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Mairigan Lore: Creature Types
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Creatures form the backbone of any fictional world, and the WR RPN is no exception. Eight general “races” of creatures exist within Mairiga, each of which contains several unique species (with their own strengths and weaknesses). These species are, for the most part, scattered across the continent and are encountered in loose societies (especially humanoids, and, to a lesser extent, primitives).
Animate
Those creatures that are not “alive” in the traditional sense (the “undead”) or those beings that cannot be killed by normal means are included within the animate race. Some of these monsters are magical in nature, some were created by evil majika, while others are pitiful remnants of once-living creatures whose bodies have remained ”animated” even after their physical death. Virtually all of the animated species are vile and corrupt, but a few possess intelligence and even personality.
- Benzar. Almost always human in appearance, benzars are still “alive” but have had their sentience magically stolen from them, transforming them into mindless robots. Benzars are slow moving but made powerful through the magical transformation process, totally mindless, smell of decay and possess eyes of blackness that disclose their now-soulless status. Some benzars have also been known to carry crude but effective weapons, and even a few have been known to be capable of transforming those struck into new benzars themselves.
- Skeleton. Perhaps the weakest of the animate race, these monsters are the exhumed remains of those who have been dead for quite a long time. Animated through selfishly evil majika, they appear as whole skeletons with patches of hardened flesh still clinging to their bones. Skeletons are simple slaves to their masters, although they make for excellent warriors or defenders of places and things—a few even possess some intelligence and hence lament their animated status, wishing to do any encountered living beings terrible harm.
- Swampar. The lingering majika and intense evil that exists within the Dire Swamp is said to be powerful enough to actually bring the dead back to life. However, these creatures do not possess the lifeforce that was present before its death, and so swampars tend to be wicked, powerful monsters that aren't anything like the being before death. Note that often the visage of a swampar becomes so twisted and distorted with evil that even the bravest of heroes have been known to run in terror from the sight.
Aquatic
Denizens of the wet, watery and otherwise saturated realms of Mairiga, most of the Mairigan aquatics are virtually mindless and attack purely from a survivalist or defensive instinct.
- Croc. Denizens of the murky and fetid swamplands of Mairiga, these large reptilian beasts measure ten to twenty feet in length and possess a gaping maw filled with rows of sharp teeth. Also known as “Maneaters,” they have been known to attack and rend flesh so quickly that an entire humanoid can be completely devoured in just a few terror-filled seconds.
- Giant Crab. An inhabitant of the sandy bottoms of the rivers and lakes of Mairiga, these crabs are a fresh water shellfish that have grown quite large—specimens of three to five feet in length are not at all uncommon. Most giant crabs possess two long, crushing pincers, and have been known to attack creatures twice their size in their ongoing quest for food.
- Giant Leech. Large but slow wormy creatures, these bloodsuckers grow many feet in length and are coated with disgusting mucus (and hence must be in contact with some watery substance to maintain this protective lining). Such aquatics are non-intelligent, but seem to possess the uncanny ability to attach themselves to a victim with a single bite, draining their bodily fluids and sometimes transferring a deadly poison as well.
- Jellyfish. These horse-sized creatures prefer to float along the surface of a large body of water to scavenge for food. Possessing dozens of variegated tendrils that hang under the surface of itself, jellyfish contain venom that can quickly paralyze those who are foolish enough to come into contact with one.
- Piranha. Growing to a length of just six to twelve inches or so, these small, fishy creatures inhabit mostly fresh water (although a few have adapted to salt water as well). Piranha are carnivorous and thus capable of attacking and consuming creatures that invade their realm; when encountered in numbers, their sharp teeth and lightning-quick speed can make them extremely dangerous opponents.
- Sea Squid. A horrific monster that terrorizes the oceans and seas of Mairiga, the sea squid can grow to a length of 50 feet or more. These vicious and always hungry beasts are so large that whole men can easily be devoured at one time. Hence, sea squid are creatures to be avoided at all costs.
- Swimmer. Herbaceous species of Mairigan fish, these creatures grow from a few inches to several feet in length and come in an assortment of colors as well. It is said that some swimmers are actually intelligent and can somehow be communicated with by those of a goodly or honorable nature.
- Sukerdas. Long, sinewy, snake-like creatures found only in larger bodies of water, these organisms can grow to lengths of forty feet and often attack without warning. The sukerdas have evolved several circular rows of sharp teeth that not only rend flesh but can drain the blood of their victims as well, often injecting a deadly poison.
Hellion
This incredibly vile and corrupted species of evil demon-like creatures were purposely let loose during the Age of Damnation, when they sided with the gurak armies and almost obliterated humanity. The hellions were ultimately defeated, but their offspring still inhabit the more desolate places within Mairiga. The hellions come from another plane of existence called the Realm of Nightmares and are, as a whole, a powerful but utterly despicable race.
Humanoid
Representing the majority of intelligent beings within Mairiga, humans were the first race of humanoids (those possessing two arms, two legs and a head atop a centralized torso) to appear after the Great Destruction. A sister race soon appeared—the denwirs—followed by the guraks (although no one is sure about their exact ancestry). During the Age of Damnation, humanity created the pesserdons to populate their armies, while the guarks countered with the neutrals, extremely powerful humanoids with great strength but little intelligence.
- Denwir. A distant sister race of humanity, the denwirs as a whole are taller and stronger than humans but not quite as intelligent and are incapable of magical rebirth. They normally possess dark skin, brown eyes and black hair, which they prefer to wear in a long ponytail to distinguish them from humanity. Denwirs are also exceedingly proud of themselves and their way of life; it was this fierce pride and arrogance that drove them to war against the human race near the end of the First Age of Man. A typical denwir is proud, stubborn, irritable and without a sense of humor, but also extremely loyal, honorable and fierce. Many denwirs enjoy wearing dark colors of brown and green.
- Gurak. Easily recognized by their bent posture, bad health and lavender skin, the gurak race once led hoards of the more wicked and vile creatures against the human and denwir peoples during the Age of Damnation. After their defeat, the race was banished to the barren wilderness of the land, never to be allowed to return to civilization again (although that edict—handed down by Sisla herself—is now slowly changing, to the point where guraks are being tolerated in some places). Guraks are smaller, lighter and more prone to disease and ill health than the other races, but seem to make up for it with cunning and agility. They therefore make for powerful wielders of majika, although most of these beings are corrupted to some degree and cannot be trusted.
- Human. The dominant race within Mairiga, humans share an affinity toward the planet like no other race and consider themselves (for good or for ill) to be its rightful rulers. While humans come in a diversity of colors and sizes, their bloodline can be traced back to the time of the Great Destruction and most (but certainly not all) tend to be hard-working, honorable and loving.
- Neutral. Created by the guraks during the Age of Damnation, neutrals are without sexual organs and reproduce by “cloning” themselves at the moment of death. Neutrals are generally scorned because of their origins and strangeness, but have learned many natural skills since their inception and are thus incredibly proficient in many ways of the world. Because of this, neutrals are sometimes sought after for their knowledge and experience, but they are also very shy and befriend nearly no one.
- Pesserdon. Created during the Age of Damnation to act as the footsoldiers for the human armies, the pesserdons were manufactured with flesh that quickly heals and a sentience that knows no fear or hatred, to counter the horrors of war. Often tan with white hair and silver eyes, pesserdons are sleek, dexterous creatures that love and live for adventure; without the ability to hate and condemn, they live their lives fun loving and carefree. Pesserdons are also quite prolific and have spread themselves throughout all of Mairiga—if it’s inhabitable, odds are a pesserdon or two dwells there.
Landimal
The largest and most diverse of the Mairigan races, the landimals consist of those creatures that dwell on the surface and are mostly animal or mammalian in size and appearance, ranging from herbivorous to carnivorous in diet. Most landimals possess an animal intelligence and a few have been known to accompany an adventurer during his travels, but nearly all can be dangerous as well, especially when encountered in numbers.
- Fire Roach. These small but pesky landimal creatures only grow to about a foot in length, but have evolved glands containing a substance that, when mixed with air, produces short puffs of fire. Subsequently, these invertebrates are able to actually generate small fireballs and can thus be dangerous opponents when encountered. Fire roaches are almost always gray to black in color.
- Giant Ape. This jungle-dwelling landimal species stands about seven to eight feet in height, is covered with burly black hair and is roughly humanoid in appearance. Giant apes have abnormally long arms that they use to reach out and grab their victims, squeezing them until they suffocate. These creatures possess an animal intellect, and are quite carnivorous.
- Giant Frog. A mutated form of the common frog or toad, these large amphibian creatures can grow to five feet in height, possess black and green armor-like skin, and have ten foot long sticky tongues which they use to attack and ensnarl their victims. Once captured this way, victims are then quickly dragged to the giant frog’s waiting maw and often swallowed whole.
- Giant Lizard. Exceedingly large reptiles found mostly within the deserts of Mairiga, this species of landimal can grow to 15 feet (or more) in length, yet are very quick and agile, striking with lightning speed. Further, giant lizards have evolved a nasty acid spit that is capable of striking a victim from a distance. Since these creatures are non-intelligent and strongly carnivorous, most people leave them alone.
- Giant Rat. Another mutated species of landimal, the giant rat is a supreme creature of adaptation, able to consume just about any type of organic material to insure its survival. These ugly creatures grow to nearly two feet in length, and possess a powerful jaw that is able to rend flesh quite efficiently. In order to help digest all kinds of food, the giant rat has also evolved bacteria within its saliva that acts as a deadly poison.
- Giant Scorpion. Preferring the dry, sandy desert regions of Mairiga, these hard-shelled landimals can grow to several feet in length and appear as giant crustaceans with a long, poisonous tail. Giant scorpions are quick and very good at surprising their prey, stinging and poisoning their victims even before they realize their imminent doom.
- Giant Spider. Growing to several feet in length, these mutated arachnids possess eight hairy legs and are quite adept and mobile. Giant spiders tend to weave long, sticky webs that are nearly impossible to break out of once caught, and possess a virulent poison that can quickly kill even the hardiest of adventurers.
- Giant Weasel. Smaller but much fiercer cousins of the giant rat, these landimals grow to about two feet in length, are very furry and possess excellent vision. Giant weasels are also incredibly agile, and can lock their jaws onto a victim for minutes at a time, draining the blood of the unfortunate creature at the same time. Because of this, giant weasels are often used to protect small chests or other confined objects containing valuable treasure.
- Goresser. Bizarre creatures possessing several heads and dozens of tentacles, these members of the landimal race grow to a height of five feet or so and are able to consume all forms of dead organic material with ease. Goressers have also been known to attack the living from time to time, burning their victims with a potent acid spray that is delivered by glands deep inside their bodies.
- Grazer. These non-intelligent cattle are simply herbivorous in nature and are usually not a concern to adventurers. Standing nearly five feet in height and weighing hundreds of pounds, however, stampedes of grazers have been seen throughout the wilderness, subjecting those caught within the stampede to a crushing death.
- Megapede. Very small invertebrates of Mairiga, these silver creatures normally grow to just eight to twelve inches in length. They are incredibly fast, however, and often strike before their presence is even known. Moreover, megapedes have evolved a strong poison that is capable of paralyzing its victim within seconds of a successful bite. Of course, these creatures do not possess any kind of intelligence, and thus cannot be reasoned with.
- Oozer. These disgusting lumps of oozing and plasmatic flesh normally grow to only a few feet in diameter, although a few have been reported to be up to twenty feet across and quite monstrous. Totally mindless, oozers prefer dark, wet and often-underground places, awaiting anything organic that they can first paralyze with a virulent poison before suffocating, dissolving and ingesting.
- Render Cat. These feline beasts normally grow to a height of three to four feet, walk on four legs and somewhat resembles a large cat or mountain lion. Extremely quick and agile, renders possess sharp claws and razor teeth and are able to reduce a creature to bones and bits of flesh in a matter of moments.
- Serpent. Descendents of the various snake-like landimals of Mairiga (but even more dangerous), serpents normally grow to a length of ten to twelve feet, are green or gold in color, and possess a bite that is both poisonous as well as painful. These creatures are of animal intellect, and can reside in water as well as on land.
- Spore. A large and highly mutated form of mindless fungi, these landimals are spherical in shape and hence capable of self-propelled movement (although they can also be carried by the wind). While not carnivorous, spores reproduce by attaching themselves to living tissue and then slowly transforming the victim into new spores (obviously killing its host at some point). Spores usually grow to a diameter of four feet or so, and appear light gray in color.
- Tunnel Roach. These exotic landimals normally grow to two feet or so in length, and appear rather wormlike with several series of mandibles located near one end of the creature. Tunnel roaches can actually tunnel through solid rock, using a potent acid spray it has evolved to assist with its efforts. Nearly always found underground and in dark places, these scavengers are quite disgusting and very dangerous to encounter.
- Wild Dog. Rumored to have once been an actual friend of humanity, this species of landimal is certainly no longer domesticated and has become quite savage (though a few have been trained to become attack dogs and hunters). Wild dogs stand about two feet in height, weigh about 100 pounds and are efficient killers, preferring the taste of raw meat over other forms of food.
Lentimal
Certainly the most mysterious race of Mairiga, the lentimals are highly magical creatures either partially or totally comprised of the four ancient elements: Earth, air, fire and water. Highly intelligent and very powerful, lentimals are as rare as they are spectacular, and the stronger ones are virtually never defeated in combat. While mostly neutral toward all encountered beings, a few lentimals have been known to actually be kindly and beneficial toward a selected human, pesserdon or denwir.
- Grawl. Those with hatred and revenge in their hearts always manufacture these magical creations, for a grawl possesses only one purpose: To destroy without compassion or pity. Considered a member of the lentimal race, grawls are constructed from solid diamond and shaped into any form desired, typically standing 15-20 feet tall. Grawls are nearly impervious to both sword and spell, and are thus incredibly difficult to destroy.
- Mudthing. Strange, mystical beings derived from the swamps of Mairiga, this lentimal species is somewhat intelligent and can be rational if not initially attacked. These creatures are said to be the immature forms of earthsouls, appear humanoid in shape, stand about six feet tall and are totally encased in highly viscous mud.
- Troid. Supposedly created by the forces of good during the Age of Damnation, the troids are beings of pure energy that resemble the eledars in appearance but are much more brilliant to behold. Members of the lentimal race, troids possess the ability to electrocute their foes from a distance, making them deadly adversaries. Fortunately, troids have never been known to attack those of a pure and goodly heart.
Primitive
Primitives are vaguely humanoid in shape and disposition, but are by no means human (or denwir, gurak, pesserdon or neutral for that matter). Rather, primitives are human-like creatures that have evolved (typically through the use of dark or evil majika) from some sort of more primitive stock such as animal, monster or even fungus. Primitives are rather intelligent—some even social—and come in a variety of shapes and colors. However, most primitives only seek wealth and power, and nearly always at the misery and expense of all others around them.
- Manmic. This monstrous splinter species was formed from the combination of humanity and mutated mammals of the world back during the Age of Damnation. Their evil disposition, honed combat skills and lust for land and power have made the manmics a hated and despicable species of creatures to be reckoned with. Most manmics possess four legs and a large torso, which itself contains three arms and a small, distorted head.
- Moid. A twisted merging of humanity and fungi, moids are quite hideous to gaze upon and are even capable of causing fear to those who initially see them. This relatively new species of primitive have already evolved the ability to speak, and now possess a genuine intelligence. The typical moid stands about three feet tall, and possess numerous legs supporting a fleshy stalk of three heads and six arms.
- Shambler. Perhaps a magical combination of plant, algae and humanoid stock, shamblers stand about five feet in height and are constructed from a sickening green combination of plant and animal tissues. Armed with dozens of poisonous fronds that can attack independently, shamblers can quickly kill with their paralysis poison and are thus highly feared monsters best left alone.
- Spefarr. Believed to be the mutated descendants of the first denwirs, this species of primitive seem to exist only for the purpose of looting, pillaging and murder, thus making for excellent mercenaries within the evil and corrupted armies of Mairiga. Spefarrs are strong opponents in combat and are perhaps the most intelligent of the primitive races. The average spefarr is humanoid in shape, stands nearly six feet in height, is extremely muscular and wears its hair all the way down to its knees.
- Xotic. A species of primitive that is part human and obviously part vegetation, these slimy creatures possess the ability to breathe both air and water and thus prefer to inhabit the wettest areas of Mairiga. The xotics seem to be quickly evolving, and are almost capable of understandable speech. Most of these creatures stand about three feet in height, are humanoid in appearance but are sickening green in color and encrusted with various forms of plant-life all over their bodies.
Skyfly
The skyflies consist of those creatures that have the ability to fly, hover or otherwise move through the air on their own. Most of these creatures are non-intelligent, while a few are absolutely horrible to encounter.
- Bloodbat. This species of skyfly consists of small mammalian creatures that are extremely quick and agile, and which enjoy sucking the blood from its victims. Bloodbats normally grow from one to two feet in length, are typically chartreuse in color, and carry a virulent poison that can immediately kill.
- Buzzbomb. Named for the sound these large insects create when initially attacking, this species of skyfly possesses a large stinger that is capable of poisoning any creature the buzzbomb successfully attacks. Normally growing to about a foot in length, buzzbombs range in color from yellow to orange, and are fast and agile in combat.
- Chigger. These tiny creatures only grow to about six inches or so in length, but are incredibly quick and agile, so much so that they are very difficult to hit in combat. Chiggers enjoy the taste of rotting flesh and are normally encountered near such materials, but hunger can also drive them to attack the living. Like most of the skyflies, chiggers are non-intelligent and hence cannot be reasoned with.
- Gazer. Several thousand of these horrid things were created by the guraks during the Age of Damnation to spy on and help defeat the forces of good. Today, a few gazers still remain within the world, which continue to maim and destroy. Members of the skyfly race, not only are these monsters difficult to destroy, but their central eye can paralyze foes even from a distance. Gazers appear as large floating heads, about four feet in diameter and are completely black in color.
- Hawk Terror. Large but awkward creatures of the air, these members of the skyfly race are largely carnivorous in nature and prefer to swoop down from beyond to attack. Hawk terrors are non-intelligent but their fondness for flesh (and adaptations for obtaining it) makes these monsters vile and troublesome indeed. The typical hawk terror spans nearly three feet across, possesses large talons and a beak nearly six inches long.
- Pester. Small herbaceous “birds” of Mairiga, this species of skyfly vastly prefer to build their nests out of humanoid hair and so occasionally attack creatures for that hair. Pesters are quick and difficult to hit, making them a genuine nuisance (hence their name). Most pesters only grow to about six inches or so in length.
- Sectoid. Giant flying insects of Mairiga, these creatures are members of the skyfly race that have evolved a carnivorous appetite. Not only are the sectoids extremely strong and agile, but they can also spray a noxious gas of poison toward their foes during combat. Sectoids grow to a length of two to four feet, and are normally brown or black in color.
- Tweeter. These small avian creatures possess a unique chirp that, when heard by intelligent beings of the world, causes them to go temporarily insane and attack the nearest creature next to them. Ironically, tweeters do not seem to mean any harm, and never openly attack other creatures around them. Most tweeters are yellow in color, and grow to a length of about one foot.
- Zapper. These skyfly creatures appear as six foot long snakes with adapted wing structures; although the zapper cannot sustain flight, it can leap for quite a distance, normally adding the element of surprise to its attack. Moreover, zappers contain a fluid within specialized glands that, when released toward a victim, combines with the air and ignites into a bolt of energy (effectively “zapping” the opponent).
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