A hallowed voice would speak with an unending whisper into the Lycanthrope's ear, it's eerie nature unknown to all but himself for this time. It was a memory of a Rift come to pass, something he found in one of his previous adventures on his own.
"Everlasting is the cycle, for one candle can light a room but never diminish the darkness. Their creation is connected to the rise and fall of the other. When the candle's flame grows, the darkness in the room crawls to the edges of the room. However it is not gone entirely, for it waits and aches at the flame's beings, the moment the flame flickers and dims even slightly, the darkness echoes from it's retreat and expands back towards the flame. One will never entirely over-take the other, even in the lapse of time.. when all things end.. both will still exist in their most primordial of forms. This world, all worlds, are destined to vie for one side or the other, and in many scales from large to small. It is up to you decide which fight and which war you fight for.. in the end."
These words resonated eternally in the lupine being as he slowly passed through the halls of the Guildhouse, his feet adorned with 'mandatory' and uncomfortable sandal-like padding that protected the wood flooring from his claws. He was disgruntled by these sandals, but he was forced to wear them around the meeting rooms and Guildhouse. However this didn't stop him from doing as he pleased around the grounds before the meeting had been officially called into order. He had spent some short while passing around the Guildhouse sniffing out new scents and surveying new adventurers and travelers coming and going through this place of work and opportunity. This was commonplace for Grendrick as he was fond of keeping his keen eyes open and wary of any and all noticeable adventurers. He knew of those famous and infamous alike when it came to Rift-walkers, which he came to call those who came and went through them for their various reasons, but he also knew those who were making their way up the ladder like those before them. He was among that list of climbers but he wasn't in it for climbing the ladder to the highest ranking Rift-Hunter. That was the opposite of his climb entirely. He sought to be the most powerful, the fastest, the most honed, the ultimate Hunter. He vowed to search Rift after Rift to find his prey time and time again until nothing was too strong for him to hunt. This was his goal, at least his most obvious one, while he might have had a few others hidden within his mind. They were deep, within his thoughts and within a section that most likely harbored his previous life in high regard.
It was only a matter of time before the Lupine decided to make his way to the meeting chamber: Meeting Chamber #24. This room was immaculate in it's nature and many of the service hands that came to and fro throughout the chamber looked upon Grendrick with horror and distaste as he stood among the room. He was the first to arrive of the group that had been asked within it, it was a logical action to form groups with the growing threat of the Rifts. However Grendrick wasn't particularly happy with it all, which he made clear once the meeting came underway with the rest of the arrivals and the passing out of the forms. However his words would come only after everyone read the forms and the agreements upon it.
"My previous statement and agreement with the Iron Hands ensures I cooperate under the systems. I will sign this form, and I will accept the forming of a Party. However, the bearings of such comes with it's own limitations on my end as you already know, Lady Artemis." He said with a stern glare and a primal stance that made it all too hard to accept the ideal that he was calm and peaceful within this room like a normal person. He appeared so out of place, even among the others, a monster among men, and he seemed to hint a nature of it as well with his words. He then spoke up once more. "The gathering of us here, and the collection into a Group is acceptable as I have stated, but they should know that I will not be taking orders like some mutt. If they wish to travel with me, they will learn very quickly what sort of troubles and perils they face in the rift. They had best learn to follow someone more well versed in the Rifts." He stated blatantly and bluntly amidst the room of adventurers and capable hands that were going to be forming this group with him.
He let the others take note of his words, and awaited any possible responses and statements he might have spawned from the group, while he also took part in the signing the form for their party. He also let a few hints at the gesture of a name pass though his mind. He enjoyed the ideal of giving the group a name befitting it's assembly and design. This is why he raised his head up once more spoke out. He wasn't accustom to speaking out this much in a group, but ultimately he had no choice if he intended to teach these new bloods the Rifts.
"L'Ancien Sang et le Nouveau Sang." He is deep, growling voice sounded almost unreal as it spoke such a fluent tongue with ease, but nevertheless the words still came out menacingly. "It means: The Old Blood and the New Blood, and no, it isn't because you are new to the Rifts. This was once my language and it was once what was commonplace for me. We are all in a new place, even myself, though I have more time and experience here. New Blood calls Old Wolves to the Hunt."
I don't control Freemark, so the decision of what happens to Freemark is Bee's decision. He isn't online right now, but I had Eric attack her, in an attempt to be both disrupt her and possibly end her life.
God, I hate to be that person, but life is making it so hard to properly GM my own RP. If you all want, you are all free to continue the Rp. However I won't be able to Gm it right now, and lead it.
If yo all don't wish to continue it, I entirely understand, I am so sorry. I truly am.
I would like to make some notes, if you are willing to hear them out.
1: First, I would like to speak upon the Topic of Sylvan nature. While they are Elementals, they are often more Fey-like, and referred to as Spirits and are lesser than Primordial Elementals(I.e. Monsterous looking versions, comprised of the elemental in a raw form), as it goes being Half-Sylph still has realistic limitations. While people can change, and mature, she cannot just out-right make her DNA and body over-right her humanity, so physically she would suffer some lesser Sylph power levels.
2: Secondly, the Equipment: As Wood ranking goes, it shows you are new to the Guild(or faction of choosing) and that you are fresh to the life of adventuring through the Infinity Bridge. Your number of items is a decent size for a newbie, as well as you boast an Enchanted item with an unexplained Enchantment. Perhaps lowering the number of items, and elaborating on the Enchantment, as to prevent it from being a "Be All/End All" item, would be very nice.
3: Also, I loved the Jojo's Bizarre Adventure Reference.
Yes, it is technically still open. As it goes, only one spot is left though, unless decides to change this. We have a couple of potentials, so go ahead and work up a CS if you want, as one of our earlier potentials hasn't done so yet. Then he and I will review them and make a decision.
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.
Appearance: Grendrick is a large beastmen, a Lycanthrope to make others seem like runts. He stands ten foot tall, in the the usual lycan stance. (The hunched, hunting posture of werewolves.) Grendrick has a large scar near the center of his chest which slashes diagonally from the left to the right very steeply.
Equipment: Grendrick favors and uses several plates of iron armor which are strong and durable for his style of combat. These pieces include: A Mask-like Helmet, a right pauldron, and right gauntlet hand-forged to fit his design, a left bracer, and greaves and leg plates not boots.
Personality: Grendrick LeFloure was once a kind but courageous man. He helped everyone he could, he was caring and stoic and peaceful. He pushed and strived for the collaboration of humanity to seek harmony and peaceful lives. However he wasn't a monk or a pacifist. He knew all too well the dangers of the realm. This made him a fighter, a contender for the rights of people and their safety. However after his transformation many of these personality traits ceased to exist. He was still a fighter for the ideals of what was right, but he went about it differently, and after the climax of his history, he has changed even further. Grendrick now fights to clear Rifts, to hunt the strongest prey, to push his primal presence even further. He is authorative and fear-inspiring to say the least, a commanding figure and voice to be heard when speaking.
History: Grendrick was once human and was living a normal life in this world. He came from a far off farming village to the north referred to as "Silver-shire." It was in this town that a young boy grey into the earliest adulthood one could due to the forces of political powers. Silver Shire was a farming town but's name was granted to it from the small silver rocks that could be found through it's farmland. It was a couple years after Grednrick's tenth year that he had to change into a man. A Mage came about the time saying he owned the farmlands and would respectably put the people to work to keep them employed and earning money. However it was quickly realized he didn't mean through farming, for the Mage used his magic to lay wind across the field and wipe it clean. Then he did what everyone least expect, and he used Teramancy to hoist up great channels into the earth. These tunnels were short and nothing more than entry ports all across the farmland. He had forced the town to turn into a Silver mine. He had total control those who once tilled the fields and gathered crops now dug and clawed at the earth for nothing more than a shiny rock.
For several years Grendrick was raised as a young man working the mines for Silver to get payed, that was the only upside to it all. His family was getting payed as well as himself, which meant the family did a little better for themselves, but they were being worked to the bone. Grendrick hated the mage for this, the mage had torn up all of what made Silver-Shire what it was in the beginning, and now all that was left was a Mage's workforce. This thought, this nature to the world, was driving Grendrick into an angry adulthood, but he found one thing that was a saving grace.. her name was Emilia Starling.
Emilia was a goddess among this world as she walked and through the town and drew Grendrick's attention no matter what he was doing at the time. She became the center of his word for years as he worked and aged, slowly trying to get to know her and becoming close with her over the countless days of their lives.
Upon his eighteenth year of birth, he took Emilia's hand at the center of the town. It was bustling with commerce and marketing as the Silver-mining town flourished. His attention to this all had gone cold as all he saw was young Emilia. Her seventeenth year had come a few days before his eighteenth and he did what any hard-working man would do for their goddess. He proposed to her, and she said yes to the man. This led to a wedding in no more than a few days and the whole town rejoiced to a wedded couple that seemed to be well known for their public displays of affection towards each other. People recounted the times they saw Grendrick chasing after Emilia through the streets, or the times he brought her a bushel of flowers for having been late from the mines. They were quite honestly the most well known young couple in the town and everyone seemed ecstatic for their happiness and marriage.
However this peace in their life didn't last long at all. Two years passed, merely two years, before the greatest tragedy hit Grendrick where it would hurt most of all. He could hear her voice in his head, and she was so soft and happy, but this was an illusion as couldn't accept the reality to it all. One late night while the two slept in their bed, only two years after their wedded day, and he shook violently to a waking anger. Her voice was yet again soft and in his ear. "Grendrick." It whispered to him but when he turned to see her, she was gone. Nothing was wrong with the bed, it was pristine as if she had never existed in the first place. He rushed through their small home to see the front door was open and the moonlight flowed through it. He pressed to the doorway and frantically looked out through the night of the town, hoping to see her walking or just admiring the night, but she was gone. His eyes flared with anger beyond the immaginable reaches of emotion and thought, and yet they let water pool under them as he stared up at the moon. It was full, and the Full moon was always their favorite thing to admire together.
That night wasn't a goodbye however, within mere days Grendrick left the mines, he left the life of a working man. He was destined to find his Goddess again, for he couldn't accept her being gone. He knew someone had kidnapped her, she would never leave willingly, they were as perfect as a couple could honestly be in this world. They were happy and no day was dull for either of them, so Grendrick knew she was taken by force. He scoured the town for days and weeks looking for clues and signs of her leaving. However he found nothing at all and he tried to think, that is when he realized it must have been the mage. This man, angered and wielding two large hueing axes went to wage personal war against the Mage. The Mage never expected a towns-person to come seeking him out in an angry way, so his small had minimal defences, which was to Grendrick's aid. He chopped through each door until he made his way to the peak and confronted the Mage. The mage however never had Emilia in his tower or at all for that matter. The Mage pleaded for his life, Grendrick had taken him by surprise and the presence of this large male made the mage shrivel and sink into the corner as he begged for mercy and tried to sway Grendrick from ending the mage.
"I can help you! I can give you the power to find who kidnapped her! I want to help! You were two were always so lovely!"
Grendrick cared not for the Mages pleading and whimpering, but when he spoke of giving him the power to hunt down those who took his wife, he relinquished the grip on his axes and spoke to him. He instructed that his life would only be spared if he gave him the power he needed and only if this wasn't a betrayal. This agreement was met and within a few days the Mage had his preparations made for the two complete their agreement. The Ritual would proceed through the night, and it would empower Grendrick with the capabilities to find Emilia. However in his haste he never asked in truth what the scope of the ritual would do to him. He didn't care, in earnest nature. He merely wanted his wife and life back. Only if he knew how his would turn out in the end.
The Ritual began at Midnight when the moon was high and the two went into the long Ritual. Grendrick was at the Mages whim now as he began saying incantations and shining magically drawn runes in the air that quickly floated out and surrounded Grendrick as they hovered around him. More and more of them were made until a complete ring was formed. As Moonlight showed through the Wizard's windows into the tower, the Mage knew it was truly time. He began the chanting of the final incantation as the Cresent waning moon sat overhead in the sky, and once the words were finished, the whole world seemed to be silent. The wind ceased, the mage never uttered a breath, Grendrick waited for something to happen, the runes ceased in their places, no birds were heard, not even a night owl, and the world was dormant for a moment. This was only for a moment though as a scream was heard throughout the night. It radiated out across the town and for a mile or so out into the wilds. It was Grendrick, he had roared out in pain as amassive Phantasmal blade skewered through his back and through his chest into the ground. He was held up from falling by the magical blade, but he spat blood in a shower out across the floor as he writhed in agony and pain. His eyesight faltered and his senses were lost, his hazy vision was about to end as death drew closer for him, but then it happened. The Crescent moon overhead shifted greatly, filling out it's edges and reaching the full cusp of the moon. The light intensified and the green-ish blade radiated a bright white color before Grendrick felt the power flow through him. His body snapped and shifted, crackling bones and shredding muscles were heard as he changed, morphing, and growling out in anger and pain as it all came to and end. The blade fizzled out from his body, and not even a scar was left from it's presence, all that remained was the Grendrick. The lupine Lycanthropic beast. He was larger than the average, thick dark grey fur, long pointed ears, dagger-like claws, a long bushy tail, he was a titan of a beast. He was now ready for the hunt.
He did just that too, he hunted. He hunted for nearly twenty years, sniffing out the faint remnants of her scent and fighting through what seemed like a menagrie of goons and thugs in the search of Emilia. But it wasn't until the cusp of his thirty-eighth year that he found her. Emilia had been in the hands of a Bandit King. A man many referred to as the Oak-saw King. He ran his operation out of an old timber mill, an open place nestled inside a dense forest with little traffic. It was perfect for him, but now it had all changed. Grendrick had found his wife. The lycanthrope went into a rage when he saw her sitting next to this "King." His nose and eyes lurking from the shadows for only a moment longer before he leaped into the frey. He quite literally leaped from the shadows and went on a rampage. He slaughtered the bandits endlessly due to his growing hatred and adrenaline, but he was not unharmed. He suffered one wound after another recklessly laying into the bandits until all that remained was the King. Grendrick's deep, growly, voice spoke out to them as he told the king to run and leave his wife. Emilia was freightened, she had never seen such a monster in her whole life, and it kept referring to her as it's wife. She screamed as the beast and the king bantered, she was now hiding behind large wooden pieces and the Bandit thrones as she peaked at them. Now locked into a battle, the heavily armored Bandit King put up a fight beyond most of his caliber, a measly bandit with a shoddy group of thugs, but Grendrick was already weak and suffering several injuries. He was barely holding the fight, but as he felt the fight waning, and his loss incoming, he noticed what he had fought for was hiding. She was scared of them both, more so of him. She didn't recognize him and she would never have known. He couldn't fathom the world without her, his rage was new, unbridled, not for the bandit, not for the mage, not for her kidnapping. It was a rage for himself, for what he had become, and with an instant realization he over-threw the fight against the Bandit and ended his life, tearing his throat from his body with his lupine jaws. His rage revealed more of what he hated about himself now. He spoke from across the clearing to Emilia, trying to explain all that had happened, but in the end ran off screaming for her life from the very man she once loved most in this world.
His life had become a cliche love/tragedy story all in one fell swoop. He couldn't imagine returning to Silver-Shire, they would never let him back, they would hunt and kill him immediately. He got in touch with the Mage, and the mage directed him to Apothicus. There he worked and did his duties, he began to climb the latter, and within only a few years he was a High Silver ranking member with a rather well-written contact with the Iron Hands about his privileges and take from the rifts.
Guild Ranking: High Silver
Misc: Grendrick has far superior senses than any who have ever encountered him in this life. He can track the scent of old blood for days on end, almost as if never losing the scent, even if having lost the trail. His hearing it more acute than even normal lycanthropes, and his eye-sight is sharper than any bird's. He was made to hunt, and he was trained to kill.
Grendrick is also associated with the Iron Hands and the Infinity Guardsmen. Due to his ranking and position among them.
Goals: Grendrick seeks challenge, blood, and wealth. He clear rifts to gather gold and to keep people safe, but his own goals are to hunt the strongest prey, and to become the Apex Predator.