Location: Alerar (Fields of Khu’Fein)
Cousin to the Antolin, Allorin are lizard-like creatures only 2 feet tall. They are generally green, though some reports of red Allorin have come up. Their skin is just as tough as an Antolin’s (iron). Allorin use enfeebling magics to fight their enemies, paralyzing prey in order to feast easily. Allorin are rare, and only attack if they are hungry or feel threatened. Humans are not an Allorin’s first choice of food, but Dwarves, Elves of all kind and Vampires are more desirable.
- Tangle Muscle: Using this spell, the Allorin paralyzes a limb on its target, giving the limb a numb, uncomfortable feeling. Allorin are generally smart enough to target a leg.
- Constrict Throat: This ability tightens the throat of the Allorin’s target, making it very, very difficult to breathe. It lasts until the target dies, or the Allorin expires.
- Heart Squeeze: This ability targets the prey’s heart or chest, dealing immense, sometimes paralyzing pain.
Location: Alerar (Fields of Khu’Fein)
Antolins are massive, lizard-like creatures that have been known to reach sizes up to 20 feet high, but their specifics (tail length, eye color) vary. They are bulky, meaty monsters with skin as tough as iron. They have large pincers for hands that can crush steel.
The lizards are the manifestation of souls from The Great Nether (see Planes of Existence) that are sometimes allowed to roam Althanas as unthinking abominations. After they are killed, the souls return to The Great Nether.
Antolins lash out at any creature they see, but are usually slow enough to flee from. Antolin skin is obviously fairly valuable, but nobody dares hunt the creatures, fearing their immense power. Some even think that because they are such tormented creatures, a human killed by one will be sent to The Great Nether themselves. Antolins are very rare.
Arnabiss, or "harecats" as they are known in Tradespeak, are a recent addition to the wildlife of Fallien. These strange animals were the brainchild of a bored Fallien sorcerer who lived far to the North, beyond the mountains of Zaileya, in isolation. He combined a desert hare with a typical lion, and was delighted when the spell created a beast the appropriate size to be a mount. Convinced he had created the Next Big Thing, he made the beast a mate…
And they, promptly, turned on him and ate him before escaping into the wild. Ah, well, what's a little bloodshed in the name of scientific progress, eh?
These creatures have the general build of Earth’s European hare, on steroids.Their DNA has been tweaked so that their sizes range between four and ten feet in length, and between three and six feet tall at the shoulder. They are sturdier than either the original cat or hare part would imply through a mixture of magic and the relatively natural effects of a size increase. They do, however, maintain the natural agility and flexibility of the two donor species.
Harecats have the head and face of a hare, with the eyes, ruff (or mane) and teeth of their cat half. Their front paws are feline in shape, as is their tail, while their back paws are leporid in nature. Their front claws are retractable and razor sharp, while their back claws are dull and cannot retract. They are extremely resistant to the elements, masters of the sands - second only to the Karuku-tal, with whom they can interbreed.
They are natural sprinters, but can maintain a steady lope if trained properly. They can jump lengths up to thirty feet, though this length is severely diminished when carrying a rider and varies, of course, with the harecat’s size. They are fairly intelligent for animals, and have excellent senses. They are also natural-born hunters, but they have no magical abilities. However, their thick coats make them resistant to damage, whether through physical or magical attacks.
Wild harecats are hunted for their pelts, which retain their superb resistance in death, but hunters are advised to hunt with caution, as they may find themselves the hunted. Harecats have two litters a year, ranging between one and five cubs per litter. Cubs are considered adult at about two years of age. Harecats, despite their fearsome nature, are very skittish, and will more often run when surprised than attack. That being said, a harecat in its own territory and on its own terms, will quite happily stalk any creature it comes across. They are also omnivorous.
"They say these beasts can speak and think and write as a human can, but I don't believe it. I only know they take our livestock - and our children if we're not wary."
-Spice farmer, Ruuya
Rather than flying these creatures glide on the rising air currents from the heated desert sands and random oases found throughout the dunes. They have two different sets of claws. The front set is razor sharp and retractable, giving them a deadly weapon in conjunction with their teeth. In addition the front limbs are quite nimble giving them the ability to manipulate objects almost as well as a human. The back set of claws is much more shovel like, allowing the creature to dig deeply into the sands of Fallien’s deserts.
It is beneath these sands that the drakes sleep, emerging at sunrise and thriving on the wind currents the heat of the day brings. They are covered in strong plates of mottled grays and tans which, although difficult to break, are surprisingly lightweight. Desert drakes are quite intelligent, and are thought to have a language and hierarchy of their own, including a leader for each region or hive of drakes.
Location: Fairly common throughout the western nations.
Description: Direwolves are a diverse group of canids who can be found nearly anywhere in the west of Althanas so long as they have large prey animals available. Their thick coats range from white to black, and they have been known to possess blue, amber, or red eyes. What all direwolves share in common would be their impressive size -- most stand at shoulder height to your average human -- and their crushing jaw strength. The force of a well-placed bite can easily shatter bone. This is rather useful to them, as they take great delight in slurping up the marrow of their kills. As such, the skeletons of their prey are often left for pack leaders and expecting females to snap up and scrape clean.
These wolves are highly social beings, maintaining a complex pack structure and strong bonds with their mates. A direwolf without a pack is a sorry sight indeed. Though typically hostile to outsiders, extremely lonely direwolves have been known to imprint on other species to fulfill their need for companionship -- humans, foxes, and wyverns being some of the most famous cases.
Location: World-wide, though species vary by continent.
Description: Draves are species of large, wolf-like creatures who have been known for their versatility and ability to adapt to their environment. Much less pack-minded than their smaller relatives, their nesting instinct is much more den-like, the immediate family being the core grouping. Known to eat nearly anything they can fit into their mouths, salvagers have been known to find relics and ancient artifacts impacted inside a Drave's belly, along with bones and pieces of wood, a testament to their survivability in times of famine. They will cannibalize their own dead, if need be. This survival sense has turned them into very tenacious, and very opportunistic predators; often ambushing their prey or frightening herds off of cliffs. Quite common in wilder areas such as Concordia and Salvar where the land has not been tamed nearly as much as Tesserar and the more civilized areas of Corone. Coloration varies from blacks, greys, browns, tans, whites, and yellows depending on the continent where the drave's den is located. They stand nearly 4 feet tall at the shoulder, and have been used by smaller goblinoid species as mounts. Very protective of eachother, the hyena-like manes that extend down their backs ruffle up when they feel threatened. Their paws are oversized, and nearly as punishing as their equally oversized jaws.
Location: Lindequalmë (aka The Red Forest)
There are many dangerous and unusual creatures in Lindequalmë. One such species is usually plant-like in appearance. However, it is actually a predatory animal. It is known as a Dur'Taigen, and it is a shapeshifting wolf. One alone can change its form to look like a sapling, but more than one can combine their power to mask an entire pack as a gigantic oak or rowan. There is only one way to tell these trees from the normal vegetation. At their base will be a row of what appear to be large canine teeth. These teeth extend up the trunk for about two feet before stopping. Travelers are warned against approaching any but the smallest of these trees. Alone, the wolves pose no real threat. In larger numbers, however, these wolves can take down even a formidable opponent.
Description: Earth Spirits in their purest form have been following mages and swordsmen alike as companions and familiars for many ages. Acting as guides in a particular area, as faithful companions in war, or simply connecting a person to the earth in a spiritual and magical sense, they have shown the ability to appreciate nearly all races, and be loyal to them in the darkest times. There are exceptions to their loyalty, but these shall be covered below in Earth Spirits and Races.
Description: Fauns believe they are from an era before humans or neandrathals, or any other humanoid species. It was a time of beasts, and of demi-gods, and supposedly during this time a half-goat half-human came to be, who all fauns claim is their ancestor. His name was Pan, and he lived for a great many years.
Location: Lindequalmë (aka The Red Forest)
But there are deadlier things than blood vines. One such species is the Fealotë, or Soul Blossom. It is so named because it has a venom which does not touch the body. Instead, the venom penetrates the very core of one's soul, eating it alive for nourishment. The Soul Flower stores the soul within a central fruit for six days after consumption, and for that period the soul can be recovered by slaying the plant. Once killed, any souls in the reservoir of the flower will be returned to their owners. Since you won't be able to move when soulless, you might want to travel with companions who can deal with the flower should it entrap you.
"There was a scraping metallic sound while I was gathering water at the oasis outside of camp, and when I turned there was a massive scorpion behind me. I screamed, dropping the water, and later I heard that a man had been crushed to death trying to kill the scorpion. Suravani bless his soul."
Usually measuring between four and six feet long, and equipped with deadly pincers and even deadlier venom, this desert hunter is not a beast you want to meet while traversing the dunes. These nocturnal creatures will attack if provoked, often using their pincers to crush a victim to death. This is preferable to their sting which leaves a victim writhing in pain for several hours before violent seizures and then death. The smaller the scorpion is, the deadlier its venom.
Distant cousins to the strangely intelligent drakes of the Fallien sands, these drakes come in warm-metallic colors (bronzes, golds and coppers) and are roughly larger than the average draft horse. They have spade-shaped heads, rimmed with horns, spade-shaped tails, and massive teeth. Unlike their cousins, these drakes do not have wings – instead, they have wide membranes between their limbs, much like a flying squirrel, that allow them to glide over surprisingly long distances if they are given a high enough point to leap from. They also have incredibly sharp, incredibly strong claws, and are exceptional climbers. They are very rarely seen in the wild, though, living in the highest peaks of the mountains.
Description: Golems are magical construct created by magic. They come in various shapes, sizes, and power, which are largely determined by the ingenuity, creativity, and power of the magic force behind its creation. They can be created from numerous materials, each of which has its benefits and flaws.
Location: Concordia only.
No more than three feet tall at the shoulder. Two-legged with a long dark slug-like tail, the Gorian Fel is a disgusting thing to behold. A pair of deep-set black orbs serve for eyes, under which hang five blue tentacles around a mouth much like that of a Lamprey.
Highly elusive. They live much like trap-door spiders, preferring to stay away from the open air. When the beast is not feeding, which is most of the time, a severe headache when in proximity of the beast is all that creatures suffer. When the beast is hungry, it emits a psionic pulse that disrupts electrochemical signals, and blocks them at the synapse between nerves. Prey becomes incapable of thinking clearly, reacting to stimuli, and even obeying its own commands to run and yell. The Gorian Fel acts like a sort of anemone, incapacitating creatures that unknowingly get too close to its nesting ground. The closer the prey is to the Gorian Fel, the more intense the effect.
Before the wrath of Vadhya swept over Fallien and remade it, it is said that a female prophet from beyond the seas came and drew maidens of the tribes away from their scriptures, forsaking both Suravani and Mitra for a fabricated god. Instead of allowing them to perish in the Vadhya, Mitra swept the women up and twisted their bodies to horrid feathered beasts, a cross between woman and foul carrion bird.
Harpies commonly kidnap Fallien children and carry them off, screaming to their lair-nests. There they "eat" them, sucking out their life and turning them to ash, thus absorbing their youth. Harpies are incredibly vain, and cannot stand being called ugly (one in every ten harpies is actually good looking). Mitra had originally intended on forcing them to live short lives of misery and pain (particularly the molting), but the harpies' queen was clever, and discovered ways to keep living to punish the others of Fallien.
Description: Homunculi are artificially designed and created human-based lifeforms. Homunculi are typically born in the pursuit of love, power, or curiosity. Generally, they lack certain traits or qualities of a natural born humanoid such as emotion, rational thought, extended or shortened lifespans, anatomical anomalies, and much more.
Also known as Ka'Ha Bahm Beetles
Location: Mostly subterranean
Description: The Ka-Boom beetles are large, brightly colored insects that live in rocky areas. They usually make their nests caverns deep beneath the earth, but often enough forage for food on the surface. Ka-Boom Beetles can grow to immense proportions if left unchecked. The largest reported beetle was nearly fifteen feet long. Ka-Boom Beetles have a diet of vegetation, a combination of roots and leafy materials. The Ka-Boom Beetle gets it's name not only from the fiery appearance of its carapace, but from the beetles amazing ability to cause an internal explosion, destroying its predator and hopefully saving others of its kind from suffering it's fate. Larger and older Ka-Boom beetles hardly ever resort to this method of defense, since they are much larger than most predators. Ka-Boom Beetle grubs are highly sought after as a source of the explosive chemical they store within their bodies.
“I once saw a wild one in the desert on a moonless night. At first, I mistook it for my own Shas, but in the knowing glance of the eyes, I saw the beast uninhibited by drugs. If it weren’t for the flash of light from my lantern, I would have become it’s next meal. It was the first time I’d seen one wild, and I pray every night with all that I am that it will be the last.”
These strange feline creatures had once lived in harmony with other beings upon Fallien. The Vadhya, however, drove them past the brink of insanity, twisting their minds and their bodies into something terrible even as the lush lands of Fallien were withered away. Before this, they had been noble creatures. Pampered and worshiped by commoners, kept as guardians and familiars by Fallien’s kings, they were considered more valuable than their weight in gold, more precious than a good horse. When Suravani took down the kingdoms, her wrath was turned as well to these pets. She took the daylight hunters and made them unable to stand the golden sun, the gleaming full moon. She took their loves, and turned them against them. Driven mad by the pain they could not comprehend, they took to the desert and the vast caverns found there. Now, mere shadows of their former glory, they are monsters that stalk through the desert on cloudy and moonless nights. The Nirrakali have developed an anti-psychotic drug to use on them, and keep them as familiars and guardians. Care of these are crucial, as neglecting the needs of the sensitive skin of these beasts and allowing them to harm themselves with an open window or faulty doorway will break the hold of the drugs, pain pushing them again into the madness that makes them killers.
Their general structure is that of an Earthian cheetah. A cat with a long, lean body. Very little body fat is found on these, their heads are small and flat, their hair so short it is nearly fluff, and brindled in color like that of a boxer. Their liquid movement is due to the fact that they have no bones, but cartilage. It makes them lighter and more flexible, but they also use it to their advantage in their cave homes, squeezing through crannies they shouldn’t have been able to in the first place. They are almost incapable of being brought down with bludgeoning, as their frame bends with the blows and comes right back. Master hunters, movement attracts them. Sensors in their noses pick up on electromagnetic fields, and long whiskers act as dishes to channel and code these signals. The electricity made by the diaphragm of a human breathing is enough to bring those who are close by, and they also use the sensing equipment to find their way through the tunnels that they unwillingly call home. Their eyes have been changed, pupils turning milky, though the irises have kept their dark color.
While their inability to cope with the darkness has made their eyes almost useless, they need not risk the light to know when it is safe to come out. These electromagnetic sensors are pulled by the moon as much as the tide is, and on new moon nights, they swarm the desert, fulfilling their need to be free. Their thick, heavy claws allow the Karuku-tal to burrow through the sands as easily as sharks swim in the waters, making them terribly dangerous in the desert. Attacks will come from below, so travelers on dark nights must be aware of the difference between sand moving from the wind and sand moving from a Karuku-tal attack. In the caves, they are just as deadly. Their claws can retract, and on the underside of their paws, they have pads as a gecko does. Scaling up a vertical surface is easy for them, and the smaller ones can even sit on a ceiling, waiting for someone to pass by under them.
They are made for survival, for even twisted into the shadows that they used to keep the Fallien people safe from, they have indeed survived. When first they moved to the caves, they were on the edge of extinction. While the population isn’t bursting, it is comfortable, and no other creature in the desert seems to have any negative effect on them. Their one weakness is light. Any kind of light will burn their skin, and send them screaming to their caves. Only the strongest, most hardy, and most rare of these creatures have begun to withstand weak moonlight.
Location: The deep depths of The Red Forest in Raiaera.
A Maul is a very territorial creature, spawned from its ancient ancestor the Bolesch, a smaller yet more intelligent version. It stands an average of 15 to 20 feet tall, and is covered in shaggy brown fur. Its huge head holds four mandibles that contain sharp, jagged teeth, and his whole body is lined with deadly spikes. It has two sets of arms, one which is placed slightly higher on its body. The hands have four clawed fingers with no opposable thumb.
Mauls are relentless and hostile; devouring or pummeling anything that enters its territory (hence the name). So dangerous in fact, that, that it isn't rare to see a Maul with more wounds inflicted by its own spikes than from anything else.
In the blood of a Maul lies a magical substance that allows the creature to remain somewhat connected to Hromagh, the unique cell formation allowing a more permanent fixture on an applied item, such as a weaker blade made slightly stronger.
Mauls are often used as servants to evil armies, often armed with plates of steel bolted directly into the skin along with metal coverings for their spikes. However, Mauls have no collective master and are particularly slow witted, their stupidity and rage being both an asset and a liability.
Temperate areas, such as Concordia
The Monlit are a nocturnal species of hedgehogs that live in a symbiotic relationship with a peculiar species of moss that grows on their back. At night, their moss-fuzzy needles are bright with a phosphorescent glow, which attracts insects for them to eat. During the day, they nap in sunny places to give the moss a chance to replenish itself. They live in many forested regions with moderate temperatures and abundant trees. Gardeners usually welcome Monlit with open arms, as they snack on bugs such as locusts that might chew up their plants.
Location: The main nest is in Concordia, though tribes have strayed elsewhere..
One of the most nefarious creatures known to the living world, the spawn of N'jal were once a race of wood elves. Given over to an undying evil, reading records and tomes not meant for the mortal eye, the elves proved that even the immortal aren't immune to N'jal's dark whisperings. The N'jalian Spidermagi, her acolytes, are a race of eyeless, earless, noseless, and tongueless elves. They had gone through dark rites once becoming one of the order, which involved mutating their lower-halves into the thorax and legs of a giant spider. Their fair skin has been replaced by a sickly gray, drained of all life. An attribute of their undead nature denies them of both a shadow and a reflection. Their spiders' bodies are black and brown with white bands.
N'jalian Spidermagi Abilities:
- Arachnid's Strength: With their six spider-like legs, comes the ability to use them to bolster their own strength. As such, a N'jalian Spidermage is stronger than most mortals could ever hope to be. Capable of lifting over a metric ton with ease, their strength is nothing to be taken lightly.
- Web Control: as the sole makers of their much coveted silken threads, they have developed a magick that allows them to control their threads and craft them into whatever form they wish. This includes N'jalian spidersilk worn as clothing.
- Shade's Embrace: If they touch a shadow, they can melt into it. They also have the ability to travel between shadows in a sort of carrier-wave that passes into the Antifirmament.
- Blight: Their spider-like parts are covered with a bristly hair, and one touch - just one touch - is enough to paralyze a human, elf, dwarf, and other medium-sized creature entirely. However, if not incubated, their toxins sweat through the skin and wear off after a day. This isn't fatal. However, if a Spidermage has the opportunity to paralyze its victim and wrap it in a coccoon of its spidersilk, the toxins liquify the victim's entrails and kill quickly. A strange thing happens then. The victim perishes, yet still lives on as an undying revenant - one who has died, yet returned. If the rotting that then ensues isn't stopped, in its path, the revenant will live a life of torturous decay lasting nearly three months. If a way to stop the aggressive rotting has not been found (being the lost Burial Salts of Gor'reaham), the victim eventually rots away and becomes a wraith-like Ghast, traveling the Antifirmament until judged.
They have an extreme aversion to light. If a bright light exists, they will attempt to shy away from it. Note: All light creates shadows...
Also known as the Singing Spider of Raiaera. This hand-sized species of spider has a slender appearance and jagged bark-brown coloration, making it resemble a loose bundle of twigs. Most arachnids are not known for their vocal abilities, but these spiders have quite a voice on them, and are known to mimic birdsong in order to lure prey into their treetop webs. The High Elves have a saying that roughly translates to “as unexpected as a singing spider” to describe unfortunate and unforeseen turns of events. Since the ravages of the Corpse War, the territory of the Omhym has shrunk and it has become a rarity even in its native lands. While dedicated entomologists are working to preserve the species, the black market is taking advantage of their scarcity, selling the creatures at ludicrous prices.
"I can only pray that when I die, I truly will become a phoenix."
These tremendous birds make their nests on the plateaus towards the heart of the desert, and when their feathers catch the sunlight, the radiant glow rivals that of any king's treasure vaults. Old Fallien fables say that a phoenix is born at the fall of the strongest, most courageous warriors, and even when killed by a hunter's arrows, or a poacher's blade, its body will ignite in flames and crumble to ash, from which a younger phoenix arises in a nova of flame. Usually docile and friendly creatures, to infuriate a phoenix is to make an enemy with it's entire flock. It is said that these amazing birds will give you a crop of their feathers, which yield magical qualities, if one instills trust in you.
Rolik are a wingless species of large silver beetles with black markings on their carapace. Being social creatures, they dig vast, complex underground colonies under the snow of Salvar. They are known for being extreme omnivores. Workers roll any source of nutrition they find into a solid ball and push it back to their nests through the snow; decaying plant matter, rotting flesh, and animal dung often make up this ball. It isn't unusual to find them swarming around a fresh corpse and stripping it of its meat. Salvarians consider Rolik to be an omen of death. Their stiff, hard carapaces are often prized as beads by foreigners, however.
These are a strange species of creatures that, at first glance, appear to be rather like Pipistrelle
bats. They vary in size from one inch to three inches in length, with a wingspan from seven to ten inches wide. They, like most bats, are not very durable creatures, and they are easy to fend off in a one-on-one (or, really, one-on-anything-less-than-ten) basis. The main problem lies within their tendency to roost in groups upward of two hundred.
The secondary problem lies in the ability that gives them their name. Natural shapeshifters, they have the ability to absorb and manifest characteristics from objects and beings they encounter: this can be anything from sand, glass and plants to animals, poisons, magics and people. A bat who encountered some kind of poison could become poisonous to the touch (like a tree-frog) or poisonous to eat, or have their fur become covered with a poisonous powder - it would all depend on the original poison. A bat who encounters a human or other being with magic would also be altered. For example: a bat who touched an Ink Mage would have an Ink Mage's skills for a certain amount of time - that wouldn't cause a problem since bats can't use pens. However, if they touched a human whose powers or traits were more an innate thing (someone who commands the elements via their emotions, for example, or an undead warrior) the bats would be affected by the traits (such as being able to change the weather, or have a sudden desire for living flesh.)
They maintain their size and base shape throughout their transformations, and the transformation always wears off, eventually, but it is not unusual to spy a shifter bat with a scorpion tail, or the madness of the Karuku-tal, or a sheen like glass and sand given life. These creatures are highly sought after as familiars, and by assassins who wish to make someone's death look to be a complete accident.
Location: Concordia only.
The last of his race, the Rootwalker is a prize of the Concordian forest. Nations and folk from far and wide hear of the creature only in legend and fairy tales It stands 400 feet high at the highest branches, and appears to be composed of a combination of wood, soil, and stone. In appearance, it stands and walks much like a gargantuan gorilla, its forelegs much larger and stronger than its hind legs. When seen, the Rootwalker is usually mistaken for an enormous tree, sighing in the breeze, even if it wants to be seen. Extremely dangerous if provoked, and anything resembling fire will anger him greatly, as he is reminded of the days when his brothers and sisters were hunted down for their extremely valuable husks. Wise beyond its years, which are practically unfathomable, the Rootwalker is known to commune with druids and creatures of any 'good' alignment, along with true neutral ones.
Location: Alerar (Fields of Khu’Fein)
About 2 feet tall, 3 feet wide. Wing Drakes have the appearance of small dragons, and are either red, green, light blue or grey. They have short legs and tiny arms, wide wings and waddle when they walk, which is practically never. They are incredibly agile and quick, thus favoring their matriarch, Y'edda, in their lineage.
Wing Drakes meet the ground only when they need to eat their prey or rest, so they are in flight for about 8 hours of each day. Due to their low weight, their wings are more than strong enough to handle the strain. The Drakes have been hunted for decades due to the worth of their claws and teeth, but are more than capable of handling themselves in battle.
Wing Drakes are capable of using a weak ‘breath’ attack, which is actually a powerful gust that has been known to reach 100 pounds of pressure. Their claws and teeth are at least as strong as Titanium, hence their worth. Wing Drakes are common.