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MONSTRUM

This page is dedicated to the categorization and definition of various beasts, monsters, and all manner of creatures.

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NAME
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Type: creature type (Soul, Monster, Undead, Demon, etc)​

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Other Names: other names it's known by

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Rarity: 

- Common: frequently encountered and easily found in various regions

- Uncommon: encountered less often but not exceedingly rare

- Rare: seldom seen, sightings and yields are valuable

- Scarce: very few exist and are difficult to locate

- Singular: only one is known to exist

- Enigmatic: its rarity or frequency is unknown

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Characteristics: the physical form of what it looks like​

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Disposition: what it acts like. is it aggressive, cunning, stupid?

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Domain: where does it typically appear, thrive or claim as its own?

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Reason for Manifestation: what caused its appearance in the first place?

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Behaviour: how does it hunt or evade capture? is it smart and cunning? will it use tactics against you?

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Activity Cycle: when is it most and least active? Does it only appear at night/day/etc

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Sign: what sort of tracks or evidence does it leave behind? Signs can be used to track or identify the creature

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Abilities: what is it physically capable of?

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Affinities: what is it magically capable of?​

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Strengths: lalala

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Weaknesses: lala

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Bane: a thing, item, element, ritual, technique, person, place, etc that will either get rid of the creature forever, kill it very easily, or make it not hostile anymore.

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Historical Encounters: what are some incidents where this creature was encountered?

UNDEAD

UNDEAD

Souls are bound to the physical body unless an angel rings their hand bell to release it and send the soul to heaven. This is all well and good, except for the fact that all the angels are dead. The task of releasing souls from the dead has been passed on to mankind, who don’t often do a great job. Bells and their heavenly toll are an extremely significant facet of life, death and in most religions.

 

The UNDEAD CURSE is a self-replicating magical affliction which passes from one living thing to another like a virus via physical contact. Those cursed are not afflicted in life, and many people go their entire life without knowing they have it. It is only after they die that the curse becomes apparent, their bodies rising back from the dead and wandering in search of living flesh. The curse works by tricking the soul into thinking a holy bell has been rung. This fools the soul into attempting to leave the body. The curse then snatches the soul back and binds it to the corpse, kicking it back into a living state. The body is still dead however, and continues to rot and decay. This is extremely painful for the person who has come back to life, and the only way to sate this unending pain is to consume living flesh. The flesh of animals and beasts helps ease the pain slightly, but the flesh of living humanoids is what all undead ceaselessly crave. It is not until an undead completely rots away to nothing but bones that the pain stops.

 

Generally, three fates await somebody who dies:

 

  • 1: They are given a proper burial and bells are rung to release their soul from their body so that they may go to purgatory, and eventually heaven.

 

  • 2: A proper burial is neglected or not completed properly, their soul bound to their body until it eventually rots and turns to dust. The soul will then latch on to any amount of dust, creating a ghost which may manifest as a physical form if enough dust collects. Household dust is 20-50% dead skin. For this reason, ghosts are not made of “ectoplasm,” but instead dust, because the soul desperately tries to latch onto any form of human flesh. 

 

  • 3: The person was afflicted at some point in their lifetime with the Undead Curse, making their body rise up again with a hunger for living flesh. The soul is bound to the body even as it decays, and the person feels immense pain as their body withers away. The desire for living flesh may be a way to ease that pain, but nobody knows for sure.

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Undead are immune to the following status effects:

BLEED, POISON, OPEN WOUND, ASPHYXIATION, FEAR, OVERHEATED, ENRAGED, DAZED, STUNNED, and UNCONSCIOUS

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Undead are especially weak to Magic and weaponry made of bone, horn, or of Ossein Steel, a special steel combined with bone dust in the forging process. This is because bones, horn and magic confuse the undead curse, which seeks to bind itself to these elements.

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All undead are able to use the weapons, techniques and magic they knew in life, but in a much more simple and sluggish manner. If a gunner became undead, for example, it would take a very long time for the undead to remember and figure out how to reload the firearm.​​​​​​

SKELETONS​

​Skeletons are those who have been afflicted with the Undead Curse long enough to have completely rotted and withered away to nothing but bones which are bound by the curse like invisible muscle and sinew. These creatures very commonly wear old, antiquated armour and equipment from any point in history between the fall of the Iron Empire to the present day. Many assume that skeletons are weak and feeble, but the opposite is often true. These undead are very aggressive and hard to hit with non-magical ranged weaponry due to their thin silhouette. Skeletons do not have a craving for living flesh, as they no longer feel the pain of decay.​​

Type: Undead​

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Other Names: Bonewalkers, Bonefiends, Rattlebones, Death's Puppets, Grinning Dead, Corpse Frames

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Rarity: 

- Uncommon: encountered less often but not exceedingly rare

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Characteristics: The skeletal remains of a humanoid or beast reanimated by the undead curse. â€‹

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Disposition: Always hostile to the living

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Domain: Crypts, Mausoleums, Old Ruins, Anywhere ancient.

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Reason for Manifestation: The Undead Curse

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Behaviour: Skeletons can use basic, uncomplex weaponry and often wear armour and equipment from the time period they are from.

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Activity Cycle: Arise when living creatures are nearby.

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Sign: Missing and scattered bones of various sizes, often ribs, toes, or the tips of fingers which may fall off as the skeleton shambles around. Tracks look like skeletal feet, or as if twigs or sticks had been dragged in the dirt or dust.

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Abilities: 

- Anything the skeleton knew in life

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Affinities: â€‹

- Bone Bolt: Skeletons may fire a projectile made of bone from their fingers.

- Anything the skeleton knew in life

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Strengths: Harder to target with conventional projectiles due to their thin and hollow silhouette.

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Weaknesses: Easily distracted by things which clatter and make rattling noises, like knucklebones or dice.

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Bane: Magic, Bone, Horn, and Ossein Steel.

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RISEN DEAD

In the first stages of the Undead Curse, a recently killed corpse will get up and resume its daily life. Before the rot begins to set in after a few days or so, some may mistake a newly raised undead as just another living being. As the rot begins to set in, the early undead will crave living flesh more and more until eventually losing their mind and giving in to the lust to feed.

Type: Undead​

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Other Names: Unturned, Walking Corpses

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Rarity: 

- Rare: seldom seen or noticed until decay sets in and they become Living Dead

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Characteristics: A person or beast afflicted with the Undead Curse, who has recently died and come back to life. This happens if their death is unnoticed and they are therefore not given a proper burial, which would release their soul with the tolling of bells and nullify the undead curse.​

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Disposition: Still sentient and coherent, but eventually has urges to eat living flesh. This urge becomes stronger and stronger as the body begins to decay, and eventually the mind goes feral and breaks. At this point, a Risen Dead is classified as Living Dead.

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Domain: Anywhere

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Reason for Manifestation: The Undead Curse

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Behaviour: Risen Dead can use any weapon or spell they knew in life with no restrictions. They are exactly like living beings.

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Activity Cycle: Risen Dead will live out their normal, everyday life as if nothing happened to them. 

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Sign: Tracks are hard to discern from any normal person, but they may stumble or become very clumsy, almost as if drunken, later on into the progression of the curse.

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Abilities: 

- Anything the person knew in life

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Affinities: â€‹

- Anything the person knew in life.

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Strengths: Very hard to identify early on, unless what caused them to die is obvious, like missing a chunk of their head. Often causes a huge moral dilemma, as these undead are able to speak and communicate as if they were alive. They will often beg and plead for mercy.

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Weaknesses: Some organizations, such as the Gravewalkers, will use a spell known as Sense Death on people they suspect to be risen dead. 

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Bane: Magic, Bone, Horn, Ossein Steel, and Holy Bells. Performing a proper burial rite on this person will often release the soul properly, and allow them passage to Purgatory.

LIVING DEAD

The standard zombie, ghoul, undead, or whatever regional name is given. These creatures are the most numerous of undead and reek of rot and decay. Their existence is that of excruciating pain, sated only by the consuming of living flesh. They feel fatigue and will never cease unless destroyed utterly.

Type: Undead​

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Other Names: Revenant, Zombie, Ghoul, Undead, Plaguewalker, Shambler, Reeker, Cursewalker

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Rarity: 

- Common: frequently encountered and easily found in various regions

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Characteristics: The rotting remains of a humanoid or beast reanimated by the undead curse. â€‹

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Disposition: Always hostile to the living

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Domain: Anywhere

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Reason for Manifestation: The Undead Curse

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Behaviour: zombies can use basic, uncomplex weaponry and often wear armour and equipment from the region they are from, or what they wore in life.

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Activity Cycle: zombies tend to be most active at night, where they will gather in rotting, screaming hordes. These hordes wander aimlessly through the countryside, looking for living beings to consume.

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Sign: The footprints of a zombie appear like that of a drunken man. They often shamble or limp. The area may smell of rot and decay, or the distinct iron tinge of blood. The remains of something attacked by the living dead will appear consumed and ravaged. Missing teeth and multiple tearing bite marks may be present. zombies tend to consume the guts first, then shamble off to find something else to eat. A corpse attacked by zombies will often have its stomach torn open and emptied of contents.

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Abilities: 

- Anything the zombie knew in life, but at a much more simple and sluggish rate.

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Affinities: â€‹

- Anything the zombie knew in life, but at a much more simple and sluggish rate.

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Strengths: Most often seen in great numbers.

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Weaknesses: Easily distracted by flesh. Freshly butchered raw meat will easily distract zombies for a few moments.

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Bane: Magic, Bone, Horn, and Ossein Steel.

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CAVIMORPHS

Name Origin: Old Imperial cavus (meaning "hollow" or "cavity") + morphḗ (meaning "transform")
 

Nickname: Hollows, Hollow Men

 

A type of foul, wretched and mutated undead which appear when a soul violently attempts to free itself from its body immediately after death. This often happens to soldiers who are slain in combat or those with fiery temperaments. The person’s head splits open and forms a giant gaping maw lined with jagged teeth made of fractured pieces of skull. After the face splits in half, all internal organs save for the heart are promptly regurgitated to make room for what it feeds on, living flesh. Once rid of internal organs, the Cavimorph’s entire chest and stomach cavity are empty, leaving them hollow and somewhat frail to crushing or chopping blows. Their blood turns acidic to break down and “digest” consumed flesh, the nutrients within molecularised and distributed into the bloodstream. The heart is the primary weak spot of these creatures.

Type: Undead​

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Other Names: Hollows, Hollow Men, Eaters, Consumers

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Rarity: 

- Uncommon: encountered less often but not exceedingly rare

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Characteristics: The rotting remains of a humanoid or beast reanimated by the undead curse. Their head is split open down the middle, commonly either vertically or horizontally. Their bodies are hollow and left open for consuming large amounts of living flesh.​

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Disposition: Always hostile to the living

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Domain: Mostly found on battlefields or places where people die fighting.

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Reason for Manifestation: The Undead Curse

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Behaviour: Cavimorphs can use basic, uncomplex weaponry and often wear armour and equipment from the region they are from, or what they wore in life.

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Activity Cycle: Cavimorphs tend to be most active at night, where they will join other undead in rotting, screaming hordes. These hordes wander aimlessly through the countryside, looking for living beings to consume.

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Sign: Tracking a cavimorph is very similar to tracking other undead, except they leave behind their own regurgitated innards. Their blood is acidic and may be the singlemost telling sign, as the remains of something killed and eaten by a cavimorph are often not present.

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Abilities: 

- Anything the cavimorph knew in life, but at a much more simple and sluggish rate.

- Acidic blood. 

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Affinities: â€‹

- Anything the cavimorph knew in life, but at a much more simple and sluggish rate.

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Strengths: Most often seen in great numbers.

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Weaknesses: Easily distracted by flesh. Freshly butchered raw meat will easily distract cavimorphs for a few moments. Cavimorphs are hollow beings and therefore easier to chop through or debilitate with crushing blows.

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Bane: Magic, Bone, Horn, and Ossein Steel. Attacks which destroy or stop the heart.

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SPLITTERS

​Cavimorphs often mutate further when they’re not slain quickly, turning into splitters. They are called so because their hands and feet split down the middle, and sometimes even their torso does as well. These creatures are an evolution of the Cavimorph.

Type: Undead​

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Other Names: Hollows, Hollow Men, Eaters, Consumers, Quartered Men

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Rarity: 

- Uncommon: encountered less often but not exceedingly rare

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Characteristics: The rotting remains of a humanoid or beast reanimated by the undead curse. Their head is split open down the middle, commonly either vertically or horizontally. Their bodies are hollow and left open for consuming large amounts of living flesh. Their limbs, or sometimes torso, will split even further, giving them the appearance of eight limbs instead of four.​

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Disposition: Always hostile to the living

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Domain: Mostly found on battlefields or places where people die fighting.

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Reason for Manifestation: The Undead Curse

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Behaviour: Splitters can use basic, uncomplex weaponry and often wear armour and equipment from the region they are from, or what they wore in life.

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Activity Cycle: Splitters tend to be most active at night, where they will join other undead in rotting, screaming hordes. These hordes wander aimlessly through the countryside, looking for living beings to consume.

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Sign: Tracking a splitter is very similar to tracking a cavimorph. One discerning difference is the presence of long, thin bone shards which are fired out by the splitter toward its foe like a crossbow.

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Abilities: 

- Anything the splitter knew in life, but at a much more simple and sluggish rate.

- Acidic blood. 

- Bone Shard Projectile

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Affinities: â€‹

- Anything the splitter knew in life, but at a much more simple and sluggish rate.

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Strengths: Splitters can shatter their forearm bones into long, thin pieces and fire them with the rotting sinew of their forearms in the same manner as a crossbow. Their split forearms bend back rapidly, which then launches the thin bone quarrel with deadly accuracy toward its opponents. They can do this as many times as the forearm bones have been split. Often up to 8 times or more.

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Weaknesses: Easily distracted by flesh. Freshly butchered raw meat will easily distract splitters for a few moments. Splitters are hollow beings and therefore easier to chop through or debilitate with crushing blows. Their limbs are thinner due to them being split half, making them easier to lop off.

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Bane: Magic, Bone, Horn, and Ossein Steel. Attacks which destroy or stop the heart.

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SPLAYED

In the late stages of undeath, a cavimorph or splitter may eventually mutate into a terrible spider-like being which crawls upside down on all fours, its arms and legs split open down the middle, which gives the appearance of eight legs.

Type: Undead​

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Other Names: Spiders, Attercoppes, Spyneres, Spithres, Kriechtiere

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Rarity: 

- Rare: seldom seen

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Characteristics: The rotting remains of a humanoid or beast reanimated by the undead curse. Their head is split open down the middle, commonly either vertically or horizontally. Their bodies are hollow and left open for consuming large amounts of living flesh. Their limbs, or sometimes torso, will split even further, giving them the appearance of eight limbs instead of four. They crawl around upside down on all fours with their head twisted and contorted in a manner most foul.​

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Disposition: Always hostile to the living

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Domain: Mostly found on battlefields or places where people die fighting.

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Reason for Manifestation: The Undead Curse

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Behaviour: Splayed cannot wield weapons and act more like beasts rather than men. They skitter around like spiders, able to cling to walls or even walk upside down on surfaces. They leap and pounce at their opponents like dogs, viciously biting and wriggling their heads back and forth to tear off great chunks of flesh.

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Activity Cycle: These creatures tend to be most active at night, where they will join other undead in rotting, screaming hordes. These hordes wander aimlessly through the countryside, looking for living beings to consume.

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Sign: Tracking a splayed is similar to tracking a large spider, but if it were drunk. Their tracks appear to shamble and drag around. Look for the shape of human hands or feet, but split down the middle. They leave a trail of acidic blood.

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Abilities: 

- Acidic blood. 

- Can walk on walls and ceilings like a spider.

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Affinities: â€‹

- Splayed typically cannot cast magic.

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Strengths: Agile and fast

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Weaknesses: Easily distracted by flesh. Freshly butchered raw meat will easily distract splitters for a few moments. Splitters are hollow beings and therefore easier to chop through or debilitate with crushing blows. Their limbs are thinner due to them being split half, making them easier to lop off.

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Bane: Magic, Bone, Horn, and Ossein Steel. Attacks which destroy or stop the heart.

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UNDEAD BEASTES

Any animal which is afflicted by the Undead Curse. Most commonly dogs, wolves, etc

REVENANTS

A revenant is a reanimated corpse, often malevolent and relentless in its pursuit of a goal. It is typically tied to acts of justice, vengeance, or unresolved conflict. Revenants are hostile and seek vengeance on those who did them wrong in life

SUPERNATURAL

SUPERNATURAL

These beings are typically made of dust, but some can appear as corporeal forms in flesh and blood.

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Ghosts only roam the land of the living when the living fail their duties to the dead. Some appear with malicious intent, while others may be completely harmless, or even seek to help. These spectral apparitions are the physical manifestation of the souls of the dead, transported by circumstance to this realm from the next, purgatory. 

Many ghosts appear in this realm as a reflection of purgatory, while others appear because their soul never made it to purgatory and is still bound to the realm of the living.

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SCURFGAST

If a corpse completely decays and turns to dirt, or if a person is cremated and turned to ash, their soul is trapped within dust and is cursed to wander the world via the random gusts of wind. These poor souls are called Scurfgast or Dust Ghosts.​​​​​ Common folklore states that the ghostly wailing noise that wind sometimes makes in a window frame is the cry of souls trapped in dust as they fly past. An old wives tale to scare children into doing chores is to say that “one must sweep their house at least once a week, to prevent the collection of dust ghosts from accumulating and haunting the house!” Whether this is true or not is disputed, but it could explain why old dusty manors are often haunted.

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BOGGART​

 â€‹A boggart is often considered a household or wild spirit that brings mischief or harm. It is said to inhabit homes, forests, or marshlands. Boggarts are usually described as shapeless or amorphous, allowing them to remain unseen. However, in some tales, they may appear as grotesque, small creatures with twisted, goblin-like features.

WRAITH

A wraith is typically an incorporeal spirit or phantom that haunts a specific location, object, or person. It is often tied to tragedy, unfulfilled purpose, or curses. Wraiths are often associated with death, haunting, or vengeance. They typically appear as shadowy semi-transparent figures, often cloaked in a tattered burial shroud. The body underneath appears skeletal, and often holds a candelabra with flickering flames. Wraiths are hostile, and will attack using their candelabra which turns into a spectral sword

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SPECTRE

A spectre is a disembodied spirit, often the soul of someone who has died and remains tethered to the physical world for a specific reason, such as unfinished business or emotional trauma. Spectres are often depicted as ghostly, translucent forms, resembling their appearance in life but distorted or decayed.


APPARITION

A spectral or ghostly manifestation, typically described as a visible, often fleeting, appearance of a supernatural entity, spirit, or ghost. Unlike other supernatural beings such as revenants or spectres, apparitions are usually passive and serve as a sign, warning, or message rather than an active, threatening presence.


GHOST

A spirit or soul of a deceased individual that lingers in the mortal world. Often associated with haunting specific locations, objects, or people. They are typically perceived as manifestations of the afterlife or echoes of the dead, appearing for various reasons, such as unresolved emotions, unfinished business, or as messengers from the beyond.


SPIRIT

Spirits are typically formless or shapeless, often described as energy, light, shadow, or mist. When they manifest visually, they may take symbolic forms such as animals, human-like figures, or abstract shapes. Unlike ghosts, which are tied to human mortality, spirits may appear in more abstract or symbolic forms.


PHANTOM

A phantom is a spectral entity or illusion that appears briefly, often fading quickly or vanishing entirely. It may be tied to the spirit of a deceased person or an unexplained supernatural phenomenon. Unlike traditional supernatural entities, phantoms are often fleeting and lack defined features, appearing more as an impression or a glimpse of something otherworldly.


SHADE

A shade is an incorporeal, shadowy being, often representing the lingering essence of a deceased individual or a dark force. Unlike ghosts, shades are typically devoid of personality or humanity, embodying emptiness or malevolence. They lack distinct features, with their appearance blending into darkness or seeming to flicker like shadows.


POLTERGEIST

A poltergeist is an unseen spirit or force capable of producing loud noises, moving objects, and causing disturbances in its surroundings. Poltergeists are rarely seen as visual entities. Instead, their presence is felt through their actions and the chaos they cause.


BANSHEE

A banshee is a female spirit who acts as a messenger of death, announcing it through her mournful wailing or keening. Banshees are often described as women with long, flowing hair and a ghostly, ethereal presence. They emit a haunting, mournful wail known as keening.


WISP

A wisp is a spectral or magical light, often considered a manifestation of a supernatural entity or phenomenon. It is associated with misdirection, enchantment, and otherworldly realms. Typically appears as a flickering or glowing light in marshes, forests, or other remote places, often leading travelers somewhere


FETCH

A fetch is an ethereal or ghostly manifestation of a living person, often appearing as their exact likeness. The fetch usually looks identical to the person it represents, down to their clothing and mannerisms. It may appear more spectral or ethereal, with a faint glow or translucent form. The fetch typically does not speak or directly interact with the living, merely appearing and disappearing suddenly


KIKIMORA

A sinister figure, sometimes with features resembling a chicken's beak or duckbill, and clothed in moss and grass. This version is believed to inhabit marshes and is considered more malevolent


ANKOU

The Ankou is a deathly figure, sometimes seen as the last person to die in a community, who then takes on the duty of escorting souls to the afterlife for the following year. The Ankou is usually depicted as a tall, skeletal figure shrouded in a dark cloak. The Ankou does not speak; it simply arrives to gather the souls of the deceased.


DWINDLE

Very rarely, a scurfgast may accumulate enough spare dust and dirt to become a fully formed being. This can be spotted if a pile of dust has a brilliant blue shimmer when it’s disturbed. Eventually the dust ghost's old body will form from the dust and they will take on their appearance as they had the moment they died. Missing limbs remain a blue shimmery dust vaguely in the shape of the limb, since the soul cannot remember what it looked like.

These beings are called Dwindled, for the edges of their silhouette is made of floating dust, like that of dust suspended in a windowsill on a summer's eve. When a cursed Dwindled dies, they scatter into a cloud of shimmery blue dust and drift away into the wind.

MONSTERS

MONSTERS

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BANE BEAST

A very large humanoid which skulks on all fours. Its entire body is covered by long, thick black leeches often mistaken for hair. Its head is similar to that of a dog, with a long snout and razor sharp teeth. It sounds similar to a lion. It has the uncanny ability to be completely silent if it wants to, with even the leeches falling off of it making no sound.


BLACKEYE

A dark, shifting blob which copies the exact appearance of the next sentient creature it sees. It looks identical except for the telltale pitch black eyes, and black blood which lashes out and strikes those around it. After it transforms, which can take up to an hour, it attempts to find and kill the creature it copied. It will then eat its memories, and take its place. Once it has eaten someone's memories, it adds them to its own and uses it to better mimic its prey, Its eyes will then change to look the same as its prey. It then looks for a new target, which it will kill and copy. When this creature gets angry, its eyes turn black again, and thick black tar drips from its maw. The only thing that Blackeyes can never do is talk. An interesting detail is that many of these creatures modify their clothing to have a strange symbol with an eye on them, why they do this or the meaning of the symbol is still unknown.​

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RAKE

A hunched over humanoid, with a hollowed appearance and extremely long claws for fingers. They have 7 claws on each hand, and they are roughly 5 feet long and razor sharp. They can run extremely fast, and leap up to 20 feet high. They hide during the daytime, but at night the come out and stalk their victims. Once they find a victim, they will stalk them for many days, as soon as they fall asleep they will stick their claws into their victim and pull out an organ, usually non lethal. These wounds heal within minutes. They will keep harvesting their victims until death, taking a kidney, lung, and even a heart. It is unknown what they do with these organs. They have an uncanny ability to remain unseen, moving at impossible speeds to avoid sightlines, so actually fighting one is a rare occurrence, only possible with planning and traps which prevent the rakers escape.​

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PLAGUE DOCTOR

​ Wearing entirely black cloaks and hats, with a crow mask on, they appear to be doctors of some sort. They come into towns and claim that they will take care of the inhabitants. They use very odd remedies, and often conduct tests on villagers. When cut, a thick green smog will emanate from the wound. They often stab themselves with needles to pull out an odd black liquid, which seems to move on its own. Once injected, a  person will see their greatest fears come into fruition, and through repeated exposure go insane. Once insane, a doctor will produce a crow mask and present it to their victim, which when put on will envelop the victim in a large black cloak, and a thick crunching will be heard, and a plague doctor will now stand in place of the victim

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RAVAGER

​A chitinous beast, with long bone scythes for arms and legs. Its head is similar to a spiders, with thousands of red eyes covering every inch, excluding the thousands of small pincers of its mouth, located at the bottom of its head. Its body is covered in holes,that there are thousands of spiders pouring out of, swarming the entire monster in a layer of small fangs and stingers. It can coat itself in a thick web layer nearly instantly, and the spiders share vision with the larger beast. It uses its arms to impale prey, bringing them into their mouth, instantly devouring half of them while the spiders take care of the other half.

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SWALLOW

Slimy humanoids, which appear to be made of clay goo. They can open their mouths extremely wide, and devour most things in one gulp. Most weapons pass through them without any harm, and they cannot bleed or get injured. The only way to kill these beasts is by cooking them, as their goo hardens and turns to a pottery, or by using magic to destroy their essence. Some would consider them an advanced form of slime, however they do not take on the attributes of their food, so such comparisons are incorrect.

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SLIME

The slime is a gelatinous blob which seems to only exist for one purpose; to eat. They can grow from an inch tall, to the highest ever being found at 30 feet tall. Usually, once a slime grows larger than 4 feet it splits into 2 smaller slimes, but some seem to prefer to grow endlessly. Slimes are extremely corrosive on the inside, and can digest anything to gain matter. Because of this, slimes will often take the attributes of what it eats, IE; an oil eating slime is black and flammable, a meat eating slime can be poisoned and is red ETC. If someone is not careful, it is not unknown for a person's entire body to be trapped in a slime, suffocating and killing them very quickly. Slimes are extremely hard to kill, with magic and silver being the sole ways of killing them, and most often resort to cutting them into small bits rather than destroying them.

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MIRK MONSTER

Large humanoids, covered in moss and vines, which are around 6 feet tall when crawling. They have large fisheyes, gills and a fin on the top of its head. It has no mouth, but a hole in their back with many layers of teeth like a shark, which they can saw back and forth. Their skin is a dark blue, and all their appendages end in a massive, clawed hands. They crawl around in bogs, swamps and lakes, hiding under the water, waiting for their prey. When a animal draws near, it will grab them from under the water, hoist them into the air, and shove them into their mouth.​

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OCULITE

An eyeball with grey eyelids wrapped around them, about 7 foot tall, with a set of legs and arms attached to the sides and bottom. Their skin is incredibly tough, like a rinos. They can close their eye and tuck their limbs behind them, becoming near similar to a boulder, and do this while resting. Their arms and legs seems to be incredibly muscular, they walk on their knuckles similar to an ape. Their glare is cursed, and anyone being watched by one feels incredibly uneasy as if they just witnessed something horrible. It is said that feeling will not stop until the Oculite that witnessed you has been slain, or closes its eye.

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MIND WARPER

 A bright purple worm which crawls up the nose into the head. It feeds off of the mind, causing the victim to have horrible nightmares, and eventually causing them to have visions of horrible tentacles. If the mindwarper is not slain, it will hatch once the victim has gone insane, a mass of tentacles bursting from their neck instead of their head. These tentacles appear to be shrouded in whispers. If the host is attacked before the transformation is complete, the mindwarper will replace an arm with a tentacle and attempt to defend itself. If all visible tentacles are slain ,the mind warper will leave the person's mind, and they will forget everything that has happened since they were infected.

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MOG TARON

Often referred to as the Mog, The Mog Taron is a giant being located far under the ocean. Its appearance is that of a Giant, cloaked Humanoid, towering above the clouds. Its clothing is adorned with various trophies from its years at sea, such as shoulder pads made from great galleons and its cloak created from many sails stitched together. On his head is a crown of twisted iron, its jewel a glass orb containing the vampire Ezraphel, captured while attempting to fight the Mog. It is extremely intelligent, but does not talk, rather communicating telepathically over long distances. It is believed to manipulate the minds of sailors so they will head directly to it. It has 15 giant tentacles, each covered with thousands of human sized arms, which snake under the water, feeling the waves for visitors. Its face is covered by a hood, but a set of 4 massive glowing eyes can be seen right before the Mog shoots a massive beam of flame.​

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DULLAHAN

A Headless, half man half horse. They are armoured with shadowy armour, covered in candles, incense, wills and other burial items. They carry their head under their arm, which seems to speak in tongues, with every part wrapped in bandages but the mouth. In their other hand, they wield a massive axe, whose handle is made of a spine and head of carved bone.  Worshippers of death, they find a target seemingly at random and cross the world to get to them. Once they find their target, they will stop at nothing to kill them. Once they do, they cut off their targets head and put their own on it. They they climb onto the saddle, and the Dullahan trots off never to be seen again, head laughing as if experiencing great joy.​

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MIMIC

Its a Mimic.​

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JOTUN

Large, 12-15 foot tall humanoids, warped with anger, pain sorrow and pure rage.They adapt to the areas they are in and hunt any who pass by their area.


LANTERN BEAST

​A being which snuffs out all light around it, even magical sources and the candles of the Way of Light, which are ever-burning and usually do not go out. The beaste then hovers what looks like a lantern to draw in its prey like an angler fish. It has foul breath and large teeth, but other than that, nobody knows what it looks like.

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ARCANE

ARCANE

 

WOGTHORP

 A massive bundle of tentacles, and one of the most common arcanic creatures. It rolls around, grabbing arcane crosses and shoving them into a beak hidden amongst the twisting tentacles. Its grip is extremely hard to escape from, and each of its suction cups have a small set of jaws which bite prey they have grabbed. Its blood is blue, and filled with potent poison which slowly drains the mana of those it comes in contact with.

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GARGAWELLER

​A purple and black furred wolf creature, with a totem instead of a head and a huge, bushy dark purple tail. It is roughly 20 feet tall, and  has 8 toed paws. All of the black hairs on this beast are actually small black crosses embedded into its skin. They are usually passive in nature, but when approached, various runes in the totem start to glow, and the creature becomes agitated, pouncing and mauling the perpetrator. It seems to have control over the hairs in its tail, as they spread out, whipping and slicing those who get behind it.

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ARCAVIAN CRAWLER

A large, purple and black spider. It has hands on each leg with long, clawed fingers. Its head is covered in human heads, contorted into screams, with long flaming tongues snaking out of their mouths. Its back is covered in small black crosses which have embedded themselves within the creature.  Its web is black and ashy, as well as extremely flammable. It is relatively silent except for the clattering of its carapace against the ground, but when it dies it releases what sounds like thousands of screams.​

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KRIMWELDAR

A chitinous black crab, roughly the size of a dog. Its eyes are on tall stalks, and seemingly constantly bleeding. Its claws have three pincers instead of two, and a  hole in the centre which shoots acrid fluid which smells of spoiled fruit. Every inch of its body is covered in small black crosses, giving it its color.


CROSSWIAN

Lanky and spindly humanoids, roughly the size of a giant. They are completely and naked, with thin limbs and no facial features, nails or genitals. They are covered in a grey goo, which fizzles and evaporates when it touches the ground. They can pull a large cross shaped sword from the goo where their mouth should be. This sword is huge, and morphs into a black cross when dropped.

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ARKANUS DRAKE

 A light pinkish boney dragon, with an eye in the middle of each scale. The Pupil of each eyes is cross shaped, with a faint glow coming off of them. Its wings are made of a dark black flame flickering between the bones. It has mastered the art of the blackflame, and primarily uses that to burn everything it sees.

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FISH DOG THING (ZUNGLAR)

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HIRUDINUTE

 A black leech like creature encased in a thick layer of acidic slime, which quickly melts most metals

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WRETCHED

WRTECHED BEINGS

 

BLEMMYAE

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MOSQUITANS

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CRAWMEN

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WILDMEN

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FALLEN

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etc

DEMONS

DEMONS

 

IMP

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CHANGELING

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LESSER DEMON

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GREATER DEMON

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DEMON PRINCE

BEASTES

BEASTES

 

WOLF

BEAR

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SPLIT-TOOTH HOG

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KUBRASSA

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GREENBACK SPIDER

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ARMOURED BANE SPIDER

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DIRKBILL

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SHRIEKING EELS (from princess bride)

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etc

ELEMENTALS

ELEMENTALS

 

fire, water, earth, air, blood, atrabilis, phlegm, choler,

DRAGONS

DRAGONS

Having long been killed off in the Dragon Wars of ancient antiquity, dragons are believed to be all slain, or exist only as fairytales and legends. Their kin, however, survive in the form of great lizards, reptiles and snakes.

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FLORA

FLORA

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dangerous flora

 

MANDRAKE

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MARIONETTE TREE

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BLACK HELLEBORE

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IMPERIAL VINE

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LEAPING JACK

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MAROON GLORY

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DANDELION

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GRIMLACK

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WARTWEED

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SNAPSLAB

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PIKE GRASS

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HELLS PINS

 

WAILVINE

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medicinal flora

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DEWDROP BUSH

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WILLOW TREE

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THREED

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DULLROOT

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FELLFLOWERS

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XARA FRUIT

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MOESHROOOMS

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other flora

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HORNYCUP

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WIDOWS ROSE

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WINTERVEIL

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HOTHERA PLANT

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ORG MOSS

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HAGLEAF

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WATERVINE

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BLOODBIRCH

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