and the whole process begins over again.

In the year 257 MR, a group of drake slayers took it upon themselves to erradicate the beasts, saving the hamlets and villages across the country side. Six they were, and they waited until the beginging of summer to attack. After the males left the females to guard the eggs, the slayers attacked. Using some alchemical recipies, they caused explosions which collapsed dozens of caves, crushing the eggs within and a few of the female adults. The remaining females roared out in fury at the death of their unborn young, and rushed to attack the slayers. While the slayers didn’t survive, they had set back the drake population by a large ammount. Similar exploits have been tried, but the drakes had begun using the caves higher up in the mountian ranges, making it impossible for would-be slayers to reach them. Still, the efforts of these people have kept the drake population under control for well on 300 years.

Elementals

Elementals, as taught by the Priory

Elementals first appeared in the Lost Ages in the wake of the Earthmasters. Though their kind had been summoned in the past, their uncontrolled forms which are present in the modern world were never witnessed by the ancient race. During the departure of the Masters, ripples of energy began to reverberate across the world as the mages released their incantations and barriers. As more and more energy poured into the world it tried to go back to Yashain from where it was summoned. The final result was a number of planer rifts, portals between the two worlds that were forced open by the massive amounts of energy present. When the pool of energy began to subside, the majority of the portals faded away, yet some failed to completely dissolve. To date, a small number of gateways to Yashain remain, too small for physical travel and only visible in the dark. It is through these gateways that energy continues to seep back and forth from Yashain in its most chaotic form, latching onto and morphing the land around it. In certain instances, when the land is of the purest element, a shape of order is given to the chaotic magic and thus is birthed an elemental. Completely different from summoned elements, these creatures lack instilled thought and know only defense of themselves and in some cases their brethren.

Air (Greater Form: Storm) Elementals

Powerful tempests who control the sky, air elementals are considered the weakest of the four pure elements yet most formidable in terms of magical and mental feats. Air elementals can be found in certain high mountain passes and caverns in high summits.

Earth (Greater Form: Stone) Elementals

The strongest of the elementals in physical aspects, these creatures have little control over their surroundings. However, unlike the other elementals, those creatures born from Earth tend to travel together rather then the solitary nature of the other brethren. These creatures can be found wandering in certain caves beneath mountain passes or in some forests.

Water (Greater Form: Ice) Elementals

Water Elementals are considered to be the most cunning, if not most dangerous, of all the elementals. Both strong physically and mentally, they can prove themselves to be a dangerous adversary. Water elementals are usually only spotted when traveling by sea, but rumors speak of a city drowned in water where the creatures reside.

Fire (Greater Form: Lava) Elementals

The most volatile of the elementals, these creatures are highly seclusive and attack any intruder. Though stronger then water elementals, they lack their capacity for magic and fall short of their power. These creatures reside deep within the bowls of the earth or near volcanoes where gateways still remain.

Shadows (Glooms)

A perversion of chaos and magic, few men come to understand the true nature of what these beings truly are. Though darkness is no element, they are created in a similar manner to elementals and share their lack of thought. These creatures are the silent stalkers of caves and dark passages, relying on their physical strength to bring down enemies as they lack (or seem to lack) magical capabilities.

Sand

These creatures seem to be a swirling storm of wind and sand, perhaps a combination of air and earth threads. Sand Elementals are strong yet not overwhelming and seem to have a small resistance to magick. They can be found all throughout the deserts to the south east of Denshy and occasionally along the beaches.

-Cyrus Dorthorin

Ettins, Two-Headed Giants

Standing at around ten feet tall, an ettin is a terrible creature on the field of battle. The one thing about ettins that makes them stand out from other creatures is that they have two heads, each with a different personality. It’s not uncommon to see one ettin arguing with itself, although they are single-minded when it comes to battle. Despite having two heads, an ettin is not known for it’s intelligence, and can usually be tricked if you’re able to strike up a conversation with one before, or after, it attacks you. In addition to it’s size, they’re known to use crude hammers created by putting a boulder on a tree trunk or branch, or to throw boulders at hapless adventurers.

In recent years, they’ve been all but obliterated, very few, if any, remain in our realm.

Addendum:

Original information stated that the Ettins were close to extinction, yet I do not believe that to be the case. I have seen several groups of them in the Golden Forest and in the Kierlak Expanse. However perhaps there dwindling numbers were nay so much over hunting, but a changing in the race. Myself and many others have seen two headed beasts that fit the description of the Ettins, yet seemed to have adapted to their environment and taken on the elemental property of the land scape.

- Cyrus Dorthorin

Flora

By some unknown force something has made some of the trees, vines, and very large plants capable of uprooting and moving on their own will. These creatures can be found across most of Eridan, minus the desert areas for it is likely too dry for them to live there.

Maneaters

I have only seen one of these creatures and it resided in the swamps of the Fetid Jungle. It had a great mouth like opening which I’m guessing as the name implies lets it swallow creatures as big as a man. While looking extremely ugly this creature seemed relatively weak.

Vines

I have encountered three types of moving vines, a green one that tries to choke the life out of everything, a blood red colored vine, and a vine that tries to trap men with its outstretched vines. From this point one I will refer to them as choke vines, blood thorn vines, and mantrap vines. These creatures aren’t every strong yet can be dangerous in numbers or to an unsuspecting traveler.

Walking Trees

Trees just shouldn’t be able to move, however if ye encounter one of these beasts I hope ye have a very large axe in hand. Four of these creatures I have encountered. One a Blood Oak, it closely resembles the shape of an oak tree except for its dark red color. These seem to be the weakest of the group yet are by no means easy to fell. Second is the Reaping Willow? (again the name escapes me at the moment), as the name implies it resembles a Willow tree yet its bark is white. The Charred Ents are the third group of trees I encountered. They seem very rare residing in the Decayed Willows. As the name implies their bark is a dark black color. Lastly there are the Poison Willows. These trees seem to reside in the Fetid Jungle and various other swamp areas. They look to be a sickly green and black color and I am guessing contain a strong poison within their limbs. All of these trees are extremely dangerous.

- Cyrus Dorthorin

Garguns, The Foulspawn

Garguns, as taught by the Church

Gargun are short, stooped, fur-covered, humanoid carnivores. They are the most aggressive and barbaric of the intelligent, culture-forming species. They are also the most alien, being dramatically distinct from Humans and other races in their origin, biology and society.

It is rare for a culture to have no redeeming features, but that of the Gargun comes close. The best things to be said of them are that they have a short life expectancy and are just as willing to kill each other as they are to kill other species.

Biology

The Gargun have a reproductive system similar to some insects. In each tribe there is at most one fertile female (the queen) and generally one fertile man (the king). Both sexes become fertile only though continued sexual relations with the opposite sex (all such contact leads to fertility). Females are the most fertile between the ages of eight and 12.

About one month after impregnation, a queen will lay, depending on her age and health, up to 80 gelatinous eggs. If the eggs are stored in a dark, humid environment and covered with a good supply of decomposing organic material, they will hatch in three to six months.

Only one percent of the eggs hatch as females. If sexually exposed to males for about six consecutive hours, these “princesses” will become fertile queens. Since only one queen is tolerated in a tribe, other females are killed and eaten, or more commonly, segregated to form a “Queen’s Guard.” These female warriors are often the most viscious fighters in the tribe.

Occasionally a princess will be abducted by a group of males who intend to start a new colony. Tribes which lose their queen will strive to kidnap a princess or face certain extinction. Since queens become bloated and somewhat immobile, few princesses actually desire the role. Most Gargun males never have sexual contact with females of their own sub-species. This should not be taken to mean Gargun males are impotent; they are fully capable of rape, as a few hapless survivors (both male and female) or Gargun raids can attest. Sexual tension and competition for sexual access to the queen explains much about the Gargun society.

Contrary to widely-held belief, Gargun cannot impregnate human females. Magic or alchemy can permit fertilization to occur between two different sub-species, but the Gargun resulting from such a union are arlways sterile and insane.

Gargun have the shortest lifespans of all intelligent culture-forming races. Fully grown within a year of hatching, they seldom live past the age of 25. Most die violently well before then.

Racial Memory

Newborn Gargun are hatched possessing a common set of memories, or more accurately, racial instincts fused within their genetic code. This racial memory includes the basics of their language, social mores, fighting, hunting, mining, etc. Additional specialized information is included for each sub-species. For example, Gargu-arak are hatched knowing more about hunting, while Gargu-hyeka instinctively know more about mining.

Because Gargun begin life with so much cultural information, they develop very quickly. Newborn Gargun are able to almost immediately interact with their tribe and will reach adulthood within a year. However, their racial memory cannot change (beyond normal genetic evolution) and is therefore a fixed pool of knowledge from one generation to the next. Unlike other intelligent species, Gargun society remains almost totally unchanging.

Although Gargun begin life with a common set of memories, they are still able to learn. Indeed, one of the first things the newborn Gargun need to discover is the geography of their lair and the surrounding are. If lucky, the young are taught this additional information, but most newborns have to learn by trial and error, or by watching and listening to others. If all the elderly Gargun avoid a certain tunnel, for example, most newborns will eventually notice and copy the action. This occasionally results in Gargun avoiding areas for reasons long forgotten.

A crucial element of their racial memory is an instinct to submit, if only briefly, to a clearly superior central authority. Hence, the Gargun will accept the control of a king, provided he demonstrates an ability to eliminate all other contenders. The dominance of the Gargu-khanu, who typically enslave the other sub-species, is a common phenomenon. This trait has, from time to time, allowed others to gain brief dominance of some Gargun colonies. Their submission, however, demands that the controlling force be merciless; any sign of weakness brings an immediate revolt which is inevitably fatal to the tyrant.

Society

Gargun organize into tribes ranging from as few as 40 individuals to as many as a few thousand. Generally, only the colony-dwelling species form the larger tribes.

Fortunately for other species, Gargun tribes constantly raid and war with each other. Even within their own tribe, Gargun squabble, main, kill, and cannibalize each other. However, if faced with an external threat, or an appealing target for aggression, they will suspend internal discord until the non-Gargun enemy is dealt with. Only when there is an exceptionally strong king, or an external power manages to enslave them, is there any hope for relative tranquility within a Gargun tribe or colony. Unfortunately tranquility always brings a population explosion which always leads to a massive bloodletting.

Gargun have no social restrictions barring competition among tribe’s strongest and most intelligent males to become king, and thereby gain access to the queen. Methods range from a knife in the back while sleeping to a mortal combat with the community watching. The only requirement, from the point of view of the would-be king, is to survive long enough to enjoy it. Few survive more than a year. Among most tribes, it is considered an important rite for the new king to publicly devour the body of the deposed monarch. That Gargun are violent by instinct is not surprising considering that most of them are the offspring of the most dominant and aggressive males.

Gargun are nocturnal; they prefer to hunt and raid at night when their vision is most keen. They usually find cover and sleep during daylight hours, but can fight in sunlight if necessary.

Gargun eat only meat, and sometimes keep food animals. However, so active is their metabolism and so gnawing is their hunger that most tribes are constantly hunting. They do not hesitate at cannibalism (some tribes even consider the meat of their young as a delicacy) and all Gargun very much enjoy eating human flesh. Sometimes they cook or kill their food before dining.

When the population of a large Gargun colony grows beyond the ability of the community to support it, one of two events will occur; a bloody civil war or a swarm. Civil wars can kill up to 80 percent of the population in a sudden orgy of bloodletting, perhaps lasting only an hour. A swarm occurs when a significant number of males, perhaps 40 percent, seize the queen or a princess and fight their way to freedom. Having escaped, the swarm will attempt to establish a new colony. Only one in ten will succeed. A swarm can be exceedingly unpleasant for anyone in its path.

Language & Scripts

Each sub-species has a distinct language. Gargu-hyeka, for example, speak Hyeka while Gargu-arak speak Araki; racial memory includes the basic grammar and vocabulary of the applicant tongue. Like most other things about Gargun society, their languages do not change from one generation to the next. None of the Gargun languages have an extensive vocabulary, and gestures are used to quantify statements or indicate emotional states. Most humans cannot interpret these rapid hand signals, so Gargun speech inevitably sounds like chaotic grunts and growls.

Even communication between the five sub-species is awkward. Each language assumes the speaker is conversing with someone with the same racial memory. Consequently, each language is difficult to learn for another sub-species. It is actually easier for Gargun to learn a local human language than another gargun tongue. However, their racial memory also includes a highly-developed sign language which is identical for all Gargun. This sign language, supplemented by common human languages, is the most commonly used method for communication between the different sub-species.

There are no Gargun scripts. Although reading and writing is mostly unknown, a few garguns have been taught the scripts of other races.

Religion

The Gargun are irreligious. Their racial memory informs them they were “Forsaken by the Gods” but they cannot explain the origin of this notion. Their instinctive awe and fear of superior power has allowed a few bold clerics of various faiths to convert some Gargun, but this has always been short-lived. The Gargun require an ongoing demonstration of superiority to honor their submission. No deity is willing to play this game, and no Gargun can accept blind faith.

Gargun sub-species

The Gargun are divided into five distinct sub-species: Gargu-arak, Gargu-kyani, Gargu-hyeka, Gargu-viasal, and Gargu-khanu. These divisions existed at the time of their appearance. Some scholars have speculated that each sub-species once existed as specialists within a larger community of Gargun (e.g., soldiers, hunters, miners, legbreakers, etc.)

Gargu-arak

The small or streaked orc represents about a third of the Gargun population. They are smaller and lighter than other Gargun, averaging about three feet in height, with streaky brown or tawny fur. Less repelled by the outdoors than other species, they mostly dwell in nomadic tribes of 40-240

Typically, Gargu-arak tribal “nations” are made of two or more tribes. Each nation will have at least one queen, and sometimes two or three. As a result, Araki nations may have more than one king, with the predictable result of ongoing internal conflict.

The tribes possessing a queen often attempt to achieve leadership of their nation, trading her favors and offspring for tribute. More often, however, demands for tribute are answered by raids from queenless bands seeking to steal a queen or princess.

Despite their small statures, the Araki are among the most feared of nocturnal predators. Skilled stalkers, they possess an acute sense of smell, keen nightvision, and, unique among Gargun, employ shortbows that are effectively “longbows” to them, and some Araki shoot poisoned arrows. While they pose a great danger to the weak, solitary, or unwary, the Araki will generally not attack a well-prepared and vigilant party unless driven by hunger.

Most Araki have great skill herblore and use this knowledge, along with their acute sense of smell, to communicate with each other. It is their practice to hang totems, essentially small leather bags stuffed with herb leaves, from high branches. Each herb has a specific meaning to the Araki nose, such as “Good Hunt”, “Water Place”, “Bear Cave”, etc. Seen from the ground, the totems appear to be bird nests.

The longest-established tribes usually have some manufacturing capacity, and make their own spears, bows, arrows, and scimitars. The Gargu-arak tend to avoid the other Gargun species whenever possible, but often find themselves enslaved by Gargu-khanu.

Gargu-kyani

The white garguns average 3’10” in height and are the second smallest of the gargun sub-species. They range in color from pale brown to off-white. Although Kyani sometimes roam in nomadic woodland bands like the Gargu-arak, they more often build cave complexes in alpine locations covered by snow year round. Tribes range from 200 to 1,200 in size.

The Kyani have the highest sense of identification to the tribe and exercise more ritualism in their social arrangements than other Gargun. Their rituals are mostly concerned with their “code of honor,” which centers around the survival of the tribe; individuals are deemed to be of a lesser importance. When food supplies run low, elderly Kyani are expected to leave the tribe to face almost certain death by starvation. If the tribe is under attack and some Kyani can fight or otherwise delay the attackers while the tribe escapes, they are expected to do so, even if this means certain death.

The Kyani honor courage and, conversely, frown upon overt displays of cowardice. Leadership of the tribe is decided by mortal combat, but the fight begins only after a formal challenge, never with a knife in the back.

The Kyani often keep dogs or wolves as pets, which they do not maltreat too much. They also produce finer artifacts than the other sub-species of Gargun. They are particularly creative with silver, a metal they treasure above all else. They will engage in trade with non-Gargun, especially if silver is offered, which they will exhange for an equal weight of gold!

Although the Kyani, like all Gargun, have an evil reputation among most folk, veteran wilderness travelers know then to be the least prone to violence and to have the least unpleasant personalities. Their sense of honor and respect for courage has allowed many a human to survive a Kyani encounter, even to the extent of being aided and escorted to safety. However since the Kyani consider a slow and painful death the most appropriate punishment to those who show cowardice or otherwise dishonor themselves, any who refuse to life up to these expectations soon begin to beg for a quicker death.

Gargu-hyeka

The common or brown gargun represents about half of Gargun population. Their fur ranges in color from black to auburn, and they average just under four feet in height.

Small bands of queenless Hyeka may be found dwelling in the mode of the Gargu-arak, but they are most noted for their large cave complexes that typically contain one queen, a few dozen princesses, and between 1,000 and 2,000 males.

As mining engineers, Gargu-hyeka are second to none. Chambers and passages in a Hyeka cave complex tend to run in straight likes, although irregular natural caverns may be included. Numerous redoubts, blind-ways, pits and other traps designed to foil intruders are common. Most complexes contain iron mines and armories which can produce fairly-good weapons. Gargu-hyeka produce passable scale and mail armor, but most wear leather armor or none at all.

The Hyeka keep livestock, mostly wild cattle and horses, as food animals in large external pens. These provide a significant portion of their diet, but rarely meet the entire needs of the complex; bands of 20 to 80 hyeka will hunt the range around their complex. The security provided by their intricate complexes, and their naturally-high birthrate, make the Hyeka the most likely of all sub-species to swarm.

Gargu-viasal

The red garguns, averaging four feet in height, are the second largest of the Gargun sub-species. Their fur is auburn to red in color. The Viasal prefer to dwell in cave complexes in a manner similar to the Gargu-hyeka, but they have a slower birthrate, smaller communities of 700-1,200, and swarm less frequently than the Hyeka. The Viasal are the most cannibalistic of all the Gargun sub-species; all dead Gargun are devoured by them unless the “meal” died of an illness. The Viasal are also very aggressive, second only to the formidable Gargu-khanu. They are, in fact, much too aggressive to submit to Khanu enslavement, and relations between these two species of Gargun is always violent.

Gargu-khanu

The great or black garguns, at an average height of 4’2”, are the largest, strongest, and most murderous of the Gargun sub-species. Their fur is black or dark brown. They justifiably regard themselves as the “warrior elite” of the Gargun. Fortunately for the rest of the world, the Khanu breed far more slowly, and kill each other far more readily, than any other sub-species and, with these checks on their population, are the least likely of all Gargun species to swarm.

Gargu-khanu are rarely found in nomadic bands. Small bands may dwell alone in a cave complex, but they are most often found as the ruling elite in a hybrid culture with Araki and/or Hyeka as slaves. The Khanu are not great builders and typically, if they find themselves without a home, will attack and attempt to conquer a colony of these two weaker species.

Harpies, Birds of a Feather

While little more than annoying to an experienced warrior, this half woman/half bird creature is the shepards worst enemy. They’re known to steal sheep from the herd, and two at once can even carry a cow away. People who’ve raided their nest often report finding the bones of livestock littered around and inside it, as well as a few relatively valueable objects, usually the result of their raids on human settlements. They seem to prefer mountainous areas, making their nests far above the ground and out of reach. Most people view the harpy as a thief, plague-bearer, or cursed trouble maker.

Addendum:

While simple observation one might think that the harpies are all the same, however on closer inspection there seem to be several different types of them.

Stone Harpies

While looking relatively similar in body shape, the stone harpies are more resilient to attacks, likely because they have evolved to the point where their feathers are as hard as stone. They are grey in color and are stronger in general than yer ordinary harpy.

Harpy Matriarchs

These golden colored harpies appear to be the leaders of the nest. Their feathers are a brilliant color and make them shine in the sun, however do not be fooled. These creatures are just as vicious and much more dangerous having survived longer and learned much during their life time.

Jungle Harpies

A very strange breed of the species, because they do not live in the desert in large nests like the other members of their race. These harpies are a greenish blue color and can be found living among the trees in the Fetid jungle and the surrounding swamps and forests. While still as strong as their counter parts, they are much less dangerous as they do not seem to stay together in large nests.

-Cyrus Dorthorin

Lorilee, Children of the Forest

The Shaile

Long before the creation of Mercia, legend spoke of a people inherent to the lands and seas who expressed an understanding of the world far beyond that which the histories of man could detail. Shapeless yet defined, these kin of nature took on colors and bodies that mirrored the lands around them. Legend goes to say their personality, a paradox in its own way, reflected the two poles of humanity, rarely a gray area appearing in their mannerisms. Tales tell of curious men and women venturing into their lands to witness the splendors of their domain, though their returns back to the world of man marked with a sadness and longing to return into nature’s overgrowth once more. With each account, a different story was told, but all spoke the name nature’s kin identified themselves as. The Shaile.

The Lorilee

Though limitedly understood, the history of the Lorilee spans back into time long before the age of man, veiled in the complexities of the Lost Years. Their culture and existence has come full circle: at one point, the experienced and superior race, they have now fallen from grace into a century old hatred for man which only seems to burn harder with the passing of time. With mankind now arriving near the shores of their recess, they brace for the coming complications their appearance shall bring.

The Lorilee, as they are now called with the coming of their queen, have endured a history of mixed glory and betrayal. With each passing ruler, the Children take on the name of their new monarch. Those who ascend to the crown are always of a singular bloodline that runs back even to a time the Children find hard to remember when they were born from the world. The bloodline has survived the trials of time, spanning across all of the Sacred Groves that lay deep within the woods, yet the Children are beginning to dwindle in number despite their elongated lifespan. The new Queen, Lorilee, continues a part of the bloodline, but also the disdain for humanity.

Residing within the reclusive groves, the Lorilee inhabit the Ceath’en Isles east of the Colonies continent. The strange creature’s of nature are bound to the groves, never able to wander long outside of their overgrowth without feeling a yearning to return. Those of full blood are bound by life to the Sacred Grove; should the heart of the Grove ever be destroyed, they too will pass out of physical existence, but never given the peace of rest. Amongst the isles however are both full and half blooded Children; though the full blooded Lorilee are held with more regard, the half bloods are still afforded some respect.

The Fall of Ameerath’s Children

A century ago, a Sacred Grove stood near the center of the Southern Continent ruled by Ameerath of the Royal Bloodline. It was in her domain that she sought to take the hand of another in marriage and began searching for a suitor. Of those who lined up, a Child of impure blood was amongst them. Banquets and balls were held in an attempt to see whom would best suit her, yet in one of these events the Child of impure blood came to her and expressed his lust. Looking upon the Child though, Ameerath could not return the same emotion and in the end chose a powerful Sprite to be at her side.

In his anger, the half-blood set fire to the Sacred Grove when even the eyes of the Sentinels were averted during Ameerath’s wedding. In that instant, when the Grove began to burn all of the Children felt a pain course through their bodies, alone was the half-blood who was unaffected. In his wraith for her love, all of Ameerath’s children died that evening, their souls never to part the world. It was in that moment and the days after that others of the Royal Bloodline heard of this betrayal. It was then that the Bloodline’s souls blackened and their hatred for humanity strengthened.

The Grove that once stood is now merely blackened roots, but the surrounding forest has slowly been corrupted into something beyond even the comprehension of the Children. Though the physical nature of all the Children died in that evening, their spirits reside within the darkened forest and their hatred festers. Those men who dare venture through it rarely pass out of its entanglement once more. To an onlooker however, the forest merely seems a decaying land.

The Age of Lorilee

In the time after Ameerath’s death was learnt, all the other groves hardened to the sight of humans near them, cursing their blood as the reason the Child had burnt. Settlements that had been created to close to groves were overcome by Sentinels and those of half-blood were scorned. Time has lightened the hearts of the Children towards their own kin, yet not against those who are fully human. Still, the Children see the Satyrs and Centaurs as outcasts, never to come near to the Sacred Grove. Those few groves that stand to this day are veiled within the dense surrounding forests, rarely approachable less the adventurer be seen by one of the Grove’s guardians.

Other stranger creatures have begun to come from the world itself though, creatures who would mimic the looks of man to turn them against themselves. In the surrounding forests and sometimes in cities, doppelgangers and changelings roam as if keeping an eye upon the expansion of mankind and attempting to stop those who would come too close to one of the Groves. These Children are inherently dark and lack a defined nature like those of the other Lorilee, taking the guise of the creature nearest by at birth and changing to others when suitable. Though still bound to the Grove, the effects of staying from it too long are dampened, but so is their joy of being there. Unlike the other Children, these creatures have no mindset to show any compassion to world of man and make use of their abilities to the fullest to prevent anything like Ameerath’s death from happening again.

Races within the Children

Guardians and Sentinels

The most primal of all the Children, these creatures appear as entities of stone and wood. Their existence carries the sole purpose of protecting the grove from outsiders and thus their abilities to interact with the other Children are severely limited. Like the elements they are born from, they have little ability to communicate or feel.

Sprites

The most common form of the Children, sprites contain creatures of all different natures. Their forms vary in sizes and shape, either humanoid of more of a primal composition. Females reach a height of 5 feet while males can peak at 8 feet. These creatures are the heart of Lorilee society and those who most often live closest to the grove. Their personalities are either compassionate or cold, personable or introverted. Not all of these Children share the same views as the mother and many of them at times venture out beyond the Grove to return when their longing for its embrace grows too great.

Sylphs

These creatures are much smaller then sprites but are those most often seen by the world of man. Both men and woman rarely exceed 4 feet, and reaching that is considerably rare. Their personalities usually reflect that of the Queen; it is not often that a sylph expresses an opinion of their own creation.

Will-O’-Wisps

The smallest of the Children, will-o-wisps are generally primal in appearance and hard to see by natural eye other then at night. These creatures reside within the grove and it’s surrounding forests, rarely venturing beyond. To those clever enough to look, they appear as small lights within the leaves and streams that encompass the forest.

The Half-Bloods - Satyrs and Centaurs

In a way outcasts of the Children, these creatures are the culmination of human and Lorilee blood. Most often they live on the outskirts of the grove acting as guards similar to the Sentinels, their hatred for humans far surpassing that of any of the other Children. They see their half-human nature as a curse and hope to prove themselves to the other Children that they themselves aren’t as weak or dull. Unlike the other Children, they do not feel the longing to be in the Grove and nor are their lives tied to it. Should the Sacred Grove ever fall, they themselves will live on though their existence after is rarely marked with good fortune and health.

The Royal Bloodline

The most ancient of all the Children, the Royal Bloodline is expression of Lorilee perfection and beauty. They are a blend of the primal nature of the world and humanoid shape. These creatures are the most powerful of the Children, some having lived back to near the birth of the Children from the world. Seclusive, the Bloodline is rarely seen outside the Grove as they have little reason to leave. Some however do find it entertaining to conceal themselves and walk amongst the world of man for a short time, though due to the dwindling number of Children such escapades are now frowned upon. All of the Royal Bloodline carries a name given to them when they a birthed, yet only when crowned do they reveal that name to anyone.

Manglers, The Fisherman's Bane

These creatures, while little more than annoyance to a trained warrior, are fishermens worst nightmare. They live around any body of water, be it lake, river, or ocean. Their diet consists mostly of fish and other water life, occasionally a few smaller land creatures as well. When they’re full grown, they’re only a foot or two higher than your average man. They have a large mouth full of razor sharp teeth, and scale plating over their stomach and their back. Their back is hunched, mostly due to their large head, which despite it’s size, houses a small brain. They have long, sharp claws coming from the ends of their toes and their fingers, making it easy for them to rip into their prey.

While a mangler sounds impressive, it’s favorite meal is fish, not human flesh. However, it will defend it’s food with it’s life, so if you see a mangler eating your catch, it’s best to just let it finish it’s meal. Also, just because it prefers fish over human, that doesn’t mean that it wont pass up a defenseless human, if driven by hunger.

Morverc'h, Daughters of the Sea

The Morverc’h are completely separate from the Children in both personality and culture. For all practical purposes, they carry only loose ties with the Children as they both are in tuned with the world. Where as the Children are born of the World, the Morverc’h are born of the oceans and seas. Deep on the ocean floors lie Underwater Groves constructed of stone and the rarest of corals that rival the colors of the greatest Lorilee flowers; it is here that the daughters of the sea preside. The race of the Morverc’h is slightly misinterpreted. Though man has given them the title sea daughters, there are men within the underwater (and the underwater grove is currently ruled by a male). The name appears only because legend speaks more often of sailors meeting strange female humanlike-fish.

Though the Morverc’h have learnt of the fate of Ameerath’s children, they themselves are not bitter towards mankind. Their personalities are similar to the Children’s however, either compassionate or disdainful with little room for leeway. Many tales speak of the Morverc’h helping sailors find their way through storms, but others speak of them leading sailors in helpless circles. It is in the hope that the Daughters of the Sea will be kind to them that sailors construct beautiful ship heads, believing it will attract the more helpful of those that reside in the sea.

Teloth, Trident of the Seas

The largest grove on the seafloor is ruled over by Teloth, a male Morverc’h. He cares little about the human world and thus doesn’t share the Children’s growing hatred for the appearance of mankind near their lands. To Him, man has always sailed His seas and their touch cannot reach him at the depths of the ocean floor. Like many of the Morverc’h, the upper world is of little concern.

Though Teloth’s domain only comprises of the large Underwater Grove, his name is dominant throughout many of the other lesser groves. Where as the Lorilee are ruled by an ancient Bloodline, the Morverc’h choose their leader through strength, courage and beauty. When Teloth’s time passes, another of the lesser Grove’s leaders shall take rule of the large and be considered Trident of the Sea.

Underwater Groves

Nearly impossible to see by the eyes of man, the Underwater Groves are structures of massive stones and coral reefs. In the blanket of night some sailors have seen illuminations of yellow, purple, and green deep within the water. Some men would attest these lights to small groves nearer to the surface of the water in shallow regions, but none can say.

Unlike the Children, the Morverc’h aren’t as bound to their Groves and can travel the boundless oceans, even taking rest at another of the Groves. The Groves are also home to numerous animals of the sea, some of them more legendary.

Races within the Morverc’h

Morverc’h

This name is attributed by men to all forms of humanoid sea-creatures. Their bodies are comprised of a human torso with a large tail fin of either a fish, shark, or octopus. They are the main inhabitants of the underwater groves, at times venturing to the surface to see what the world above has to offer. At times they’ll be seen on sea-shores or by sailors.

Oraedes (Drowned Men)

A mystery to even the Morverc’h, these creatures have little elevation to be good. Their complexions are usually that of a drowned individual; white-washed skin, wrinkled, and tangled hair. They have little culture amongst themselves and don’t travel in groups. Most often they are seen at streams and gulfs and are considered threats to both men and Morverc’h.

Selkie

These are the primal creatures of water: sea serpents, giant squids, and other giant monsters that inhabit the ocean depths. Their appearances are few and far between, but usually in their travels towards the surface they are accompanied by the Morverc’h. These creatures are the protectorates of the Underwater Groves and those sea creatures that are enemies of the Morverc’h.

The Suldan

Even within the Morverc’h a touch of corruption has begun. The Suldan are a race similar to the Morverc’h, yet more primitive in terms of physical appearance. Where as the Morverc’h carry the beauty of humanity, the Suldan are more disfigured with fins sprouting from their scalps and back. These creatures have their own groves within the chasms’ of the ocean and at times venture out towards the surface. Some of the stories of the Morverc’h, though not all, are attributed to the Suldan and their violent nature to human presence in water. Their song, luring as its only definition, drives men into the sea where the Suldan pull them down ever further towards there Groves.

Overseers

When my party and I neared the southern region of the world, we came across something that we’d never expected to see. A myth come to life. It was shortly after dusk, and we were setting up camp when we heard some grumbling from near by. To me, it sounded like a bear trying to speak. Sneaking forward, I saw something that I’d heard about during my childhood but never thought to be true... a gargoyle, a creature of stone and flesh. I only had a moment to observe it before it flew off, but it was taller than a man, with oversized batwings on it’s back. Looking to the sky, I saw many more flying above, and decided it’d be best to come back during the day, when we could see more clearly.

When dawn broke, my party and I packed up camp, and continued to the south. We came across a clearing, which the gargoyles were circling. Within, we saw the great two-headed ettins and large, one-eyed giants were working together, gathering stone and carrying it into a cave... and worse, from this cave came a horror that I will now call “The Overseer”, for that is what it did...

The Overseer is an evil looking creature, one eyeball in the center of it’s body, with five eyestalks, each having another eye ontop of it. It has no legs, instead it hovers over the ground, held there by dark magics no doubt. It seemed to be in control of the ettins and cyclops... but to what end, I dare not question. Having seen all we dared to, we did not attempt to enter their cave, and instead, left the area.

Pirates

The Doom Fleet

Do you sail for Denshy land lover? You dare ride the waves of the world to try and out live these civil wars between bickering nobility? Well let me ask you lad, what is it that you fear when you ride out of Blackmount to try and reach a city you’ve never seen in your life? Is it the fish men who claim to be able to walk right out of the water with their shimmering scales or perhaps those sea monsters so ugly no sailor could describe the sight? Ha, those things are not worth the trouble or the damn fear some land lovers claim to have without stepping foot on a deck. Let me tell you the real threat out there, it isn’t what crawls beneath you when you leave the shore. It is what sails upon these oceans, with black sails and a crew ready to jump onto your ship and leave you dead from this world. Pirates are truly the fears of the innocent sailor land lover and so should you feel the same way when you cross paths with one out there. The Doom Fleet? You mean former shadow of the Doom Fleet, the Admiral Garkel died over a year ago and is now ruled over by that black sheep Tyrol Harker. The son of the noble family ruling in Blackmount, it seems even the damn politics of Leanantla crawled into the former pirates of the seas.

Ye see, about over a year ago Garkel’s daughters Lara and Kara who led the Scarlet Skulls were establishing themselves in trying to take Anchorfall. Those two twins are a sight to behold land lover, let me tell you I’ve never seen two pretty gals like them dressed in the most ragged clothing ever. If you even dare to point it out to them though, you would have had your gut cut open on the spot and watched your entrails pooled out on the floor in front of you. Ah right, where was I? Garkel was done letting his daughter do what they please, he sent his biggest ships from the Doom Fleet including his flagship to the twin’s hideout. It seems a bloody battle broke out at the tavern there, which led to Garkel flinging his cutlass about and stabbing Kara in the gut. If you were there land lover, you could have swore you saw flames light up in Lara’s eyes. She flung her sword into Garkel’s stomach in a fit of fury that I don’t think even Maguun could have held up to if that bloody bastard was around! After Garkel’s body fell to the floor, the lads of the Doom Fleet gave up the fight and Lara was proclaimed the new leader of the navy.

It appeared things were going fine, with the pillaging of ships in Eridan and thoughts of placing a fleet in Leanantla to rake in the riches of the warfare there. Except everything went to bloody hell when a certain black sheep of Blackmount decided to make a name for himself. I dunno how Tyrol showed up in Eridan lad, but I suppose he did just the same way as the rest of the lot does, on those damn ferries. So that scally wag Harker started gaining supporters in the ranks of the Doom Fleet, growing in loyalty and leading many of the men into battles. It came to a point where Lara knew something was eventually going to happen to her, but she didn’t act on it fast enough. A horrible storm appeared over the horizon one night, while the whole fleet was ordered to attack an old keep that was claimed to hold treasure of the old Zealan kingdom. What happened afterwards still gives me shivers even now, as ship after ship smashed against the rocks and sank with full crews aboard. It was a false claim Tyrol made up in order to kill many of Lara’s Scarlet Skulls that were part of the Doom Fleet. They were sent in first and died horrible deaths in that storm, the bodies were claimed to even float their way to Denshy. It wasn’t until the next morning that Tyrol boarded Lara’s flagship with his crew and followers to claim mutiny, demanding he became Admiral of the Doom Fleet.

Was it not for the large force against her and some words of rationality by one of the pirates on the deck that day, Lara would have been strung up on the mast. Her head might of been used as a decoration piece on the end of her own bloody ship! She became a minor leader of the fleet and her followers scattered across all the ships in order to prevent an over throw against Harker. That was just the last year, it is only now that war on the high seas is becoming more apparent with the claim that Harker has become power hungry in politics. He wants to rule the seas and any who dare to deny him the claim will be killed and their possessions taken from them without a second thought. The man has gone insane and it appears Lara isn’t going to sit back and sail out of the picture for good. Rumors spread she is gathering her followers and soon there may in fact be a rebellion against Tyrol Harker!

There is also a fleet of gold claiming its own riches to the sea, formerly protecting the shores of Denshy they claim to be privateers of Blackmount. They have been ravaging the seas of pirates and innocent seamen alike, but without the proof there is no one to truly condemn them! These seas have become a chaotic storm of turmoil land lover, if you still dare to challenge the oceans know that death may await ye...

Sandworms

Gigantic Sandworms

Referred to as the “Terror of the desert”, nothing could be more true of these huge, highly territorial and aggressive beasts. Covered from head to tail with thick, armored scale-like plates and large, spiny hairs, and armed with massive crushing jaws, a gigantic sandworm is a deadly, carnivorous, and sometimes, cannibalistic hunter that lives in desert and arid areas. Some people (many, who are in my opinion, suicidal) have taken up sandworm-trapping as a career. The hides of sandworms are incredibly durable, and the spine-bones make some of the strongest (but also least appealing) bone armors. Most giant sandworms grow continously until death - the average length is around fourty-five metres, but sizes as big as ninety have been told. Wether this is truth or just another tall tale is oft-discussed but never decided.

A horrific predator, a sandworm dormant and in wait of prey, using it’s highly sensitive hearing and hairs to sense movement above it. When the time is right, the sandworm strikes! It quickly leaps out of the sand and grabs it’s victim in it’s jaws before they can respond or try to run, and drags them under the sands where it holds them in it’s huge, but rather blunt, teeth, until they are crushed, suffocate, or drown in the sand. It then swallows it’s meal whole.

Sandworms, while fearsome, are an amazingly adapted creature. They require almost no water - the fluids of it’s victims are all it needs to survive. A adult sandworm can live off the corpse of a troll for weeks or months - Food is scarce in the desert and this creature’s metabolism has adapted to reflect this. During mating season, a female deposits it’s eggs a foot below the surface and then goes into a hibernation-like sleep close by. The eggs smell strongly and attract many scavengers - The mother, however, is very protective of her brood and will maul or swallow anything which nears her nest.

While sandworms lay several eggs, it’s race for more than one sandworm to survive out of a brood - freshly hatched sandworm grubs are hungry sandworm grubs, and nothing’s more tasty to a sandworm than sandworm grubs and eggs. This cannibalism has thankfully ensures that full-grown adult sandworms are as rare as most people would want them to be.

Sandworm Grubs

These amphorus, dog-sized grubs are like tiny, soft-bodied versions of their parents. They live on the surface of the desert, too weak to burrow deep under the sand, but are every bit as vicious as their parents. They tend to eat desert foxes, scorpions, jackrabbits, sand-rats, other sandworm grubs, and plant material. Sandworms grubs are sometimes skewered by desert nomads and cooked like a spit-roast. The taste is like a mix between peanuts and fowl - actually quite appealing. Most grubs are between 3 and 8 feet long.

However, a sandworm grub isn’t nearly as much of a threat to humans as a full-grown adult is. For one, they lack the armor plating and advantage of surpise - as well as the more obvious aspect of size. Nonetheless, don’t underestimate these beasts: As many a peg-legged warrior will tell you, their bite is much worse than their bark.

Scathren

While not a civilzed or intelligent species, they are dangerous none the less. I was unable to get very close to them, so there is little that I could learn.

As always, I will begin with a physical description. They look different from each other depending upon what they do for the colony, or hive. The smallest, the workers/gathers, are about the size of a young child. They move about on eight legs, with two massive forearms that end in large, saw-like claws. They have little in the way of protection, their bodies covered in a thick hide with rough hairs coming from it. These seem to be the most common, and I counted somewhere around 60 of them outside the hive at any one point and time. Next in size to the workers/gathers are what I would term the “soldiers”. They are larger than their smaller brethren, about a foot shorter than your average man, with larger claws and a thicker hide. These were fewer in number, but still quite numerous. I counted around 20, just outside the hive. Next to the warriors were something even worse, what I would term the “guardians”. These never leave the hive. I only saw one, but I have to assume that there are many more within the hive itself. These are larger still, about as tall as a man, with larger yet claws, and even some thick scale covering it’s body, similar to a beetle. I can only guess as to what is inside the hive itself, but suffice to say... it would be foolhardy for anything short of an army to attack the scrathen within their own home.

From what I was able to observe, they have made their home in the dark and damp jungles of the region. They do not live out in the open, and instead make their “homes” in caves or large ruined buildings. They don’t seem to be picky about what they eat, and devour anything, living or dead. Without wishing to risk endagerment to myself or my party, I left the area quickly after making my initial observations.

Scorpion

“Sand Runners” are the nickname of the scorpion-like giant arachnids which roam the desert. They are the second highest on the food chain of the desert lands - the sandworms naturally being the first. Sand runners’ stingers have a painless but paralyzing venom which is strong enough to make your whole body numb for a few hours if you are unfortunate enough to get stung by them. Against it’s natural prey it is much more deadly, causing them to become inanimate and eventually suffocate to death or be crushed by the runner’s claws.

Sand runners are about 5 feet long. Their stinger varies among breeds, but most have a similar level of venom-power. The legs and claws easily break off after the creature is killed, and taste delicious, albeit a bit smoky, when cooked over an open fire.

Slime

A bizzarre creature to behold to say the least, slimes will, to the casual observer, seem like simply that: A puddle of slimy goo. Slimes, however, are actually a form of mollusc: A large, slug-like body exudes a foul-smelling and highly acidic or alkali mixture of chemicals for both self-defense and attacking purposes. It isn’t truly known how these slug-like creatures “see”, or even how they came about existance, but, they line the dankest of forests and dungeons, living off mostly carrion and plant-matter.

Slimes by nature are usually cowardly (if such a nature can be assigned to what has both the appearance and the personality of a pile of muck), but can be dangerous to children, the elderly (as my grandfather, with his missing toe, will attest), or the unprepared, especially if it groups together in a ambush-like attack. Slimes also sometimes join together, produced a large mount of hissing, frothing gelatinous goop. Unlike it’s smaller version, this goop-pile is aggressive and much more dangerous.

Swamp Spawn

These creatures are found in the swamps of the Fetid Jungle. They look rather similar to slime color, yet have taken on a rough shape of a humanoid. Wether this is a new breed of creature or simply a collective of several different slimes coming together in hopes of surviving I have yet to determine. While being the ugliest creature I have encountered on my journeys they did not seem all that strong or resilient.

- Cyrus Dorthorin

Spiders

The most common spider, the household spider, is easily dealt with. However, there are a few that’ve proven themselves to be a little more problematic. Some of the most common examples are...

Giant Spider

They’re about the size of a small house, and are viewed as one of the most dangerous, due to their quick speed and powerful legs. Fortunately, they do not have the ability to create webs, and their bite is not poisonous.

Forest Spiders

Nearly half the size of a man, they’re weak physically, but have a venomous bite, and their webbing is strong enough to trap a full grown man, making him an easy meal.

Rock Spiders

Like the huge spiders, these are not poisonous, nor can they make webs. However, they are amazingly sturdy little creatures, their hide is so thick as to nearly be scaled. They also have powerful jaws, able to bite through a iron or bone.

Weavers

The most elusive of all spiders, few people ever actually see a Weaver. They are known to make elaborate webs to trap their prey, and wait until it dies naturally before they come to feed. However, when hungry, they are willing to rush the process of death... and are quite capable of it, shooting web at a target until it’s completely immobile, and then begining to feed, even while their dinner is still alive. Some even claim to have seen the bones of a drake within a Weaver’s lair!

Shadowsilks

These make their lairs deep under the earth, and are the most numerous of all spiders. One queen can lay up to 400 eggs! Fortunately, they don’t live for very long, only a few months at most. They’ve a poisonous bite, but their webbing is weak. Still, they’re quite capable of setting up an ambush for the unwary.

Widowmaker

The most poisonous of all spiders, these vile beasts can actually spit poison at a target, causing blinding pain. Few who encounter one survive such. It’s not uncommon to see a dead Widowmaker, and the one that killed it laying a few feet away from it’s corpse.

Large Spider

The most common of them all, the large spider is not poisonous, and it’s webbing is too weak to effectively trap anything other than small animals. It feeds primarily on such creatures, and is easily dispatched with a few well placed thrusts.

Supernatural

The Jinn

Inhabitants of the desert, these creatures most often take on the shape of tornados of sand. In many cases, they are the guardians of lost ruins and oasis, yet there is little culture amongst them. Though they are able to speak, they are openly hostile against humans and others who enter their domain. The Jinn have a great control over magic though are unable to summon elementals.

The Allai

Sometimes associated with the Jinn, these creatures are much more powerful yet their appearances are few and far between. To see one is to know you are treading over a very ancient ground or protected area. These creatures seem to be bound to certain structures, as if guardians that were tied to them long ago. Though the buildings or areas have now gone to ruins or are buried beneath the sands of time, they still stand sentinel over the area.

The Moerae

Legend speaks of Children who were not bound to the Grove, yet of pure blood. The Moerae are a group of three men or women who have human appearance and always travel together. Amongst the three is a young, middle-aged, and old individual. Some say they represent the passing of time, others carry their own interpretations, however all the tales in which the Moerae appear speak of their abilities of foresight. However, their appearances are few and far between and most think them just a fairy tale.

Sphinx

Unfortunately I know very little of this creature and have only encountered it several times in the desert. I will need to gather more information before I can give a better description. They seem rather intimidating however, I recommend keeping yer distance.

- Cyrus Dorthorin

The Swarm

Again a subject I unfortunately know little of. These creatures seem to be half spider half man. The younger of the race, or broodlings, seem to resemble a green spider and are rather week. As they grow and get older the top half of their body seems to resemble a human more and more closely as it seems to form a human chest and head. Their front legs become more like arms used to wield weapons and perform other tasks. I am unsure of how many different types there are for the creatures only seem to live in a cave deep underground inhabited by all types of spiders.

- Cyrus Dorthorin

Trolls

A troll averages in size between “big” and “very big”. They’re usually a few hundred pounds in weight, and at six to eight feet in size, that’s no small accomplishment. While they’re not noted for their brilliant cunning and stunning intelligence, they’re far from stupid. They don’t seem to have any grasp on the common tongue, but it doesn’t take much imagination to figure out when a troll is angry at you, or hungry, or both. You can tell when a troll is in the area by the smell, it’s usually very foul, like a dead creature or two that’ve been left in the sun for too long, coupled with the stench of rotting fish and curdled milk. Not a pleasant thing by any measure. Their lairs are particularly nasty, covered with the bones of half-eaten caracasses and random items that cought the trolls attention.

In the trollish culture, it seems that the strong rule over the weak. Don’t mistake me, there has been no signs of any one troll taking leadership of the whole race, it’s just that the weaker trolls generally get pushed around and beat up by the bigger ones asserting their dominance. However, due a trolls rapid rate of natural healing, it’s a wonder that such a method even works, since no damage done to them seems to last longer than a week. Still, I imagine having two broken legs and two broken arms and being left in the middle of a field does teach one their place.

Incapable of thinking past the moment, a group of adventurers need not fear retalliation if they decide to attack a troll settlement. Although, they should be wary of the sheer ammount of trolls within a settlement. There are usually hundreds of the brutes within any one settlement, which is usually based in a cave or the ruins of an abandoned human settlement. They’re also relatively cunning in their own way, setting ambushes and traps for the unwary. Any territory they claim as their own is usually littered with all manner of ingenious (although easily spotted) traps. Still, where their mental strengh fails them, their physical strength is nothing to laugh at. A troll is massively muscled, with arms and legs nearly the size of a full grown pine tree trunk. They generally only use the most massive of weapons, great battle axes or clubs, giant maces, big rocks... anything that they can fit into their hands and use effectively. They do not wear any armor, but with their thick hide, they hardly need it.

Trolls, while dangerous by themselves, are not a major threat, and rarely venture far from their settlements. Due to their rapid rate of healing, they do not die often, and can live for a very long time naturally. Luckily, they do not reproduce often, otherwise we might have to worry about them expanding their territory, but as it stands, anything they claim as their own, they defend to the death. No matter the opponent, they will throw themselves against it until either one of two things happen. The invader is dead, or they are all dead.

Wyrms and Wyverns

Perhaps related to drakes, it is unknown exactly. But it IS known that you can often find these creatures around drakes.

Wyrms

The Wyrm is without a doubt the strongest and most feared of all creatures on Eridan. This giant beast is stronger, larger, and faster than a drake. Their hides and scales tend to be a teal color. Their wing span is enormous likely larger than a persons house. These creatures are extremely rare however and only seem to be found in the deep parts of the Golden Wood.

Wyverns

Possibly closer related to Drakes than Wyrms because their hides resemble something similar to a Drake Youngling. The Wyverns are slightly stronger than a Drake Youngling but nay as strong as an adult. These creatures seem to reside in the Golden Wood and the out lying area.

- Cyrus Dorthorin

 
world/beastiary.txt · Last modified: 2007/11/05 17:04 by khonsu