(thus far, TBD)
THE CODEX ANATHEMA
Almost two centuries ago, an event the mortal races simply now call "The Cataclysm," devastated The once mighty Razaji Empire and forced it's people into exile. An exile that they even still now continue long after the fall of their civilization. Other domains did not fair any better, and among them was the once proud realm of Harnia. Following much later after the slow, bloody, and grueling conquest of his kins homeland. The warrior and scholar Freg Gerntef, became enamored in discovering the origins and, if any, weaknesses of this new scourge. He gathered all he could, from everything to eye witness accounts, uncovering lost forgotten lore, gleaming from word of mouth, and even first hand experience. In the end The Codex, or The D'sastr, includes accounts of deep subterranean voyages into the dim antediluvian ruins when forgotten races ruled over the world, frenetic narratives about passages into the depths of the Far Realms, and dialogues with ancient sages and ageing loremasters. Studies and observations about the creatures such as the fearful Ghur-qun, Darthchuuls, psurlons, Dread hounds and, beings clearly originating outside of nature but clearly born of the Darthlukian, comprise a large part of the Codex. Overall, the book is poorly organized, consisting of a haphazard collection of essays, narratives, notes, and odd arcane formulae jotted down in whatever order Freg happened to think of them or come upon them.
Master scholars find his work erratic at best (hardly surprising coming from a minotaur many conclude), however, even they must admit that his studies have shed much needed light on the nature of the cruel creatures we have come to call Darthlukian. Translated into the common tongue as "Children of the Deep." In all, The D'sastr records the frightful visions he observed in the now lost lands of his people, along with rambling essays in which Freg describes his own findings and conclusions about matters no sane being should dwell on for long.
(do not correct, it is meant to be written like a five year olds witting.)
Chapter One: The Cataclysm
Not many o'me kin are learned in tha letta's. Much less can read what I'm writtin now. Wont stop me from makin dis book thoogh, it needs makin if we're to stand any chace against what many are callin de sceerge. Pretty simple name for a horrible race of flesh'eten monsters if ya' ash me.
Not sure where to start, so I guess da'beggnin is good enugh. What we know from thos fer balls of that now dead Razaji Empire, is dat the day of tha D'sasstr - The Catlikkilsome- was a day like any other, aside from the dyin to come. It first began on the 1012th of the Year of za 13th hero. Started as some great rumbling, within the Captial city shaking it almost to pieces. It ended afar a hole day, and not much waz thought on it at the time. According to an elf who was visiting za city, it was two days past before the shakin started up'again.
This time somtin rose from up on out of the very ground, splittin the great citdal o'dat Emperor of the Catkin. Reports say it was shaped like some big'ol mountan, that just don popped out o'the very earth. Smoke, and ash followed, once the top of this so called mountan exploded. Showerin most of da city in debris an'rocks. Worse is what came affa. What I can understand, apperently somethin screamed, or something close to that any how. Not the kind of sound you hear with your ears, but in'ya head. Whatever it was, those closest to the center of the city suffered the worse, as it seemed to outright kill them or drive them outta der minds. After this 'scream,' the very rocks that had fallen started popping open like chicken eggs, and out came the Darthlukian. We don't know what they mightin of looked like back then, as we know now they seem to evovle as time passes- but we do know wholesale slaughter followed their swif arrival. The city fell within the hour, and hardly anyone survived, save those already leaving the city on business or what have you. It was only much later that it was learned other cities suffered similar attacks of their own. Of which der was not a bit of warnin let alone any formal decloration of whar. Within a few days, the Empire was but a memeory, not one real pitch battle was even fought.
Now -even so many years after that event- no one knows the origins of the Darthlukian, or der motives. If ya ask me, I could care less about such things in'so far as it would aid us in the fight today. Whatever their reasons, the Darthlukian are here today, and if we don't find some way to stopp'em, we may as well start'da digging of ur'a own graves. I hope what I learn in the coming months and prehaps years, will make sur dat'nuffa happens.
Chapter Two: Species Darthlukian
In this chapter I'mma of a mind we get to the meat of what dis here book is going center around- the Darthlukain themselves. Last chapter was a bit scrambled, I admit, as there is precoius little information during the first days of their arrival. We do however, know much more about the beast we face today than what we know of their exact origins. Now the Darthlukian are a race of savage beast like no other, any race- even orcs, or those damn pixies -is a preferable plague than the Darthlukian. Now it is often the mistake of many'to thin of da creatures as notin more than glorifried animals. The Darthlukain have- as time now shows -proven demselves to in fact be extraordinarily intelligent, perceptive, and strong willed. While individual races like da humeens might match a particular Darth in intellect, wisdome, or force of personality, only a handful of humeens possess the overall mental strength of the typical Arch-Darthkin. Only the most powerful of humeen wizards come close to the vast lore and incicive logical capability of the more exceptional Darthlukian. This frightful intelligence means dat za Darthlukian are masterful schemers, patient and subtle- not at all the feral unthinking beast many have fooishly thougt of them as.
When speaking of the Darthlukian, however, it is important to rember there are many dif'ra kinds of the beast. There seem to be almost an endless tide of variateons, and no, I don't mean big, small, and tall. First among them that we will touch on are the most abundant of their kind- the Tharntin. As an added note of warning, the Darthlukian are evolving all the time. So this list may already be obsolete in certain areas.
Thartin seem to make up the bulk of the Darthlukian hordes. They are quick, nurmoiurs, and above all, completely without fear. Thartin posess a often slimy-though tough-carapace, capable of protecting them from most small bladed weapons. I've found a good hamma crushes their skullz just fine. Before the attack of a full horde Thartins often lead the charge in large numbers seemingly serving the sole purpose of cannon fodder. Thartins have a deadly instinctual ability ta'hunt that needs little direction from their more powerful kin. They are so single-minded in hunting that they will ignore personal injury and fatigue until they have run down der quarry. Der verman will always feed upon their prey if they can, ripping pieces of flesh apart with razor sharp teeth. However, we've found that da mush have extremely fast metabolsisms. Ones we've caught usually die of starvation in a few days without a constant supply of freshe meat. The buggers seem very, well, bug like would be the word; with segmented mouths, and possessing four gleaming lights on der facesh we assum t'b der eyes. When facing these beast, one must always be wary of their venom, which some will even spit at der prey.
Above the often feral and violent Thartin, are the slightly less nurmrous but just as dangours – if not more so- Pinkits. Unlike their lesser thartin kin, Pinkits are much more powerful, intelligant, and formidable. Pinkits, or spinners as they are also often refered to, seem ta'exist fa da sole purpose of defending a Hive from harm (though on occasion, some r'also are found in the company of more powerful Darthlukian). Pinkits are among the most ruthlss of the Darthlukian creatures, a fearlssness of pain on a par with many of the fiercest of der ilk. This seems to be deliberate in their creatin, as this produces a heavily defended and utterly loyal bodyguard with no sense of tis own personal safety, only the continued survival of its master, often blocking attacks with der own bodies. They are living shields - tough, only dimly aware of pain, and all but impervious to bladed weaponz. Protecting them are iron-hard flesh hides (exo-sekletons) covered by interlocking layers of chitinous plates. They are also completely blind, as eyes; I theorize this is deleibite in this species, as da wood present an unnecesary vulnerable point for foes to exploit; This would mean Darthlukian possess som odder meanz of seein.
Mallkim are a cuirsoty of the normally beasitral Darthlukian. They possess all the characteristics of a Darth, chitinous armor of midnight black, gleaming orbs situated upon der faces, with mandibles serving as mounths and even long powerful tonguez. What sets these creatures apart from the rest of their kin is the utt'a diciplin da seem to possess, that reveals an intellgence and powa O will not often seen among the Darth. They march in prefet unison, move with unimgnable cohesion, never flee, and always face any enemy without an ounce of fear. Their prefect formations are diffuclt to breach, and all but impossible to route. Even if their entire line collapses, they fall back in order, never turning their back on the enemy or breaking formation. It is said "You will only see a mallkim's back once it's dead." They also seem to purrfer hand weapons as opposed to their own nautral talons. These weapons are not of any iron or steel make however. But seem to be entiertly orgnic in nature. Many'o me mates are of the mind the weapons are another kind of Darthlukian all togather, I'm of a mind to agree. Now Mallkim tend to weild long spears and carry shields of chitiunous make that appear more like a kite shaped shell. Long curved blades of dark flesh and bone are also taken into battle, used only in close melee combat. Mallkim posess such amazin cohesion that even when flanked and attacked from two sides, they will hold their lines and still easily come out on top. A march of Mallkim is a freathining sight even for the most hardened of minotaur warriors; they are clsoer to an unstoppable meat grinder then any mortal army, pushing through and over anyone follish enough to stand their ground. While in formation their defences are diffcult to breach, if it can be done at all. I fear der is no true counter to a Mallkim unit moving in force, aside from seige engines and magic capable of wiping out large swaths of them at once. They are able to survive being cut off from the
great mind, and it is believed they create their own smaller hive of united minds when collected in large numbers.
Tinkinharn now, are prehaps the most diobolcial of all the Darthian beast. At least in the eyes of the Harnian minotaurs of my host. Many'o me people refuse to believe it, but I have come to know for a fact that these most foul of creatures were in fact once minotaurs who fell to the Darthlukian taint. It would seem years of mutation and corruption have turned dem all into mad blood hungry maradurs. Towering some times over even ture minotaurs, dez beast are a wall of rippling muscle and chitinus armor-plating; the hulking of these brutes allows them to be used often as living battering rams, powerful shock troops desgined for curshing through enemy furmations. Their thick armor combined with their high pain tolerance, all but the most powerful of blows will serve to do little more then annoy them. Many posess mutations to sport powerful crushing crab like pincers, but worse then these, they are often armed with the dreaded echo hammers. Named so for the percing mental cry dey tend ta cause to those hit with it. Those not outright killed by the blow, either go insane or become utterly uncpable as der minds melt. More on echo hamma's and udder such living weapons in later chapters. Tinkinharn now, tend to be very diffuclt to kill, the usal advice when facing one alone iz ta run and hide if you can. However, if that's not an option, the joints around the legs tend to be the eaist targets to reach (fer moss races) and are less well armored then the rest of it. Aside from that, a powerful blow to the back of their skull tends to be quite effective in killin'em fast. A well aimed shot wit a long bow or crossbow may achive the same resualt. One last thing to remember is that tinkinharn excel at thunderous charges, where their immense bulk is used to crush or smash through any opponent or obstacle. So in short, don't stand directly in front of one if avoidable.
Despite their seeming frailty, Arcs are lethal opponents. Arcs possess batteries of psychic power they can use to both defend themselves by projecting a constant psychic barrier or launch assaults that are powerful enough to destroy enemy battlements, boil through steel plates, or knock enemies off their feet. These creatures seem to take the role battlemaeges of other races occpuy. They can project powerful barriers of magic that can cover a dozen of their breathern. However, Arcs are seem ta be predisposeed to sedentary (bet none of ya thought I knew that word) behavior, a stance adopted to conserve their psychic power, or so I have always assumed. My experience with these creautres lead me to beelive that serve some sort of other 'command' pupose. Their death often leads lesser Darthlukian into a frenzy; becoming uncrodinated and reckless. Well diffuclt targets to kill to be sure, aiming for to remove them first if possible could lead to an advantage to an enemy of the Darthlukian. Which is all of us insofar as I can tell.
Brutes exist only to destroy, and they revel in the ruin they wrek. Despite havin massive claws, which they use to climb, brutes seem'ta prefer to pummel their opponents. A lone brute is still a brutal adversary, but such a loner flees if heavily wounded enough. All brutes seem'ta prefer to fight alongside individuals of their own kind, venting their hatred on all other creatures. In a group, brutes remain close to each udda as da'attack. Each one lets its fury rather than any sense of tactics dictate where its next attack is aimed'at, usually poundin whoever has caused it da most harm. Interesingly, they are less armored then most of their kin, and are only a few feet or so smaller than tinkinharn. They are howerver incerdibaly fast, able to cover miles quicker than most horses. A typical brute tends'ta stand some over 6 feet tall and weighs over 300 pounds. They are among the most well known dispite not evera bein used in large numbas, due to their role as raiders and maradurs. Da beast work closely with dread hounds, and upon seeing one, the other may not be far away.
Dread hounds R da huntas of the Darthlukian hoardes, n happin ta'be ver good at whut da do. Spines and horns spourt from der bodies giving them visage features which intimidates most uninitiated. They possess razor sharp claws, and a wicked maw of teeth fashioned much like a bird of prey. Their tendency to hunt mages, bards, priest, or even heroes gives rise to the belief they are able to 'scent' magic itself; what the Darthlukian call quintessence. This combined with their natural ability blend with their surroundings, see in the dark, and indunce mandess through their howls at night, make for a deadly creature indeed. Dread Hounds typically stalk a group of prey, dogging them nights and days on end, assailing their psyche each night with howls and cries. They often attack near sunrise or midnight, when their prey is at dur most vunrable. Typically, a large enough fire will ward off the beast for a time.
Hekaton are the living siege engines of the Darthlukian, or at least one of their most favoirt livin toolz. Possessing six limbs to all counted, they typically walk on two in order to free their high jointed upper arms for their foul magic. Hekaton are able to form the raw energy of their own unique magic -born from the Thartag- and create deadly eldritch flames, or even spheres of pure force. These strike with the mighty blow of a bombard, but require none of the long load up time of ou'a none livin siege weaponz. While possessing great size dat would outweigh da largest of the eastern elophants. The great energies they unleash can tear through almost any castle wall within a few steady barrages, melting flesh n' stone, while blastin rock o'bones asunder. Size and strenagth pla large role in der defence, but more so their tough arse natural arma, Iv'e seen'da bugger shurg off damned cannon fire. Da brutes tend to be easier to kill with focused fire, as the strange powa da tend ta wield make dem resistant to most magic. Once knew a old dwarf named Raggor Greystone, said he took out ona de beast wit one swing of his hamma near the joint of a leg. Sent the thing tumbling down in short order. Never have varafied the tale me'self. Dwarves are well known to exaggerate though.