Founder and current king of the Dwarven city Iron Peaks, Fenix Anvilmar is a former adventurer and close friend to the presumed deceased Sei Ostravis. It is thanks to this Dwarfs generosity and guidance that the infinity bridge has become the monumental achievement it is today.
Born and raised in the Dwarven mines some 40 years ago, Nichola founded a mercenary company called "Steel Storm" which consisted of vagabonds and those who had left their homes for whatever reason. A seemingly rag-tag group of marauders had risen to political power and fortune after a series of excursions into the treacherous wildlands surrounding the ever growing Dwarven stronghold. Promoted 3 years ago as an Iron Hand, Whitemire is the head of the cities Military might. Currently resides in in the tower of Ostravis as head of the town guard and representative to the Iron Hands, to ensure order over the forming country and keep watch on their initial Investments.
Leader of the Mage Emporium chain:
Sitting pretty at the height of her powers, Tyr has fast become one of the most respected practitioners of the magical arts. Equally adept at the crafting and deconstruction of magic armaments and jewelery, she boasts a powerful repertoire of defensive enchantment spells. Though she is easily one of the strongest figureheads in the city, Miss Olerion is wholly dedicated to the buy and sell lifestyle befitting one with the title of "Merchant Queen".
Lead organizer of the Adventurers Guild:
Better armed with a pen than a sword, Jasper is the brains behind the rise of the Adventurers Guild in every major city across the globe. Now keeping a close eye on where the money is, Jasper has relocated his assets to the Infinity Bridge locale. The organization under his power has taken control of everything in the city where an adventurer is concerned, from the local smithies pricing all the way to the popular event board. The Guild Housing building is a colossal affair of apartments designed to house over 500 members at a given time for cheap, giving the advantage of first response to new missions and rift findings that find their way into Jaspers talented hands.
Leader of Infinity bridge Guards:
As the name would suggest, Arlen was born a fisherman within the city of Apothicus. A natural born swimmer and an excellent athlete, Arlen was recruited into the militia at a young age. By the age of ten, the boy possessed twice the agility of the boys years above him. By 16 he had bested a majority of the adults on the training grounds. Now at the ripe age of 27, the security of the Infinity bridge rests in his capable hands. Standing at the head of nearly 200 well armed knights, he is wisely given a wide berth and a great deal of respect for his authority.
Spiritual leader of the Endless Ones:
Name Unknown. Age Unknown. Hobbies Unknown. Beyond this mans eerily smooth and perfectly balanced walk, a trait that easily shows this man is no stranger to combat, Unknown is utterly and completely devoted to the worship of the 'eternal' dwelling in the infinity bridge gemstone. It is through this mans work, a mere month after the rifts had begun being traversed by explorers, that the Bloodshard practice had come to him. So says the stories, the wisdom to create these shards was imparted to him by the spirit of the universe captured in the gem itself.
Top-Ranked Adventurer:
A hulking man with a violent reputation, yet always disarmingly cheerful, this behemoth that calls itself a man is the top ranked Adventurer of the city and sports a flawless challenger record with 0 defeats in his 45 years as a wanderer. Having settled into the town of Apothicus in its infancy, Siph has quickly established his dominance over the rifts and lesser adventurers alike.
Name: Varesh Am'Kaji
Age: 32
Race: Human
Equipment: Varesh is equipped with a set of brass plate armor, etched and fashioned in the stylings of his homeland. Functional and resilient it offers him quality protection where it is needed most. His main choice of weapon is a simple buckler and his Mace.
Personality: Pious, righteous, devout to his gods. Varesh takes great pride in his steadfast dedication to the pursuit of justice without blinding himself to the truths of the universe; there is no black and white. Judgement is given when the cause is deserving. A murderer will forfeit their life, a thief who stole to feed his family will be given a way to feed them without theft. His is the way of peace and this honorable nature is reflected in the way he shows respect for the customs of others. Honoring their tradition and heritage as a guest in their home. Protecting their lands from the lawbreakers and killers of this world.
History: Varesh is born to the city of Sekteph-Tirai, the city of prosperity. Advanced in all things from simple irrigation to the more complex affairs of religion, the city stands miles ahead of any other on the face of the planet with sole exception to Apothicus and its truly miraculous grasp on multicultural acceptance. It is in this great jewel resting in a tropical paradise known to many but seen by few that he was raised, a member of a small temple that worship Silens Dominus or 'The Silent Lord'. The prayers of such an organization is known only to the handful of members including Varesh, but he will never tell of its intricacies. Of its purpose.
The Qatari waged war on the jewel of Omujin unceasingly. Driven by an unfathomable hatred, a madness never explained or understood, they raid the outskirts of the city like locusts. It is the duty of every citizen to take up arms and defend their homeland, defend their country, and avenge those taken from their homes by this darkness. Varesh nearly lost his family to these beings. If not for the actions of the city guard responding to the threat he would surely have been killed. During their raid upon his temple at the age of 20, the creatures swarmed in through every entrance they could find. Born incapable of speech, untrained in the way of war, he resigned himself to death at the hands of the living Darkness that plagued his homeland and prepared for his final journey. It was only then he felt it, a welling in his throat that could not be contained. It echoed into the night as he spoke for the first time in 20 years. Disappear. Silens Dominus spoke through his disciple to banish the monsters into nothingness, not a trace of the warband that had nearly taken the lives of his loved ones. Many years later, Varesh would depart on a journey of spiritual enlightenment to Apothicus. Eager to see the world. To see if he can learn how to banish the darkness for good.
Monster encyclopedia, written and compiled for the Adventurers to be to help them continue to be. Written by Scholar Loric and his faithful friend and protector, Sir Alverak of the Unblinking Eye.
Orc Shamans are often elderly, hunched, draped with furs and sporting a totem of bone or wood carved or shaped into the likeness of their gods. While easily written off at a glance as weak in comparison to their stronger and younger counterparts, these Shamans are the real threat. Wielding the powers of their gods a Shaman can mend a life threatening injury with ease, open titanic gouges in the earth, or throw the bone chilling winds of their homeland at foes. Left unchecked they can and often do wipe out unfamiliar or careless groups with ease.
-Scholar Loric
Ogres are one of the oldest and meanest of the natural races. Bred to be nearly 10 feet tall of corded muscle, these dim-witted tree stump wielding brutes are the bane of lightly armored adventurers everywhere. Faster than they appear and packing enough strength in their arms to knock down a barricade alone, Ogres are treated as priority threats and should be dealt with accordingly. Advice for dealing with large numbers of ogres: Go for the knees. When they drop, go for the head.
-Sir Alverak, Knight of the Unblinking Eye
Not to be mistaken for a prankster, these creatures can rear up to an astounding 12 feet tall! Like their Ogre counterparts, these goliath statured brutes are capable of devastating force. Unlike the Ogres, and perhaps the most fearsome of all, is their natural regenerative ability. Severed limbs will grow back in minutes, a severed head will regenerate in time as well, and if not dealt with in the proper fashion the severed body parts will turn into yet another troll.
If you find yourself confronted by these walking towers, bring a torch! Fire will consume these beings like kindling and prevent regeneration! Always burn the corpse before it can return to life.
-Sir Alverak, Knight of the Unblinking Eye
Standing about 3 feet tall, with the intelligence and strength of a small child, the Goblin is often considered the weakest of the Orcish breed. But they are cunning enough that even high ranked adventurers warn not to underestimate a swarm of these green skinned hellions. Armed with primitive weapons and crude poisons, they will seek to ambush and kill their prey. Where there is a single goblin, there are 5 more hiding somewhere close by.
-Scholar Loric
Intelligent and devious, the northern mountains are home to hundreds if not thousands of clans of burly humans. A nomadic culture dedicated to the ways of honor and combat, the barbarians of the north are fearsome competitors. Not often openly violent on first sight with outsiders, they will still not allow their honor to be sullied or insulted. The end result is always bloodshed.
-Sir Alverak, Knight of the Unblinking Eye.
Dwarves are one of the oldest races on the face of the planet. Said to be cut from the very stones they mine and the mountains they inhabit, these industrial folk are often the textbook definition of Stubborn. Heralded by other races as true masters of metal crafting and architecture, with their ancestral homes long abandoned but still just as formidable as the days when it thrived. Dwarven relics are sold at a high price in Apothicus. Often purchased by the leader of the Iron Hands himself.
-Scholar Loric
An ancient, and long dead, hierarchy of Elven nobles established in the great forest. Before plague and demons destroyed their homeland these proud figures stood as defenders to an unfathomable empire stretching across the globe. It was said that not a leaf in the forest fell that was not seen and catalogued. When calamity struck their forests, their homes and warriors, their empire crumbled in a matter of months. Unable to halt the advance of death that would eventually claim their queen and end their bloodline.
As with all things, anything pure must be mirrored by a corrupted black stain in its likeness. The Lost are that stain where the Highborn were concerned. Elves of noble and loyal heritage who had given themselves to darkness. These beings betrayed their kin to the demons, took the lives of their kin, and made way for the Orcish horde that burned the primordial jungles to ash beneath their unyielding advance. Master assassins, deft with blade or bow, with some of the most lethal toxins ever concocted coating their arsenal. These Lost still survive to this day. -Sir Alverak, Knight of the Unblinking Eye.
Of these creatures I personally detest. Wretched things draped in the facade of beautiful men and women. Sailors tell stories of haunting melodies drifting across the sea to lure wayward voyagers to their doom as they crash upon the rocks. Rest assured this is not the case. Sirens are pirates who strike without ships. From the waters they rise amidst the night sky, tentacles scaling the vest hulls of trade ships to slaughter its crew and sink the vessel down into the black depths forever. -Sir Alverak, Knight of the Unblinking Eye.
Commonly known as trents or dryads, these beings are part humanoid part plant hybrids formed through an Elven ritual that communes with the will of the forest. Transformed into natures protector, these hybrid beings will dedicate eternity to the well being of vast forest lands. Through their particular form of magic they can accelerate the growth of natural life exponentially. It was not until long after the fall of the primordial jungles that these beings arose. With the loss of its strength, the spirits were forced to take other approaches to growth. -Scholar Loric
While the name is often reserved for your run-of-the-mill Zombie, Hollows are deserving of their name. Dryads and Trents who have been touched by the lingering corruptions that still destroy the wilds to this day. Twisted into carnivorous monsters with an unending hunger for flesh, Hollows hunt down their former companions. The scene you stumble upon when a hollow has slaughtered its victim will haunt you as it haunts me still. The blood is smeared on everything within 20 feet of its kill. Bones are snapped in its inhumanly strong hands, flesh is devoured or used to decorate its blackened bark-like skin. If you should ever encounter this beast, I urge you to slay it. Decapitate it. Burn it. There is no other way to ensure it is properly destroyed for good. -Sir Alverak, Knight of the Unblinking Eye.
Filthy rats. Every last one of them. Millions of these flea infested, disease ridden, festering piles of walking plagues lives among the civilized races and you could count the friendly Rat men on one of your hands, with a decent amount of fingers to spare. Worshippers of the 'horned rat', a fully fledged chaos god, these human sized rodents have created a civilization and culture unique to their own species. It is more brutal than any Orc civilization to ever exist. Clanrats are the slaves of this world and are treated as labor, fodder, and food all at once. The only way to ascend this fate is to pillage a weapon from a fellow skaven, kill them, and assume their place. The warriors are untrained and unified only by the will of the chieftan of each individual clan. Above them are the Storm vermin. Armored and trained by the Ratkin Warlords as the elite of their society, the Storm vermin are a terribly bloody sight to behold. Grey rats are those few rats who have been blessed with the Horned rats powers. That of chaos itself. They are the spiritual leaders of Skavendom and all that dwell in its foul darkness. Above them all are the '13'. The holy number of their god, 13 skaven are selected from their entire race to be the absolute rulers of their society. Every decision is made through these especially powerful rats. Though there is only 12 actual rats serving on the council, the 13 being an honorary position to their god. -Sir Alverak, Knight of the Unblinking Eye.
The Bestiary Records, Entomological Studies, Magical & Elemental Creature Elaborations, and Unholy divination of the Demonic Entities.
- A record and work by, "Mr, D. Draven."
The Swift-creek Crocodillian gets it's name from the simplest of methods, and that is merely that it is a Crocodillian who favors shallower creek water. It is extremely agile due to it's longer legs, and is a sprinter by nature. It stands at only a foot tall at each shoulder while being barely a half a foot or two wide and nearly four foot long. It manages to get away with scavenging it's food and hunting fish. It does harbor many similar traits to it's larger relatives such as: Thick Skin, Large Lung Capacity for it's size, slow metabolism, and a tactic similar to the death-roll. However this small cousin's death roll isn't as one would imagine. It will grip onto another creatures kill with it jaws, and then lower it's body before springing it's body into the air and twisting around rapidly to tear off a chunk before sprinting away into the wilds. This creature comes in a variety of sandy browns, soft greys, and heavy mossy greens.
The Murkskulker Crocodile is a rather robust crocodillian who favors marshy waters, thick foliage, and dark areas. These Crocodillians sport an even tougher hide than their standard cousin, but are much slower, wider, and generally cumbersome. They lay in deep water throughout the day fishing for easy meals, via the use of their specially shaped tongue which can lure in small fish using a small insect-like shap, but then it gorges into their bodies using the small fish as bait for even bigger fish. This tactic allows the large crocodillian to be a lax eater, but's size does have an evolutionary purpose. The Murk-skulker Crocodillian is a nomad. They rarely ever stay in one marshy area for a terribly long time and it is for this reason they have grown to the size they are naturally. Their heft off-puts most predators and allows them to move safely from one area to the next. They are often three to four feet tall at the shoulders, with another half to a full foot of height added from vertebral spines. However their height attributes only a quarter to their size, while their heft and wide weight add to the rest. They are often a few feet wide and their length measures several meters.
The Titanodile is by far the largest Crocodillian to exist all the realms. It is a massive maw of razor-sharp, dagger-like teeth that shred through trees with ease. They stand at eight foot tall at their shoulders, bulking around as a behemoth of immense size, reaching bus length from nose to tail-tip, and spanning several feet wide. They are the grandest Crocodillian in the realms to this date. They have now natural predator, being trumped by only unnatural monsters and magical entities that dwarf them. These monstrosities of nature are unrivaled in their ecosystems. Heavily armored, armed beyond belief with teeth, claws, muscles, and razor-sharp fin-like plates along the tail. These beings only come in one form: Horrifying. Their color scheme is simple, light to dark greys and black shades, splotched in red from the blood of their prey. They do not eat cleanly, and they show this constantly. They hunt prey and snap them up whole into their jaws, snapping rapidly and repeatedly until the prey is dead and strewn all throughout their mouth and the ground. They tend to create small "blood showers" when feasting that coat themselves and the area around where they fed for several square feet. Between the size and indication of their nests, and the obvious scenes of a "Blood Shower Feast", Titanodiles are not hard to track.. However the being that tracks a Titanodile is a fool. A dead Fool.
Dracogators are a rarity, a creature with a shrouded origin. However it is no less threatening than anything else in this world despite it's curious design. The Dracogator reaches about eleven feet long, only a few feet across, and only a couple feet tall at the shoulders. However the deception to this scale is the beast's wings. Large draconic wings are placed upon the beast that grant it flight. The beast's powerful wings combined with an internally modified skeletal system allow the beast to fly for short distances and glide for longer distances on inclines and ranges. Dracogators have been known to propel themselves into the air using their powerful legs and wings to snatch birds and other flying prey out of the sky. This makes them unusually brilliant ambush predators. They range in colors from bright yellows, auburn oranges, and deep reds. These colors signify their draconic nature, and may eventually lead to some point of origin with more study.
Troglodytes are vicious creatures with a much worse bite than their bark by all means. They are territorial creatures which kill for fun and gnaw bone for practice. These beasts are unpredictable, each acts differently to the next and two troglodytes would just as likely kill each other over a squirrels worth of meat, or work together to take down a bear. They are entirely instinctive in their behavior like all beasts, but they do boast the occasional notion that they may one day be intelligent due to their use of stones or bones as a tool or weapon. However this is impeccably rare.
The River Drake is a powerful beast, one of more power than it lets on to it's prey. It is an extremely intelligent beast as well and so much so that some scholar's even believe they may be near Draconian sentience. However this study has falter in a few regards with the largest being the fact that River Drakes are so fierce they aren't able to be observed for much longer than a few minutes at a time. One who wishes to observe them must appear and disappear endlessly over a time-span to get a routine down with the Beast. Even if this is accomplished one will still find out very little of the Drakes outside of their tenacity and power. They average four meters in length, one meter at the shoulders, and a modest foot maybe a foot and a half width at their widest. They are often soft dull blues or greens with red and orange accents on their tail, forearm fins, and spinal fin.
Cockatrice are simple beasts across the realms and were never known for much of anything special. They are large, aggressive poultry. They will kill people, creatures, younglings from their nests, anything at all that irritates them into a rage. This is the signature of a Cockatrice, rampant, unhindered, cooing and cawing temper tantrums. Outside of their outbursts they are usually rather simple beasts who nest and forage for food. They average a height of six feet tall at the head, making them only about three at the shoulder of their legs. This makes them fairly decent sized compared to men and women and that is why these large rooster-cousins can be such a problem when unhinged.
The Starlight Hanoshinian is a breed of Pegasus that is extremely rare in the realms. Only a few have ever been seen and even with those noted experiences many believe them to be myth to this day. Little is known over all about the Starlight Hanoshinian except that the few accounts documented all seem to add that a Hanoshinian causes those near it to feel dizzy and almost euphoric in it's presence. This effect seems to be persistent even when the creature doesn't know someone is near it. The cause of the effect is still unknown however as the sightings are few and far between across centuries.
The Lepsprey is a winged Rabbit breed which is mostly white with black or brown accented spots. These fluffy, flying, furballs are prized pets and companions for children and non-adventuring folk. However their cuteness and kindness as a species makes it hard for even the most hardy of adventurers to say not their charm.
The Silver-Crest Bear, also occasionally known as the Gold-Crest Bear or the Gleaming-Crest Bear, is a Bear that herald's origin from the Northern forests of the lands. There it's discovery noted the Silver-colored Fur crests on it's chest, a pair of V's that were very pristine in all fur-patterns of the Bears. Over the years the crest has been seen in Gold, Bronze, even somewhat Cobalt colors, which has mentioned to the change of it's name. However Silver is still the most common. The Silver-Crest Bear is larger than the average bear, ranging easily sixteen foot tall when standing straight up on it's hind-legs. While it stands easily six feet average at it's shoulders. This species of Bear has a rather lax temperament however compared to others. This does not denote it's danger though, as the Bear will easily maul and kill any who stay too close to it's cubs or den. But should one see it in the wild, it shouldn't be too poised to attack with reason. Then again.. who knows the reasons of animals.
The Ameranthian Cat is a large feline with an extremely unique appearance compared to other Felines. This makes it a prize to behold in one's sight, however it is also extremely powerful as a companion and beast. It can be trained to be one of the most loyal animals in existence, and can be rode as a Mount. This beast is fast, unrivaled in it's field by most while sporting an immense dexterity and agility. This enables it to leap, climb, contort, and evade all in the midst of it's being ridden without faltering or hindrance to the rider.
The Green Ooze is a common dungeon entity, being made eons ago by Ancient's only know what means, this entity is one of the oldest known problems for Adventurers and yet it gets no easier to fight them. In Numbers Ooze's are a force unlike any other, their gellatin forms unhindered by physical weaponry as they overwhelm their foe and submerge their enemy within themselves, devouring away at their very bodies until all that is left is crumbling bone and their gear left behind as a sign to those who might come after them.
The Sparrow-Feathered Fox isn't actually a cross-breed of Foxes and Sparrows, it mostly inherits the name due to the common coloring on it's feathers which resemble a Sparrow's. The Creature is whimsical and playful like a normal fox, with the added benefit of being able to glide of high places, slow it's falls, and distract it's prey with it's feather'colors and patterns. This fox is similar to many other breeds of Vulpines as it loves to feed on small marsupials and such.
The Gigantia Dracosaurian is a dinosaur, not a dragonkin, that towers above all others. It size is massive beyond standards. It's height is roughly four stories tall and the gargantuan creature is the king of all Saruian kind. It's roar is said to be heard for hundreds of acres on end, across multiple cities and provinces. These beings are rare and prized as the hunt of a life time. It is believed to be a myth, save for the apocalyptic tales of one appearing and rampaging.
The Four-Horned Bovine is a common beast in the western lands and some of the southern lands. They are a herd beast by nature and often kept as live-stock. This due to their ability to live in hardy conditions, eat minimal grain per-day, and defend themselves against predators. Though they offer actual live-stock weight as well, both in meat and milk production. While the whole species is referred to as the Four-Horned Bovine, the females actually only retain two horns, and those are the two horns which sprout up and forward. They lack the lower horns, as well as they aren't as tall and stay shorter, but wider. While the males are taller and somewhat leaner than the females.
Sand Sea Sky-Riders are magnificent creatures which ascend the heights beyond any other creature. It is here they sway to and fro between the windy ways and herald the clouds unto each new place as they roam endlessly around the sky following jet-streams and air-currents one after another. They are only found in Omijur and they are a prized Creature for their size an beauty. They are often hunted for their skin, or as massive aerial mounts for the rich and the powerful.
Omijur Sand-Sharks are an interesting creature that feature the unique living locale of the depths of the Deserts. It is there that they remain temperature controlled beneath in the deep levels, being never too hot during the day and never too cold during the nights. However they also use the sand as a sort of life-support, as when the water is scarce and the food is few and far between the deep levels of the dunes provides a saving grace. Damp patches of sand clump and allow the Land-sharks to obtain moisture through their unique skin, while their specialized gills feed only the most finest of sandy particles to pass through them and into a system that breaks down minerals and absorbs them. These Predators are fierce pack hunters and will strike anything that isn't their own kind, so long as it is sizable food.
The Omijurian Rhinothrak is a distant cousin of the typical Rhinoceros, and this cousin is a sole bloodline strong and hardy in the lands of Omijur. Here it is garnered as a working mount, mountain of meat, and powerful beast. They feature unique adaptations such as: Water sacks for retaining water on long journies, two stomachs for long-term grain consumption and nutrient preservation, thicker skin for protection, and unique nodes around their shoulders in the front and back shoulders to allow for heat ventilation.
The Color-plastered Lizard comes in all varieties of sizes, colors, and patterns, being one of the many creatures in the realms that is unique to each and every individual one of the species. No two are ever alike even in the slightest of ways and it is this feature that makes them prized pets. However obtaining them and breeding them is tricky as the Lizard has a lethal venom within it's body. In a pair of glands just behind the vocal nodes of the throat, is a poison lethal to an average size human-being, and the gland connects to separate parts of the head, the first is it's fangs, where it is produced like that of a snake, and the other location is a pair of tubes that hold venom and air and then spit it our with compression to launch it onto enemies. This Venom can seep through open wounds, eyes, mouths, ears, nostrils, any means truly to enter the body and deal a deadly blow.
The Smoldering Salamander is a long, usually six or seven meters, amphibious reptilian which features unique stems off the head that look like smoldering rock stacks. This is mark for their name, but it is not their best feature, that notion belongs to their natural camouflage and their ability to constrict and kill their prey silently and without notice. These creatures however are usually fairly passive and only engage when hunting their lesser prey for food, or are provoked by those who seek to commit to their stupidity of nature.
The Yeti is a simple creature which is found in snow-ridden locales. There it hides and thrives as a beast rarely seen and often heard of only as a myth. These massive ape-cousins are monsters to see in reality, standing twice that of the average male human and boasting a bulk of muscle to throw and bash around any foe that came upon it.
The Ancient-Horned Boulderian Beast is a creature as old as the mountains in which in resides and is as strong as the very rock of the earth from eons passed. It is a passed with a rock-based skin so thick a battering-ram can't penetrate it without days worth of use. These beasts are rare and have only been found on occasion when researchers and explorers search for them for months on end.
The Aslorian Orcarinia is a creature that dwells in the Aslorian Ocean to the east of Apothicus. Off in this distant water resides the Aslorian Orcarinia. There these powerful and strange beasts swim and float together in their pods, and they fight for survival against the many dangers of the waters. Occasionally the Orcarinia comes onto Beaches to meet with islanders and mainlanders who give offerings of peace and prosperity to the Orcarinia in return for a believed sense of good-luck. These beasts are massive and often rival the size of a Naval ship.
These massive fish sit in the deep mud of lakes and rivers awaiting ample prey to swim by and then their maws open and they suck in the unwary prey to be eaten whole. They are a fisherman's biggest fear and biggest dream all at the same time. They fear it's power and their death, but to catch one would be a Fisherman's dream, for he finally caught a fish: "This Big."
Amber Antler Stags are a majestic creature in the wilds, their bio-luminescent features shine at all hours of the day and their brilliant silhouette sitting on the ridges of their territories create among one of the most beautiful images in all creation. Their herds take off between the trees and streaks of amber shine in the distant as one watches them move and dart between the wild's natural maze. Their calls are soft and their antlers make a gentle hum when they fight for mating writs, rather than loud clacking and thumping. They are average size, that of a normal stags and does.
These Elk are often staples in tribal cultures and lore, their runic patterns giving way to beliefs of ancient tribes of shape-shifters and beast-masters. All that is known for certain is that Rune-fur Elk sport a great deal of intellect and understanding, and said to understand commonly spoken languages. These creatures are often larger than normal elk, usually two times their size and offering stronger bodies than their smaller cousins which make them a hardy mount for Forest dwelling people.
These saurians are often the size of a large house, and despite their odd looks, they are a fierce beast. Their massive head can be used like a plow and battering ram to crush homes and anything that gets in the Saurian's way while it is chasing prey. However the head isn't just a battering ram for it's hunting methods. It features five large bowl-like spots with holes that lead into the head. These are technically Nostrils, but they are also attached to the body's inner-system and leads to the stomach. The stomach of this Saurian is larger than most and these five tunnels each have their own chamber just above the stomach, inside these chambers by-products from the digestive system is stored and melded with a series of proteins and fats to produce a thick goop. It is then pressurized and forced up though these nostrils to spray out at the Saurian's prey. While this not only adds a level of gross and disgust, it actually functions as a natural glue. The product of this creation is a super-sticky goop that causes prey to slow and eventually halt with the inability to move at all.
These Crustaceans are often the size of a horse and they sprint up and down beaches, islands, reefs, and sandbars chasing their prey until they catch it. Then they gnaw and nibble at it while it is alive until it is either eaten alive or dies from the injuries sustained while being devoured. These beings are not passive, they will attack on sight and despite their appearance they have extremely keen senses when in the water and on land. They can even skewer prey with their tail if they believe the prey to be an adequate problem with the ability to fight back against the Crustaceans.
The name comes from the appearance of it's glowing body containing molten lava below the surface of it's skin and at the tips of it's fins and tail. However these bio-luminescent features are key to the creatures life-style as it lives in the deeper parts of large bodies of water. In these depths it uses the light to lure in prey and then snatch them into it's mouth and swallow it whole.
The origin of the name is elf-explanatory as this large Bovine features horns that naturally grow a sharpened edge and spikes on the opposite edge. These large Bovine are a hassle to tame, but once a family live had been tamed and bred into live-stock nature, they offer grand potential for herders and farmers. Their meat is abundant, their milk plentiful, and their self-protection is heavy. They are a staple in farming communities comprised of hardier races and stronger men.
Griffelines are small, cat-sized, bird quadrupeds that feature wings larger enough to carry themselves. They have semi-hollow bone structure for easier flight, with taught muscle design for powerful bodies, however most of this is pointless as they are cat-sized and are able to fly. They make great pets, scouts, and protective companions for younger children than they do war-beasts.
These rare birds are prized pets and are said to be good luck if encountered in the wild. Their tails seem to glow fluorescent in the sunlight, while seeming to radiate their colors in the moonlight. They are shrouded in mystery and are held high in the minds of most people as beautiful creatures of the world and majestic bearers of good fortune. They are roughly the size of a loaf of bread, with a tail reaching double their body length, and a wingspan equal to that of their tail.
The Necro-fool Ooze is often mistaken for a simple Ooze, often a gentle grey hue with a mostly transparent body. Though they are quickly realized to be something all too different when they are in combat. Like other Oozes they will surround and overwhelm their prey with an acidic eroding body, but the tell-tale sign of a Necro-fool Ooze is that once it has eaten away the skin of it's prey, it will stand the body up like a puppet and the Ooze will form a layer like skin, and then the Ooze puppet-masters the body around to kill the rest of it's prey. This nature is due to an affect humanoid brains have on this particular Ooze. Once a brain has been tasted, not even completely eaten, the Ooze seems to take on bodily ideals of that race and will take it's body as a host; eating away at it all the while fighting.
Dire Bears are no more special than any other bear, save for their size. A Dire Bear is roughly three times the size of an average bear, making it a natural behemoth to encounter in the wilds. These lumbering, garguntuan beasts are extremely aggressive and will strike anything that seems to present itself as a foe to the mighty Dire Bear.
Bear-Dogs aren't actually related to bears or Ursine species in any way, they merely denote similar aspects to them such as their muscle or their snouts. Bear-Dogs are truly canines and thus are favored as companions for hunting, tracking, war, and safety. They can be trained to be ferocious war-hounds, loving guard-dogs, and even passive trick dogs. No matter the reason for it, Bear-Dogs are a staple in the Northern cities for their vast numbers and great versatility. They are usually the size of a St. Bernard hound.
These four-eyed Elephant cousins favor the northern snow-lands as their homes, as their thick coat of fur and dense hide allow them to retain a large body-heat while they graze and move along the open lands. Their four eyes give them great eye-sight to spot any and all predators that might be lurking along the snowy banks. These creatures are often kept as caravan animals, pack elephants usually, and they serve as great beasts for food when harsh winters embrace the northern lands. These beings are usually the size of their elephant cousins, save for the fact they are not as long, but taller with a body-design meant to give them height to see long distances.
The Snowden Striped Prowler is one of the many beasts that roam the snowy banks of the northern lands, but it is one of the few predators equipped with the senses and strength to take down beasts like the White Trunklion. These predators are equipped with their own set of four-eyes for precision sight in even the worst blizzards, and are built for speed and strength. Their bodies can reach speeds that match many birds at full descent, and their muscles allow them to be able to tackle Trunklion adolescents to the ground with a single Prowler. They are never to be messed with as they trust no creature, not even their own kind most of the time. These creatures are often two and a half meters long, while being a few feet tall at the shoulder.
The Ichonemon are predators of the northern and western lands, and while they are fierce beasts to fight with quick reflexes and powerful bites, they are primarily scavengers and don't fight unless they are starving or backed into a corner. They are roughly four meters long, making them extremely snake-y by design, with their fast legs and shorter than expected height(reaching only three feet at the shoulder and four and a half at the head), they are often some of the most illusive beasts one can encounter in the wilds.
Dande-Lions are stalwart pride-lions with a nature of protection and power. A Dande-Lion standing over it's pride can instill a feeling of safety over it's companions, and the beauty in their flower mane is something to behold all it's own. These majestic creatures are a marvel and a beauty in the Realms and are prized as such as Beasts of Pride and Honor. A Dande-Lion will never attack someone without being provoked, as they are truly good creatures in their heart.
Commonly referred to as the Giant Fox for easy speak, the Vulpinus Gigantia is a fox that rivals the size of a large tiger, but retains all nature of it's smaller vulpine cousins. These large foxes are often tamed as mounts for their speed and dexterity, or as companions for hunting due to their cunning nature and ability to run down mot prey with relative ease. These creatures are often found in the southern lands and the eastern lands, favoring open plains and coastal regions for their beauty and peaceful eco-systems.
Painted Wolves are found uncommonly across all lands, and their unique coloration and appearance makes them something of an oddity, and many seem to think of them a bit off-putting while others adore the nature of their differently colored designs. These Painted Wolves are no larger or smaller than any other lupine, but they do boast a level of intelligence that seems greater than the rest, with some having been noted to say they learn how to open doors, windows, cells, cages, barrels, and even figure out how to work some small puzzles for young kids. This is something that has peaked the interest of many scholars, but their rarity makes them hard to have around for the studies.
Anchor-head Felines are native to the eastern lands and coastal regions of the Realms. It is in these parts that they hunt and thrive due to their truly specific tactics. They will sink into a rocky out-cropping leaving only their head as a camouflaged weapon, once prey is close enough the large felines strike out from their disguise and kill their prey with a swift strike. Often, similarly to certain mammals of the cervine and bovine families, the felines will combat one another with head-shattering blows to one-another until the stronger of the two wins, and rightfully the weaker loser will often leave the pride. This is another unique fact of these felines, while they are not related to Lions, and are more so related to Jaguars, they still feature the Lion concept of a pride and families of felines hunting together.
Sabertooth Lions are common in the northern and the north-western parts of the lands, favoring large plains and mountains with great plateaus as their territories and massive hunting grounds. These beasts are solitary and only seek out others of their kind when they desire to mate and sire cubs, then once they are of a certain age they leave again and the mother weens the cubs and leaves them to fend for themselves. These creatures are not caring of family, they are not social masters, and they are not pride-cats. They are savage beasts which seek to hunt and kill, feed and fight, and hold their land with mighty roars to the sky that alert all would-be attackers to their power. No predator is ever safe, whether larger or smaller, when crossing the lands of the Sabertooth Lion.
This dinosaur is an herbivore with a mean-streak and it surprises most entities with such a nature. If one is walked up on while it is grazing, you are likely to find yourself on the business end of it's horns, gored to the trees and stone of the land and left to bleed out and be crushed by a dino that despises being bullied by the larger carnivores. This saurian is roughly the size of a large cow, but features all the aspects of a predator. It has long talons off the ends of it's toes, two large horns, and tough skin that acts almost like plate-armor. This terrifying beast will not allow itself to be easy prey to whatever might roam the lands, and a herd of these beasts will often push out predators from their homes.
These behemoths roam the most northern parts of the realm, seeking out dense tundras and frozen lands to seek peace away from the predators of the other lands. It is in these northern tundras that they use their massive horns to gouge the land and dig up food, including roots, plant life, grubs, and other various sources of nutrients. These beasts must feed constantly, but their numbers are low for this reason as they trow the land without end and cause their own numbers to begin to starve. The only balance to this is that scavenger predators often follow starving herds to feast off the fallen and the Glacier Bulls themselves can force their mating cycle whenever they desire to try and repopulate. So long as one male and one female are left alive, this species will never go extinct.
Mimics are monsters who feed on adventurers, and this is a literal observation. Mimics are creatures that look like ordinary objects within the world, disguising their hungry and gruesome colors beneath the texture of our creations. They commonly present themselves as storage chests and trunks and place themselves in locations for such in the hopes of alluring an adventurer seeking new loot and items, only to find themselves devoured in the fangs of these diabolical beasts.
Tea-cup Slimes, named for their size and adorable desire to constantly slide into cups and small containers, are a funny little creature that remarks the nature of an Ooze however it is a passive creature unless provoked and offers a more subtle presence of a Slime. It doesn't inherently begin devouring you if you touch it, rather it often makes squishy noises that resembles giggling as if it is ticklish and it will rejoice a smile across it's glowing mouth. These creatures are family friendly and safe for children, making them ideal companions for those who love something soft and cute. They also make great tricksters as they love to hide and sneak away into various cups, tea-pots, porcelain, bowls, pots, and other types of containers of the same style.
The Gelatinous Cube is a form of Ooze, but rather than be a free-flowing entity it seems to retain a cubed shape, obviously, but this shape is still flexible like Gelatin. I do say, the beast seems self-explanatory, but my notes are needed on this one, for a heavy misconception of the beast is that it's shape can be "cut-away" but I tell you now, Adventurers, it cannot. The Cube is a being of Ooze nature, it will devour anything it touches and it will suck you in with ease. It is easily the largest class of Ooze in all creation, reaching the size of a loaded cargo-carriage. They cannot be severed apart, for they instantly reattach themselves and hold whatever strikes them tightly within their bodies. Do not attempt direct on these beasts, Adventurers! This is one of the few beasts in which my notes will be directed to my reader. DO NOT ATTACK IT WITH PHYSICAL ATTACKS!
Black Oozes are by no means the largest class of Ooze in creation, but they are by all means the most vicious. They unrelenting beasts will devour any living thing they encounter in their path from insects, to small animals and birds, to travelers alike and they care not for the level of threat presented by their prey. They will throw themselves into suicidal combat if it means getting to devour something, their hunger is far greater than any other Ooze and it is proven in such acts. Hordes of this Ooze have even been known to gather at places where massive beasts reside and then jump it all at once, overwhelming the creature with their numbers and devouring it as a collective. Nothing will stop them from their next meal.
The Blood Ooze is a monster of truly gruesome nature, and is inherently a vile thing to think of when in comparison to Oozes in general. The Blood Ooze devours it's prey like any other, but it do so to unleash it's blood and then take it in as fuel for it's body. The more blood a Blood Ooze can obtain, the more dense it's form is and the more powerful it becomes as a result. These Oozes grow to the point where they are a viscus sludge of blood and ooze that can't be injured by physical attack and even touching one will cause immeasurable pain at that point. Their body becomes so acidic and concentrated it is even known to leave minor scarring on the ground where it travels when it obtains such high levels of blood. These beasts are one, that with given time, can surpass most classes of Ooze so long as they live and thrive as they are designed to do.
The Velke Bazh, prounced "Vel-Kay BA-Sh" is a massive chiroptera-family member which boasts the blood-lust of the more gruesomely named kin "Vampire Bat." Unlike the Vampire Bat, the Velke Bazh is not a joke and isn't tiny. It is truly a man-hunter and devours without protest to any meal. The Velke Bazh is roughly the size of a horse and features a wing span to support such a larger flier. Their appearance in the sky through the night goes largely unnoticed, but should one fly under the moon's beams and blanket out the dim light to a camp of adventurers... it is known that all will ever come of the event is wide eyes of awe, followed by wide eyes of horror. No one ever makes it out of such an event without damage, whether it is physical or mental.
Coral Moles aren't terribly large, generally the size of a seagull. They like to burrow and trudge around in the sand where they sift and scurry after small crustaceans for food. They don't really have a pack mentality or a pride, but they do support a similar ideal to family. Often a group of related Coral Mole will stay near a specific area and they will mingle about from time to time. If one is attacked, they will all help their endangered family member. Despite their name and their personalities, the Coral Moles aren't exactly moles, more-so they are a species of Crustacean that has evolved to adapt to a life-style similarly to moles and small mammals that burrow. This has made them really unique in their nature and a family of playful Coral Moles are always fun to watch on the beach.
Their name isn't derived solely from their spear like antlers, because in truth the name is derived from their personality and their actions. This species of cervine is infamous for it's males as the Stags seem to seek out the major threats in their territory and they fight them to the end. These cervine are like Knights and they will not stop until their quest is fulfilled, they will slay the foul danger in their lands and won't stop until all are safe from harm. This is why the Slayer Stag has not only become a bit of a Folk-tale Icon, but has also become an icon for many bands of Knights and honorable warriors who wish to show their pride as such.
These small Saurians are nothing little more than a nusiance to most creatures in the wild, often catching these sheep-sized sprinters running around fresh kills trying to scavenge off bits and bites as they can. However they rarely make it a meal when the hunter of the prey is still present, rather they wait until the predator is done and eat all they can afterward. This has given the little reptiles a strong stomach, capable of eating rotten meat and even rotting entrails and the like, they are able to digest and eat it without much worry. This promotes a few interesting things for Hunters, as their stomach lining can be used to hold ANYTHING without fail. It has been noted that some hunters have carried acid and venom inside waterskins made of their stomachs. This combined with the obvious benefits of saurian hides and various other body parts that provide use can make these critters a prized prey by many hunters.
Eagle Raptors, or Feathered Raptors as they are also known in some regions, are a saurian that is comparable to the size of a large roster but they act more like a bird of prey and a snake. They will climb high into trees and survey the lands around them until they find their prey, and then they wait until the perfect moment before striking. Their method of attack is marvelous, several will be placed in different trees and at different angles, and when the time is perfect they will all swoop down using their feathered limbs to glide and descend with extreme precision directly onto their prey. Then they will shred and tear into their prey until it falls to the ground. It may not even be dead, but so long as it no longer fights them, they will begin devouring away.
The Basilosaur is a rather large aquatic saurian that is often noted to be the length of a steam barge, but isn't neccesarily as wide in the body as one. Their size denotes a level of slowness to their movement within the water, as they seem to lumber like whales slowly, but also similarly to whales they can surprise you when the time comes. Their four exterior fins are powerful and laced with many layers of subtle muscles that can be flexed in ways that would only raise more questions than give answers, and this allows them spontaneous and erratic movements when being attacked or when something unpleasant occurs. They can turn on a dime, shift vertically, and even roll like a corkscrew to propel their bodies with great power in specific directions. This is often exhibited however when the coastal people set out on large fishing trips, occasionally a Basilosaur will be the target of some of the fishing vessels, and the Basilosaur will preform the most extraordinary maneuvers to evade the fishers. However they are a staple for fishers and it will never be something the Basilosaurs can avoid forever, as the large amount of blubber the Basilosaurs have can be burnt and refined into an extremely efficient fuel source for lamps and other oil-based objects.
Carnotaurs are a very aggressive species of saurian, claimed to be among the most vicious and most tenacious, these saurians never back down from a threat, even one much greater than themselves. These beasts stand roughly two stories tall and carry their weight exceptionally well as their physical format allows for fast movement and powerful combat. They will grab anything in their path with theirs jaws and will kill it without question. The beast sports a devastating amount of jaw pressure that can crush, crack, and utterly destroy anything they have in their clutches. The power of their jaws is only one the great things about this saurian, as they also wield massive teeth that act like serrated daggers that can rip and tear through almost anything they get sunk into. The might of these saurians goes without saying to most degrees. The moment their horn-like protrusions peak over the horizon and their roar enters your ears, you are most certainly going to have a bad time.
Spinosaurs are massive saurians, not close to a Gigantia Dracosaurian, but nearly twice the size of a Carnotaur. These beasts sport a large spinal fin, which grants them their namesake, and is often noted for being highly aquatic. These beasts love large lakes and bodies of water to fish in but will just as easily hunt through the mountains, forests, or most other terrains and biomes for food should they need to do so. Spinosaurs are a simple species to understand: Big, Mean, Nasty, and fast both on land and in water. Out-running one of these beasts will be harder than you think, especially if you believe deep water will save you like it does against other saurians.
The Aslorian Surf Hunter is a monster in the water. It lurks in the mid-depths of the oceans and seas awaiting for anything that can be considered prey. These beasts are roughly the size of an ox, but clearly have a trim-build with muscular bodies, and their design makes them among the fastest entities in the water. Few things out run them, and only a handful of things have been known to create more gruesome scenes. These beasts will rip apart anything that they can get their claws on, and that isn't am exaggeration. They have been known to attack small boats and work them into tooth-picks. Nothing seems safe when a Blood-Sea Stalker is near.
The Herculian Behemoth Beetle is roughly the size of a normal hound, more so the size of a Bloodhound. Despite the factor of their being much larger insects the hidden parts of the realms, the name of this Beetle comes from it's astounding strength and feats. It denotes itself to be that of like a massive Ant. It can lift and move things many times it's size and weight with relative ease, making it a staple to be trained for merchants and cargo jobs in cities that don't mind having active Insectoid workers. However this also makes these Insects a terror in the wild, as one could easily heft a grown orc and pack it around at it's leisure.
This creature has never been given a proper name outside of it's scholarly name, due to it's nature of being extremely indecipherable as an Insectoid. One day one will be calm and unassuming to people, the next another will rampage for weeks on end destroying all it's path. These beings are among the few most unusual insects the realms have to offer, and their bodies show it as well as their nature. Their colors are non-patterned, random to each and every individual of the species, and completely unknown to how it is achieved from one generation to the next with hatchlings. The only solid factors of these creatures is that they lay eggs by the dozens during their mating cycle, they contain a natural neuro-toxin in their mandibles, and they often stand a few meters tall with ease among their species.
Named after a once famous knight who favored the ideal of Defense over anything when in combat, this beetle seems to be his natural recreation of spirit and ideals in the form of Insects. Much like their name-sake the Drakilian Beetle is an armored monster laced with thick Chitin said to be stronger than Mithril from head to abdomen. These often brown and black bugs also feature long arm-like legs that jut out from the front of their thorax and sport small pincers, however they also walk on these legs, but their nature is more versatile. The Pincers can grab and move objects with ease of their strength and size, and the heavy-set chitin armoring of these arms offer great weaponized-potential as the Drakilian Beetle often shifts it weight from side to side while using the heavily armored arms as clubs against prey and predator. The other unique concept of the Drakilian Beetle is that their size can be bred with an almost perfect science. If a large wild Drakilian lays eggs, and then the eggs are moved to a small box, or room, or environment, the eggs will still hatch, but the Beetle's growth-cycle instantly adjusts it's development based on the living space, and they will retain a specific size relevant to what they feel is their "Ecosystem." This has spawned various purposes for the Drakilian Beetle, including guard-dog positions, armored Mounts, and even underground Drakilian Beetle fights, ranging from sizes Tiny to Titanic.
Despite it's name, it is not the size of an actual Cathedral. It is the size of a slightly larger than normal Butterfly, but it gets it name from it's body and appearance. It appears to be made of brass, and is designed much like intricate Religious paneling, while it's wings are marvelous stained glass artwork. They are unique to each member of the species, no two are alike, and they come in all range of glass tint and color. These were not a naturally occurring species in nature however and were created by a Wizard no long lost to the history of these beautiful beings. He created the first few as Knick-knacks and brought them to life with magic, and they danced around his living quarters and home. He quickly learned he had bestowed a gift unto the beings though, and within time one's cycle came to pass. It died, but it did not pass on, rather the body of the insect rebuilt itself into a marvelous Pavillion-like cocoon and inside it harnessed the magic within the previous being's life, and within a few week the cocoon disassembled itself into a small Cathedralian Caterpillar. It looked odd at first, made of brass and glass and inching it's way about the world. Then after some time it repeated the cocooning process and completed it's cycle, turning once more into a Cathedral Butterfly. This was not their only gift though, as the Wizard soon discovered a pair could harness their innate magic to replicate a cocoon, and birth a Caterpillar. This allowed the species to populate and become a thriving organism of Magical nature. Now these majestic insects are sought after for their beauty and their capabilities, as they hold a few secrets.. should certain mages decide to endeavor into their nature.
Quarus Queen Bees are adorable and lovely, once you get past the menacing looking Stinger. That is the key to this species, for their "stinger" isn't a stringer at all, it is a deterrent for any predator that might try and prey on any Quarus Queen Bee. It's actual purpose is to produce a wax-like substance that is then used by Worker bees to construct a hive, OR, be used by Kings to induce fertilization. The Kings are all but a sterile Bee until the Queen releases her "Fertility Brew" for the King to ingest, and upon doing so he begins to become fertile for a time, in which he and the Queen will mate and reproduce, but the effect is not permanent. This limits the growth of a hive to the desires of the Queen, and ultimately makes this species of Bee the most matriarchal of all. The Quarus Queen Bee is roughly the size of a large Dog, often able to ride on the shoulder of it's owner like a large fluffy pet.
Despite the fact it isn't actually an Arachnid, and it only has six legs, this Insect gets it's name due to it's ability to devour targets; swallow copious amounts of the target's blood; then "spin" a web comprised of a Gel-like material. This material has been examined and is said to be a combination of blood cells, proteins, and a bonding fluid that creates a thickening gel. The webs are less for catching prey and serving as a home and feasting table, more so the Engorgous Blood "Spider" spins this fluid in small spaces to provide a covering that filters the air of it's moisture and then allows the gel-like material to swell with water. Due to the blood cells this acts like a blood vessel and the proteins inside have the unique effect(when this swelling occurs) to activate a reaction that releases a pheromone that attracts Mosquitoes and other blood-sucking insects. These of course are the obvious prey of the "Spider."
The Chitin-covered Arachnid is a fairly simple arachnid when it comes to the complexity of many creatures in creation. This large Arachnid, often the size of a small horse, is covered in chitinous plates that protect it's body and it's webbing is large and strong, unable to be severed by the more crude and simple blades of man. It takes a honed edge to escape the silken-spun traps of these Spiders, and even if you manage to cut your way out, you are then faced with an armored, venomous, eight-legged horror who wants nothing more than to drink your bodily fluids.
The Risperian Scissor Beetle is a small Beetle, the size of any other Beetle native to the eastern lands, but comes with the added feature of being able to snap metal with it's mandibles. This Insect is no bigger than a biscuit, yet it's mandible pincers can sever metallic rods and cut through sheets of metal with enough time. This insect is known for it's unique abilities and has been studied to reveal the fact that the insect's mandibles utilize it's diet to gather and form an iron-alloy-based metallic coating over the cutting edge of it's mandibles. This alloy is extremely specific to the insect alone and all tests to recreate it has been unsuccessful. While these things are often just used as party tricks to cut coins or such, some magicians have been known to find various other uses for them.
The Grave-hive Hornet is a cousin to the various vesper species that exist in the world, the only difference is that these Hornets favor a singular place for their hives; Corpses. They burrow beneath the flesh of corpses and use the rotting insides as fuel for their waxy hives, which is produced through devouring the decaying innards and creating a putrid gel of regurgitated innards and hornets saliva. This combination forms a strong wax and seems to also preserve the inside of the corpse, causing the corpse to become a mummified husk from the inside out. These Hornets are of average Hornet size of course, but feature shield-like arms to allow their burrowing and hollowing to be extremely efficient.
Kavinogs are monstrous worms that live deep in the depths of the rocky earth, said to be myths of the days of old, but they are far too real. Kavinogs are often referred to as Earth-Eaters, as they are giant burrowing worms that chew through the ground and erupt beneath their prey, devouring them whole or chasing them for miles on end until finally out-running them and causing the tired prey to fall into their maw as they gnaw the ground beneath their feet. The Kavinog is a massive entity, stretching for a couple miles from head to tail and being at least three bulls wide with a tapering to the tail. They are biologically immortal, never dying from old age or time, rather when a great span of time comes to pass they hibernate for an undetermined amount of time before awakening to enact their hunger upon all the prey they can find once more.
The Fung-musk Beetle is a gargantuan Insect, larger than most would ever assume from a beetle. It sits at roughly the size of a covered carriage wagon and features the unique effect of giving off a musky scent and a profusely smelling liquid that generates the collection of fungal growth. When one is tamed it can even be made to give off unique variants of this scent and liquid to grow specific fungi in large numbers and sizes. This makes the Insect a staple among Shamans, Magicians, and herbal healers, but also denotes the nature to be fond among poison makers and ritualistic cults involving fungi.
A distant cousin to the many Arthropleuri species, the Aquapleuri is a water-based cousin that snakes and squirms through water until it finds a dead fish, rotting piece of meat, or other small creature, and devours it. These insects are roughly a foot long and barely wider than a small knife. However they tend to swarm in the water unlike other Athropleuri species and they feature a strong neuro-toxin in their spines and mandibles just like their cousins. Though this species is rare and usually only found in swampy waters.
Despite it's appearance, it is in fact an insect and a cousin to the Locust species. However man's meddling in nature has transformed this insect into a creature of odd being. It was once a simple locust with a few small spines and a meager life, but due to a magical anomaly affecting a far off forest, the species of locust there was imbued with great magics and turned into the creature it is now. They are roughly the size of a Falcon and sit curled up like a loaf of bread on trees to disguise themselves. The green layer on their back-side is a thick exodermic skeleton of plates that are extremely strong but movable. This allows for the balling up to go without harm to the insect. While the species is still a Locust, the Green-back Locust no longer has a diet of solely grains, it now finds a delight in the flavor of bovine blood. This is an oddity as it is often found swarms of these insects will attack a farm for it's live-stock, THEN it's grain. Which begs the question as to what caused the insect's change in diet, and it is likely tied to the magic that happened upon it so long ago.
It's adorably cheesy name is no counter to the true beauty of it's actual form, and it's creation. Similar to the Cathedral Butterfly the Ornate Hornate was made by magic and a desire of a Magician, however it was not made for the same reason as the Butterfly. The Ornate Hornate is a wolf in sheep's wool, for it's true design is that it's hornet venom is actually Mercury and it is a magically modified naturally formed Mercury from inside the being which will cause full death inside of a few mere minutes, even on an Orc or a Bear. This Hornate is a powerful insect with a truly evil nature behind it, made by magical assassins who desired to do nothing more than create the most subtle killer possible.
Grodburgs are long, red and black, evil looking insects that range between several inches and several feet long, however the Broodmother is the most fearsome of these Insects, not the Warriors. The Broodmother is usually a couple meters long, several feet wide, and boasts a tougher armor than the rest. She also features strong spear like arms, and an acidic saliva which she can spit out at a range. Should she get her arms around prey, she can hold them in place with a powerful grip, or choose to squeeze them until her arms slice through their body and bleed them out, or should the Broodmother prove unable to severe the armor or skin of the prey she will have no regret delving to the dark nature of spewing her saliva onto them and into their orifices to erode them until nothing is left but bits and baubles of their body.
Sandlions are large, dog-sized, insects that dwell in mountains and deserts. It is in these places that the Sandlion burrows it nests and foxholes awaiting for prey to grow near. Once something is close to a Sandlion it will erupt from the ground and latch onto the prey with it's large mandibles and it will fight and squeeze until it has slain it's food. These insects are simple, but dangerous and they should never be underestimated. Where there is one Sandlion, there is a colony.
Vesperachnids are a genome of Insect that exhibit extremely obvious features of two common families of insects; the Vespids and Arachnids. However the Vesperachnid is related to neither family, and is actually a family all it's own, with no relation to any previously known species of Insect. There are rumors it was created, there are rumors that it is a lesser evolved cousin to an ancient race of sentient insectoids, and their are even rumors that believe the Vesperachnid is an unholy creation sent to spread across the world and then enact some demonic plan when the right time comes. All of that is merely here-say though, and the only known fact about the Vesperachnid is that they utilize a paralytic venom so strong, it can seize up an elephant in two bites. The Vesperachnid is roughly the size of an Orc Male.
The Hallow Shire is a majestic equine creature to behold in person and it's majestic nature only fits it's rarity as a being. The Hallow Shire is a unique magical horse, one of which few herds have ever been found and actually recorded. However these beasts are very much real as extremely wealthy Nobles have them around the reaches of the Apothicus. They are a magnificent breed to have for reasons other than thei beauty. They have become a bit of a social status icon, as well as they don't seem to be winded easily. They boast a great stamina and speed for their stature, which is rather wonderful as they are a lean breed. They stand at eight feet tall at the head and are several feet long.
Named after Sei Ostavis himself, the Ostravian Owl is a magical beast who stands about a foot and a half tall. It's wing span is several feet from tip to tip and it yields a dense feather scheme. These feathers are marked with symbols and rune-like accents and amidst the forehead of the owl a third eye sits closed. When the third eye opens it emits a wisp magical haze, and the color of the haze seems to have different meaning for it's personality and magical nature. Originally they only knew of Blue Ostravian Owls, but they soon discovered green, yellow, red, and pink. These Owls are said to be very intelligent, to close degrees completely sentient, and many travelers say that Blues and Greens bestow types of knowledge on passer-byers and wanders. However It is said Red and Yellow with affect passer-byers with false knowledge or betrayal, and the Pinks.. are said to be the worst of them all.
Lepifaerian are a cousin to the Lepsprey, but are actually Magical Beasts. They are an enchanted, adorable, rabbit breed that have feather like fur patterns and unique green or yellow coloring. They fly using a combination of magic and fur-winged ears that they flap slowly to hover and loft around through the air. They aren't truly sentient and aren't the most intelligent creature in existence, but they are useful and fun companions. They cast whimsical Cantrips and often share magic that seems Faerie-like in nature.
The Aether Cat is a medium sized magical off-breed feline that was warped by magical meddling from another plane. Now the Aether Cat species is a staple predator in certain ecosystems and Rifts. These felines harness the ability to make themselves blend into the nearby environment, pitch their feline voice from locations other than their own, and create wisping doubles of themselves to give the illusion of a Pride of Aether Cats. They are roughly the size of a Cougar, and feature far more enhanced senses than most other felines of their size.
It was originally believed to be an Elemental of Nature, but due to extensive study and a large number of encounters among those who roam and dwell within great Forests, it is come to be understood as a magical incarnation of Forest life. It doesn't exhibit the standards signs of an Elemental's behavior, for it doesn't seek power in it's element, it doesn't strive to force others outside of it's element, and it doesn't invoke the very word of it's element as an attack/defense system. It merely exists as a being, who happens to be comprised of an Element, and while many Magi Academics believe that is basis enough to label it an Elemental, study has begin to show that this creature may not be a magical creature that is naturally spawned such as Elementals are spawned. It may be an artifice of magical tampering.
The Lightning Elemental Archon is a Greater Elemental, one with power surpassing almost all other Lightning Elementals that inhabit the Realms. This Archon is constantly followed by a storm, occasionally massive and brewing for centuries, but mostly smaller and more localized. These beings appear for few reasons, but their reasons are always powerful and compelling to the world of Magic and Man. They strike swiftly like the lightning they embody, loud like the thunder that follows them, and with the fury of a super-cell Storm.
Raiju are a species of Lightning Elementals who often shape-shift into smaller carnivores, usually Foxes or Jackals, and they use their small, playful, dexterous bodies to empower their natural traits. Their speed, power, cunning, and trickerster natures are heavily embodied in the forms they take, and Raiju often take different forms with depending on each Raiju's individual personality. Raiju aren't Greater Elementals, despite the power they might be able to obtain over time, and while some strive for it, even once it is gained they don't use it for great power like other Elementals, rather they savior the power they gain to become entities that can transcend many platforms of reality to ensure their mischievous nature is perceived on all planes of existence.
Grim-Bound Waters is an Elemental that has interesting powers and an even more interesting origin. Originally Grim-Bound Waters were peaceful spirits of Lakes, Rivers, and even Oceans, but wars and murders and death wrought in THEIR waters twisted their beliefs and their forms. Peaceful waters turned to torrential maelstroms and their waters flowed with the blood of the innocent. In the Spirit's anger they harnessed the power of the pure fallen and wrought themselves with the revenge and anger of their waters and the deceased. This transformed them into what they are now, their appearance exhibits a few pieces of the fallen within their forms, and they are Haunted Elemental whose water is now used to enact an ancient vengeance.
Ocean Elemental's are a form of Greater Water Elemental who harness the cal soothing waves of their waters to grant peace across lands and people, but should one be disrespected or done wrongly, their forms enact a great power upon their foes. They can smash, crash, and pound their opposition into death like the crashing waves against shoals. These entites tower greatly like tsunami wave over the world as they rush inland.
The Gleaming Night Reaver is a magical creature that was spawned by a master Archmage eons ago, and it's creation was for a sole purpose: to reap the life of it's assigned mark. These arcana-blade wielding constructs are forged through a ritual and forced to embody the will to kill a target or series of targets. Once this is done most fade away or stay by their master's side to continue their service. However some have been spawned and then unleashed into the world without a mark, this causes them to be magical creatures that attack anything they encounter no matter how big or small, how powerful or weak, and no matter how innocent the foe may be. It will slay all things in it's path until it is brought down.
Apothicus Sentinels are a Magical construct created at the rise of the Infinity bridge. These Sentinels are magically empowered suits of armor that are under the control of Master Magi in the employment of the Iron Hands.Some are even personal constructs forged for private clients or even personal use as body-guards. Sentinels can be embodied with various forms of magic to give them multiple styles to enact on the battlefield and in presence of their controllers. This can be anything from combat elemental magic, controlling manipulative magic, and even subservant magic used to make the controller's life easier.
Half-Dragon Beholder's are actually much smaller than their pure-bred cousins, on both sides of their blood. A Half-Dragon Beholder sits roughly the size of a catapult, and launches projectiles and rays more powerful than a pure-blood Beholder. The existence of a creature such as this is a mystery. Beholder's center eyes are natural anti-magic catalysts. However Dragons are among some of the most powerful magic entities in creation, and while normal Beholders don't retain the ability to use normal magic, Half-Dragon Beholders seem to be able to do so. They are both immune to magic cast on them so long as their eye is intact and have the ability to use normal magic as well. This is of course along side their Beholder powers of rays and beams.
Half-Dragon Displacer Beasts retain all natural talents and strengths of a Displacer beast, with added bonuses from their draconic power. They exhibit the will of Draconic personalities as they now enjoy hoarding material possessions, but their strongest advantage is they now sport the strengths and resistances of a Dragon at the agility and size of a Displacer Beast. Their invisibility intact, their cunning, intellect, dexterity, and prowess all accented by the magic and power of Draconic blood.
The Archon of Arcana is an Elemental Archon of the a very unknown variety. It is an Elemental of Arcana itself, a mystery to magi all across the realms, how and when this being came into existence is entirely unknown. It seems to feature and boast mastery of unlimited Arcana potential. It is as one would imagine an Archon in their truest form, unrivaled and unexplained power in their composition wholly. This Archon can do everything from bestow magic onto non-magi, or strip away magic from those who it desires to no longer have such ability. Only one of these Archons has ever been encountered, and even then the event of it' encounter seems like a dream. It towered over all of creation, a being so massive it dwarfed a nearby mountain. It's voice whispered like a humming song, and it's hand extended with the smallest point of it's index finger touching the adventurer's forehead. The Archon had granted it Magic, but the event was hazy to the adventurer when it realized it had passed out and awoke miles away in a tavern. The only proof of the event was the magical talent the Adventurer now possessed.
This stoic being is an Elemental of Nature, often referred to as Elemental of Life, Nature, and Stone. The Ever-Live Guardian is a rare, indescribably rare, type of Elemental which wonder the heights of trees, plains, mountains, grasslands, plateaus, and all forms of living ecosystems. There they protect and care for all living creatures within them. They are never aggressive unless provoked by a force seeking to hinder the lives of beings inside these eco-systems that aren't natural. Few have ever been seen, and only one was ever noted for having been seen being aggressive. It was said to have waved a hand and wiped out an entire army of undead soldiers. It is believed it wiped the army away from this realm for it's undeath and the destruction the undeath wrought on the living.
The Obsidian Gargoyle is a Magical construct that has both a nature of reality and a nature of magic within it. A Gargoyle is constructed beforehand out of chosen materials and schematics, then once built it is brought to life to serve using magic. The more detailed and definitive the schematics and structure before the magic is involved, the more powerful the Gargoyle becomes once it is brought to life. One made of stone will be forced to crack and shatter parts of it's body to obtain movement and thus hinders it's physical form, but if one is constructed with joints and movable features, it's physical form is powerful and the magic empowers it further.
The Terratsune is a mystical fox-like Magical Beast that is comprised of nature. It uses beautiful pieces of plants and nature to create a physical form of which is said to make the soul sparkle when you lay your eyes upon it. They are passive creatures, playful and often social, but it is known that when one is disrespected or treated poorly they can lash out with a power said to be untold by their looks. They are deceptive in that one way, their appearance tells nothing of their other half.
"The Pale Horse" the steed upon which Death himself is supposed to ride when claiming a life from this world. Death however is an entity less physical, and most would thank the same for the so called Pale Horse. However the myth and tales are just that when referring to this Magical beast. The Sinister String Steed is an equine wonder, always a white or pale off-white color that causes a darkness to sink into your very heart when you look upon it's stride and it grows near. The very hair which should form a mane has been naturally winded to be perfect strings and it's head's shape is that which would create a harp. The strings magically pluck themselves as the beast lives, constantly giving off a tone for the action. When still and eyeing down another entity the strings are slow and eerie, when galloping upon a person or entity they speed up and cast eerie rhythms across the air with a rising tempo that would cause hearts and minds to shutter in fear. This beast has been known for being passive, but it is said to be drawn to death, and when something dies close enough for one to sense it, it will ride until it finds the fallen. Once there it will produce a sorrowful song to send off the decease for riding off and vanishing without a trace.
Virni are not to be messed with as a joke. They might be small, reaching only a quarter of a foot tall, and appear adorably cute and cuddly. However they are not something to be messed with or ignored. The moment you encounter a Virni you should respect it, praise it as a being of power, and grant it a few gold coins as homage to the being's grace. If one were to not do as such, it will immediately seek repentance from the one who has done it wrongly. The precious gem within their head, which can come in all forms of gem and shape, will glow and the Virni will enact powerful magics on those who have done it ilk until it sees fit. One should NEVER disrespect a Virni.
Their appearance, their name, their size, and their personality are all adorable and that isn't a trick when it comes to the Emberfluff. They are a creature of gentle nature with kindness and cuteness in their hearts. They are often referred to as Fire Mice, as they are a mouse-like magical creature which can control, summon, and manipulate fire however it desires. They make adorable pets capable of being trained to do tricks, including elemental fire tricks. However some others have tamed them for less reputable uses, such as assassination and thievery.
The Greater Fire Elemental is among the most powerful of it class, being the highest ranking fire-based elemental with only the Archon class sitting above it. Many of the Greater Fire Elementals enjoy showing the raw fury of a flame's nature for their displays of power, but few have been known to show the pristine crisp affect of a flame. The control of a wisp flame that lashed out with perfection and precision to mark only the target and not the land around it. These Elementals are heavily misunderstood, with many saying that all of them are evil and will attack on sight. Despite these notion and accusations, there are many which only fight to protect their land or their cause. Granted there are some temperamental Fire Elementals, but it isn't due to them being evil, it is just the nature of a flame to seek more fuel for it's brilliance, in light of that something must burn to further the fire's growth.
Kodama are lesser elementals that inhabit small forests, often living inside the trees. Their appearance shows the beauty of their habitat, often they have rotund bellies with blue glows and are cool to the touch to show off the water in their streams or rivers, with beautiful flowers covering their head, or back, or arms, or at the end of their tail. They feature bark for skin to showcase the strength of their trees, and a mane of leaves to let everyone know the volume of the tree canopy, but the one thing that is unique to them is their masks, which are actually their face. These are often similar shapes, but have extremely specific markings for each and every Kodama. This helps to discern which is which, as many Kodama can live in the same habitat at a time. Their masks serve as a name-tag between themselves, as their physical appearances will nearly identical.
A forest is the heart of an eco-system, and the heart of the Forest is it's guardian Elementals. They often reflect their home in their appearance and powers, the mightier the forest, the mightier the Elementals that protect it.. but what happens when man burns that forest to the ground? What happens to the heart of the forest? It burns away into cinders and ashes, but it doesn't die. It gets reborn anew with the fires of hate and forges a new path of vengeance. The Cinder-wood Elemental is that very Heart, when a forest is burnt wrongfully by man or meddling monsters, the Elementals there will die off, but those overcome with the pain of their lose and the anger of what has happened will be forged by the flames into a new elemental, one capable of seeking out retribution for what has happened to it's home.
The Yellow Figure is a magical entity that is shrouded in more mystery than most entities in the Realms. Little is known about the being altogether, save for it's one desire. That desire is to take the mind of a person and pass on the presence of the "Yellow Mark." When the Yellow Figure encounters a being, it will show them a medal which bears a unique mark. It will speak a single sentence: "Have you seen the Yellow mark?" Then the entity eyes will fade into a dull yellow, and it will take a medal granted to it, and it will proceed to do the same thing, it will do so until entire towns are under it's control and then... the people will vanish.
Native the terrain and region located around the town of Silvershire to the west, these wolves are magical beasts which feature the power to empower and strengthen themselves when they grow enraged. Their forms change to some degree varying with each lupine, and their nature becomes ten-fold more fierce than it was before, and by no means are they loving puppies. These wolves can be tamed, but it involves dedication and power, the will to dominate one must be surpassed by their own will to dominate other entities, and few things can match these creatures in such a way. Their powers often reflect a will to fight until their last breath, until the last drop of blood seeps from their body, and until they can no longer hold themselves up off the ground. These wolves are often large, matching that of what most call a Dire Wolf, which ranges between two times to three times the size of your average wolf.
This lion-sized lesser Dragon favors the coasts, islands, and sandbars of Asloria for it's bountiful reefs. There this Dragon can be found dipping it's head into the reef's nooks and crevices fishing for food. It often uses it magic to walk and dance atop the water, and there are rare occasion where two will cross paths and preform a beautiful sight that has been come to be called: "Reef Ballets." These ballets are preformed for hours on end sometimes with two of these dragons facing one another and prancing, darting, and leaping about with one another until they grow tired. However these beasts are not all nice, they do have the capacity for anger and will fight if the need be, with a great power over water and air, they can drown their foes in a monsoon if the need arises, so it is always best to be on the dragon's good side.
Ember-fur Dacanians are by far one of the most chaotic non-demonic entities in creation. These magical Lupine feel no control in their hearts and they spread their fires unendingly until all in their wake is nothing more than charred flesh and smoldering ashes. They seek to hunt and kill everything in existence and little will stop them from this cause. They average the size of a slightly larger wolf, but offer a nature more savage than one could ever imagine out of a natural wolf, and they are only out-classed in this way by one creature, their darker cousins from Silvershire.
These ancient beings are hulking entities of Feline nature, with the control over all things fire. However unlike things such as fire elementals or Ember-fur Dacanians, they don't boast an elemental presence of the hearth of fire, or the will to kill and destroy all things. Rather these magical beasts serve as ritualistic ancients which offer up service to those who prove themselves worthy of the great flame of the Faiaraion. If one is to be called worthy, they are granted great knowledge of ancient pyromancies, the truth of flames as a magic, and the favor of the Faiaraion as an aid to combat, rituals, and progress.
The Uroshian Chimera was an artificial Magical Beast created by a wizard long ago when he attempted to create the apex predator. In his attempt, he used magic to separate the most lethal and powerful aspects of several species and placed them together in a ritual to create the Uroshian Chimera. This process combined the following parts: Snake Fangs, Ram Horns, Scorpion tail and venom, Eagle talons, lion claws, and various other parts of these creatures to create the final subject. This gave way to the Uroshian Chimera, however the Wizard wasn't pleased with one, so he created a second, a female, and allowed them to breed. However it became apparent that he didn't know how that would go. The result was an egg-laying process like a snake, but with the numbers of a lion's litter. This allowed them to breed a litter of roughly seven to eight younglings at one time, and the other unexpected nature was that inside of two months, they have at least three mating cycles. They quickly out-populated the Wizards desire, and he was unable to kill them off. The moment he attempted to harm the eggs in any way, the sire and broodmother instantly turned on him. It was without care and proper thinking that this wizard created a powerful vermin deep in the southern regions of the lands.
Perytons are magical beasts which are often found in flocks, and often sighted flying high above cities and old ruins. They favor these locations for they offer the ability to grant guidance onto those who are able to step up to a Peryton without it getting scared and flying off. Should one achieve the blessing of a Peryton and reach it on foot without it fleeing, it will grant them a clairvoyance to that which they most desire at this very moment. They are an old species, gifted with power and wisdom, and the limit of such is truly unknown. Some have said they were granted clairvoyance to see their soulmate, while others have said to be given visions of their next meal. How this power works is clouded in many unknowns, but it is a benevolent power indeed and is never used to harm a living being.
Chamealodons are a magical beast who are more or less heightened classed Chameleons. They retain similar traits of their lesser kin, but feature a now large, human-sized, bipedal body which supports their combat heavy lives. They also retain the power to change color for camouflage, however the ability can be taken a step further to distort their own body and appear wholly invisible. This ability gives them a great advantage in combat as they can do so almost instantly and slip in and out of combat with ease. Should they so desire, they can also distort their appearance into that of beasts, entities, and people of a sizes similar to themselves.
White-Gilded Harpy Swans, also commonly called Beauty Birds, are precious creatures favored for their grace within the air. They dive, swoop, and glide with the grace of a Ballet dancer and the look of a Corsair Queen. They average the size of a large blood-hound, and they favor beautiful places. Flocks of them will naturally migrate to well-kept courtyards, palaces, and pristine natural beauties. They are said to be so beautiful, that Kodama will work for years to create a place so naturally beautiful it will attract multiple flocks to their lands.
The Abyssal Ooze was originally a black Ooze, but this creature is malformed, changed, augmented. No longer is it a mere black Ooze, now they are twisted magical beasts that have been affected by dark powers and magic. Whether it was intentional or not is unknown, but it has happened and now a unique breed of Ooze is found rarely in places touched by darkness and the mysterious forces of other worlds. They Oozes gained a giant eye in their "head" and are often spotted with large magical shields or breastplates. This is an extremely odd trait among Oozes as they seem to actually wield them with a degree of effectiveness that surprises and causes them to fall quickly to these predators of oddity.
These beings are a rarity, only appearing commonly during a specific times for various regions and locations. These entities, referred to by the time of their appearance, arrive and are seen during the Hallow's Eve of harvest-time across the lands. However it isn't about the true "Hallow's Eve" that takes place at a specific time on the calendar for all creation, rather they appear at the end of the Harvest Season for each region and location, making their arrival unique for each area of the world. However this doesn't stop them from being a problem, as they are terrors waiting in the night with their eyes of hollow orange flickering in the night behind the wooded line of the forests. They sit idle and wait like scarecrows in their hidden huddles, and when the farmers are done working, for a week long period, night after night these maleficent beasts harass and terrorize the region they have been raised in until the Harvest Season closes, then at that very moment of sunrise on the day of the Dawn of the closing season, they fall to shambles with no signs of life and no trace of magic. They become nothing more than a fleeting thought that they were animate mere hours ago.
Pronounced "Stay-Roe-Vee-Key Vel-kay BA-Sh." This creature is even larger than it's normal name-sake, and this is likely due to the magics infused within it's body. It has been changed and empowered to become even more of a monstrous hunter. It features four ears now, rather than two, it's eye-sight is sharper, it's sense of smell is keener, it's claws are more bloodthirsty than ever before, and it's body writhes with the magics contained inside. Small patterns of runes can be seen glimmering across it's body occasionally like the glowing opalescence of a gem or freshly polished armor. The silhouette of these creature has changed slightly in their magicall warped nature, as they now boast a taller stance and a body that seems slightly more humanoid. They are more ruthless and more blood-hungry than their lesser variant, and the thing far worse than that is they have been seen using magic. It seems that the magic inside them are not just a result of changing them, but seems applicable as a tool in their hunting patterns.
The Bragon is named more so for it's appearance than anything. It has minimal merit as an actual dragon outside of that aspect of it. It retains only the most basic nature of that of a dragon with the ability to breath a unique magical weapon, and fly. Everything else about the creature is more so related to nocturnal hunters. It is obviously a nocturnal beast, prefers to hunt unaware or sleeping prey, and is often found near more rocky locations for the use of caves and the like, but the matter of it all is that the Bragon is roughly the size of a house cat. The larger ones are barely any bigger than a medium sized dog at best. This coupled with the fact that their personality is far more playful than any dragon, and it is made obvious by the way it loves to play with it's owner.
Hell Spawn are among some of the weakest classes of Demon, as they function as mostly bulk for the demonic Hierarchy. They are drones trained to wield all class of weapons and unholy magics to form armies, battalions, and units of demonic soldiers. They are the weakest among the realms of the Unholy, only trumping lesser spawn such as Imps and the like, but they are still powerful compared to the many in the mundane realms.
Despite their name Shiver Matrons are not very high ranking Demons, in actuality their name comes from the personality they have when engaging with an enemy. They speak as if they are trying to nuture the fear within their opponent, trying to raise it and coax it to be a mature force upon her enemies. This works for many lesser trained adventures and lesser trained adventurers. They boast four arms with razor sharp claws streaming from each hand and an agility that is hard to match even by high mundane standards.
The Ghaidos is a demon spawned for the sole purpose of seeking out hefty guilt on the Hearts of Mortals. Once it has searched it out and found it's source, it will strike deals for hours on end if need be to gain the guilt-heavy soul of it's tracked occupant. This soul is powerful in the Ghaidos, for they relish guilt and feed off of it for not only power, but prolonged lives in the realms of the Unholy and for status among other Ghaidos. The more guilt one consumes, the more noticeable it is among other Ghaidos. This establishes a sub-hierarchy among them outside of the traditional Hierarchy the unholy realms provide.
Blood Fiends are a middle class unit of Demon that come in smaller numbers, and often in packs. However they are rarely used due to their nature and when they are released it is not at the beginning of the fight for certain. The Blood Fiends are released after a fight has been raging for a while, as the more blood is spilled and about, the more ferocious the Fiends become. Blood is their power and their weakness. The more there is, the stronger and more ravenous they become, but they become unruly. They are often put down by their own masters at the end of a fight due to their unruly bloodlust.
Chuul are abyssal hellspawn that resemble something of an insectoid-prawn-like being. It is honestly one of the few mistakbly non-demon-like Demons to come from the depths of the Unholy realms, however it is one of them and is a fierce creature. It hunts down foes and grabs them with it's pincers and drags them back to their nests and their gates, making these creatures soul harvesters in one of the cruelest ways. They bring their victims back alive and let them die inside the Unholy realms themselves, causing their soul to be trapped and then harvested with great ease. This makes the Chuul a prize among Demon Lords for effective soul gathering.
Even the Unholy sometimes retain their greatest features.. and that is the case in a caste of Demon known as the Honor-Forged. These Demons are the spawn of Knights, Warriors, and even Paladins and Clerics who fell in battle to a dishonorable opponent. The hatred of their own death, and the heft of their own honor, powers their will to fight and seek vengeance for this unjust act. However an unjust soul isn't always righteous and they often end up seeking out a Pact with the Unholy lords and Matrons, which then offer their soul for service in the wake of obtaining such vengeance. The soul is transformed into an Honor-Forged Demon, a hulking demon who hefts a sword the equal representation of the heft of their previous Honor, and with one swing they are said to fell forests and towers in the name of their vengeance.
These Spiders are both versatile and vile in their own right. They are a caste of Demonic creature that serve the Unholy Lords and Matrons to build spires, and the materials of the Unholy Realms, their webs can change upon a whim, from soft silk to hardened demonic stone, and this makes them the Architectural masters of the unholy realms, as well as masterful trap beasts. When these spiders are unleashed into the mundane realms, they lay traps unending in their commanded area, and they do not stop until they have caught every prey possible.
It's name is self-explanatory as this Imp was a breed designed to hit enemies at Dusk. It may seem like an oddity to the common person, and they would typically ask: "Why such a specific time? There is nothing special of Dusk." However they would be terribly wrong to say such things. Dusk is the hour of the waning sun, and as such the time of day is hazy for many creatures and entities. Their eyes have a hard time adjusting to focus in this waning light and it oftens calls for inactivity. This adjustment of the eyes doesn't effect most sentient races however, but Dusk does call for them to tidy up the day before resting themselves inside their homes and wearing down into the night, like perfectly well-behaved unsuspecting Sheep. The Dusk strider Imp uses this time of day to move through the lands and attack unsupspecting villages, tribes, cities, and adventurers out in the land. Their eyes are designed for Dusk, having unparalleled senses at this unique time of day, and an impish ferocity that gnaws at all living things.
Xdros the Jialer of the Living is one of the powerful Devil Princes of the Underworld Realms. He seeks to enslave all living entities and then subject them to torture, rituals, and demonic trials until all living things are beings of the Underworld Realms' control. Once all things are demonic he will cast them back into the realms of the living and take control of all planes and times. He will sit as the first King to rule all living beings, should he succeed.
Lou Shin Xei is the Oni King of the great Oni spirits. He is the most powerful and the most respected demon of his kind, despite his more simple appearance compared to others of his nature. His dark smile and feral appearance wreaks fear and horror into any and all who look upon him, which then allows him to feed and grow more powerful. His only desire is to unleash his Oni forces on all realms and wrought chaos and fear across the land, of which his kind will feed on for millenniums to come.
Barshadook is one of the greatest Generals of the Underworld Realms. His power and his story has been foretold for ages on end. His prophecy is that he will, solely, be the harbinger to herald the armies of the Nine main Underworld Realms into the material realms and subdue the world into the hands of the Unholy Leaders.
Marrow Feeders are gruesome entities born in the lairs of Demons as a Mistress of Espionage. Their appearance is wicked and cruel, the bones of prey and allies alike form a shell of pristine white around their bodies, and the blood and muscles of their bodies sit just underneath. From their heads comes a slithering tongue-like mouth with three fangs which burrow past the flesh of their prey, and straight into the bone. Their is where their power is strongest. As a Marrow Feeder indulges it's lustful desire for the flavor of it's prey's bone marrow, they also indulge in the memories and heritage of that prey. A Marrow Feeder can learn everything about it's prey in a few seconds, and it can learn everything about a family tree with only a few members of said tree. They retain every memory, every thought, every bit of information they gain is never forgotten.
Ue Itami, or Hunger and Pain, is an Oni demon which resides over the gluttony sin like a swollen pig rutting for more food. This demonic presence has grown so ravenous for more food that the only thing that sates it's hunger is those who have swollen themselves with gluttony. It hovers over them and emboldens their desires for things until their primordial sin is so strong it can't be resisted. Then this demonic monster will reveal itself and indulge in it's most delightful meal. It grabs it's prey with it's long meat-hook like fingers and drags them into the mouth on it's stomach and eats them whole, and alive. Then it merely vanishes and moves onto the next glutton-for-punishment.
Darkling Hounds are not Hellhounds. Honestly in their own right they are much worse. Hellhounds might be large and horrifying. They might be vicious and mostly unstable, and they might be unholy beasts that can devour all that we hold dear.. but the Darkling Hounds still have their own presence aside from the Hellhounds. These hounds can slip in and out of the shadows, quite literally, and stick to their prey as their shadow. The Darkling hounds are almost inescapable and yet that isn't the worst to fear from them. When they are lurking in the shadow of their prey, or in the shadows near their prey, they will fill their prey's mind with haunting visages and debilitating thoughts. They will wreak havoc on their prey's mental state and break them down into crying messes before devouring them. They desire nothing to ruin the psyche of the hunted, before indulge their material hunger.
"The Omujin Sand Sea" as it is known to outsiders, is merely one region of the continent of Omujir. The few who have ventured to this exotic and far off land have returned with only stories of endless sand dunes beyond the golden beaches of the eastern shores. To outsiders, The Great Sand Sea and the two eastern cities of Almarak and Nemensul are all that make up Omujir. If one were to travel to the west across the Great Sand Sea and all its oases they would discover great rolling plains in the heartlands, to the south lies the forbidden kingdom of Qatar-Shirai hidden in the scorched mountains of the Hravatan subcontinent, and to the north the true jewel of Omujir, Sekteph-Tirai.
Sekteph-Tirai sits at the end of the Tirain Peninsula, a stunning tropical paradise with no equal on the continent. Sekteph-Tirai has been envied over by the other city states since its founding. The city stands to be the most advanced out of all others on the continent, with its own sewer system, aqueducts, crop irrigation, massive dockyards, trade centers, libraries, elected government offices, religious tolerance, respect for new thought. One would find the birthplace of the Sektephi to be a place of peace and prosperity. While not a utopia by any means, the city and its denizens understood and embraced a concept of "strive for the betterment of all". Despite such benevolent ideals, the city was not without fangs, for they were almost always at war with the neighboring kingdom of Qatar-Shirai, the forbidden kingdom of the Qatari.
Qatar-Shirai, homeland of the Qatari, a violent and cruel race. Their kingdom which controls all of the Hravatan subcontinent, is a place of towering arid mountains with deadlands in the valleys below. As for the Qatari themselves, they are a race of nine foot tall humanoids of pure darkness. They appear as black silhouettes with intense eyes of glowing white. They share a hive mind and live only to infect others with their darkness. Not much is known about their civilization but it is apparent that their desire to conquer and infect is not inherent. A Qatari child, behaves as a normal human child, many scholars believe that Qatari are born with independent thought until at some point it is taken away by unknown means originating in Qatar-Shirai.
Omujir may be isolated from the rest of the world but it does see foreigners on its shores. The eastern cities of Nemensul and Almarak act as trade cities for outlanders, Nemensul more than Almarak. The two cities, while not at war, are fierce rivals as whomever receives primary foreign trade, has sole access to exotic goods and resources. Many times the cities have gone to war with one another, othen both seeking aid from the Sand Sea Oasis city of Omujin.
While Almarak and Nemensul wage war for single benefit, Jafria and Caita wage war for mutual benefit. These two cities are the vanguard against Qatari invasion. Caita sits along the border of the Hravatan subcontinent and Omujir, constantly fending off Qatari raids to invade into the mainland. If such a thing were to occur, it would be up to Jafria to defend the sand sea and eastern Omujir from the Qatari. As a result, these two cities came to an agreement ages ago to merge their city states into a single kingdom to better defend the continent. The Kingdom of Ardalta is the bridge between south, west, and east Omujir.
Lastly is the mysterious city of Zakata, to the far north, above the sand sea it sits above the jagged cliffs, away from the problems of the world. Quite literally no one has even been inside the city. It is completely self sufficient and capable of repelling any attack. In the past, King Rajyat the Tyrant, brought forth an army of five hundred thousand soldiers to the walls of Zakata hoping to add the fabled city to his empire. The siege lasted, some say, for fifty years before the tyrant king was killed by his own troops before deserting.
Religion of Omijur- The Origin: The major religion on the continent is a pantheon of gods known as The Great Ancestors. The religion itself is Sairatism. The belief is that the universe was created after a war between two groups of primordial beings known as The Akrava and The Tilumsi. The aftermath of their blood being shed into the cosmic emptiness created the world as we know it and the survivors, known as The Namun (Omujir for The Shapers), used the last of their very being to create a new state of existence, the gods themselves, hoping that thei children would be different and care for this new reality. The Lomasil (Great Ancestors) were left to watch over this world and craft it as they wished. Unfortunately not all the gods were the same. Some clung to the destructive, chaotic forces of their primordial parents and wished only to destroy this new reality.
At first the world was very chaotic as it was in essence the physical manifestation of the primordials chaotic being. The gods debated on what to do with their new reality. Time would repeat itself as the gods would split into two groups, the Kiir and the Ek-nafi. The Kiir wished to created an ordered reality, one with life that would value and reinforce the Kiir goal of preserving this world. Ek-nafi, desiring to return to their origins, sought to destroy this world. Before another war could break out, a member of Kiir worked in secret. Nairu, god of order, worked with Irili, goddess of night, to create a seperate world from the mortal plane. Upon its completion, Irili went to the Ek-nafi, claiming to have turned on her own people and created a weapon that would destroy the Kiir. She led them to a realm of perpetual darkness and once they were all inside, Irili sealed them within, and with Nairu's power, he made this reality inescapable. None of the Ek-nafi could break out. And with their defeat, the realm of darkness and evil, Qatar, was born.
Now with no opposition, the Kiir worked to create life, crafting the land, the oceans, the plants and animals and races of man, mer, and all other like. When they were done they found that they had more in common with their parents than they thought. Their aetheric energy had been diminished and so they retreated from the world to watch over as its protector. In return the mortals would pray to the gods, their prayers revitalizing them until they are one day fit again to walk amongst their children.
Religion of Omijur- The Practice: The Omujir believe that they are the protectors of this world, servants of the gods. Their religion is very complex with codes, mandates, traditions, etc but the basic principles are as follows: "The world is your ward, care for it. The people are your fellow guardians, do not betray them. Those who violate these two mandates, are the enemy, show them mercy and the error of their ways. As for its application into society, there is a caste system but not based on race or nobility but your trade. There is the Farmer Caste, The Warrior Caste, The Merchant Class, The Scholar Caste, The Priest Class.
They are as follows:
-Farmers are anything that produce product or care for the earth. They can be actual farmers, land developers, food distributionists, etc anything that deals with food for the masses or land being cared for.
-Warriors are anyone who fights for the proctection of others so soldiers, city guards, that stuff but not mercenaries or bandits.
-Merchant is those who deal with the exchange of money so not just merchants but accountants, treasurers, the sort.
-Scholars are researchers and explorers.
-Priests are Religious Leaders and Envoys.
Asloria is a province that encompasses the great city of Asloria, as well as a string of islands that branch southerly off of the Kingdom's mainland, and the province heralds over the Great Aslorian Sea. The Kingdom is a rather massive locale situated on a Mainland piece of earth that sprung up out of the oceans centuries ago. This massive stretch of land has been claimed entirely from one end to the other as the Kingdom, and thus walls stretch all around the piece of land. This piece of land is roughly twice the size of Apothicus, but lacks the grandeur of things such as the Infinity Bridge. As for the island chain, six islands branch off to the south with each one getting progressively smaller towards the end, with the sixth island being only the size of Apothicus. The Aslorian Sea is a marvelous body of water that stretches almost unendingly into the distance of the world. The horizons of the Aslorian Sea or beautiful paintings that rise up from the waters and plaster the world in an array of majestic colors.
As a whole, the locales of Asloria are infamous for many things, one of which however is there use of the Coral from reefs in the Aslorian waters. The use of coral ranges from small things to large, and from major to minor uses. Coral is an iconic marker of the Aslorian people and their presence in the world. They have made buildings out of massive coral pieces, however this rare and the buildings are often smaller structures. They have come to even use Coral as an accent in structures, to the idea of using smaller pieces as furniture, artwork, or even architectural accents in the form of crowning, shutters, and trellises. They have also been known to utilize certain species of Coral in combat, with a few species being strong enough to go through a weaponsmith's hands and be used as a base for metallic layers and reinforcements. However none of the coral is exactly good for Armor, despite the weaponized uses. This is mostly due to the weight and the way the coral would have to be cut and shaped to work as armor, and the result would be sacrificing all of the structural integrity of the coral.
Illiosia is an Ancient Aslorian City that was once said to be the Seventh Island of the Aslorian Island Chain. It was also said to be the second largest Island, but the most powerful. On this island were tales of powerful magicians, great works of magic said to progress the world into a new age, but before this work could be proven to the rest of the Realm, it was lost. Illiosia was lost to a great catastrophe when it sank to the bottom of the Aslorian Sea. Now it is only a rumor and said to be a tall-tale told to children and a folk-store for visitors to Asloria.
Grasio is the Coastal port on the third island in the chain, and it's name is a representation of the island as a whole, as the name for the town is the same as the Island. Grasio is the third largest island in the chain, and this makes it the middle ground for the chain of islands as a hot spot for those who want vacation but the Aslorian experience as well. Grasio is rich with the Aslorian culture and commerce, offering trade and activites rivaled only by the mainland of Asloria itself. Grasio is considered to be visited almost as much as Asloria, but for less political reasons. Grasio does the Kingdom wonders in the notions of trade as it is a hub for importing and exporting rarities of Asloria and the other lands.
High on a hill atop the great Western plateaus sits a relic of a time lost from the very memory of time itself. The only proof of it's existence is it's massive Monolithic Swords. These structures don't seem to have been built, rather they were in fact.. forged. Whoever or whatever left these blades in this location are titanic entities of which the world has never seen and as for why the made this location it is unknown. Man, Elf, and many other races all have varying names for this place in the world, and all have their own designs of that the location represents and is used for in this realm. Many believe it the starting point of creation, others believe it the location of a titanic treaty, while some races believe it to be a place for ascension at some point in their future.
Alrotharen Tribe
(Al - roe - thae - ren)
The Alrotharen Tribe (Or Alro, for short) is located on a peninsula on the south-eastern part of the continent. The terrain is mostly mountainous, however it is covered in thick forest that is mostly untouched by the outside world. The reason this place hasn’t been settled by civilised folk is because the mountainous forest contains numerous families of Dire creatures, such as bears and wolves. Such beasts makes civilised living almost impossible, but what makes this place truly inhospitable is the Alrotharen Tribe itself, or rather the rumors that surround them.
The Alro are described as spirits (Or evil spirits) that protect the forest rather than an actual tribe of Wood elves. Many who are brave enough to enter the forest are often scared away or never seen again. Some even go as far to say that The Alro have consumed the adventurer. However, this is hardly the case. The Alro are quite welcoming to those who respect the forest and its residents, it’s just that it’s quite rare to find an adventurer that does either of those things, thus they are removed like a parasite.
The Alro are not nomadic, but it feels that way purely due to their influence over the entire mountain range.
There has only been one scholar that has befriended The Alro, but despite his writings and lectures, he was deemed a mad man. The general populace enjoys creating stories surrounding The Alro, most of which are stories that are used to scare children into behaving.
Contrary to all of these stories, The Alrotharen Tribe is quite joyous. They enjoy celebrating nearly anything. From a child’s first steps to the death of an Elder. They do not see death as a sad occasion, rather they celebrate the life the tribesman lived, saying that they are one with the forest spirits once more. When celebrating they consume large amounts of alcohol and meats, which is of abundant supply due to the large populations of Dire animals in the mountain range. Celebrations are often followed by an extreme case of drunken lust, which doesn’t need to be described any further.
The Alro believe in the forest spirits that protect and guide their tribe; often their hunts and celebrations are dedicated to these spirits. They believe that those who pass away return to the forest spirits and are reborn within the forest, whether it be as an animal or another tribesman. Due to this belief, they treat all beasts with respect, even if they become prey. Otherkin are not regarded as true beasts and are not given the same level of respect.
Denmothers are regarded with the utmost respect and are never targeted by hunters. One such Denmother is The Denmother of Legend. A large, white furred Dire bear that is said to be the mother of all bears. The reason this Denmother is so revered is because The Alro believe that it is respected by forest spirits as it aided them in the creation of the world. The Denmother is seen as a sign of good fortune and health due to it’s immortality and influence.
All members of the Alrotharen tribe are trained Hunters. Those who are unable to become hunters due to disability or permanent injury are trained in other skills such as cooking, tailoring and music. Most Tribeswomen are also able to dance. Dancing is a major part of Alro celebrations which involves being dressed in flowing apparel, which glides with their movements as their dances involve majestic circular movement. These dances are inspired by the movement and flow of the wind and water. Those who are not in tune with nature will have a tough time being approved of by the Alro, even if they are able to replicate the dance perfectly.
Lady Stockton is a Silvershire born and raised Gal, but at an age of eighteen she sought more profitable work and left to follow tales of the great "Apothicus." Upon arriving her dealings and deeds were as young and pure as one would hope, but fate was cruel to a young woman seeking a new life. Now she resides as an Agent of Apothicus' however it is unknown whether her clientele and her business are Reputable.
Xeril is a master swordsman, considered to be the Apothicus' Underworld's own myth of rivaling Arlen. However that is untrue to the nature that Xeril isn't on Arlen's level of strength, but he is a master Spell-sword and a Sorcerer/Bladesmen on a level all his own. He stems out to learn new tricks and spell combinations that even an experienced Spell Sword wouldn't think to wield in their best days. Xeril runs a series of operations in Apothicus' Underworld, one of which is real-time exploration and research into new magical concepts and abilities. This often garners great wealth and opportunity in adventuring across the lands, and occasionally into the rifts.
Shadro Shoal-Reave is one of the many influential names in Apothicus and while his name carries weight in all corners of it, his name carries the most weight in the underground dealings of this infamous city. It is here that he is known as a fierce man who will snap a man's head off his shoulders for crossing his steps the wrong way, it is here he is known for sailing the most perilous seas for only a handful of coin, it is here that Shadro Shoal-Reave is a name spoken either in quite whispers, or thundering yells, but never is there a middle ground for his name. Shadro rules over the actions of importing, exporting, and moving goods that one would rather not have the guardsmen find on their vessels or person. His black-market and under-handed dealings supply a massive amount of riches to many private pockets across the land, Apothicus' resident pocket's included.
Holishur's race is unknown, as he refuses to grant anyone any knowledge of his origin or his appearance. He keeps himself secluded under a hood that shadows his face at all times, even in pure light his figure is unseen. He sports a mastery of Ice, Water, and mystical methods of using those associated with the element of Water. Holishur is a scecretive, quite, and mysterious figure, but he is an acclaimed healer in the Apothicus Underground. He speaks of the way water moves through a body, rushing waves that wash away the illness, injury, and pain from a body like a calming sensation of divine presence. He is by all means, a miracle worker in the underground's operations.
Name: Novella (Nove) Tatra Age: 18 Human Years Race: Human.
Equipment | x1 Black Tunic, x1 Black Trousers, x1 Brown Leather Belt, x2 Black Leather Boots, x1 Brown Coat, x1 Iron Sword, x1 Buckler, x1 Obsidian Pendent,
Personality | Nove Tatra is a warm-hearted youth who takes to individuals rather quickly. While not much of a conversationalist himself, he is willing, nay, eager to listen to the issues of others. His kindness tends to extends to not only humans but greatly to animals and other living things as well. Beyond this, Nove is forthright in most situations, reserving the option to fib for only the extreme. He finds it complex and tedious to keep up with falsehoods, thus revealing his simplicity. His intelligence is below-average due to his distaste for over-thinking. He, however, has balanced this out by sharping his instincts in the wild during hunts. Courageous and stubborn tendencies has earned him the moniker "Beast". If one was to factor in his impulsiveness being the door to new outcomes during desperate situations, he could aptly be called "The Beast of Possibilities". (Do it. Someone call him this please.)
History | Nove was born into a declining, cliff-side, village named: Farfall. Life was "normal" until his fifth year approached. With promises of seeing him again, his mother left with the essentials to adventure. His father, who despised her for it, constantly put down the choice; saying "Life is meant to live. All that woman will get is an early grave." Afterwards, his father became the timid drunk of the village. Townsfolk came to the home demanding payment from bets and tavern owners came to collect on bills. Before long, Nove had become the parent. But he was not fairing too well in that endeavor, his mind was too clouded with fanciful journey's and heroic titles.
Oddly enough, it also became apparent that as quickly as the man's debts would arise they become null. When he turned thirteen he discovered how his father performed the "magic". Over the years his mother, who held the beautiful name: Skova Tatra, had been sending them currency. He smelled the scent of a storm on the parchment, which left him baffled. Once his father had discovered Nove with the letter, he flew off into a rage and sent him to his brother's outpost to become a squire.
It was there at Talon Haven that Novella Tatra refined his knowledge of the blade. At the age of eighteen he returned to his hometown only to learn that his father had been ill for weeks. He spoke to his father, who left him with a choice on his deathbed. Either live a normal life, free of danger but filled with boredom, or become an adventurer and seek out his mother. His last words were both freeing and endearing.
"Follow your heart, Nove. Go to her, go to Apothicus. You were never like me and always like her... Live my boy."
Guild Ranking: Wood.
Misc: For reasons currently unknown, Novella is noticeably stronger than the average human. Physicians believe that his muscular system is more flexible and quicker to strengthen. He is also keen on animals and tends to befriend them quicker than he does people. Beyond this, his eyesight is a tad bit better than most but only marginally in the grand scheme of the species.
Goals: To find his mother and discover the other side of his heritage. However small or large the rift may be, he wishes to discover if he truly wants to live as his father or as his mother.
Appearance: Ayse's appearance meets what one would expect from a Salamander of the Endless Ones; a red, scaled, long coat over a white chiton. Her gray eyes only reinforce this image as they smolder like coals when the flames come to her call.
Equipment: Scarlet coat, clerical tunic, sandals, engagement ring, charred staff, dagger, traveler's pack, and a planar compass.
Personality: Ayse is warm, inviting, and carries herself with an easy and unhurried manner. She loves getting to meet new people and hearing their stories as much as she enjoys telling some of her own. She's willing to give almost anyone the benefit of the doubt provided that they treat her the same. It would be wrong to assume this is naivete. Her anger can burn just as hot as the flames she commands.
History: A lifelong native of Apothicus, Ayse was promised to the Endless Ones. This wasn't necessarily a bad thing. Like many other families who lived on the edge of poverty, having a child promised to the church meant one less mouth to feed and a mark of prestige. It left Ayse without any support save for the cold doctrine of the church, unfortunately. She withdrew into herself, isolated as she was, and would have ended up as nothing more than a lowly scribe or clerk if not for a particular misadventure.
Vernon Rouse, a former friend of her mentor Bern Green, sought to gain access to the church's financial records through less than official means. Vernon wanted the documents destroyed so he could begin spreading rumors about misappropriated funds by the church's senior members. Without the documents they wouldn't be able to prove he was lying and he could extort them for money as he wished. The lack of papers would only make them look more guilty, like they were trying to cover it up.
He and some of his associates kidnapped Ayse to force Green to hand over the documents and fled to their hideout in the sewers. Everything had gone spectacularly except for the chance intervention of a tribe of sewer goblins. The fighting was vicious and Vernon's gang was forced to flee, leaving Ayse behind. As all this was happening Bern, unwilling to risk his position within the church for a simple neophyte, informed his superiors of Vernon's desire for the records and Ayse's abduction. He would be safe no matter what happened and from his perspective finding Ayse was the problem of the city's guards now.
Hoquin, a meln boy who was a fellow captive who tried to intervene when he'd heard the whole plot, got left behind with Ayse. Together they braved the tunnels, warrens, pipes in an attempt to return home. Ayse learned much from Hoquin about navigating the under-city and found a solid core of resilience she never knew she had. She discovered her aspect of fire as well and used her new control over flame to protect them in their trek.
Upon their return to the city proper they filled in the gaps in Vernon's plot, although the man still managed to slip through the fingers of justice and remains at large today. Bern, craven as his attitude was, maintained his position as an instructor. Ayse was admitted into the Order of the Salamander and was chosen help heal and purify travelers from the Infinity Bridge. Hoquin was taken in by the Adventures Guild and stayed in touch with her after the ordeal. Their friendship eventually blossomed into a love that resulted in Hoquin's proposal.
Promising to marry her once his latest guild run finished, Hoquin left, but never came back. His soul never returned to the blood crystal and his gear never showed up at the Magi Emporium. He's still out there, somewhere, and Ayse refuses to believe that he would just take off and leave her. Now she travels out into the unknown hoping to find him again.
Guild Ranking: Wood
Misc: Aspect- A reflection of the true self connected to the greater whole of reality. Aspects are concepts made manifest and allow their users to tap into their innate magic.
Ayse's magic- Her flame is that of the purifier. She can burn away disease, wounds, and the wretched alike. It is a small flame to be sure, but fire readily grows when given the proper fuel.
Meln-
Tall and lithe humanoids that were trapped on this world after being left behind by a rift. They are nimble, quick runners, and good climbers, traits that make them ideal scouts for surveying new terrain. The rediscovery of their old home and people, lost among the infinity, has been the goal of many meln. It occupies a mythical place in their history, not unlike Avalon or Eden.
Planar compass- Unlike normal compasses, which align according to magnetism, a planar compasses point towards a particular person, place, or thing. To activate it, the bearer must procure something intimately related to the thing they are looking for and insert that item into the compass. For Ayse it was a shaving of Hoquin's blood crystal.
Goals: To find Hoquin and beginning their life together. She travels in the hope that in some rift her compass will react and lead her to her love.
Equipment: Two daggers, a small mace, a bags worth of throwing daggers(with holsters) and a herbalists satchel. She has an enchanted robe that has been colored by exposure to her into being of the wind element, making it very easy to maneuver in. It has a defensive enchantment that makes it function as well as hardened leather armor. It is not valuable enough to have the Magi Emporiums sigil placed on it.
Personality: Alya is introspective and tends to remain in her own little world. As a result, she doesn't tend to place much stock in the rules of society. While not particularly dishonest, she is constantly trying to manipulate situations and will disregard laws to accomplish her goals without batting an eye. She typically thinks objectively, and can be very pragmatic as a result. This does not mean they dislike the law or are opposed to it, they just ignore it when it wouldn't affect them and would be easier to accomplish whatever objective they have in mind.
As a recluse they dislike attention but don't mind crowds or interacting with others as long as it's a necessity. Despite their scheming nature, she has no capacity to manipulate others, and is actually extremely shy and relatively quiet. Because of their isolation they feel relatively empty inside, and are quite lonely. In the end, they're someone who desires companionship and reassurance from others despite their own difficulties in interacting with people.
Alya is a person who tends to latch onto things after having committed herself to them, especially people or ideas. Under the right conditions she could probably become something like a fanatic or true believer. Her natural curiosity is what led her to travel the world, and it is also why she remains in such a city. The implications of Ostravis' diamond are large, and its potential quite literally infinite. To her, there is no other place in the world more important.
History: Born in a distant island far to the south of Apothicus' continent, Alyas parents were never part of her life. The small hamlet she had been born and raised in was not her mothers birthplace or even residence, and shortly after giving birth they had moved on without her. From her discussions with the villagers about her, Alyas mother was most certainly human. That would mean without a doubt that her father was the elemental, and most certainly not native to this place.
She was, in a sense, raised by the village as a whole. The medicine woman at its outskirts was the closest figure to a mother she had. Despite having a human mother, she was only outwardly like a human. This difference came under scrutiny from herself and the village a as a whole as she grew older. By the time she had became what humans would call a young adult, the children born at around the same time as her had fallen into old age.
It was unlike a half-sylph to remain in such a place for so long, yet she was deeply interested in the old hag who had raised her. The wise woman had yet to age a day since Alaya had first seen her, despite their ancient features. She was taught nearly all of the womans secrets, though she took no interest in the hags magical arts, just as the hag had no interest in teaching them. While this curiosity kept her attention for a time, plague took the old womans life in place of the natural death she had avoided, and Alya was gone by the next morning.
By instinct, fate, or chance, she moved northward, toward her fathers home. In this time Alya used the knowledge passed to her to heal travelers, merchants, and adventures she came across. However it was clear to her that what she was taught was far better at harming others than healing them. In the same mortar and pestle she used to make lesser healing potions, she made poisons to fell monster and human alike. She learned her weapon techniques by using lessons as a form of fee for any adventurer she healed, applying the knowledge on unlucky bandits or monsters she came across.
By the time she reached Apothicus, Alya became an accomplished killer. Her skills were well suited for this cities underworld, and as many half-sylphs do, she began work as a mercenary and assassin for hire. Almost ironically, most of her jobs are given by the local tax collector, with her typical target being unruly merchants who've forgotten or refuse to pay taxes. It is through his influence and recommendation that she joined the guild. She has thus taken up this job to supplement her normal work and gain more connections.
Guild Ranking: Wood
Misc: As a half-sylph, Alya is beyond human in many respects. Especially of note are her agility and reaction times, which fit her heritage. By "Listening to the Wind", she has a sort of sixth sense about her immediate surroundings that can give her important information. Her presence is also rather difficult to detect or track without magic.
Goals: Alya wishes to know more about the nature of the old hag who raised her after her mother left.
Appearance: She looked more like some fancy noble lady instead of an adventurer. However, that perspective quickly changed if one were to look underneath that fancy dress of hers.
Equipment: Relying on her insects, she didn't wear any armor whatsoever.
Personality: She was the calm, collected type, preferring to think a situation through before leaping into action. She was quite introverted, preferring the company of her books and insects over other people. If she decided she didn't like someone, she would stop bothering to make friends with them.
History: She came from a long line of magical researchers. However, unlike her forefathers, she was unable to use ordinary spell-based magic. Her talent awkwardly lied in befriending and manipulating all kinds of bugs and insects, even magical ones. Thankfully, unlike most girls, she actually loved the feeling of bugs crawling on her skin. Now, she was capable of covering her body with insects underneath her dress. When her father heard of her wish to explore the dungeon, he gladly sent her off after pulling some strings with some shops on the Emporium, making sure she received the appropriate bugs to start off her adventure. Her father used to explore the dungeon as well, so he was glad that her daughter had the same adventuring spirit as he did.
Guild Ranking: Since she just arrived, her guild ranking is still wood.
Misc: She could use her insects for both offense and defense. Half of them were hardened cocoons, able to help her with withstanding attacks towards her. The other half consisted of various stinging bugs, all of them having various poisons with them. And when they failed, she had a single magical mantis that could turn big and attack her enemies, in cost of her mana, thus she couldn't keep it up for long.
List of her bugs: 1. Steel Beetles = Not exactly as hard as steel, but the bug's hardness is as hard as a leather armor. It also has some meager resistance to magic. It has the capability of moving and jumping around her body with their tiny black legs jutting out from their cocoons, allowing reactive armoring of her body since they don't really cover all of her body at once. 2. Killer Bees = Their sting is known to carry with them some deadly poisons, though it takes about a day for the poison to really kill someone. However, the poison will immediately give the victim nausea, dizziness and muscle-ache, slowing down their movements. 3. Beastly Mantis = The only bug monster she has now (the rest being ordinary bugs). It can grow back to its original size if she would feed it mana. Its original size is about twice her height.
Goals: Her goal is to search for a way for her to be able to cast ordinary magic. She wished to follow in the footsteps of her ancestors after all.
Appearance: Sylvia is usually mistaken for some passing bystander, and that’s just fine. It helps her in her line of work. She likes to act as a cheerful, bubbly girl who couldn’t possibly do any wrong… until her target ends up with a dagger in their back.
Equipment: Sylvia doesn’t necessarily like to use armor, since she believes it make her conspicuous to her targets. However, she realizes that she is in a different world now, with dangerous, unknown creatures lurking behind the portals. For added protection, she bought herself a chainmail tunic she now wears under her outer garments. She changes up her clothes and disguises based on what she feels is needed most for the mission. Her weapons consist of a meticulously sharpened dagger, honed to a needle-sharp point, capable at attacking vulnerable areas.
Personality: Sylvia’s act as a cheerful individual is really only a half-act. It is true that she is friendly to others, but years of killing has negated her sense of care for human life, and even if she were to make a few friends, she would harbor no sadness if they died. Still, she respects people’s usefulness and utility, knowing that even she would need allies.
History: Sylvia grew up in a crime-ridden city by the name of Karadun, to the far south. At the age of eleven she had already marked up her first kill: An orphan boy who had stolen her meal. She had done it quickly and mercilessly, like it was a natural reflex. She was never caught. From then on several gangs and guilds within Karadun requested her services as an assassin, specializing as an unseen blade. One day, she killed the wrong person, and fearing retribution, was forced to flee, ending up in a strange city where magic was prominent and adventurers were common. Despite her dangerous upbringing, she studied the arcane arts on her spare time, which was few and far between. An adventurer at heart, she found that she had a chance at starting over, in this city of rifts and alternate worlds.
Guild Ranking: Wood
Misc: Sylvia has developed the use of certain spells over the years, like masking the sound of her footsteps or blending into her surroundings. She can even transform herself into certain inanimate objects, albeit for a few seconds.
Goals: Sylvia knows that she will die someday, most likely in a botched assassination or at the hands of some monster deep within the rifts. Before this happens, she wants to see and travel to as many other worlds as possible.
Appearance: Fariha stands at 5'9 and has an athletic build. Her hair is relatively short, as shown in the image. Fariha has a Celtic style tattoo on her right hand (Celtic Five-fold).
Equipment: - Simple cloth and leather armour - A bow - Traveler's pack - Hunting knife - Earring on her left ear - Quiver of arrows
Personality: Fariha is generally an optimistic person, but she is still quite down to earth, thus making her quite understanding.. Most of the time. Although she is quite friendly to everyone she meets, she isn't a pushover. Not in the slightest. It's pretty difficult to make Fariha angry or upset, but usually nothing much happens when she does other than her becoming 'broody'. While she may be a kind person, she will often weigh her options and choose what will benefit her and those closest to her. Despite her cheerful demeanor, she can be seen as quite blunt or even offensive, due to her lack of social skills.
History: Born into a nomadic tribe of wood elves, Fariha was a rather quiet child. She would often spend her time silently following her mother around or sitting in the tree branches, watching people work and the other children play. Due to such behaviours, she was quickly excluded from the games that the other children played, primarily because they didn't even know she was around, nor did she ever make an attempt to join them. Her parents were worried about their child, as it was uncommon for a wood elf in this tribe to be so placid and anti-social. The atmosphere of the tribe was generally quite cheerful.
The shaman of the tribe examined the elf child and noticed that something lay dormant within the child's soul. After complying with the Shaman's request to take care of Fariha for the next few days, she had changed significantly. She, like many of the other children, was cheerful and energetic. It was discovered that Fariha was the host for the spirits of the forest in which they lived. As she grew older, she learned many things about her tribe and their way of life, such things included their peerless archery skills. Such skills were necessary for hunting and protecting their tribe from would-be enemies.
The shaman took this time as an opportunity to draw out Fariha's potential as a magic user, spending the next few years trying to find a catalyst for the young elf's power to no avail. When Fariha had reached a certain age, she was allowed to participate on the hunting trips that the tribesman would participate in. However, the first hunting trip for new hunters was a test of skill which they had to complete on their own. The young elf was tasked with bringing down a dire bear, one of the more fearsome creatures of the forest. Although confident in her ability as a hunter, Fariha hadn't prepared enough arrows for such a beast. She soon found herself cornered by the very beast that she had attempted to corner.
Despite having only one arrow left, she faced the beast. She would not let herself be killed this way. Not now. That was when voices from deep within spoke to her. The spirits were pleased with her courage, granting her the ability to harness their power. Circles of power appeared on her right hand, connecting with each other like basket weaves. The rings lit up as magic imbued her arrow with the power of light. Needless to say, she felled the giant beast, earning her place as a hunter in her tribe.
The Shaman was elated to find out about Fariha's 'awakening'. However, after a few years, the shaman realized that his knowledge alone was not enough to harness the full potential of elf's magic. Respecting the wishes of the shaman, she journeyed to Apothicus. Upon reaching the guild hall, she was astonished by the diversity of people that walked in, out and around the premises. Races of all shapes and sizes came to this place. Fariha was quick to get acquainted with how the guild worked, despite having no real social skills. Due to her time spent in the guild, she soon learned how to communicate with her peers, thus making it a little easier to fit in.
She now seeks opportunities to hone her magic, however she has yet to find anyone that is willing or able to help her with such a thing.
Guild Ranking: Bronze
Misc: Fariha's magic: Fariha is able to create arrows of elemental magic and fire them from any bow she holds. However, her current bow acts as a catalyst for her magic. Whenever she uses her magic, certain circles will light up on her right hand, corresponding to the specific element. These arrows are not always destructive in nature, most of it's potential utility has not been discovered yet.
Fariha also radiates a calming aura around herself which mostly affects small to medium sized animals. This often works on beastkin. Sometimes small animals would follow her around because of this aura. This aura is due to the spirits that live within her.
Goals: Fariha wishes to master her magic and explore the world to see what it has to offer. One of her goals is to also get married, however this isn't really something she likes to speak openly about.
Appearance: All over his body he has ritualistic tattoos and large scare over his chest he received when he was younger.
Equipment: Gormarr equipment consist of simple iron and leather armor. A two-handed iron battle axe along with two swords for back up weapons.
Personality: Gormarr is a brash, hard-head, and stubborn orc. With a short temper he is quick to resort to violence to solve his problem. Gormarr is a devout follower of orc tradition as well as Gorrmarok the god orcs and honorable combat. Because of this Gormarr has a strong sense of honor that guide his actions. He tends to be gregarious often proudly boosting of his feats and achievements.
History: Hailing from the harsh northern wastelands Gormarr was born into the Ironfrost clan. Under the guidance of his parents he learns the ways of his clan. At his 13th birthday he was sent out with the young orcs of the clan to kill a creature from the wastes alone. Then bring back a trophy from there hunt to the clan’s shaman. While tracking a mammoth he was ambushed by a Ankhrav after an intense battle the wounded Gormarr dragged the Ankhrav corps to the shaman. He then spent the next couple of years honing his skill he heard rumors of the Infinity Bridge and the glory he could win inside the rifts. Gathering some supplies he traveled south. After a long journey to the town were the Infinity Bridge was Gormarr arriver. He made sure joined the adventures guild.
Guild Ranking: Wood
Misc: In addition to his orcish strength and endurance he along with the orcs of his clan have a strong resistance to the cold. But have a weakness to heat and fire.
Goals: Gormarr desires to gain glory and honor so he can forge himself a mighty legend.
Appearance: The Sektephi are all born with a unique symbol somewhere on their body, after birth its meaning is interpreted by the Awrak'hayla or "Life Oracle". Djin bears his mark on his left pectoral and its meaning is "Wandering Sword". Aside from his birth mark his body also displays a variety of scars; burns, stabs, and slashes. His eyes, indicative of his birth from the Almarak Clan, a vibrant blue which glows faintly in the night.
Equipment: Despite being exposed to many different cultures, Djin has never once forgotten his people. Choosing only to wear traditional Sektephi armor and clothing he tends to stand out from he crowd. Almarak crafted iron breastplate and pauldrons offer the most protection with the rest of his outfit consisting of leather and cloth. His family sword "Daityat" or "Union" is an Almarak Steel Khopesh and is his primary weapon but if the situation calls for it, Djin can easily wield his oak short bow with ease.
Personality: Raised by a code, Djin is a rather formal and polite individual. It is only under times of great stress that his less favorable side takes front stage. If a task is given to him he will see it completed as long as it does not sully his family name or his honor. While he is not a pious man, Djin does hold some respect for his gods, particularly Hesi: goddess of the sand sea. Allies need not ask for a more loyal companion and enemies should pray for mercy as Djin shows the utmost compassion for his friends and does not easily forgive transgressions against him or those close to him.
History: Omujir, a land of sand seas and flourishing oases, of scorched earth and fertile jungle. The people who claim this land as their own are known as the Sektephi, a race of man born with gifts from their harsh homeland. Nomadic tribes by nature, Sektephi clans dot the land in hundreds but the four most powerful tribes are; The Kearshai'in, Almarak, Vityadi, and Suorokasi. Djinsuir Ibn Al-Ghumani was born a member of the Almarak Clan, nomadic sellswords offering protection to any who would seek it. His father and mother, Zarif and Tahani Al-Ghumani, were the heads of the Ghumani tribe, a large tribe with ancestral ties and present loyalties to the Almarak. Djinn's birth sparked conflict in the family as his uncle, Tarik would now have to serve him should his parents die.
For years, Tarik served bitterly at his brother's side until Djin was seventeen years old. Age had caught up with Zarif and it was time for Tarik to make his move. One night, Tarik gathered men loyal to him and staged a coup. Zarif was killed in battle and Tahani soon after but not before giving the family sword to her son and sending him off into the wilderness alone. From that day forth, Djin would live as a lone nomad, going wherever the sands blew, searching for...something. A purpose? A new home? Revenge? Whatever it was, it led him to the Infinity Bridge. Years of fighting and wandering alone has led to this point and Djin had a feeling his destiny lay beyond the bridge.
Guild Ranking: Wood
Misc: Sektephi are born with exceptional night vision as well as possessing impressive fire resistance, touching fire will not burn them unless one keeps contact with the flame for an extended period of time.
Daityat
Goals: Since birth it has been his destiny to wander, to satisfy an unrelenting desire for something unknown. Djin has wandered the world, seen many wonders and terrors, and his journey has finally led him here. With a bit of luck and the aid of the gods, he shall find what he seeks here.
Zahra Nidahk Yharim
"Ema nidkat al'tiamej"
Age: 25 Race: Sektephi Appearance:
Equipment:
Zahra's yataghan once belonged to a cultist of Irili, the goddess of night. A friend made during her travels, Zahra took his blade upon his untimely death and used it along h with her magic to avenge his death. While it isn't her main weapon, she does rely on it should the enemy be too close to combat with spells, mainly as a defensive tool.
Zahra's grimoire is filled with ancient Sektephi spirit rituals and spells. While Zahra is capable of performing a number of them, there are still countless more within that have yet to be deciphered from its original ancient Sektephi text and put into practice.
Personality: While some may think of a necromancer as a melancholic, brooding, and otherwise unfriendly individual, Zahra is the exception to that. She does not see necromancy as a dark tool used solely by those of malicious intent. It can be so much more than that. She seeks ancient knowledge of her craft to bridge the gap between the mortal world and the afterlife. To reunite families with their deceased loved ones is a noble gift is it not? Zahra is a devout worshipper of the gods and their teachings. All creation is to be cherished and all mortals are of a family. She is a pacifist by nature but recognises the need for violence when there is no other option. As a result, combat is not sonething she takes pleasure in. That being said, she is a capable woman and will mot easily be manipulated or halted on her path. She is a loving individual, a shoulder to cry on and an loyal ally in battle.
History: A Sektephi tribe traditionally has a member trained in the arcane arts. This individual is known as a Sehrai or The Seer. Zahra is what you would call a Sehrai'im, an apprentice. While it is most common to see Sehrai'im and their masters practicing cryomancy, mostly for survival purposes, it is not mandatory. Zahra is such a Seherai'im, during her time as a member of the Ghumani tribe she was taught mostly geomancy but in her spare time focused heavily on necromancy spells and rituals. While it is not forbidden in Omujir, necromancy isn't a popular school of magic. As such, Zahrah's progression was limited so long as she remained in the tribe.
As luck would have it Zahra's opportunity came when Tarik, the uncle of Djin, took power. His reign was at first peaceful enough, it seemed as though nothing would change for the Ghumani. It was only after the first year had passed did the signs of Tarik's cruelty show. He began demanding tributes from all members of the tribe. Any woman he wanted would be his, and boys who were too weak to be warriors were cast out into the wastes. Zahra during this time had been on a pilgrimage to the Tomb of Kings when she stumbled upon a hidden catacomb beneath the sand sea. Deep within the expansive crypt she discovered a tome, one of forbidden knowledge of the necromantic arts. Even with her newly acquired knowledge, it was not enough for the young Sehrai'im. It wouldn't be for another three years until she'd return to the tribe, by then it had changed beyond recognition for her.
Such was the end of her time as a Sehrai'im. There was nothing more that her Sehrai could teach her, Zahra was now her own mentor. For years she ventured across Omujir, seeking to further her understanding of her craft until she arrived at Apothicus. At once point in her travels she'd learnt of a Sektephi matching the description of an older Djin. It seemed her tribe was not beyond saving as its true heir was still alive. Now her travels were for more than just her own gain.
Guild Ranking: Wood
Misc:
Goals: Leaving her home was not an easy choice but life under Tarik's rule was not something she could tolerate no longer. Zahra ventured far from her home not only to experience freedom and learn but to find the true heir to the Ghumani tribe. If Djin could be brought back then there was a chance the destruction of the Ghumani tribe could be averted. What's more, if Zahra could gain better insight into necromancy then all the better.
Name: Lady Ailsa of Snowgael Age: 57 Race: Dullahan Appearance: The first is the fact that, unlike the picture would have you think, she doesn’t actually have a horse. Long story on that. She is about 5’5’’ Equipment: Ailsa is nearly always clad in armor when in battle and equipped with her one of her most valued swords. She has 3 to be exact, but always leaves two at home so the extra weight doesn’t affect her fighting abilities. The particular sword she tends to bring, Aiden, strangely dulls at a slower rate than most other swords and is identifiable by a strange red, rust-like coloring at the tip of the blade. She is also equipped with a lantern at almost all times, despite the armor. She also has a leather whip, that is strangely painted white, almost like a skeleton. Outside of that, she has her simple civilian, yet noble-looking clothes, silver, and keys. Personality: Ailsa is a woman of conviction, simply put. She almost always has her eyes set on some sort of goal and accomplishing it is something she puts hard effort into doing. Her blade and metal has always been and will be, till her cursed afterlife be cut own, one worthy of competition. She has respect not only to those with a purpose and a drive, but those who have respect by the sword. As a lady of the sword, she’s also a natural self sacrificer. Then again, this may be more due to her status as a Dullahan. On top of that, she’s quite a polite woman and is quite an honest person, whether the situation calls for it or not.
However, that’s not to say she’s perfect. She tends to assume too much from people and, the moment they tell her something she finds fascinating, she tends to paint a somewhat glorified picture of who they are. Which tends to lead to crushed expectations. On top of that, while incredibly dedicated and by the sword, she tends to slack around when her training is done or any tasks of the day are complete. And due to her undead status, it can be difficult to actually wake her. She also is quite the curious type which has a bit of an effect on her common sense. Also, while a fantastic swordsman, she tends to overestimate her skills and thinks most situations(outside of political situations of course) can be solved with the sword.
She also really, really hates the heat and tries to stay away from light or holy magic, knowing the effect it’ll have on her. Even though she is tempted. History: Many years ago, a young girl was born. Her parents, located in a snow covered domain, held noble blood within them, but, more importantly, a code. A code that was the shape and grower of this nobility and it’s true decider of who is worthy of their name and lineage. With time, the girl wanted to learn the ways of not only this code but the traditions of the blade. The family knew it from the time she was but a child that she would choose this path. For much her childhood and teen years, the girl dedicated herself solely to the blade and made friends with many of those who did the same. At the age of 21, she was a recognized swordsman and even considered an honorary knight by the locals and commoners. She swore one thing and one thing only-to protect her home. This was Ailsa’s childhood.
Despite her practice with a sword, however, she was not one to go on quests. She would occasionally provide aid for her fellow warriors in their journey, but she never strayed far as she stayed to keep her home safe. Her siblings did the same and, as a family, they fought off whatever descended towards the castle. Except for her youngest sister, who was too ill to carry her own sword. As if driven by this fact, Ailsa fought with even more dedication. And one day, she personally provided her sister an escort to a neighboring lord’s manor. However, an attack from wild beasts soon stopped them. Realizing that if the beasts continued their assault, her sister would be at risk, Ailsa lept from the carriage. Sword in hand, she challenged the beasts as her sibling rode off, telling them to turn around, with Ailsa’s yells of how she’ll be fine echoing back to her. Striking down the beasts, the blood covered knightess, cast down her sword. She knew her wounds wore to severe, yet she stepped forward. She heard a faint whisper, asking her if she still wishes to stay by the sword, even after death. All she could do was nod. As the whispers died out and she felt the weight of falling snow overcome her, she finally let her body fall.
Mere hours after her early demise, a hand rose from exactly where she had perished. With a...large amount of struggling, she managed to pull herself up from the large pile of snow that had covered her body. Much to the now-apparently-alive Ailsa’s shock, she still breathed life. Her armor, while chipped and a bit weathered, was far from heavily damaged. Her arms worked and her neck felt perfectly fine. Except she couldn’t feel the hair that’s usually right near that. Or the ears. Or anything head related. Feeling around her impromptu graveyard, she found the very unfortunate fact that, as figured, her head couldn’t be found. Right as she wondered where it could’ve gone, shifting snow could be heard as a strange Imp was ripping out of the ground her deceased dome. Immediately noticing it, she gave chase, only for it to quickly fly off after it noticing. Sadly due to a miscalculation(I.e-she tripped 3 times), the imp made off with her head to parts unknown as she swore vengeance against it(Well...She kinda just yelled at it to please give her her head back before slamming her head into the snow when it yelled back “No”).
As luck would have it, a large steed covered in snow but black as night soon made its way to her. She knew what this beast was-her steed given to her per her new position as Dullahan. Actually, it wasn’t. That steed was 4 miles from her location. Which that steed decided to tell her in a voice all too familiar with the one that beckoned her for Dullahan-hood. Before she could ask anything else, it rode off. So immediately began the journey to find it, a long perilous (annoying) journey, but find it she did. And, to her surprise, it was the the same color as the previous steed except with a more...dead look in its eyes. A more white in the eyes, like a blind man. Grabbing her sword, she covered into the wood of a nearby tree “Ailsa of Snowgael still rides. This domain shall always be under her protection.” With that, she saddled on and continued for the next journey-her head.
That took literally 25 years to actually do. She didn’t exactly have a map after all. That and, despite her predicament, she often went back to her family’s home to watch over the current generation. However, come those 25 years, she finally was able to find her head and welcomed it back on her shoulders. Or, more often, between her arms or in a bag...possibly atop a coaster on a nearby table(she can’t carry it all the time and she was able to see thus far). It was not without loss, however. Head regained, she lost her horse in her travels.
I don’t mean lost as in “died” by the way. I mean, she literally lost her horse. To this day, no clue at all where it had gone. ...Yup. Anyway, horseless and without the beast that kept her company these many years, she did not waver. Saddened for only a few weeks time, she made a new quest-to locate her horse. She knew not of how to find it, but she knew of a location she could start-the Infinity Bridge. With its vast treasures and adventurers galore, it was possible she may get leads there. Dare she say, it’s possible that she may receive or find treasures that could help her bring the horse to her. Barring that, she could always buy a new one. She won’t because she’s stubborn, but it's not a bad idea. Guild Ranking: Due to her own experience with the blade, she would mostly certainly want to think herself a silver...But considering she’s never actually done guild work once in her life(let alone researched it), wood. Easily wood Misc: Ailsa can see well no matter how dark it may be. She also has a somewhat mental connection with her detached head as she's able to sense its presence no matter how far it may go. She’s used to doors opening automatically for her and, despite that not being so anymore, still tries to do so. The horse’s name is Marrow. Being a Dullahan makes you think of dead things and bones a lot so, them’s the end results. She also tends to be untrusting towards demons and the undead….go figure. Goals: Her goals are simple. One is to find her lost horse. The second is to obtain a crystal ball so that she may always know if and when she must go back to Snowgael to defend it, no matter how far she may be.
Appearance: Gyda is 6'6” tall with a broader build for an Elf as a result of her Sea Elf heritage along with toned muscles from the hard labour that comes from her life at sea. She has shoulder length blonde hair with a ponytail made of a cluster of moderately longer hair. Her face, arms, torso, and legs are all covered in enchanted blue tattoos that each speak of her accomplishments and adventures she has undergone. She also has a long lightning scar along her left arm.
Equipment: - Light cloth with some leather armour scattered about to allow for easy movement - A series of pouches attached to her belt - A waterskin containing some very strong alcohol - An axe - A wooden gokstad shield - An ornate necklace made of parts of the horn of a giant sea serpent - A warhorn made out of the horn of a giant sea serpent
Personality: Gyda is a proud and confident warrior who treats all her decisions as an extension of her people’s will. Not one to hold her tongue when she disagrees with something, she stands up for herself and will resort to violence if her standing as a champion of her people is brought to question. She tries to avoid being overly aggressive and maintain a cooler exterior but often loses herself in the heat of battle. She likes to wait until celebrations in a tavern or around a campfire before showing her more fun loving side.
History: Gyda is a part of a clan of Sea Elves, a sub race of Elves that pride themselves on their hardy nature and their prowess as sailors. From an early age she has been on hunting trips with the older members of her clan, tending to the sails, pumping bilge, repairing damage to the hull, cleaning, aiding in the firing and reeling of harpoons, cooking, and even participating in boarding parties against hostile ships. Already a veteran seafarer at a young age she holds herself with great pride and has already begun teaching the younger members of her clan in the same ways that she herself was.
Once she had turned eighteen she embarked on a solo voyage as per a coming of age trial. Those sent away are not to return until they have performed some kind of feat, be it reach a faraway shore and return, or hunt a beast. The seas are vast and dangerous and many Sea Elves have been lost attempting this trial, but more recent generations have been more successful as the average Sea Elf is becoming better trained and with more experience.
Gyda set out to prove herself to be the greatest of her generation, wanting to return with a trophy that no Sea Elf had ever or will ever equal. She sailed for days further and further out into the open sea, where all it takes is for a great creature to merely swim by and cause a wave that can topple any ship. Once satisfied she was above deep enough ocean she set to preparing. She stood at the front of her ship and focused, beginning to trace incantations with her hands. The nearby water swelled and pulsed, moving about. The movements became more precise as she emulated what would appear to any passing monsters as an injured whale. As time passed, a storm began to approach on the horizon, soon to reach her.
Even as freezing cold sheets of water pummeled her, she continued her incantations. After what felt like years, a beast of immense size answered her call, bursting through where it expected to find easy prey. A horned serpent reared its head, its body stretching deep into the ocean and out of view. Lightning cracked into the water nearby as if to signal its arrival. The ship lurched from the waves generated, water crashing over the deck. But Gyda didn’t falter, already moving to action as she lifted up a nearby harpoon. She charged out, leaping off of the railing of her boat. Her water magic caused a huge burst of water underneath her, propelling her upwards and closer towards the beast. The abundance of water not only in the ocean but in the air around her allowed her to close the distance rapidly.
She took aim and fired her harpoon in mid air, striking the beast in the head and lodging between its scales. The rope connected the the harpoon, which would usually draw the target to it, instead yanked her up. Her body ungracefully slammed into the side of the serpent’s head, but there was no time to waste. She clawed her way upwards and wrapped her arms around one of its horns, trying to get a footing and draw her axe. She raised her arm and rammed her blade into the side of the horn, chipping it. The impact caused the serpent to jerk its head and become fully aware of its attacker. Gripping onto the horn with all her might, Gyda slammed her axe into it repeatedly, digging further and further inside. She knew she only had moments before the beast plunged underwater.
Then, the unanticipated happened. A bolt of lightning pounded down from the heavens straight into the horn that Gyda was working on. A great heat and painful shock resonated through her body. Her arms uncontrollably tensed around the horn, the only reason she didn’t plunge into the depths below. The serpent, stunned by the blow, slammed into the water. With a lightning scar now splayed across one of her arms, she groaned in pain and regained her balance, returning to her grisly work. The serpent began to sink, soon pulling Gyda completely underwater. One of her enchanted tattoos placed on her throat began to glow as magic flowed through it, allowing her to hold her breath far longer than normal.
Soon she couldn’t see the surface, but had managed to chop far enough to place her feet properly and snap the horn off. With a sickening crunch the giant bone came loose. She could finally propel herself away. But as her feet lifted off of the serpent’s head, it stirred. She could feel her heart stop and immediately set to casting an incantation. The water around her rippled and shot her straight upwards just as she saw a glimpse of the beast’s serpentine eye glare at her. Her ungraceful ascent had her crash out of the surface and fly dangerously through the air. Her luck would apparently continue as she arced directly towards her ship. Her luck ended there as she smashed straight into the mast of her ship and then plummeted down onto her deck, breaking bones and knocking her unconscious.
She has no idea how long it was until she regained consciousness, but when she did the sky above her was clear and the water calm. In agony she lifted herself from the floor and looked to see the beginnings of a giant pair of fang marks dug into the deck. Though they appeared to be incomplete, dragged back as though something had pulled them away. To this day she still doesn’t know what had ultimately saved her from the serpent, though she has the feeling that whatever it was did it out of hunger and not compassion.
Doing her best to care for her wounds she returned to her clan triumphant. She immediately was treated by the healers and was incapacitated for a few months. But once she had regained her strength she was able to properly celebrate her accomplishment, as risky and luck filled as it was. Even after that event, her life went on as normal aside from an increased amount of respect from her peers and whispers that she has a great chance of becoming a war-chief.
Years later she finds herself reflecting on her experience with the serpent and can’t help but find herself dissatisfied with how little actual skill there was on her behalf. The only satisfaction she could think of for the longest time was to attempt to kill another sea serpent, but she knows now that it’s a death sentence alone. But words of a place where warriors can prove themselves in combat for rewards have reached her. Now older and wiser, she embarks on a journey to truly prove that she is the champion of her people and deserves the respect that she is given.
Guild Ranking: Bronze
Misc: Gyda's magic: Gyda uses the element of water to aid her in combat. She is currently able to generate water and propel it at high speeds to knock her foes off their feet as well as give herself the ability to walk on relatively calm water. Though she is able to magically create water, her spells are significantly more powerful if she uses already existing water around her, making her especially deadly when near or immersed in bodies of water.
Gyda’s warhorn: Using words of power, Gyda is able to enchant her warhorn with various spells which affect either her companions or enemies. These range from increased strength and speed to instilling fear.
Goals: Gyda wants to prove herself as a great warrior above all else. She wants to perform multiple feats of strength and skill. She wants to someday slay a giant sea serpent.