Post by voxhumana on Feb 10, 2014 1:19:07 GMT -5
Welcome student, to the College Bestiary. The world outside the gates of Requiscat and Sanctus Lux is completely untamed, developed it seems with the sole purpose of eradicating what is left of mankind. While there are many dangers to be considered, one of the most deadly are the monsters. Once creatures that man dominated, these have evolved and developed into deadly creatures, each with its own set of abilities and behaviors. As the true number and extent of these creatures is largely unknown, the following are just a few of the many types seen and recorded outside the walls.
Entry 001: Fenris Wolf
Description: The Fenris Wolf is one of the most common monsters to be found outside the walls of the two cities. However, do not take this as a sign that it is one of the weaker creatures, for it is not. The Fenris Wolf is feral, intelligent, and quite powerful. The average Fenris Wolf stands at a height of roughly four and a half feet without rearing back on its legs, and has a tough hide that is difficult to pierce with anything but a honed blade. Its jaws are capable of crushing light armor, as well as ripping and tearing flesh like paper. Worse still is the fact that these creatures most usually travel in packs of 10-15, with a creature known as a Fenrir at its head. Fenris Wolves are not to be taken lightly. For if you can see one, more like than not, four can see you…
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Entry 002: Sleipnir
Description: The Sleipnir is an interesting monster, found most usually on the plains just outside of Sanctus Lux, though they do roam elsewhere. Sleipnir are quite unorthodox in their physical appearance, resembling what was once a horse. The genetic evolutions and adaptations that it has undergone have twisted its form, increasing its proportions and muscle mass, and giving it twice the amount of legs it once possessed. Needless to say, this makes the monster terrifyingly fast and incredibly strong. This is coupled by the fact that Sleipnir, unlike their ancestors, are carnivorous. Rather than the teeth of a grass-eater, the mouth of a Sleipnir is filled with ones which are razor sharp, and meant to rip and tear. Interestingly its hooves are equally as dangerous, hard and sharp as a blade. This monster is one to be watched for and avoided as they are quite dangerous and very aggressive. Be wary that you don’t end up trodden down under its iron feet.
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Entry 003: Goblin
Description: No one is quite sure what creature the Goblins evolved from, or exactly how it is that they came to be. What IS known is that they are a crude race of monsters, often banding together in small groups or clans. Though Goblins do have intelligence that other monsters lack; able to use tools, organize themselves loosely and even speak some semblance of their own language, their smarts and common sense end there. They are easily distracted and fooled, and largely unable to reason on anything. They are however devious and cruel, and are thus a threat to be considered. While their stature is generally small, most standing no taller than a child, Goblins do have an advantage that few realize. When angered or backed into a corner, they have the ability to enter a berserk like rage so powerful it in fact changes their physical appearance. While in this state they are much stronger and faster, and are even rumored to be resilient to some forms of magic. It is wise to remember that while fighting a Goblin may not put you in much danger, underestimating one may be the last thing you ever do…
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Entry 004: ROUS (Rodent of Unusual Size)
Description: A common monster found both in the wild and often in the sewers of the technological city, Requiscat, these creatures are exactly what their name entails. Rodents, specifically rats, which have mutated and evolved, increasing their proportions to disturbing levels. Most are roughly four feet in length, standing at the height of a small child when rearing onto their back legs. They have wickedly sharp and jagged teeth, and claws which are capable of dealing a good amount of damage all on their own; they are even able to use their 2 foot long, thick tails as weapons, lashing out like bullwhips at their prey. While they can be seen traveling in large packs, these monsters are usually loners, traveling with one or two others if any. While they could be considered one of the least threatening of the monsters that now roam the world, they should not be discounted as a threat. They are the carriers of disease, the scavengers of the shadows, now increased in size, aggression, and ferocity. In a back alley on a dark night, their shrill cry is the last thing any sane man would want to hear.
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Entry 005: Draugr
Description: There are none alive who truly understand the powers belonging to the Great World Tree, Yggdrasil. From its roots flows the power of its will, twisting and shaping the Earth to meet its unknown purpose. One power that the tree seems to possess is that of resurrection. Early in the days after the rise of Yggdrasil, many were surprised and terrified to see the bodies of those long dead rising from their graves to walk once more. Yggdrasil brings them back with no memory, no feeling, and a cruel imitation of the life they once held. They are the devourers of flesh, the soulless killers of what was once their own kind; the Draugr. Though they are not strong and most definitely not smart, they can often be found in groups, drawn towards the nearest source of food, which they fall upon like a plague. They are relentless as well, throwing their full strength and ferocity into each attack. There is no person to reason with, and no mercy to appeal to. Though they are largely kept outside the gates of the main cities, should you hear their haunting moan while traveling on the road, it is best to prepare to fight. That, or pray.
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Entry 006: Ghoul
Description: In the early days of magic, man, as he always does, delved into dangerous and experimental practices in search of a weapon to use against the growing threat of Yggdrasil and its monsters. Taking inspiration from the Draugr nightmares created by the tree, they attempted to summon their own legions of undead. The result? Ghouls. These are monsters born of Necromancy, and made to be weapons against any and everything in their path. The fact that they are infused with magic makes them tough, hard to destroy entirely, and as devious and intelligent as the person who created them. Normally, these creatures are under the beck and call of their master, the necromancer who created them. The first attempts at these monstrous creations, however, were a disaster. The mages were unable to maintain control, and were slain by their own creations. Without a master, these 'Feral Ghouls' took to wandering the plains and wilds of the outside world, decimating whatever they came across. Because many have been defeated over the years, and necromancy is largely limited in this day and age, Feral Ghouls are few in number, and a rare encounter on the road. But should you encounter one, use extreme caution. They are resilient to magic, difficult to destroy, and deadly, slow as they may be. The rattling of bones is not a sound that was ever meant to be heard outside of the grave. If you should hear it, keep on the watch; else you are like to end up in a grave of your own.
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Entry 007: Roc
Description: A mostly rare creature to be seen around the cities, Roc are monsters formed from what were once eagles, master hunters of the sky. Luckily for all of mankind, these creatures largely reside in the craggy and mountainous areas where they resided long before the rise of Yggdrasil. Roc in particular are what make the mountain pass between Sanctus Lux and Requiscat so dangerous, and are the reason it is so rarely traveled. They are incredibly dangerous, able to swoop out of the air at ungodly speeds to snatch and carry off their prey. Their beaks and talons are hard and sharp as iron, able to punch through metal, and tear apart flesh and bone. Their weak point, if they have any, is their wings, where the skin is thin and weak. If they are seen coming, they can be defended against. But be wary, for once they are close enough to cast a shadow down on you, it is likely too late.
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Entry 008: Great Spiders
Description: In the old world, spiders were hardly considered a threat; no more than pests at most. Great Spiders, on the other hand, are some of the most dangerous of the common monsters one is likely to encounter in the wilds. For the most part, these creatures tend to reside in the forests and dark places of the world, where they can hunt most effectively. Great Spiders are exponentially larger in size than their ancestors, often growing to 6 or more feet in height. Beyond their ability to leap great distances, scuttle along the ground at very high speeds, and spin webs stronger than steel, each of their legs is as sharp as a spear. From both their poisonous fangs and a stinger to be on their abdomen is secreted a poison, capable of paralyzing a grown man with a single bite. To make matters worse, the outer surface of their body is an exoskeleton as hard as plate steel. This makes only their eyes and mouths, and their soft underbelly vulnerable to physical attack. They are silent, deadly, and master hunters. Beware the areas of the forest with web clinging to the grass and trees. Once you have entered them, it is highly unlikely that you will ever leave.
Entry 001: Fenris Wolf
Description: The Fenris Wolf is one of the most common monsters to be found outside the walls of the two cities. However, do not take this as a sign that it is one of the weaker creatures, for it is not. The Fenris Wolf is feral, intelligent, and quite powerful. The average Fenris Wolf stands at a height of roughly four and a half feet without rearing back on its legs, and has a tough hide that is difficult to pierce with anything but a honed blade. Its jaws are capable of crushing light armor, as well as ripping and tearing flesh like paper. Worse still is the fact that these creatures most usually travel in packs of 10-15, with a creature known as a Fenrir at its head. Fenris Wolves are not to be taken lightly. For if you can see one, more like than not, four can see you…
________________________________________________________________________________
Entry 002: Sleipnir
Description: The Sleipnir is an interesting monster, found most usually on the plains just outside of Sanctus Lux, though they do roam elsewhere. Sleipnir are quite unorthodox in their physical appearance, resembling what was once a horse. The genetic evolutions and adaptations that it has undergone have twisted its form, increasing its proportions and muscle mass, and giving it twice the amount of legs it once possessed. Needless to say, this makes the monster terrifyingly fast and incredibly strong. This is coupled by the fact that Sleipnir, unlike their ancestors, are carnivorous. Rather than the teeth of a grass-eater, the mouth of a Sleipnir is filled with ones which are razor sharp, and meant to rip and tear. Interestingly its hooves are equally as dangerous, hard and sharp as a blade. This monster is one to be watched for and avoided as they are quite dangerous and very aggressive. Be wary that you don’t end up trodden down under its iron feet.
________________________________________________________________________________
Entry 003: Goblin
Description: No one is quite sure what creature the Goblins evolved from, or exactly how it is that they came to be. What IS known is that they are a crude race of monsters, often banding together in small groups or clans. Though Goblins do have intelligence that other monsters lack; able to use tools, organize themselves loosely and even speak some semblance of their own language, their smarts and common sense end there. They are easily distracted and fooled, and largely unable to reason on anything. They are however devious and cruel, and are thus a threat to be considered. While their stature is generally small, most standing no taller than a child, Goblins do have an advantage that few realize. When angered or backed into a corner, they have the ability to enter a berserk like rage so powerful it in fact changes their physical appearance. While in this state they are much stronger and faster, and are even rumored to be resilient to some forms of magic. It is wise to remember that while fighting a Goblin may not put you in much danger, underestimating one may be the last thing you ever do…
_________________________________________________________________________________
Entry 004: ROUS (Rodent of Unusual Size)
Description: A common monster found both in the wild and often in the sewers of the technological city, Requiscat, these creatures are exactly what their name entails. Rodents, specifically rats, which have mutated and evolved, increasing their proportions to disturbing levels. Most are roughly four feet in length, standing at the height of a small child when rearing onto their back legs. They have wickedly sharp and jagged teeth, and claws which are capable of dealing a good amount of damage all on their own; they are even able to use their 2 foot long, thick tails as weapons, lashing out like bullwhips at their prey. While they can be seen traveling in large packs, these monsters are usually loners, traveling with one or two others if any. While they could be considered one of the least threatening of the monsters that now roam the world, they should not be discounted as a threat. They are the carriers of disease, the scavengers of the shadows, now increased in size, aggression, and ferocity. In a back alley on a dark night, their shrill cry is the last thing any sane man would want to hear.
_________________________________________________________________________________
Entry 005: Draugr
Description: There are none alive who truly understand the powers belonging to the Great World Tree, Yggdrasil. From its roots flows the power of its will, twisting and shaping the Earth to meet its unknown purpose. One power that the tree seems to possess is that of resurrection. Early in the days after the rise of Yggdrasil, many were surprised and terrified to see the bodies of those long dead rising from their graves to walk once more. Yggdrasil brings them back with no memory, no feeling, and a cruel imitation of the life they once held. They are the devourers of flesh, the soulless killers of what was once their own kind; the Draugr. Though they are not strong and most definitely not smart, they can often be found in groups, drawn towards the nearest source of food, which they fall upon like a plague. They are relentless as well, throwing their full strength and ferocity into each attack. There is no person to reason with, and no mercy to appeal to. Though they are largely kept outside the gates of the main cities, should you hear their haunting moan while traveling on the road, it is best to prepare to fight. That, or pray.
__________________________________________________________________________________
Entry 006: Ghoul
Description: In the early days of magic, man, as he always does, delved into dangerous and experimental practices in search of a weapon to use against the growing threat of Yggdrasil and its monsters. Taking inspiration from the Draugr nightmares created by the tree, they attempted to summon their own legions of undead. The result? Ghouls. These are monsters born of Necromancy, and made to be weapons against any and everything in their path. The fact that they are infused with magic makes them tough, hard to destroy entirely, and as devious and intelligent as the person who created them. Normally, these creatures are under the beck and call of their master, the necromancer who created them. The first attempts at these monstrous creations, however, were a disaster. The mages were unable to maintain control, and were slain by their own creations. Without a master, these 'Feral Ghouls' took to wandering the plains and wilds of the outside world, decimating whatever they came across. Because many have been defeated over the years, and necromancy is largely limited in this day and age, Feral Ghouls are few in number, and a rare encounter on the road. But should you encounter one, use extreme caution. They are resilient to magic, difficult to destroy, and deadly, slow as they may be. The rattling of bones is not a sound that was ever meant to be heard outside of the grave. If you should hear it, keep on the watch; else you are like to end up in a grave of your own.
___________________________________________________________________________________
Entry 007: Roc
Description: A mostly rare creature to be seen around the cities, Roc are monsters formed from what were once eagles, master hunters of the sky. Luckily for all of mankind, these creatures largely reside in the craggy and mountainous areas where they resided long before the rise of Yggdrasil. Roc in particular are what make the mountain pass between Sanctus Lux and Requiscat so dangerous, and are the reason it is so rarely traveled. They are incredibly dangerous, able to swoop out of the air at ungodly speeds to snatch and carry off their prey. Their beaks and talons are hard and sharp as iron, able to punch through metal, and tear apart flesh and bone. Their weak point, if they have any, is their wings, where the skin is thin and weak. If they are seen coming, they can be defended against. But be wary, for once they are close enough to cast a shadow down on you, it is likely too late.
___________________________________________________________________________________
Entry 008: Great Spiders
Description: In the old world, spiders were hardly considered a threat; no more than pests at most. Great Spiders, on the other hand, are some of the most dangerous of the common monsters one is likely to encounter in the wilds. For the most part, these creatures tend to reside in the forests and dark places of the world, where they can hunt most effectively. Great Spiders are exponentially larger in size than their ancestors, often growing to 6 or more feet in height. Beyond their ability to leap great distances, scuttle along the ground at very high speeds, and spin webs stronger than steel, each of their legs is as sharp as a spear. From both their poisonous fangs and a stinger to be on their abdomen is secreted a poison, capable of paralyzing a grown man with a single bite. To make matters worse, the outer surface of their body is an exoskeleton as hard as plate steel. This makes only their eyes and mouths, and their soft underbelly vulnerable to physical attack. They are silent, deadly, and master hunters. Beware the areas of the forest with web clinging to the grass and trees. Once you have entered them, it is highly unlikely that you will ever leave.