Entry tags:
Bestiary
Many claim this land as home, some for generations, others only a short time. It is up to the wise adventurer and explorer to learn and even know when to avoid a race for one’s own health.
Most of the sentient species of this land tend to share a common general body type that only details or extra limbs differentiate them. Some fools talking into their cups would say it means they all have a common ancestor, but most academics scoff at such and speculate on why the upright head, arms, and feet attached to a torso is such a common shape shared by those with higher brain functions.
Aarakocrana: A bird like race of nomads who are said to be descendants of a race of almost ephemeral elementals. Before the Calamity that had shattered the world and before the Rift, these beings had kept mostly to themselves within cavernous villages built into and on top of the highest peaks in the realm. When all fell into ruin, and after the Rift had given small hope to their now diminished population they have taken up an almost monk like vigilance of various areas in order to keep back beasts of a more fell nature. Many have also offered up their expertise to travelers that may not be capable of handling the more perilous paths on their own. For a price. While they prefer to live free and unburden like the wind that carries them they are known to spend years and even generations patrolling specific areas if they believe the need is great enough. If one is lucky to gain enough trust one may learn that they had once been called Aarocka and thus are one of the Eight Wisdoms that serve the Gods.
--Aggression: Mostly helpful and only becoming aggressive when being provoked.
--Areas of Encounter: Haven, Singing Range, Ever Autumn Forest
--Magic Alignments: Wind, Water, Energy
Banshee: Some speak of these beings as a spurned woman who was murdered by a cheating spouse or lover. Others say they’re spiteful spirits who could not stand to allow their beauty to be forgotten even in death. What truly is known is that these pale women of haunting beauty are always dark of hair and eye and the sounds of soft sobbing seem to cloak them as they move between the shadows of the trees. Until one sets their sight upon you and the wail they emit deafens you and everything else around you. If one does not recover their wits quick enough the sharp nails these beings possess will tear into flesh and soon you’ll be devoured.
--Aggression: Very aggressive, avoid at all cost if capable.
--Areas of Encounter: Green Pulse, Bone Wastes, Echoed Valley
--Magic Alignments: Wind, Ice, Water
Centaurs: These half human, half horse beings are a nomadic race of hunter-gatherers who are well known for their ability to read Omens and Secrets they say are whispered between the stars. Stand-offish outside of their own herds, many in Haven will caution newcomers to always heed and take seriously any words a Centaur may speak to you. Especially if you are actually sought out by one. For though oft times the words are cryptic the warning or advice within can be the difference of victory or defeat, life or death.
--Aggression: Passive, one would truly need to provoke one to cause them to actually attempt harm on another sentient being.
--Areas of Encounter: Woven City, Grasslands, Haven
--Magic Alignments: Light, Water, Earth, Shadow
Ents: Towering giants of wood and flowers. These beings protect sacred groves of jungle and forest from those that would wish to despoil or corrupt the land they protect. Ponderous and gentle watchers to most, an Ent is a formidable foe against those that threaten their groves. If one is respectful of the forest they travel or rest in the Ents tend to go about their business of tending the trees and clearing out deadfall so new life can sprout in its place. Those that are seen being helpful and aiding the growth of their glen may gain knowledge or herb lore and earth magic thought lost to time and calamity.
--Aggression: Passive until their forest is threatened then relentless until the threat is gone.
--Areas of Encounter: Green Pulse
--Magic Alignments: Earth, Shadow, Water
Giants: Large, lumbering, and dim witted. The smallest at twenty feet and the largest ever recorded at fifty feet. Coming in two ‘flavors’ of stone and forest many duck and hide away upon hearing and feeling the heavy thump of a giant’s footsteps. While dumb, a giant also has no hesitation in using fist or makeshift club to smash anything in its way or has annoyed it. Their thick skin makes it to where even the sharpest blades to turn dull quickly if one does not have enchantments on said weapons. It’s usually more trouble than it’s worth to take a giant on, and most prefer to just find ways to guide them away from settlements and farmland if they wander too close.
--Aggression: Aggressive for no reason other than to be aggressive.
--Areas of Encounter: The Mainland
--Magic Alignments: Earth
Pterrans: When one comes across one of these beings they may be intimidated by their sheer muscle mass and fierce reptilian features. If you spend more than a few moments in one of more their company you soon have this first impression of a stoic warrior race shattered into dust. For the Pterrans are renowned for their species-wide passion for brewing. To create the finest of wines, the richest meads, and the strongest of ales this species as a whole have honed their fighting and trading skills just so as to acquire the finest and exotic of ingredients in which to experiment with in creating new brews. When they are not creating new brews you just have to find the nearest tavern or inn to find them partaking of the local brew and having friendly critiquing of one another’s concoctions. For anyone that gives a good attempt to keep up with them in drinking are considered friends, and any that can beat them in such contests are looked on with awe for few outside of their tribes can boast such an accomplishment.
--Aggression: Completely Friendly, though your liver may beg otherwise.
--Areas of Encounter: Haven, Woven City, Eastern Continent
--Magic Alignments: Water, Fire, Earth
Sahuagin: A race of predatory fish-humanoids, with vicious demeanor and attitudes to match their shark-like appearance. Some mingle frog-esque appearances as well, with abbreviated snouts. All of them feature four limbs ending in webbed hands or feet, and tipped with sharp claws. They are known for always being hungry, and always preferring violence as an answer above all else. They do not trade with other races, preferring to raid instead, like aquatic pirates. The one safety net for land dwellers is that Sahuagin loathe fresh water. Sudden flashes of bright light or fire is also known to demoralize them.
--Aggression: Highly aggressive, territorial, and prone to raids, dangerous in groups.
--Areas of Encounter: Ripple, Coastal Areas
--Magic Alignments: Water, Shadow, Wind
Aside from the usual livestock and common creatures one expects. From foxes and rabbits to domesticated cats and rats. The magic of this land has given shape to other beasts that create the larger ecosystem of the world. Many of them also give great opportunity in regards to hunting rewards if one has the means to bring said beasts down.
Ankheg: The loose soil of pastures and fields sometimes seem to gain bumps and ridges that belay something else beneath the peaceful grass. If one were to enter these tunnels, or be caught unawares by what creates them one would soon learn of these underground hunters known as the Ankheg. As tall as a draft horse, these creatures appear like an insect version of a centatuar. The upper half like a praying mantis with only the large mandibles used both for cutting up prey and to dig its tunnels, being the only difference. While the long back with its many legs is reminiscence of a centipede as the tiny legs propel the creature forward. A bane to both farmer and those who attempt to maintain the delicate balance of forests after the sundering of magic many wish this creature had been one of the many to go extinct during the cataclysm.
--Aggression: Very aggressive and dangerous, caution is extremely advised.
--Areas of Encounter:
--Magic Alignments: Earth, Fire
Basilisk: Beware if one is to find a statue out of place and missing pieces of itself, for no artist has ever been known to carve a statue of a warrior with face alight with fright. These are signs seasoned travelers and adventurers take heed of, as such statues show that one has entered the territory of a Basilisk. Though far from quick in speed, this serpent that can reach up to fifty feet in length do not need to be quick to strike as their gaze turns any who look into their eyes to stone. Their powerful jaws are capable of biting pieces off of their stone prey and easily devouring it, as the inherent magic of the beast renders whatever passes into its gullet back into organic matter. The scales of the beast are said to be as strong as diamond and only the claws of a Harpy fashioned into a sword can rend the scales and pierce the flesh. They say the only way one may return from petrification is through an alchemical concoction that needs the saliva of the beast as the main ingredient. Thus the cure is rare for few dare get close enough to the beast to gain the needed ingredient.
--Aggression: Highly aggressive, if one can avoid the gaze it is easy to flee from an encounter.
--Areas of Encounter:
--Magic Alignment: Earth, Light, Shadow
Bulette: Those from an Earth or an Earth like world have heard of the ferociousness of sharks within the depths of the ocean. However many take comfort such creatures can not come onto land. The Bulette though shatters that safety. These massively built quadrupeds with large heads built for crushing both prey and earth these ‘land sharks’ burrow underneath the earth and move about the dirt as freely as a shark does in water. Voracious and unafraid of any other creatures a Bulette will attack unthinkingly regardless of superior numbers or fire power. As a Bulette only exists to consume one can strip a twenty mile area of all life within weeks of settling in the area. Thus anytime one is confirmed to have made its home near settlement or pastures a call to arms is quickly given out.
--Aggression: Dangerously Aggressive. Do not seek out without proper back up.
--Areas of Encounter:
--Magic Alignment: Earth
Carnivane: Everyone has tripped over a root or vine, or had to bat away dangling plant matter traversing through a forest. Few though have likely had said vines coil about them and attempt to drag them away to be a dinner. The Carnivane makes one have to double check they aren’t setting up camp amidst the viney tendrils the creature spreads out like a spider web to capture prey. If one is determined enough to follow the twisting loops and dizzying switchbacks the tendrils make you may find the main writhing mass that makes up the actual body of this creature, tucked away in the recess of roots of an ancient tree or hidden in the thick deadfall of vegetation. The gaping maw of fangs amidst the moving vines is the sure sign you’ve encountered a Carnivane. The venus fly trap like arms are also things to contend with if you attempt to get near. Luckily for most a Carnivane only goes after prey that is weak and small enough to be tangled in the tendrils. Most adults and large creatures are safe from being food if not caught unawares. However it is best to take great caution if traveling with children or small bond creatures as they are prime targets for a Carnivane.
--Aggression: Predatory thus normal aggression for a hunter.
--Areas of Encounter:
--Magic Alignment: Earth, Shadow, Water
Hippocampus: Similar to horses, but with scales and fins in place of fur and manes. The hooves of the Hippocampus end in webbed fins, and the hindquarters end in a long finned tail, designed for fast swimming. Hippocampus tend to travel in herds, either in the depths of the waters, or near the surface. The creatures cannot survive outside of water, but are adapted for both salt and fresh water. They can also linger on the surface, as long as they remain hydrated. Their diet is herbivorous, and they are known to be easily bribed by fruits and treats from the surface. They are also prone to investigating anything that wanders into their territory, and stories abound of them rescuing drowning sailors.
--Aggression: Curious and helpful, only aggressive when provoked or threatened.
--Areas of Encounter: Ripple, Seas and Coasts, Lily
--Magic Alignments: Water, Wind, Ice
Sea Serpent: Long bodied and resembling reptiles and dragons of various stripes, sea serpents tend to favor fins over limbs in their conformation. They also feature long teeth and powerful jaws, used for either manipulating things, or for combat. Serpents are either solitary or travel in family groups; a few settle in larger groups in a handful of areas. Mostly they wander and travel, motivated by food and the survival of either themselves, or their own groups. People who glimpse them describe their hypnotic way of moving in looping forms, while idle. Some suggest this is a form of dance or communication, and the serpents tend to be associated with meditation and isolation.
--Aggression: Reclusive and wary, attacks anything that threatens territory and kin.
--Areas of Encounter: Lily, Ripple, Open Waters
--Magic Alignments: Water, Ice, Energy
Technology itself may hardly pass into a realm that would be labeled modern. Magic however, has given those who tinker and push the boundaries of what one can and can’t do into new areas. In many ways these strides have aided the people. From better medicine to enchanted tools that make work much easier. However some things were likely best left untouched. Many constructed beings created from these experiments fall into this latter category. Though an enterprising adventurer may find use if they can harness these creations to their own will.
Animated Guards: Once there had been a group of artificers who could weave magic and armorsmithing into an art form few are capable of reproducing now. However remnants of those bygone days still move about like mindless spirits amidst ruins and secluded wilderness. Suits of armor lovingly crafted into works of art the runes inlaid to give them power and purpose tastefully hidden amidst the decorations upon the suits, or hidden within the shadowy recesses. While many had lost all power, some have started to come back as magic once more begins to seep out into the world. Now they wander paths that only they once knew as the last directives within their ‘memory’ drives them to perform routine tasks that they had done for hundreds of years and will do for a hundred more if nothing stops them.
--Aggression: Will mostly ignore any and all, however if they are assigned to ‘guard an area’ one stumbles in or attempts to disrupt their routine they will turn violent and attack until the interloper is dead or chased out.
--Areas of Encounter:
--Magic Alignments: N/A (For while magic is embedded in every aspect of these suits of armor, they themselves have no soul in which to call magic forth from)
Chimera: None more so than the Chimera shows that knowledge and alchemy can go too far. A right head that of a goat, a middle head of a lion, and a left head of a snake. A twisted body a mixture of all three with reptilian scaled bat wings that somehow allow the creature to fly. Luckily for many the chimera is oftentimes too busy attacking itself as the three heads vye for dominance. It’s artificial beginnings have also fortuitously kept these experiments from being capable of reproducing. Some though fear that with the fluctuating magic of the world that this could change and new ones will begin to replace them.
--Aggression: Aggressive, however easily distracted
--Areas of Encounter:
--Magic Alignments: Fire, Earth, Shadow
Cockatrice: From the few notes scavenged from the ruined lab from whence they came. It appears the Cockatrice was created to be a direct enemy of both the Chimera and the Basilisk. It’s glare that can cause even the almost magically resistant Chimera to turn to stone and poisonous claws that can rend the scales off a Basilisk as it was weak cloth make these creations formidable foes. However, despite the success in being a hunter of the two greatest natural threats of the world the Cockatrice and it’s mercurial moods has made it a far greater threat to the common citizen. Many historians and academics concluding the Cockatrice were an incomplete experiment that had been let loose when the world started to crumble. Not by choice, by accident as the few notes deciphered showed there had been attempts to control the constructs to make them obedient hunters.
--Aggression: Highly Dangerous, known to go into frenzied rampages at the slightest provocation. Avoid at all costs.
--Areas of Encounter:
--Magic Alignments: Shadow, Earth, Water
Crawling Hands: Thankfully the ritual in which is needed to create these creations have seemingly been lost to the ruins of the sundering. However one must be wary in some of the more hidden areas of the land. For some of these severed hands still roam about killing any who cross into the lands their masters had controlled. Created from a hand forcefully severed from the arm of a still living murderer these roaming appendages, while very simple minded have magically fueled strength to hunt down and continue killing long after their body has been burned or buried. Capable of opening doors and windows, and even picking locks these hands are mindless in completing their assigned tasks and won’t allow anything to stop them. Some have been known to chase after a person for days until destroyed or confused.
--Aggression: Very Aggressive
--Areas of Encounter:
--Magic Alignments: N/A. Much like Animated Armor these hands may be filled with magic, but they have no innate magic in which to use.
Notations: An enchanter bored with life, or a Bard gone mad with power, or a Fey creating a new wildling to roam the land. There are many rumors for how these living instruments came into being. Despite what you may believe these instruments roam the streets of Haven and sometimes even in small packs across the plains between settlements. To most of the population they’re like semi-feral cats in regards to their temperaments and finicky natures. However, for those capable of taming or making a friendly truce with any of them will have an unusual and loyal companion who may even give you background music if they desire. Many Notations are drawn to the musically inclined and have been known to flock into a full band to accompany the song of an exceptional singer.
--Aggression: Very don’t mess with me I won’t mess with you. Though some say like any temperamental artist they can be known to maul a critic or two.
--Areas of Encounter:
--Magic Alignments: Air, Earth
Spirits and Beings made from the magic and life of the world. It was said at the height of power, before the sundering, hundreds of various Fey could be seen roaming about the world and keeping magic balanced. After Haven became the last bastion of life, and before the opening of the Rift, hardly any had been seen and seemed to herald the land’s doom. Now though, as more people and their bonded arrive and roam the land the Fey have begun to awaken from deep slumbers or be born from the influx of magic. Locals whisper that perhaps once the Fey have become as numerous as the trees once more, those chosen by the Rift may be able to go home and the land can heal fully with the closing of the Rift.
Calcianus: In the far Northern realms, amidst the ice and snow, and sometimes during a particularly cold winter near Haven, fragile seeming beings can be seen amidst the flurries. Skin sparkling like sun upon newly fallen snow, eyes deep and black as a starless night, and hair as blue as frozen water. These fey thrive and bring about the times of winter. While rare is it for one to make contact with other beings, there are many stories of lost children being guided back home by one of these spirits or of one being kept with silent company when they traveled the frozen north. One just has to be careful to remember that these being do not fully understand the limits of mortals and their ability to survive the freezing temperatures as they do.
--Aggression: Stand offish for the most part, but are known to be helpful to those that bear no ill will towards them.
--Areas of Encounter:
--Magic Alignments: Ice
Dryad: A being of pure magic that sometimes takes the form of a living tree. The most common type being a humanoid type, though some Dryads have been known to take on the appearance of animals made of plant life. The younger spirits are oft times flighty and quick to lose interest in mortal dealings, while the few elder spirits that survived the sundering are patient and oft times aide or trick travelers that pass by their resting places. Legends say that if one can find the tree from which a Dryad was borne from and collect the heart within then they will gain the loyalty of the Dryad for as long as they live. Some men have been known to hunt for such hearts as they wish to gain powerful children connected to the land. As rumor has the more human and young spirits are capable of reproducing with mortals if magic is abundant in both.
--Aggression: Aside from a few rare cases, most are docile and helpful, if a bit mischievous at times.
--Areas of Encounter:
--Magic Alignments: Earth
Eclipse Doe: A delicate fey of pure black, aside from glowing silver hooves and sun bright orange eyes. These fey are oft seen in the company of Moon Elks prancing next to their larger fey brethren. A bit more skittish than Moon Elks, an Eclipse Doe though, loves to play with children and those young in heart. Games of tag and hide and seek can often times drag an entire caravan into the game if one is camped in a forest a Doe has claimed as home. A journey is considered bless if one can entice an Eclipse Doe to travel even a few miles alongside you, and many travelers speak of how light and hopeful they feel after meeting a Doe on their journey.
--Aggression: Docile, a bit shy and skittish on first meeting, but pure friendliness once comfortable around you.
--Areas of Encounter:
--Magic Alignments: Shadow
Emboar: As large as a bull these spirits of flames oft times are mistaken for wild boars trailing fire in their footsteps and brimstone in their screams. Their tusks of obsidian are inlayed in a spiral pattern with a glowing stone brighter and redder than the clearest of rubies. To see one is usually an Omen of a brush fire or storm that will spark a forest fire. Destruction, but necessary destruction for it is only with the burning of the old can the new rise up from the ashes. A few brave hunters will go out in search of these spirits in order to gain their tusks and their blood red stone hearts. The hearts are especially sought after by craftsmen the length and breadth of the world for one heart can fuel a forge for nine hundred years without the heat ever changing.
--Aggression: Aggressive when approached or spooked. Otherwise most tend to rush on their way without a passing glance to those nearby.
--Areas of Encounter:
--Magic Alignments: Fire
Kawas: Much like the minor god Pona, these fey take many of their attributes from river otters. Many can be found playfully splashing in rushing rapids or playing tag in deep lakes. Their gleaming silvery blue bodies dazzling in the bright light as they chirp and laugh with voices that sound like crystals and bubbling brooks. They get their names from the sound they use to greet one another which sounds like a hoarse chuckle of ‘ka’ and ‘wa’. These fey are easily distracted by shiny or interesting items that float down the currents and travelers are known to drop a few items deliberately into a river or pond they are camping near in order to entice a Kawa to settle for the night there. For a traveler is assured that water from a source a Kawa is found in is safe for drinking, cooking, and washing.
--Aggression: Aggressively friendly and curious.
--Areas of Encounter:
--Magic Alignments: Water
Moon Elk: These large antlered fey seem to be like moon and starlight trapped in the body of elk and deer. Majestic and serene these creatures patrol amidst the shadows of ancient trees. It is said no evil can ever enter a forest guarded by one of these guardians, for these fey are natural conduits for purification and healing and many have gone on a pilgrimage to seek aid in being cured of an ailment by one of these beings. To deliberately kill one is to curse your own soul but if one is to lay itself at your feet as it takes its last breath, the antlers that remain when they fade away are yours to use as you see fit. Many mages and hunters seek out these precious items for bows, staves, and wands created from these pearl white antlers are said to be unmatched by any other.
--Aggression: Docile
--Areas of Encounter:
--Magic Alignments: Light
Storm Wings: Often times seen as nothing more than motes of light dancing in the night breeze, but during electrical storms and fluttering about enchanted light sources one may glimpse these fey at a larger size. Seemingly made from electrical energy these moths collect and dispense magical energy in the form of storms and ‘fairy lights’ that sometimes light up the gloom of forests. In various shades of blue, white, yellow, and a few reds these fey also seem to congregate around magical workshops. Seemingly curious and attentive in seeing just what new ideas are being created in the frenzied chaos of inventors at work.
--Aggression: Curious
--Areas of Encounter:
--Magic Alignments: Energy
Sylph: Oft times seen as bright colored birds with jewel toned feathers. The Sylph are playful fey with a bit of a trickster streak within them. Known to use the wind to snatch hats off heads or to set off windchimes for the amusement of others. These songbird size fey are seen as harmless by most, outside of those who realize these flighty fey can bring about whirlwinds of devastating power if they are provoked out of their good mood into rare anger. If one manages to charm a flock of Sylph to stay they are known to lessen a severe storm or gather rain clouds to quench a drought ridden land.
--Aggression: Flighty and Friendly, but with an explosive temper hidden deep within.
--Areas of Encounter:
--Magic Alignments: Air
Born either from the mixing of magic between two races of Fey, or the rare instance of a Fey in a mortal shell laying with a sentient species. These creatures oft times toe the line between being spirits and being creatures of the land. Many Wildlings have been used by both the Fey that bore them and the Gods as messengers to the mortal races.
Anatem: A being born when the magic of a Dryad mixes with the chaotic magic of an Emboar. This tree immune to fire, as the locales will say is due to these two opposing elements somehow finding a balance. Thus it’s rare for one to see a moving tree with lava veining through its bark and smoldering embers coloring the leaves with reds and oranges. It’s said that a single beam made from the wood of one of these creatures can keep a manor warm even in the most frigid regions of the north.
--Aggression: Docile unless provoked.
--Areas of Encounter:
--Magic Alignments: Fire, Earth
Baku: Born from magical energy of dreams, this tiny, tapir like creature moves from person to person devouring the same type of dreams that had created it. This feeding is what causes a person to go from having a pleasant dream into a horrific nightmare, or having a nightmare calm and turn into a peaceful dream; as the Baku devours the energy of the dreaming. Some people will place dreamcatchers made of spider silk and precious jewels above their beds as it is believed such devices can trap a Baku within, and if one were to wake to a trapped Baku one can then bargain with it to feed on specific people in exchange for freedom. Though be warn that if one is not careful in negotiating then the Baku may find a way to double cross you.
--Aggression: Non-aggressive, though the dream feeding can be disruptive and impactive on one's health if one or more Baku latches onto your dreams.
--Areas of Encounter: Wherever one dreams.
--Magic Alignments: Arcane, Shadow
Coutal: Sometimes a shadow passes over you that is in a shape no bird you have ever known. If such has happened you may have been near the elusive Coutal. Created by a Sylph and a Faerie Dragon. These large serpents with bright feathered wings along its skull and in pairs along its body snake through the air like its water. They say the longer the body and the number of wings upon a Coutal will give you an idea of its magical strength and age. A connoisseur of knowledge a Coutal will roam to the far reaches of the land in order to listen to the tales of a sage or be allowed to read the faded manuscripts of those long past. If one is lucky to stumble across one amidst ruins or coiled amongst the shelves of a great library you may find yourself spending hours debating anything and everything from theological debates to mathematical equations.
--Aggression: Unless one counts being dragged into the pursuit of knowledge as dangerous these socially awkward beings are quite friendly once they manage to warm up to you.
--Areas of Encounters:
--Magic Alignments: Air, Fire
The sundering of the land had also fractured the very magic that kept the land vibrant and living. From these fractured pieces creatures that even the locals find abhorrent have been created. All who are born to this land or bonded to a creature from the great crystal will know when one such abomination is close as it feels as if something in your soul quivers and shies away from whatever emits such broken feelings.
Aboleth: A water dwelling creature that seemed to form from the refuse and oils that glimmered on the seas. This unnatural being Seems to only have two goals in mind when it comes across an unwary traveler. To consume or enslave. It’s large, circular jaw is filled with several rows of teeth that can rend near anything that is placed within into shattered remains quickly. Some seafarer tales speak of some being able to devour an entire naval ship in mere moments, leaving nothing left to show of the fate of the ship consumed. There are also dire warnings to any who are weak of will or mind to avoid the deep waters where these creatures may be found. For there is talk that these creatures can whisper in your mind and subsume the weak willed to do their bidding. Thus what may seem like a mutiny is just an Aboleth using controlled sailors to bring their fellows to their doom.
--Aggression: Highly Aggressive, avoid at all costs.
--Areas of Encounter:
--Magic Alignments: Water, Shadow
Balor: Seemingly made from malevolent shadows and flames these creatures roam deep beneath the earth where veins of precious metals and wonderous caverns of glittering jewels lay. Wielding both a whip of fire and a sword of venomous blackness these shifting creatures have no set shape, and seem to shift and change to suit what intimidates the one it faces the most. Some say these being is a manifestation of the greed and malice generated by those that had once covet the mines they lurk in.
--Aggression: Dangerously and Territorially Aggressive. Extreme caution is advised and best to avoid at all costs the advice.
--Areas of Encounter:
--Magic Alignments: Fire, Shadow
Behir: What would be created of Lightening was trapped and given a mortal coil? Some may believe that the answer is the Behir. At first mistaken for a large blue snake as it slithers quickly towards its prey, it’s not until one watches as its dozen legs seem to rupture out of the body and it climbs sheer cliff faces to reach caverns and lairs that one truly realizes the abnormality of the beast. By the time these thoughts are through your head you’re likely dead as well now, whether it be by the gout of lightening it breathes at you are by it coiling around you until you suffocate. A peculiar trait of the Behir is its instinctive hatred of Bond Creatures. Thus those that have been called through the Rift are told to be extra cautious when exploring caverns or underground areas as the Behir will not hesitate to attack and will not stop until dead once it senses a Bond Creature within its lair. The various ranges in size means that even the largest of Bond Creatures may find its match in an enraged Behir.
--Aggression: Relentlessly Aggressive, those with Bond Creatures (Whatever we’re calling PCs) are advised to avoid at all cost or only take on in a group.
--Areas of Encounter:
--Magic Alignments: Energy, Air
Carrion Crawler: With the large amount of death the befell the land during the cataclysmic times this rupturing of the magical balance and the festering remains scattered across the realm seemed to create a new creature from the discordant magic. A centipede looking thing it can be found where large scale death has occurred. Feasting upon the remains of the fallen, one would believe such are just the world naturally finding a means to clean up such. However these territorial and bloodthirsty creatures don’t just hunt for the already dead. They have no qualms in attacking a living being in order to feast on the newly made corpse from the unexpected traveler. The fact any being this creature attacks begins to rapidly decay if a specially made serum is not applied to the infected area also makes these small creatures much more dangerous than their small size would have you believe.
--Aggression: Territorially Aggressive, if you avoid areas known to have these creatures in you’ll not be bothered.
--Areas of Encounter:
--Magic Alignments: Water, Earth
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This world is every changing and evolving as the Rift fluctuates and more Scions are brought into the world. This also means that new creatures or races will appear or be discovered as one wanders the land. Thus the bestiary can grow as such are found.
If you would like to add creatures to this world just fill out a simple form in a comment below and we'll add them to the list as quickly as we can.
Type: Humanoid / Beast/ Construct / Fey / Wildling / Abberation
Name: Everything needs a Name
Description: Include how it looks and quirks that one would mention to travelers and those who may hunt/fight them
Aggression: Docile, Predator, Something in between? We just need a general idea of their threat to anyone encountering the creature.
Areas of Encounter: You can put just a general area or specific landmass, or even get specific and use the Locations page
Magic Alignment: Give at least two but no more then four affinities unless it is a Fey who are naturally only one element.