Location(s): Rau, Shadow Empire.
Description: Named after the land they inhabit, Rau's are the most feared creatures of the land. They are slightly transparent and hover just over the ground in a ghost-like manner. All Rau appear as old men or women. It looks as if life has been sucked from their bodies and their fingers are oddly long. The Rau places an open palm over its victim and sucks the life from them. As life is sucked from the victim, they rapidly age. Right before death, the victim becomes a Rau himself, doomed to walk the land forever.
Strengths: They have the power of Shadow on their side. Using abilities such as “X-Last Attack,” “Shadow,” and “Black Mist.”
Weaknesses: Elemental powers are the weakness of the Rau. Weapons slow them down but can not kill them. The shadow element has made them immune to traditional death. The only way to put them in their grave is by using other elemental attacks.
Location(s): Rau, Shadow Empire, Forbidden Mountains.
Description: Hammors are named after their club-like fists. They use the hammer fists to smash the ground, warning possible threats. Smashing the ground also is a display of dominance. Hammors are naturally found in nature and tend to hang in groups of three to five hammors. Due to their enormous strengthen, the Nighlorians captured Hammors regularly, fitting them with armor and using them in battle.
Strengths: Extremely strong and large. Hammors typically stand around ten feet tall. They can take almost as much damage as they deal out.
Weaknesses: Elemental powers are the best bet on the Hammor. Trying to use weapons against their tough hide means the Hammor will get to you before you're able to take down the Hammor.
Location(s): Forbidden Mountains
Description: The Twisted are animals that were touched by the black magics of the shadow crystal in years past. They can be anything - bears, wolves, insects or even humans. The black magic changes their forms to be almost unrecognizable, as well as granting them powers over the darkness. As such, they're usually night predators. Being touched by the magic in this way almost always results in a loss of hair and skin pigment, resulting in many becoming pale and bald. Most are albino. In addition, the magic increases their strength and size, and it's rumored that Twisted creatures can't die of natural causes. They don't get sick, and won't die of old age. Several scholars attribute this to the creatures somehow sustaining themselves with shadow magic, and as a result many Twisted creatures are as old as the Shadow Kingdom. Usually the creatures aren't hunted unless they pose a danger to a village or a road, as the meat is tainted. Most who consume it become deathly ill in a matter of hours.
Once something has become twisted, the only known cure is death. Upon dying, the shadow magics release their hold on the body and it usually shrinks and its skin recovers most of its pigmentation. Twisted animals are resistant to all forms of taming, and their powers cannot be taken on or controlled by anyone, Tierran or otherwise. a Twisted human is usually simply referred to as a "Feral".
Strengths: The Twisted typically have powers associated with the Shadow Crystal. The most commonly recorded ones are Night Vision and Dark Cloud, but there are rare examples of creatures so powerful their magics allow them to simply radiate fear. They also never get sick or die of natural causes like age.
Weaknesses: Because of their new nature, Twisted creatures despise sunlight. This means that when traveling through the Forbidden Mountains during the day, you can escape unscathed. They're also deathly afraid of fire and will steer clear of a well-lit camp.
Location(s): Storm Clouds, everywhere over Trean
Description: Unlike today, lightning on Trean was not random, nor was it a simple scientific product during a thunderstorm. Lightning was alive.
Rather than calling it lightning, most citizens of Trean treat the word as a proper noun. If there is one, than it is a Lightning. If there are many (like in a large storm) then they are still called Lightning, but it's said plural. Lightning are embodiments of the Vronti magics, harnessing the power of electricity in the most destructive ways imaginable. Lightning generally live in storm clouds over Vronti, and are usually the causes of the storms. Extremely powerful Lightning can cause hurricanes and Typhoons, while lesser Lightning may just result in an overcast day. Usually Lightnings prefer to stay in the skies over Vronti, where their magic is strongest. Occasionally, however, one will head to sea and cause trouble for the Republic of Nero, or north and start a forest fire. It is rare, but not unheard of, that a Lightning will take a recognizable form as shown above, as they generally prefer their raw storm forms. Lightning are dangerous and wild, but extremely powerful Vrontian magicians are usually able to control them. They can't always bend them to their will, but usually teams of these Vrontians can stop the storms from destroying the more important things, like their capital city. Not much is known about the Lightning themselves. No one can even say for sure if they're actually conscious, if they can understand communication, or if they even have a higher consciousness to begin with. It's unknown how long a Lightning lives for, if new Lightning are ever created, or if an old Lightning ever dies. Because of the nature of their existence, the powers of a Lightning cannot be taken on by any human.
Strengths: Lightning are incredibly powerful and destructive beings. In large numbers, their power is unlimited - a force of nature.
Weaknesses: Lightning have little interaction with the other beings of Trean outside of destroying homes and providing rainstorms. As it is, no one is entirely sure if the Lightning are capable of communication or even higher thought. Lightning are susceptible to controlling through powerful Vrontian mages.
Location(s): Northern Tierra, Southeastern Oakand, Forbidden Mountains
Description: Born of the Tierran ability to take on an animal's shape and powers, wolf-men are almost cross-breeds between human and wolf. While retaining a large intelligence and crude thumbs on their front paws, wolf-men also keep certain wolf characteristics. Their faces take on the characteristics of a wolf's, growing a snout and long teeth. Their bodies are transformed into something more doglike in nature, growing long, shaggy hair and changing to be more suited to running on four legs. Most are intelligent and fairly friendly towards regular humans, though they usually choose to live on the fringes of the world rather than close to civilization. They have been known to live both alone and in packs. Due to their intelligence and the nature of their existence, their powers cannot be taken and they cannot be controlled by any Tierran, though they can be befriended. They have notable lifespans, often exceeding 100 years. Wolf-men living in the Forbidden Mountains have been known to become Twisted. Unlike traditional fictional Werewolves, wolf men have no connection to the moon, though their heightened senses place them at an advantage at night.
Strengths: Wolf-Men are intelligent, cunning, strong and wise. Their intelligence combined with their heightened senses makes them the ultimate predator, and in rare cases, the ultimate companion.
Weaknesses: Wolf-men fear large groups of men and fire. They are repelled and discouraged by movement and loud noise, though they will still attack you if they realize you're bluffing them. They also have no vocal means of communication, though most have the mental capacity for it.
Location(s): Around volcanoes, forges, campfires or other sources of heat
Description: Like Lightning and Vrontians, an Ember is an embodiment of the Pyrion magic. Embers are usually in the form of self-sustaining flames, and prefer areas where their magic is strongest; around fires, forges, or volcanoes. Most embers are weak, usually not able to do anything beyond start a campfire. However, occasionally one is born with extreme power over fire. Such occasions usually result in a new volcano forming or a city burning. Embers can be communicated with in a rudimentary fashion, like an untrained dog or a 6 month old child, and are usually reckless and uncontrollable. Generally they live extremely short lives, the least powerful burning out within fifteen minutes and the most powerful burning out within a day. Also in similarity with Lightning, because of the nature of their existence, their power cannot be taken on by anyone. Embers are born from enchanted flames, that is, fire that was created by a Pyrion power.
Strengths: Embers have limited control over fire, determined by the size and strength of the specific Ember. They're very quick and almost impossible to catch. They can take any form they desire, be it only a flame, a face or even a fiery man.
Weaknesses: Embers have extremely short life-spans. If one's being a problem, the best solution is to simply postpone your work until it dies. Being spirits of fire, they are also killed by water.
Location(s): Agualin Lake
Description: Water-men are the embodiment of the Hydrion magics over water. The legend is that almost five hundred years ago, a group of several dozen of the most powerful Hydrions sought to combine their powers and bring the tides under control for easier transport of overland goods. They wanted to literally part the sea. But something went wrong with their experiment. Their magic faltered, and instead of them claiming the sea, the sea claimed them. The first tales began emerging years later, outrageous stories of squid-men and octopus-people seen swimming along the coast. For awhile, the stories were dismissed as myth, but soon the first of the changlings began emerging next to the capital city. They were trying to trade at the seaside markets.
The people of Nero, educated and intelligent, were tolerant and accepting of the changlings. Many could only be glad that their parents or spouses that had been taken in the experiments had been returned to them, and there were even instances of a water-man or woman remarrying their former spouse. The Republic soon elected to take their people back in and allowed them to build a colony underneath Agualin lake.
Despite being changed so dramatically, the water-men were still able to have and bear children. Because of this, a new society soon arose deep below the water's surface.
Strengths: Like other creatures touched by magic, water-men live to an extraordinarily old age. Many of the oldest are only just beginning to feel the effects of old age. They are strong in water, and are able to manipulate a small current around them. They've also retained the knowledge of their past human lives, and are able to speak English while their heads are above the surface.
Weaknesses:Water-men are completely dependent on water to survive. When taken from a water source, they suffocate and die within minutes. Also, although accepted by the Hydrions, they're still seen as freaks of nature by the other seaside nations (The occasional Tierran proving to be more accepting). As such, they're rarely seen outside of the Republic.
Location(s): Mountainous Regions and Forests, anywhere there is a good perch in a cold climate.
Description: Harpies are vicious predators. Normally hunting in packs of three to four, they can stalk prey on foot or fly in from above. With razor sharp teeth and talons longer than the average short sword, they can easily impale any human and rip through the strongest armor with their teeth. Though they fear fire and heat, they have been seen attacking camps with large fires if their numbers are great enough. Their wings are wispy and made of a thin membrane and their call is like that of a high pitched, sharp note (picture the Nazgul from Lord of the Rings). This call can travel for miles, and they use this to their advantage considering they hunt in mountainous regions, their call can echo and seem that it is coming from all directions, so the only true way to find a Harpie is to see it in person.
Strengths: Harpies can fly, this is primarily their biggest strength. They are vicious areal predators with razor sharp talons and powerful jaws. Their vision is superb and they are blindingly fast.
Weaknesses: Harpies quite simply fear heat and flame. In small groups of three to four, they will still not risk going near camps with a burning fire and torches are seen as the greatest weapon against these winged beasts.