Dec 3rd, 2020
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Beasts considered legendary, apocryphal, or endemic only to dungeons and their surrounding areas.
  3. Black Lion: not a species but a solitary creature, or at least as discovered. A nigh legendary beast that roams the plains of the Southern Kingdom, seldom seen outside the early evening. When first investigated by the Hunter's Commission it was thought to merely be an out of place panther. However it was seen and thoroughly described by one of the commission members. A jet black beast, nearly the height of a Man and twice as long. A thick mane spread from its neck, a shimmering sea of fur dark as a moonless night. Its eyes are twinkling gold with a wise look but clear predatory intent inside. The hunter in question went on for some time like this, but this will do. This is not a creature that one would chance across, so if you do come across it in your journey pay heed and respect.
  5. Dragons: as we begin to speak of more legendary creatures, it bears mentioning of the Three Dragons. Their names, as far as anyone living is aware, are Neven, Minam, and Osi: North, South, and East in the tongues of Dwarves, Orcs and Oni, and the elves respectively. The dragons are said to live at the furthest points in their respective directions, and atop great wonders they make their nests. Once every thousand years they supposedly meet on the Red Isle in the middle of the Great Sea, sometimes called the Center of the World. While none have witnessed the event, tales come from almost all races about seeing the shadows of the beasts and some scales are still passed down from generation to generation. Though their existence is unquestionable fact, little is actually known about the dragons. They seem to have some manner of control over weather, thunderstorms are reported to trail in their wake. They are the largest creatures in the known world and may well be considered as natural phenomenon rather than beings. You will not encounter them.
  7. Dungeons: every story of the Dungeon, across all races and cultures, treats it as a living being itself. Speaking in hushed tones at the back of smoky bars, Delvers tell tall tales of the halls of Dungeons shifting after being mapped. Old adventurers with scarred faces and distant gazes say the Lords they faced cooed and sang lullabies to the ruins they ruled. Gnomish Pneumanthers speak of the agitation their spirits feel when nearby, that they hear a constant and rhythmic roar that sets their nerves on end. The air around and inside is drenched in mana, and skilled mages need only use a spark of their own to tap into the vast reservoirs within. There are many creatures in the Dungeon that are endemic, in fact incapable of living outside, as though parasites that cannot survive without their host. Lords that take up residence often are described as twisted, not physically but psychically, and they too have never been brought living from the depths of a Dungeon. Studying them is near impossible, the Delvers that go in are not there to guard academics and few regular adventurers would dare venture in without promise of great reward, something that is difficult to secure for a mere study. Stories are the best source of detail we have, so keep an ear out when the old man at your table begins to tell of his time as a Delver.
  9. Wild Spirits: similar, but distinct from the elemental spirits that Gnomes share affinity with. While the Gnomish spirits are natural formations of mana, Wild Spirits are the precise opposite, formed from unnatural or artificial concentrations of mana forced into existence by design or chance. They sometimes form ethereal images of souls passed on, especially if where they come to be is rife with death. These are not ghosts in the commonly known sense, merely an echo of what's been and gone. Like other mana-based phenomena they can be dispelled by most trained magicians, however for those without the skill or talent wild spirits are extremely dangerous. They are essentially raw mana given to form, and so are extremely unpredictable. Adventurers, it is best to leave the handling of such things to those with the talent.
  11. Merkur: these is only written on these because of the sheer universal presence of their appearance in folklore in the northern reaches of the continent. Depending on what story you lend credence to, these are either shambling corpses of deformed elk, heaps of living flesh that flow like mud, or maniacal shapeshifting demons that steal away bad girls and boys to the woods. Truthfully though, it is likely little more than a myth. Little in the way of solid ground exists for these things to stand on, beyond their supposed ability to change their form. This is despite the two Hunter's Commissions convened specifically to find evidence of them. If such a monster exists then it is one of the rarest things across the world, and dangerous enough to never be purposely sought by anyone.
  13. Gremlins: a creature that is vaguely similar in appearance to the Goblin. It is common to find these living as denizens in the upper floors of dungeons or deep in caves. They are subterranean by nature and as such avoid both the open sky and light, so much so that they can be warded of by strong mana-lamps though normal torches are not bright enough. Their eyes are large, taking up nearly a third of their head, and their long ears jut out to the sides. Though not particularly bright, gremlins have a savage intellect of their own. Normally they have only rudimentary tools or weapons, little beyond a large club or sharpened root. They are, however, resourceful and on the occasion that their little bands manage to defeat adventurers you may find some with proper swords, axes, or even armour should it be a larger specimen. With proper preparation and caution these prove little challenge for even an apprentice to deal with, but even masters ought not to treat gremlins with no care.
  15. Dagapod: known with some affection as 'daggas', these are an odd creature with tentacles that float on currents of dense mana in the rare places it is so plentiful. In general they are rather passive creatures and mostly harmless to adventurers that come across them. Dagapods feed on minuscule spark faeries that exist within the clouds of mana, as well as mandrake roots that grow around magical springs. Such is their diet that, while not hostile or aggressive, contact with the creatures can seriously injure or even kill most. The mana is exuded in the form of a kind of lightning that one can see crawling across the skin of the dagapod in the dark. This has led to their other name 'thunderclouds'. These dangers, however, have not dissuaded some enterprising adventurers to attempting to make pets of these creatures though there is no record of their success or failure in such endeavours.
  17. Pixies: diminutive, green-skinned, and mischievous fae. Pixies are generally regarded with disdain, as thieves and ill-mannered things and not without reason. In just ten years, the Kingdom of Men recorded five reports of theft by pixies as well as a kidnapping incident. Thought it was later found that only the instance of kidnapping was actually performed by pixies, it does lead to the perception of their poor quality of conscience. Little is known about their culture which supposedly does exist, this is in spite of occasional friendly contact between them and the races of the world. They live deep in the forests across the Twin Continents, even in those that belong to the elves. Their skin tones vary across the environments they call home, but it is unclear whether this is because they are separate sub-races as the Alvar and Holvar among the elves or for some other reason. They have use of magic, though it is weaker than any race, and they are particularly crafty and inventive. If you happen across them it is best to treat them with courtesy and to try and spare a gift, some trinket or small bauble is sufficient.
  19. Nomads: bizarre creatures that are liminal and appear only near dungeons. Reports of their form differs from telling to telling, even from the same delvers. It seems that they are somewhere between reality and fantasy and some think they are simply mana-induced hallucinations. Indeed magi are the ones that most often tell the tales of these things, their companions either not witnessing the nomads or else mistaking them for something else. The more powerful a magic wielder is, the more effect nomads seem to have and more than one delver has died due to careless attempts at interaction. So strange and clearly related to mana and its use are these creatures that the Threnodine School, home of the preeminent research on dungeons, have opened a permanent contract on their study. It is hoped that this brings some sort of answers in the near future.
  21. Rakhine: a six-legged, furred creature with six eyes, the rakhine is one of the most notable creatures in delving. Rakhine are rather small creatures, reaching the knee of an average Man, and obligate carnivores. Their thick fur is generally ashen in colour, and they backs are lined with hackles of stout, black quills. Though not strictly endemic to dungeons, and in fact more commonly seen outside them, it is due to their pervasiveness inside that they are so associated. What makes them quite unique, and ties them so strongly with dungeons, is their breeding cycle. Rakhine only mate when they have accumulated substantial amounts of mana in their bodies. It is unclear how such amounts are gathered and stored, but it is thought that their quills have something to do with it; in fact their quills are prized for their properties in alchemic research. In any event, the mana-rich air of a dungeon and the prey to be found within certainly accounts for the common encounter delvers face of six glistening, black orbs gazing out from an unexplored passage in a dungeon.
RAW Paste Data Copied