Post by Nazerine on Dec 9, 2011 20:28:25 GMT 10
Anomalies
The Anomalies are enemies whom have not been classified. Anomalies are usually enemies or hostiles that cannot otherwise be explained or understood and are simply tossed into this category until they are given an identity.
The most well known anomaly is referred to as the force named 'The Darkness' or 'The Great Shadow'.
Beasts
Beasts are the common name regarding wildlife that inhabit Verenthia and her many habitats. These creatures are the most wealthy in numbers and serve no army or alliance. Beasts can be found in all sizes, types and display numerous, complex behaviours. They are versatile and capable of adapting to even the most harshest of climates, being able to triumph where men and other sentient races have failed.
These creatures come in thousands of breeds and species, all with distinct differences and similarities. They are claimed as one of the easiest groups of enemies to dominate but should never be underestimated as weak. Beasts are driven by natural instinct, allowing them to challenge situations without moral boundaries. This arguably gives them an advantage over the more intelligent races as they can play any role or behaviour fit for the situation at hand.
Colossus
Colossus refers to the largest creatures in Verenthia which also happen to be on the brink of extinction, making them a highly rare encounter. Their bodies are said to be so massive that they block out the sun and make the earth groan and quake with each step. These creatures, despite their size, are very difficult to find. Stories and legends have suggested that they disguise themselves as mountains or large masses of earth so they may sleep peacefully without interruption. There have only been a few encounters with a Colossal, all of which occurring before a great tragic event.
Little is known about these huge and mysterious creatures. Not many have been studied and to this day, they are feared and sung in songs of all languages as legends. Certain religions list the Colossal as gods or demigods whose mortal form has taken on that of a shambling mountain. Tikaln, the dwarven god of the earth, is said to be a colossal, having been depicted as a gigantic six-armed humanoid with burning eyes of flame.
Constructs
Forged and artificially created, constructs are labelled as manufactured enemies. They are controlled by a master or follow a code of orders without deviation. Constructs were originally made by the first dwarven architects for protecting the vaults of their city. Currently, many constructs roam within certain underground lairs or dungeons, serving out their lives in eternal servitude. Constructs are emotionless and unthinking individuals. They are presently known to have an immunity towards certain types of magic and weapons, making them difficult enemies to kill.
Demons
The first demons were the spawn of fallen gods whom had been exiled from the Pantheon. Now demons are made from a multitude of sources. Mortals have been known to turn by abandoning their humanity and ascending to demonhood. Other sources have suggested that demons breed much like the other creatures in Verenthia.
Staking claim over the control of the Underworld, demons are the most fierce and cruel of all.. Their races are many with some gifted with supernatural intellect, others with superior strength and unmatchable agility.
Their only purpose is to feed off the negative, and will tamper with mortal's lives to produce the desired effect. Consuming fear, flesh, blood and toying with mortals as if they were ragdolls, demons are ruthless and will take interest in individuals they find of some use to them. Demons are rarely spotted on the surface world, only coming to possess mortals bodies should the need arise to venture. A full bodied demon on the surface has only been recorded once, much to which the inquisition and church deny. Demons possess complex magical skill and many immunities, however they are intolerant against magic or actions produced from positivity, such as love.
Elementals
Elementals are spirits whom come to possess one of the four natural elements found within the world. Depending upon the nature of said element determines the nature of the elemental. They are known to be summoned by both casters and found roaming the wilds. They belong only in nature, and very few times does an elemental manifest in a city or place of civilisation. They are magical beings, bound to the same laws as spirits. But, unlike spirits, they have been known to take on a stronger physical manifestation. Allowing them to grow into mighty avatars of flames of towering funnels of water.
Fey
Fey regards to many species within the mystical races that call Verenthia their home. Fairies, pixies, and imps and their many sub-races are called fey. These beings are small to tiny in size, but carry a strong vibe for magic. Declared as tricksters, fey are very troublesome creatures that only seek to gain benefit by meddling in mortal affairs. Or, so the people say. Some fey, such as the swamp fey, have been recorded to be very friendly in nature. However, their distant cousins prove to be the exact opposite. Pixies in particular are notorious for their involvement in the abduction of elven children.
Fey are usually hard to find or spot, as they are able to become invisible at will. Other magical talents that they possess are so widely varied that no clear record has been made to declare their limitations. Some say the fey have an infinite source of magic and should not be taken for granted. So if you happen to find a particular item in your house missing, or a personal belonging absent, perhaps a mischievous fairy is lurking about.
Giants
The giants have a famed reputation for being large and burly creatures of low intelligence. They are known to be located in all climates and regions, and can impact the land in a negative manner. Some anthropologists have claimed that man were born from the giants, as their physical appearance are somewhat alike. However, their small brains have gave them not much ability to function in human society.
These towering beasts are known to belong in primitive societies. They use and craft tools and also possess a simple language made out of groans, clicks or roars. Giants are cannibals in nature, with meat playing a huge part in their diet. This has caused them to become troublesome for farmers who own herds in the mountains or other rural locations. Many bounties have been placed on public notice boards for anyone brave enough to kill and slay giants that hound the local communities, but very few are successful in these expeditions.
Goblinoids
Goblinoids refers to any groups of creatures that are larger than fey but smaller than the waist down from a human. These smaller group of humanoids usually are found in abandoned underground locations such as sewers, ruins or taking refuge in caves or buildings.
Goblinoids are known to be common pests as their habitats conflict with that of mortals quite regularly. Many are deemed unintelligent with the leaders of goblinoid groups being the biggest, the strongest or the most smart.
They are vicious when provoked and attack in swarms. Goblinoids very rarely fight alone. Primal magic and primitive use of weapons have made goblinoids a target for any uprising warrior wishing to train on a slightly easier target. However, many are warned about the diseases goblinoids can be known to carry. An infected bite from a goblinoid can poison a man and send him into a fit, or worse, turn him mentally ill.
Humanoids
Refers to any species of creatures that take on a humanoid stance and shape. All humanoids stand on two feet and have two hands and two arms. All of the mortal races are labelled as humanoids including the baysaad. Humanoid adversaries are usually renegades, bandits, wanderers or any other sort that take on the same concept. They can be anyone of any mortal race.
Being one of the more intelligent groups in being dealt with more care needs to be taken when handling humanoid enemies. They are dangerous and each fighting for their own cause.
Magical beasts
The most unique and impressive of beasts are those of magical qualities. Magical beasts are animals that possess the ability to harness magic, either for defensive or offensive use. Their intelligence is limited, depending upon the species. The proud symbol of the magical beasts is the Unicorn whose very appearance is said to grant good luck and whose touch is known to heal the most intense of wounds.
Magical beasts have been told throughout the lore and legends of all societies and cultures. The clans of the Mjonir worship magical beasts as their totem gods. Magical properties differ depending on the beast, some have incredible power while others display theirs more of a passive ability.
Monstrous humanoids
Monsterous humanoids are labelled as the size of humanoids between giants and humanoids. Most monsterous humanoids are indeed monsters, with races such as minotaur, trogg and many others coming under their ranks.
They live in many diverse societies, each with different cultures and languages. However, they are not as developed as the mortal races. Most monsterous humanoids are solitary creatures that live in secluded areas away from civilisation. Others form packs or tribes and prey upon merchants and tradesmen to feed.
Captured monsterous humanoids are sometimes sold as pets or guards to wealthy buyers whom train them to perform certain tasks.
Plants
Within Verenthia, there have been recordings and documentations of hazardous plants found in the wild.
Species that have been studied from devout botanists have been claimed to lash out vicious sticky vines at passers-by or even release poisonous spores. Others whom have been less fortunate have had their limbs severed and been acid sprayed to death.
Most plants are poisonous or conceive ensnaring effects to anyone that falls prey. Often the poison is quite toxic and requires a herbal remedy to be cured.
Spirits
Spirits are beings unbound to the mortal realm and are able to manipulate it and themselves at will. Usually the spirits that inhabit Verenthia are unseen by many and can only be discovered after making their presence known.
Also known as ghosts, hauntings, wraiths and spirits, they are described to be seen as shadowy figures, ghostly visages, pockets of mist or swirling white orbs. It is known that spirits are unable to locate to long distances. More often than not, a spirit will guard over a certain area which it will claim as it's home. Sightings of spirits have been reported to show visages moving about in the periphial vision of mortals, sometimes repeating the same action over and over. Some spirits are not aware of what goes on around them and they will continue to replay their movements regardless of interference. There are also those whom are aware of their power and will often affect the living in a negative manner, such as casting a sense of uncertainty or dread or making the patron feel unwelcome. Spirits known to be malicious will often throw or move objects around them violently and may even so much as attack an intruder who dares tread into their domain.
Depending on the spirit's strength determines just how far it can travel and how it affects the world of the living. However, despite their reputation, there have been cases of good spirits who have aided mortals during their quests by passing on valuable information or chasing off adversaries.
The most infamous spirits are known as Shadowmen; tall figures of dense darkness.
Undead
Undead are the unsightly stain that has tarnished Verenthia's image since the dawn of their awakening. The legion of the undead comes in all forms and races, though all possess the never-ending hunger to feed. They are connected with demons, claimed to be lesser spawn of some degree or another. The explanation of the undead manifestation upon the mortal plane of existence stems from many theories. Some claim it to be a foul taint that spread from the spirit world. Another story believes that undead were created by accident due to the tampering of foul magic by mortals.
The taint of the undead has spread like a plague over many areas of Verenthia, forcing those in the blight's path to flee or face joining the undead masses. From ravenous vampires to reanimated corpses and even to mass bulks of living putrid flesh, the undead are known for their highly aggressive nature and will to quench their hunger. They have been recorded to pursue a target with undying stamina, able to simply catch prey by exhausting them. There is no known weaknesses the undead carry other than their avoidance of sunlight and the severing of the head to stop the body from working as effectively, even though the body itself will continue to function.
Most undead are mindless drones who seek out the life of the living. They are drawn to it like a moth to a candle in the dark, often hunting those who live too closely to tainted lands. But there are also those that possess an otherworldly intelligence. Several undead have risen in command to actually overseer the legion's efforts in Verenthia. Known as the Lich, these undead beings carry the utmost and most cruel types of magic, being able to inflict unimaginable pain on any living creature. Anyone unlucky enough to face a Lich in person is expected to go through horrendous torture before they are killed and reanimated as one of the walking dead.
"Over the land, I saw it. Thicker than the blackest night and far more daunting than any monster! I wanted so much to turn and run and hide far, so very far away... But I couldn't move." - 4th Journal Entry, Anonymous. |
The Anomalies are enemies whom have not been classified. Anomalies are usually enemies or hostiles that cannot otherwise be explained or understood and are simply tossed into this category until they are given an identity.
The most well known anomaly is referred to as the force named 'The Darkness' or 'The Great Shadow'.
Beasts
Beasts are the common name regarding wildlife that inhabit Verenthia and her many habitats. These creatures are the most wealthy in numbers and serve no army or alliance. Beasts can be found in all sizes, types and display numerous, complex behaviours. They are versatile and capable of adapting to even the most harshest of climates, being able to triumph where men and other sentient races have failed.
These creatures come in thousands of breeds and species, all with distinct differences and similarities. They are claimed as one of the easiest groups of enemies to dominate but should never be underestimated as weak. Beasts are driven by natural instinct, allowing them to challenge situations without moral boundaries. This arguably gives them an advantage over the more intelligent races as they can play any role or behaviour fit for the situation at hand.
Colossus
"And so the sky was filled, like a goblet. A great shadow clouded the land, casting it's ominous presence over every town in the valley. A great mountain trembled, shambling in mighty steps. I knew it would not see a speck such as me, a distant god it was thee. As old as the land itself." - Lemeth Silvergaze, Freelancing Writer. |
Colossus refers to the largest creatures in Verenthia which also happen to be on the brink of extinction, making them a highly rare encounter. Their bodies are said to be so massive that they block out the sun and make the earth groan and quake with each step. These creatures, despite their size, are very difficult to find. Stories and legends have suggested that they disguise themselves as mountains or large masses of earth so they may sleep peacefully without interruption. There have only been a few encounters with a Colossal, all of which occurring before a great tragic event.
Little is known about these huge and mysterious creatures. Not many have been studied and to this day, they are feared and sung in songs of all languages as legends. Certain religions list the Colossal as gods or demigods whose mortal form has taken on that of a shambling mountain. Tikaln, the dwarven god of the earth, is said to be a colossal, having been depicted as a gigantic six-armed humanoid with burning eyes of flame.
Constructs
"Something that heavy shouldn't move so fast. It was unnatural. I realised I was out of my league so I stay behind in this cavern, hiding from that monster until my team finds me. I just hope it doesn't find them first." - Liviskis Fand, Explorer. |
Forged and artificially created, constructs are labelled as manufactured enemies. They are controlled by a master or follow a code of orders without deviation. Constructs were originally made by the first dwarven architects for protecting the vaults of their city. Currently, many constructs roam within certain underground lairs or dungeons, serving out their lives in eternal servitude. Constructs are emotionless and unthinking individuals. They are presently known to have an immunity towards certain types of magic and weapons, making them difficult enemies to kill.
Demons
The first demons were the spawn of fallen gods whom had been exiled from the Pantheon. Now demons are made from a multitude of sources. Mortals have been known to turn by abandoning their humanity and ascending to demonhood. Other sources have suggested that demons breed much like the other creatures in Verenthia.
Staking claim over the control of the Underworld, demons are the most fierce and cruel of all.. Their races are many with some gifted with supernatural intellect, others with superior strength and unmatchable agility.
Their only purpose is to feed off the negative, and will tamper with mortal's lives to produce the desired effect. Consuming fear, flesh, blood and toying with mortals as if they were ragdolls, demons are ruthless and will take interest in individuals they find of some use to them. Demons are rarely spotted on the surface world, only coming to possess mortals bodies should the need arise to venture. A full bodied demon on the surface has only been recorded once, much to which the inquisition and church deny. Demons possess complex magical skill and many immunities, however they are intolerant against magic or actions produced from positivity, such as love.
Elementals
"Wisps of spirits, conjoining together. They flowed like the great river, coalescing and growing to become one. Every drop of water, like ev'ry spirit, made the creature that danced before me. I wished it to stay still, so I could at least sketch it in my book." - Xixa Venis, Artist. |
Elementals are spirits whom come to possess one of the four natural elements found within the world. Depending upon the nature of said element determines the nature of the elemental. They are known to be summoned by both casters and found roaming the wilds. They belong only in nature, and very few times does an elemental manifest in a city or place of civilisation. They are magical beings, bound to the same laws as spirits. But, unlike spirits, they have been known to take on a stronger physical manifestation. Allowing them to grow into mighty avatars of flames of towering funnels of water.
Fey
Fey regards to many species within the mystical races that call Verenthia their home. Fairies, pixies, and imps and their many sub-races are called fey. These beings are small to tiny in size, but carry a strong vibe for magic. Declared as tricksters, fey are very troublesome creatures that only seek to gain benefit by meddling in mortal affairs. Or, so the people say. Some fey, such as the swamp fey, have been recorded to be very friendly in nature. However, their distant cousins prove to be the exact opposite. Pixies in particular are notorious for their involvement in the abduction of elven children.
Fey are usually hard to find or spot, as they are able to become invisible at will. Other magical talents that they possess are so widely varied that no clear record has been made to declare their limitations. Some say the fey have an infinite source of magic and should not be taken for granted. So if you happen to find a particular item in your house missing, or a personal belonging absent, perhaps a mischievous fairy is lurking about.
Giants
"The injuries sustained were catastrophic. I had no choice but to put the boy out of his misery. Mangled arms, crushed ribs, broken jaw and the cranium, crushed so intensely the brain was visible beneath the hair. Magic had barely kept him alive, but I knew that the creature responsible for inflicting such brutal wounds was not that of the acclaimed. No, it would be far larger, stronger. No man could beat a skull in with his bare hands like that." - Gregory Tal, Doctor. |
The giants have a famed reputation for being large and burly creatures of low intelligence. They are known to be located in all climates and regions, and can impact the land in a negative manner. Some anthropologists have claimed that man were born from the giants, as their physical appearance are somewhat alike. However, their small brains have gave them not much ability to function in human society.
These towering beasts are known to belong in primitive societies. They use and craft tools and also possess a simple language made out of groans, clicks or roars. Giants are cannibals in nature, with meat playing a huge part in their diet. This has caused them to become troublesome for farmers who own herds in the mountains or other rural locations. Many bounties have been placed on public notice boards for anyone brave enough to kill and slay giants that hound the local communities, but very few are successful in these expeditions.
Goblinoids
Goblinoids refers to any groups of creatures that are larger than fey but smaller than the waist down from a human. These smaller group of humanoids usually are found in abandoned underground locations such as sewers, ruins or taking refuge in caves or buildings.
Goblinoids are known to be common pests as their habitats conflict with that of mortals quite regularly. Many are deemed unintelligent with the leaders of goblinoid groups being the biggest, the strongest or the most smart.
They are vicious when provoked and attack in swarms. Goblinoids very rarely fight alone. Primal magic and primitive use of weapons have made goblinoids a target for any uprising warrior wishing to train on a slightly easier target. However, many are warned about the diseases goblinoids can be known to carry. An infected bite from a goblinoid can poison a man and send him into a fit, or worse, turn him mentally ill.
Humanoids
Refers to any species of creatures that take on a humanoid stance and shape. All humanoids stand on two feet and have two hands and two arms. All of the mortal races are labelled as humanoids including the baysaad. Humanoid adversaries are usually renegades, bandits, wanderers or any other sort that take on the same concept. They can be anyone of any mortal race.
Being one of the more intelligent groups in being dealt with more care needs to be taken when handling humanoid enemies. They are dangerous and each fighting for their own cause.
Magical beasts
The most unique and impressive of beasts are those of magical qualities. Magical beasts are animals that possess the ability to harness magic, either for defensive or offensive use. Their intelligence is limited, depending upon the species. The proud symbol of the magical beasts is the Unicorn whose very appearance is said to grant good luck and whose touch is known to heal the most intense of wounds.
Magical beasts have been told throughout the lore and legends of all societies and cultures. The clans of the Mjonir worship magical beasts as their totem gods. Magical properties differ depending on the beast, some have incredible power while others display theirs more of a passive ability.
Monstrous humanoids
Monsterous humanoids are labelled as the size of humanoids between giants and humanoids. Most monsterous humanoids are indeed monsters, with races such as minotaur, trogg and many others coming under their ranks.
They live in many diverse societies, each with different cultures and languages. However, they are not as developed as the mortal races. Most monsterous humanoids are solitary creatures that live in secluded areas away from civilisation. Others form packs or tribes and prey upon merchants and tradesmen to feed.
Captured monsterous humanoids are sometimes sold as pets or guards to wealthy buyers whom train them to perform certain tasks.
Plants
"Never again will I walk into the Uktari forests without proper shinguards..." - Aaron Thalmar, Regretful Squire. |
Within Verenthia, there have been recordings and documentations of hazardous plants found in the wild.
Species that have been studied from devout botanists have been claimed to lash out vicious sticky vines at passers-by or even release poisonous spores. Others whom have been less fortunate have had their limbs severed and been acid sprayed to death.
Most plants are poisonous or conceive ensnaring effects to anyone that falls prey. Often the poison is quite toxic and requires a herbal remedy to be cured.
Spirits
"For a moment, it was there. In the corner of my eye. I will never forget those black, empty eyes. Staring down at me and filled with such intense malice. I instantly knew from that moment onward that I was not welcome here..." -Noako Iku, Novice Nighthunter. |
Spirits are beings unbound to the mortal realm and are able to manipulate it and themselves at will. Usually the spirits that inhabit Verenthia are unseen by many and can only be discovered after making their presence known.
Also known as ghosts, hauntings, wraiths and spirits, they are described to be seen as shadowy figures, ghostly visages, pockets of mist or swirling white orbs. It is known that spirits are unable to locate to long distances. More often than not, a spirit will guard over a certain area which it will claim as it's home. Sightings of spirits have been reported to show visages moving about in the periphial vision of mortals, sometimes repeating the same action over and over. Some spirits are not aware of what goes on around them and they will continue to replay their movements regardless of interference. There are also those whom are aware of their power and will often affect the living in a negative manner, such as casting a sense of uncertainty or dread or making the patron feel unwelcome. Spirits known to be malicious will often throw or move objects around them violently and may even so much as attack an intruder who dares tread into their domain.
Depending on the spirit's strength determines just how far it can travel and how it affects the world of the living. However, despite their reputation, there have been cases of good spirits who have aided mortals during their quests by passing on valuable information or chasing off adversaries.
The most infamous spirits are known as Shadowmen; tall figures of dense darkness.
Undead
"This place is cursed! Cursed, I say. Even the eye of Ouroboros would not dare look upon what horrors lurk here. The stench of death stings my nostrils as I gaze into the crypt." - Shivishs Kysga, Warrior. |
Undead are the unsightly stain that has tarnished Verenthia's image since the dawn of their awakening. The legion of the undead comes in all forms and races, though all possess the never-ending hunger to feed. They are connected with demons, claimed to be lesser spawn of some degree or another. The explanation of the undead manifestation upon the mortal plane of existence stems from many theories. Some claim it to be a foul taint that spread from the spirit world. Another story believes that undead were created by accident due to the tampering of foul magic by mortals.
The taint of the undead has spread like a plague over many areas of Verenthia, forcing those in the blight's path to flee or face joining the undead masses. From ravenous vampires to reanimated corpses and even to mass bulks of living putrid flesh, the undead are known for their highly aggressive nature and will to quench their hunger. They have been recorded to pursue a target with undying stamina, able to simply catch prey by exhausting them. There is no known weaknesses the undead carry other than their avoidance of sunlight and the severing of the head to stop the body from working as effectively, even though the body itself will continue to function.
Most undead are mindless drones who seek out the life of the living. They are drawn to it like a moth to a candle in the dark, often hunting those who live too closely to tainted lands. But there are also those that possess an otherworldly intelligence. Several undead have risen in command to actually overseer the legion's efforts in Verenthia. Known as the Lich, these undead beings carry the utmost and most cruel types of magic, being able to inflict unimaginable pain on any living creature. Anyone unlucky enough to face a Lich in person is expected to go through horrendous torture before they are killed and reanimated as one of the walking dead.