Bestiary

HoH season levi. Source: valucre.net static Gaia dump.

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Table of contents
  1. Vahn Fah
  2. Vahn Fah
  3. Vahn Fah
  4. Vahn Fah
  5. Vahn Fah
  6. Vahn Fah
  7. Vahn Fah
  8. Vahn Fah
  9. Enki Leviathan
  10. Vahn Fah
  11. Akira Mercuraki
  12. Vincent Core
  13. Siat Dacore
  14. Ryugi Kazamaru
  15. Kraun
  16. BeautifullyDecayed
  17. Kraun
  18. Aerial Ace
  19. Darshendros the Eternal
  20. A Broken Husk
  21. Kuroiten
  22. -_- Kichiro Oda -_-
  23. Colonel Iyam A Heita
  24. Hiro Korigashine

1Vahn Fah

HOW TO DESIGN NEW BEASTS

  • Basic Overview of the Beast

Do a short description on the beast, which can be placed on top of the entry and at the general overview page: What kind of beast (category) is it? How large is it approx.? Where does it live? What are it's most important features etc. When you read the overview you should know most important things about the beast, before you've even read the whole entry.

Appearance

A detailed description of what the beast looks like. Everything from size, in peds, to bone structure. I stress the 'detailed' part, put in as much detail as possible. This doesn't mean make it as long as possible, go for quality over quantity.

Special Abilities

Do these creatures have any sort of special abilities? Able to withstand extreme cold, run very fast, things like that. And if they do, then how do they do this? A specific muscle structure, or extra fat layer?

Territory

Where are they found? Check out the threads, do some research on the differen't places, and make the best choice on what you find. A creature with thick fur? Probably somewhere cold. That type of thing.

Habitat/Behavior

If you were to see these creatures, what kinds of things would they be doing? Challenging the pack leader for control, or wandering by itself? Get into as much detail as you can.

Diet

What do your creatures eat? And if they eat a lot, what is their favorite food? Also make sure that what they eat can be found where they live, otherwise it just isn't practical;)

Mating

What are their mating behaviors or rituals? Do they mate at all? Is there maybe some sort of dance? Which gender is the aggressor usually? Again, detail.

Additional, but not necessary:

Myth/Lore/Origin (Optional)

Do they come from anywhere special? Applicable e.g. at supernatural creatures like demons, ghosts, spirits etc.

Researchers (Optional)

Any noted researchers on these creatures?

Usages (Optional)

In case products or parts of this animal (like milk, hide etc.) have a special use, let us know who uses them, where and why.

Anything else

Can you think of any details to make this even better?

Also try to make your stuff as unique "Gaian" as possible. Why not create a giant beetle, a large bloodfly, a strange fish, mushroom trees... - which never existed here on earth? It's good that we use some "earth creatures" in Gaia as well, especially horses, cows, deer, some cats, and bees are helpful as well etc. But always keep in mind that unique Gaian creatures should predominate over "modified" or "twisted" earth creatures!

2Vahn Fah

APPARITIONS

THE BLACK UNICORN

APPEARANCE - SPECIAL ABILITIES - TERRITORY

HABITAT/BEHAVIOUR - DIET - MATING - MYTH/LORE

Red glowing eyes, dark as night, fumes coming out of its nostrils, an unearthly apparition, this is the horned steed of the twisted lords of the Enclave, the Black Unicorn. There is little though in this nightmarish demon that could match the noble creature known as unicorn throughout all the world. Yet perhaps its horse-like appearance, the spiraled horn in its forehead and its elusive behavior may suggest the origins of its name.

  • Appearance:

As the scholars often discuss whether unicorns are or are not horses, so they could discuss whether Black Unicorns are or are not unicorns. And that is because the similarities stop at the horse-like appearance, the solitary nature and the spiraled horn in its forehead. As its name states, this creature's smooth hide is always pitch black, sometimes even darker than night - if that is possible indeed. The Black Unicorn is quite tall (even for the tallest horses), having unnaturally long and thin legs, ending with long branch-like clawed fingers instead of hooves. Actually these too-long thin legs are contributing more than enough to its "unearthly look": generally it looks like a horse, or like a unicorn, though quite a disproportionate one. Nevertheless anyone that has seen a Black Unicorn agreed that these beasts move with a certain elegance, despite their odd looking legs. Many also claimed that the Black Unicorns are able to float but this is surely an exaggeration.

Huge fangs protrude from its mouth giving it a wickedly grinning face. Its breath is said to be poisonous, yet even if this is not true it seems that the smell is hardly bearable. Its eyes have a distinct red glow during the night and they never blink. This particular feature along with the clawed fingers and some of its behavior (the way it stalks its victims, for instance) determined many scholars to declare the Black Unicorn as being actually a type of dragon, though this claim is disputed even to this day.

Special Abilities:

These creatures are generally silent, being able to move without making any sounds. Yet they are known to release on certain occasions impossibly loud and ugly shrieks, turning any decent human's stomach inside out. Their staring red eyes give them an unearthly look said to have hypnotic properties. Also, those unlucky enough to encounter them, often reported strange illnesses, supposedly caused by the poisonous breath of these wretched beings.

Territory:

They are known to live in the wild only in the Damned Lands. However they have experienced no difficulties with leaving their natural lands.

Habitat/Behaviour:

The Black Unicorn is an opportunistic creature, mainly a scavenger but also a predator should the need arise. When they need to kill their victims they stalk them until an opportunity arises to apply just one bite. Then they just wait around their victim until it expires in a slow agonizing death lasting for several days. Survivors tell that the Black Unicorn's red stare is most dangerous for humans because of its hypnotic properties. Any unfortunate traveler stumbling upon this nightmare demon may be paralyzed just at a short glance.

Diet:

Whatever has enough flesh and bones may prove to be a good meal for these beasts. However they do seem to enjoy human flesh above everything. But this also could be just another story spawned by fear, as humans usually tend to do.

Mating:

The Black Unicorns are solitary creatures, congregating only occasionally around a carcass. Probably this is also where they fulfill whatever mating rituals they might have. However, no explorer was curious enough to ever try to watch such a thing.

Myth/Lore:

Not much is known about the Black Unicorns and even less is known about their origin. Some legends tell that they are a magical creation, a crossbreed between a dragon and a unicorn. Others tell that the Black Unicorns are actually dragons transformed in time by the twisted energies of the Damned Lands. And, of course, others tell that they are still unicorns, yet transformed by these same cursed magical energies.

There might be also another version of this beast, though this was never really confirmed: the so-called Bone Unicorn. These are actually Black Unicorns transformed by the twisted magics into that kind of unliving (or undead) creature. And if the Black Unicorn seems unearthly, then what about this abomination? The stories about such Bone Unicorns vary and no human has ever seen such a thing. Some say that the Bone Unicorns are actually only the skeletons of their former "selves", held together by a special kind of glowing substance. Some say that they are ever bleeding skinless apparitions. Some even say that they are always fading in and out of existence, untouchable ghostly apparitions.

THE BONE TREE APPARITION

APPEARANCE

Categorized as apparitions, their manifestation reminds more of some sort of plant life rather than undead abominations or other strange malevolent ghostly creatures. They are encountered more in the northern regions but it is believed that they actually are common throughout the entire Dead Lands- as the thick vegetation of the southern marshes is making them hard to observe. These trees usually appear suddenly over night and disappear just as sudden after some time. Their most common form is that of a tree made entirely out of human bones. They were also seen as normal trees that instead of branches have human hands and also as huge hands coming out of the ground, sometimes even feet, or just fingers. All these body parts seem to be alive somehow, as they will bleed if chopped down.

Appearance:

The Bone Trees are known to appear suddenly in one place, usually over night and disappear just as sudden after a few days. The length of the manifestation greatly varies though and there were such Bone Trees reported to still be in place even after several weeks. Their form also knows very different variations, up to the point that they might even be considered as being of different "species", yet they are all categorized as the same type of apparitions - conventionally named "Bone Trees".

The most common form is that from which their very name comes - a lonely tree-shaped thing that seems to be made entirely out of humanoid bones. The trunk appears as a pile of bones held together by a kind of a rather tough bark with a sickly yellowish complexion and a porous structure. The same bark, but a little bit thinner, holds together the bones forming the "branches" and instead of leaves finger-bones are dangling and clanking on those branches. But these apparitions may also come in other forms, although not as often. One of them looks like a giant human hand growing out of the ground. No one has ever managed to pull one of these out and also they are known to bleed when cut. Sometimes, instead of hands, giant feet rise up from the ground or even just one huge finger pointing to the sky.

The purpose of these apparitions is unknown up to this day, as well as their origins.

3Vahn Fah

MONSTERS, FLYING

THE TAGER BIRD-LIZARD

APPEARANCE - SPECIAL ABILITIES - TERRITORY

HABITAT/BEHAVIOUR - DIET - MATING - MYTH/LORE

The Tagers are the most impressive animals of the Mountains and also the rarest. One of few flying beasts, these bird-lizards are the most feared predator in the mountains. With a wingspan of more than 5 feet a full-grown Tager is a very powerful animal. It can lift a child without much effort. The lifespan is hard to determine, but most experts agree that it�s between 50-80 years.

  • Appearance:

Some say that Tagers are relatives to the eagles with their impressive grey, feathered wings. Some say that the ancestors were dragons and point to the black lizard-looking head. Which one of these statements that is correct is hard to say. The Tagers populated the moutains long before humans came there.

Their wingspan is impressive. On a full-grown Tager it can be 4-8.5 feet. However, the biggest skeleton that's been found had a wingspan of 10 feet. Those giants are believed to live higher up the mountain. The wings are covered with black, grey and white, where the grey feathers are most common.

The head is, as said, of large lizard and completely black. When the sun shines upon the head it glitters in every colour you can name. The eyes are of an eagle, often green and constantly searching the air around and the ground below. The ears are small and thin and leans backwards. The hearing is not so great, but that sight compensates that.

The neck is long, very lithe and covered with the scales of a lizard. This makes it possible for the beast to eat from its claws in mid air despite the short legs. The Tagers are almost completely quiet animals. They use clicking noises to communicate with each other. The clicking sounds seems to come from the throat and they don't have to open their mouths to do it.

The Tager's legs are short but the claws are strong and sharp. The size of the claws is also different between the sexes. The males have larger claws, with more power but with less accuracy. The females� are smaller and better for taking care of the young ones. When it catches its food the claws are buried in prey and after that they will not open until the Tager is ready to feed.

There are two ways to separate the sexes. One is that the males are slightly larger than the females and the other one is that males have more white feathers and females more black ones.

Special Abilities:

When a Tager lifts from its cliff it can take more than two days before it sets down again. Eating in the air is no problem and when flying on the winds the creature don�t use much water. When they do find a stream high up in the mountains they drink as much as they can and then they start climbing the winds again. Up there, there are not many other creatures. Some birds get lost in the winds and are doomed as soon as a Tager-eye is set on it.

Territory:

The only place in the world where Tagers have been spotted are the Mithral Moutains. High up on the mountaintops the creatures live pretty much alone.

Habitat/Behaviour:

The Tagers lives in families of up to four generations with the strongest male leading the hoarde. He often takes his father's place by a short fight that shows who is strongest. This is more of a ritual and the Tagers rarely get injured in the process.

The family flies and hunts together. The prey does not however belong to the family. The one who catches the food is also the owner. The only case when the animals share are when one of the family is sick or injured enough not to hunt. If one family member gets attacked the others will fight fiercely to drive the aggressor back.

Diet:

The moutains don�t provide the Tagers with a varied diet. It consists mainly of other birds, young goats and bats. Of course the goat gives most meat and therefore are the Tager's favourite. When the Tager spots its pray it flies down fast and often crushes the prey'S body in the strong claws.

Mating:

A male Tagers becomes ready for mating at about twenty years, the females at about fifteen. The mating takes place in the early spring.

When a male reaches that age he starts seeking a female to mate and live with. This search can take up his entire life. When/if he finds a female he courts her, giving her food and pretty stones that he finds on the mountains. The courting can also be a dangerous business for the male if there are more than one interested. This is believed to be the reason for the Tagers small numbers. If there is a duel between two males they will fight each other high up in the sky until one dies, or even both perish.

Shortly after the actual mating the female finds a cave high up in the mountains where she lays down to rest. After just seven weeks she gives birth to three or four small Tagers and after another five weeks the Tagers are ready to fly. During these weeks the mother leaves the cave every day to hunt. As soon as the Tagers can fly they just start flying around with their family and hunt.

Myth/Lore:

The Tagers are not the products of War like many of the other strange animals on Gaia.

4Vahn Fah

MONSTERS, LAND

THE CARTA BEAR

APPEARANCE - SPECIAL ABILITIES - TERRITORY

HABITAT/BEHAVIOUR - DIET - MATING

Stemming originally from the region around Barton Forest, this type of bear is not only much bigger than his brown bear relative but also much more dangerous. The full grown Carta Bear can reach a height of twelve and a half feet thus rendering his opponents to mere dwarves: Big, dangerous, bad tempered, and vaguely smelly. There exist many different species of bears in the world of Gaia, but the most notorious and feared of all is the so-called Carta Bear, the most deadly bear known to man.

  • Appearance:

The appearance of the beast is very similar to a typical brown bear but unlike his relative the Carta Bear is not only much bigger but also much stronger and may turn aggressive very easily when harrassed. Furthermore the skin color of the Carta Bear varies: It may be brown, black or white - due to the region the bear lives in. Usually Carta Bears are very plump in appearance with a short, fat neck and rather short feet and arms and a fragmentary tail. Generally they walk on all fours and can climb trees very fast, although their enormous size and weight limits the possibilities of adult bears so that they mainly walk on the ground. Cartas have a full set of teeth, some sharp for tearing, others flat for more green food. They are also equipped with large claws. Needless to say, the Carta Bear is quite a fearsome sight.

Special Abilities:

These Bears are incredibly big and strong, easily over powering anything trying to attack it. The average Carta Bear can match 15 adult humans in strength. The bear also is very fast. It can run after prey or away from enemies at an impressive 1speed. Cartas are also blessed with a keen sense of smell and hearing for defense and offense.

Territory:

Stemming originally from the region around Barton, this type of Bear can also be found at some parts of Gaian lands, mainly in the northern province, although only occasionally.

Habitat/Behaviour:

Despite the Bear's fearsome reputation it is not an incredibly territorial beast. Surprisingly to some, the area of a Carta Bear's cave is not littered with corpses. As a matter of fact it is only within five feet of which everything is dead. The Bear lives with it's mate for as long as either live, and will fight to the death for the other. The Bears have a low list of enemies and live easily in their usually wooded environment. During the months before winter Cartas eat enormous amounts of food for the winter, while at the winter they enter their cave and calmly sleep for the fourth of the year the season lasts. A Carta Bear, male or female, will live about twenty years.

Diet:

The Cartashian Bear not only nourishes from herbs, berries and honey (although he obviously prefers this type of food), but - depending on the region he lives in - also feasts on insects, fish or smaller animals like rats and rabbits.

Mating:

Once a Carta Bear matures it is sent off by its parents and goes out to find a mate. When the male finds a female it likes its resorts to the most common and primal cunning that exists in this world, which of course is bribery. The male will shower the female in honey, fish, and berries for as long as the female holds out. The female will finally accept the male and they go off together to start their lives. Carta Bears mate once every two and a half years. Each time they usually birth one, two or three cubs. The cubs are trained by their mother and father on how to forage, fight, and all the other facts of life. The cubs slowly mature and after two years they are full grown and ready to go out on their own.

TRICK REX

APPEARANCE - SPECIAL ABILITIES

Appearence:

A large reptilian monster, it has a disproportionately large mouth with three rows of teeth. It has a tough scaled hide, with hardened plates of bone over its sides, back, and on the outsides of its legs. Its main weakness is the throat which has softer scales, the eyes which lead directly to the brain, and the nasal cavity which also leads directly to the brain. These weaknesses are difficult to exploit though because for the latter two it is necessary to pierce six inches to a foot in order to reach the brain. The first method is difficult simply because while the neck scales are softer there is heavy muscle beneath them which can greatly slow a blade.

Special Abilities:

It's highly intelligent and often sets traps for hunters by walking backwards into a cave or other concealed area to make the hunters think that it left from that area. Despite its bulk it is very fast and can maintain speeds of up to 45 mph for distances up to a mile.

5Vahn Fah

MONSTERS, WATER

THE WATER TERROR

APPEARANCE - SPECIAL ABILITIES - TERRITORY

The Water Terror is a very rare, very unseen sea-creature with 8 gigantic tentacles. The only way they have been found is dead, washed up upon the banks of the seas. These massive creatures are one of the most dangerous, largest, and still unknown about creatures within Gaia. With their strength they can even tear whole ships apart.

  • Appearance:

A garguantuan creature, probably eight feet tall, fifteen feet wide, and over thirty feet long that dwells within the water found within the Dead Forest. Its skin is oddly colored, seeming to shift at a moment's notice from bright red, to greens, to sandy orange, making it almost impossible to see under the water, able to camouflage itself with its surroundings.

Special Abilities:

It has a gigantic mouth, which seems as wide as a train tunnel, opened wide to swallow a gulp of air as it came up. The Water Terror has 8 tentacles, each having up to 1000 suckers aligning them. The large suckers are endowed with sensors, which allow the Terror to reject something if it doesn�t seem right to eat. Their average lifespan is only 3 years.

The tentacles of the Terror can anchor the beast to rocks, and tear apart prey. Being invertebrates, meaning they have no bone structure, a Terror can pull itself through a tube near 1/15th its size. The Water Terror is also said to have the largest brain of any non-skeletal animal. Furthermore their eyesight is almost as good as normal human.

Territory:

Like so many other strange creatures, the Terror seems to have taken up residence within the Dead Forest's lakes for some unknown reason...

THE HYDRAGON WORM

APPEARANCE - SPECIAL ABILITIES - TERRITORY

HABITAT/BEHAVIOUR - DIET - MATING - MYTH/LORE - RESEARCHERS

The Hydragon (pronounced HIGH-drah-gon) is a rare but dangerous water monster, which frequents fresh-water lakes and rivers in Northern Gaia and Celeste though the occasional specimen has been located as well in the Dead Forest for some reason. It is also known as the Snake of Coor. There is believed to be also a variety, which is reportedly monstrous in size, but no proofs of the latter are available. Many people think the Hydragon to be completely mythical, but the Northerners know better and most peoples, from the Celeste Lowlands, can show the curious a shed skin, or the beak fang, or a preserved specimen of some sort.

Appearance:

Although the name suggests a draconic-sized beast, the Hydragon is not very large. The biggest Gaian specimen recorded was just under 12 feet long, though there is one that is said to be much larger. The average adult length is about 7 feet. The Hydragon is truly a bizarre creature, which basically looks like a snake with three heads. Like most snakes, the heads are small, on slim necks, which join together at their bases into the animal's body and tail. Where the necks meet, the body is about the thickness of a man�s waist. The body then tapers quickly into the tail.

Unlike snakes, however, the Hydragon has a sharp spiky crest running the length of each of its three necks. These jagged crests, which disappear at the end of the necks, are usually lying flat along the animal�s necks unless it is aroused by danger or the approach of food. The Hydragon is capable of dislocating its lower jaws, like most snakes, to swallow extremely large pieces of food. It also has a snakelike forked tongue. The long sharp fangs are hollow through the center and a mild narcotic poison can be injected into the Hydragon�s prey via these teeth. Thus a bite, though not lethal in and of itself, will result in the prey�s becoming groggy and disoriented, unable to escape, and the monster can finish it off at leisure.

One interesting feature is the 'beak fang'. The front of the muzzle tapers to a sharp hard point. Though not an actual tooth, this sharp projection can be used by the creature as effectively as its teeth. Another trick of the Hydragon is to lash out at prey (or an enemy) with one of its heads, presumably to knock it over or into the water. Often this beak fang can inflict deep gashes with such blows. Hydragon hunters sometimes collect beak fangs as proof of their prowess.

Just behind each of its heads, the Hydragon has a set of gills, allowing it to breathe underwater. It can, however, survive for some time on land, so even if its prey gets loose, it can be pursued a short distance. However, this is unusual, as the Hydragon does not like to leave the water and will typically only do so if extremely hungry.

Scales cover the upper part of the animal�s heads, necks, and body. A softer, leathery skin covers the belly and throats. This is the most vulnerable part of the Hydragon�s body, as the scales are almost draconically hard. Most Hydragons are green in colour, though the shades vary widely, ranging from vontromarine to sognastheen to a green so dark it is nearly black. It is thought in Gaia that the darker the animal, the older it is, since without exception the larger animals are darker, the smallest lighter in colour. There is no obvious external difference between the genders.

We have been told by researchers, that the Hydragon, though possessing three heads, has only one brain, located at the neck junction. The heads themselves each contain only a bundle of nerves, connected to the main central brain. This, we are told, is why you can cut off a head and the animal still survives. The heads are more like limbs with eyes than actual heads containing a normal brain. All the internal structures (esophagus, neck bones, breathing apparatus, etc) connect internally to the appropriate organs or skeletal points.

Special Abilities:

The Hydragon�s poison is one of its more interesting abilities. Researchers have studied its usages in medicine, but the animal�s rarity makes it unusable for any but special circumstances. It is a very tough beast, and can survive the loss of one head and possibly even two, as its thick black blood clots so quickly that it may not bleed to death. Two Hydragons have been killed that had each lost a head in a previous battle but survived to fight again.

6Vahn Fah

THE UNDEAD

DESCRIPTION - OVERVIEW

  • Description:

All undead creatures have their source in dead bodies, may they be of elven, human nature or e.g. of an animal. The scholars see in them the shattered and tortured souls of the dead people that have returned to their shattered bodies to haunt our world again with their terrifying appearance. The undead seem to be only driven by the sheer wish to exist, to live without any concept behind this in their destroyed brains. They only bear a natural thirst to living beings - and especially blood - following the irrational hope that by killing and consuming the living flesh they migh be alive again but without a source to power their will to keep the body together they simply fall to dust again.

The lore about these creatures is in the realm of the necromantic arts. Not only have human and dark elven mages found out how to revive the broken bodies of the dead but also to give them back enough consciousness to move on their own and to control these simplest of all minds to follow their rule.

Overview:

The known undead creatures are as follows:

The Hellfire

The hellfire are lesser kinds of demons, also called man-demons. They are in fact living people, who were magically transformed. They appear in the typical form of men with reddish skin, which is either glowing or in some cases even burning unceasingly, depending on the general alignment of the person before the spell of transformation was cast upon it.

Such demons were mainly used in ancient times by dark sorcerers as guidance for more powerful creatures conjured directly from the depths of hell in order to fulfill the evil purposes assigned to them by the mages. Man-demons were a common sight during many wars because they seldom could be spotted alone in open field. Their appearance usually indicated that greater demons or even whole armies of undead warriors were following.

Zombii

These decomposing monsters (also refered to as Zombies, the Living Dead, Undead, Walking Corpses or the Resurrected) are often brought to life via a magical incantation. They are difficult to destroy, as these corpses refuse to let go of living as easily as they had in their previous existence. They are emotionless, mindless and malleable; and can continue their tasks without arms, legs, or even heads. Unfortunately, to sustain a zombii, one must breach the code of ethics; these beasts feed upon the flesh of their living brethren.

7Vahn Fah

THE DRAGONS

APPEARANCE - CATEGORIZATION

Dragons are among the most powerful creatures you can find throughout our world. They are usually scaled and often winged with the appearance of giant lizards or serpents and are also mostly capable of casting magic, sometimes even extremely powerful kinds. Dragons come in various shapes, colors and sizes from very small (Lesser Drakes or Wyverns) to extremely large (Great Drakes or simply Dragons).

  • Appearance:

Though most Dragons resemble giant lizards or serpents, a few of them are cold-blooded, and some kinds even live in extreme arctic climates. In general Dragons can live with all elements: some prefer the air, others live near the water, on the ground only or also underground - depending on their species. Some Dragons even live on other planes, such as the Abyssal Dragon, which is one of the few creatures living in the Etherial Void. The Dragon is moderately uncommon, but can be found in all parts of the known world, though sentient Dragons can mainly be spotted near the Celeste Moutains. The Dragon is rarely seen, simply because of the fact that the natural hunting territories of such powerful creatures are shunned by the people. Certain kinds of Dragons also keep to themselves and "sit on their treasures, waiting for the next hero to pass by - only to have a very short company".

Most Dragons hunt by themselves, although some, who either favor large prey or are very small, hunt in packs. They have basically no natural enemy, and are at the top of the food chain. Many Dragons also have extremely powerful magic, equal to or even greater than the strongest powers of the lesser races (as Dragons interpret elves, humans, gnomes, orcs and the like.) Since there exists a vast variety of dragonkind, Dragons have extremely different habits and temperaments and are very unpredictable. Some dragons will kill and devour members of the lesser races on sight, if given the chance, while others would try to befriend them. Still other Dragons may find it better to ignore them unless they are harrassed. Therefore a very important thing to be aware of when encountering Dragons is to finding the right way to react. Many a noob has been killed when a well-meaning Dragon has approached them, and they fought back. The Dragon, was angered and easily killed his opponents.

Categorization:

Dragons/Drakes can be separated into two different groups. There are sentient Dragons, which are usually identified with the term "Dragons", and there are non-sentient Dragons with similar origins or appearances. These are called "Wyverns" or "Lesser Drakes".

Great Drakes (Dragons)

Most of the Great Drakes are sentient Dragons and possess their own language, culture, yes even religion, and all those things that make elves and humans and other races what they are. Such Dragons also have the ability to command large armies of lesser drakes. They often can also cast powerful magic. You may discern between two groups of Great Drakes:

I. Dragons

Dragons are basically huge land beasts often living in mountains. They are sentient or semi-sentient and some even can be treated as an own race. There are a few exceptions of sea dragons, which are not serpent-like. These beasts are also referred to as Dragons.

II. The Wyrms (Great Worms)

Wyrms are usually serpent-like sea beasts, representing an equivalent to the Lesser Drake Worms. They are therefore also called Great Worms.

Lesser Drakes (Wyverns, Drakes)

In comparison to Great Drakes the Lesser Drakes (often also called "Wyverns" or simply "Drakes") are much more common and not as dangerous than Great Drakes. Wyverns can be split up into further sub-categories.

I. The Wyverns

Wyverns are drakes that live on land. They usually have a great amount of flying skill. The term "Wyvern" is also often used for denoting this type of drake solely.

II. The Chromatic Drakes

Chromatic drakes are drakes which are named due to their colours and are also more common than the others.

III. The Worms (Serpents)

Worms are more serpent-shaped than Drakes and usually prefer water. They have shorter limbs, though no lesser wingspan.

8Vahn Fah

THE DEMONS

APPEARANCE - HABITAT/BEHAVIOUR - TERRITORY

ORIGINS - CATEGORIZATION

The term "Demons" in the human sense includes all supernatural or unnatural beings that are said to be created by magical or divine means and which are of evil intent per se. For the humans the origin of these entities are the Netherworlds. However, it is also said that Demons may also originate from other planes of existence, of which we have little knowledge and remain mysteries to us, though it is possible to communciate with these places through magical means. Elves on the other hand see in the demons an incarnation of Darkwinds that slipped through the Etherial Void to serve Coor in his endeavour to bring chaos and destruction to the world. Elves interpret the Etherial Void as the crossing border of the spirits of the Darkwinds to the Demon bodies that then walk our world.

  • Appearance:

Demons have no "typical" appearance. There are of course certain similarities if you compare various species of Demons, but generalization is difficult. A great amount of Demons are two-legged, horned, have exceptionally great claws, sharp teeth and wear tails, some are winged as well; but all these properties very seldom occur on the same Demon. Depictions of Demons with ram's horns and goatfeet are very common, yet they often are mere simplifications and shouldn't be taken as the real thing. There also exist Demons which are of spiritual form only.

Very often one can see a strong tendency towards the element of fire at a Demon by looking at its appearance or by watching the way the monster behaves in battle: Certain kinds of Demons can spit or breathe fire or can even cast fire magic themselves, or seem to be composed of lava-like substances and therefore are often immune against fire-weapons. But don't let yourself be misguided by such definitions - evil can linger everywhere, and Demons may appear in any form and sizes, some even are said to be capable of shapeshifting...

Habitat/Behaviour:

Common among the Demons is their uncontrolled desire and greed for various things that they seek for satisfaction and their generally chaotic and unpredictable behaviour, though this depends of course as well from the beast's intelligence. There are probably also exceptions here of Demons that aid to serve the Gods instead of chaos and stand in close conjunction to them. But these issues have to be left open to religious discussions.

Knowing all this we shouldn't forget that some of the various Demon species are not eternally evil and even may serve the elemental guardians - believing the according temples - to advise the priests and protect the temples. This is also the reason why the knowledge about demonology among clerics is prohibited by most temples to anyone but the strongest and purest priests and in Gaia. Non-priests who try to aquire knowledge by these few priests about this dark art, hoped by many to be lost, await a death-sentence.

Territory:

Demons do not naturally exist in the sphere of of our world as they're a perversion of nature. Only magic or certain circumstances or phenomenons can open them the way into the lands. Such circumstances are often connected to great catastrophies that seem to bring the world so close to chaos that the Demons can slip through the border that seperates the Netherworlds from us. In a sense you could say that the closer the world gets to the nightmares of the Netherworlds the easier it is for Demons to become reality without magical influence. This is only theory though and like many other things concerning Demons based on assumptions.

The other possibilty is that mages call Demons from the Netherworlds (or other planes of existence) intentionally. Such a summoning could be of temporary nature, allowing the Demon to return after a certain amount of time to the place from where it originated. Permanent summoning can be very dangerous - for the caster, his surroundings, but also for the creature itself, which isn't used to its new environment.

And even today, some of the more powerful, and unspeakable Demons are said to lurk from days of war long past somewhere out there...

Origins:

The question from where Demons really originate is difficult to answer.

Where ever thy come from, Demons all serve one purpose, to bring hate, pain and anguish to everything that they come across. If you ever have the misfortune to see such a foul beast as a Demon, prepare to fight or play dead, because someone is going to die and as many a broken man will tell you; it is very rarely the Demon.

Categorization.:

I have split up the demons into three main categories:

The Demon Lords

Demon Lords are usually creatures of myth only, who are endowed with the powers of half-gods of even Gods and are direct subordinates to the will of the Dark One. These minions are unique creatures representing all a very different aspect of evil. Some even interpret them as counterparts to the Gods themselves. Four of them indeed formed, but there are several more Demon Lords, who all serve different purposes for their great master and will - according to the predictions contained in myth - play their role when the God of Chaos decides to use them.

The High Demons

High Demons are said to have a will of their own and show some considerable intelligence and often are extraordinary in strength and power. These are the most dangerous creatures known as they use their powers and wits only to serve a higher power and bring death, destruction - and above all - chaos to the lands. Luckily these Demons are seldom in the recent centuries but where ever exceptional catastrophies take place people worry whether there is some greater evil at work.

The Lesser Demons

Usually these creatures are simple in their intent and desires and thus mages have always tried to control them. But while they're far easier to deal with than the Higher Demons they're often still powerful enough and filled with destructive powers to endanger even powerful wizards and strong warriors. Most of these Demons however have very distinctive weaknesses, which someone having the knowledge about the different Demon species, can easily exploit and use to his/her advantage. So is the sephet demon a creature based on the desire for fresh meat while the chasm demons only intend to hunt and kill.

9Enki Leviathan

CREATURES, WATER

LEVIATHAN

APPEARENCE - TERRITORY - HABITAT/BEHAVIOR - DIET - MATING - MYTH - CATAGORIZATION

Leviathans are a very rare, very mysterious creature. Some would consider these creatures monsters, but contrary to popular belief, the Leviathans are actually very docile and kind unless provoked.

APPEARENCE:

The Leviathans are a very long, slender sea serpant measuring anywhere from 10-50 feet long, depending on the species. They are mostly a mix of dark and light blue depending on the habitat it is living in. The most common, Ocean Leviathans are an average of 45 feet in length. It's body is snake-like and very sleek with it's tail flattened to help it move through the water. It has two lage "wings" of sorts to help it manuever even more. It has two dorsal fins near the end of it's body and it's head is sleek and hard with three fins protruding from the top. The male Leviathan's have 5 foot long claws extending from it's wings and dorsal fins to help it attack intruders and fight for mates.

TERRITORY

The Leviathan's territory is in any body of water, from rivers to deep oceans. Their territory is usually very large, ranging in the hundreds of square miles depending on the size of the Leviathan herd. The River Leviathan's territory though is limited to usually just one river, believing that that specific river belongs to it.

HABITAT/BEHAVIOR

The Leviathans live in Rivers, Lakes, shallow oceans, deep oceans and arctic oceans. It's usually areas that don't have a large hunter population and an abundance of other wildlife. They tend to stray away from any human populated area as well. The Leviathans are a very shy and docile genous. They live in "herds" ranging from 4 to 15 Leviathans in one "herd." They are very intelligent and will communicate to eachother though a series of song-like noises, making sailors often confuse their communication for whales. They will often go into hiding if a human comes near for it is the only animal the Leviathan's have learned to fear. They are territorial, though not seriously so. They will often let sharks, whales or squid into their territory as long as the creature does not disrupt their way of living.

DIET

The Leviathans feed on mostly small sea creatures. The largest known thing a Leviathan has eaten by itself has been a Yellow-Finned Tuna, which grow to about 5 feet in length. They hunt in packs, much like dolphins do. When they come across a school of fish, they will swim around the fish, then take turns darting into the school, eating the fish they catch in opens mouths.

MATING

Leviathans have a mating season twice a year, once in the Spring, and another in the Fall. To begin the mating ritual, they will begin to sing a haunting, yet very beautiful song to attract a mate. Some people say they would rather listen to the Leviathan mating song then listen to actual music. Leviathans are egg laying creatures, laying two eggs at a time. When the baby is about to hatch, the egg seems to glow a blue hue. When the baby is born, it is very soft like a dolphin, instead of scaled like the adults. It grows those scales later. During this time, the Leviathan herd will watch over the children fiercely, not letting anything get near them except small fish.

MYTH

Leviathans are fears by humans for not much is known about them. In the bible, they are said to cause mass destruction. In sailor lore, they are said to be the cause of most ship wrecks. In Welsh lore, it is said to be a serpant that surrounds the entire earth. Though these myths are false, they have a very interesting following behind them.

CATAGORIZATION

Leviathans are catagorized by where they live. There are 6 types of Leviathans:

-Pacific Leviathan

-Deep Leviathan

-River Leviathan

-Current Leviathan

-Clacial Leviathan

-Reef Leviathan

10Vahn Fah

RACES

HUMANS

Humans in Gaia are similar to Humans in the modern world. Humans currently have the greatest dominion in the world and the largest population.

  • Special Abilities of the Race: Although Humans do not possess any special abilities, their strong point is the fact that they can learn just about anything.

Basic Characteristic: Humans are well-balanced in all of their characteristics.

ORCS

The Orc race is the race of fire. Among all races, Orcs possess the greatest physical abilities. After the destruction of the giants, they were able to expel the Elven powers and attained the most powerful position on the continent. However, they were defeated by the Elf-Human alliance some time later, and the majority currently reside in an arctic area of the northern region of Guldor, although a few have found their way to the mainlandt.

Special Abilities of the Race: They have a strong resistance to negative effects, such as poison or sickness.

Basic Characteristics: Orcs have superior physical strength, with high stamina. They also have a fast recovery rate. However, they are not quick of foot and they have slow movement.

Orcs are known as the most warlike of all races though they usually lack the discipline and organization one would assume from a standing army. Instead a common pack behaviour is known to dominate their decisions on the battlefield showing only a minimum of coordination among one clan. Thus it is nearly impossible to put orcs from different clans or even tribes into one fighting unit because they'd rather turn against each other for honour and loot than fight the enemy. On more than one occasion disputes among rivaling clans and leaders have saved the day for a human, elven or dwarven army and made close to defeats glaring victories.

Nevertheless though looked upon by all other races orcs in battle are not respected as equal in any way but certainly they're feared.

To overcome the lack of a central leadership, a general of sorts, some tribes at least agreed to elect warlords for certain times and a certain task. However these warlords are still not seen to be equal to a general. In fact they're more the head of a war council consisting of all clanleaders which means that in the end they still can only depend on the warriors of their own clan. In even greater campaigns these warlords lead their own armies to the battlefield and again form some kind of council to decide what to do together.

While this system has proven to be surprisingly stable it is also the reason that orcs never make any clever battle plans. In the vast hierachies of clan relations and alliances it would be nearly impossible to force one clan to stand back as some kind of relief force or sneak up from behind while others gain all the fame. This has also proven to be the key weakness of most orcish campaigns because when fighting in their very own clan they are nearly unmatched in the way they fight together.

  • Organization

The orcish way of war is very clan-based. The warriors of one clan are generally the smallest orcish fighting unit which consists of between 50 to 300 warriors. This is usually enough to commence raids, scouting and smaller engagement but for a fullscale campaign one clan is generally too weak so several clans ally for a common goal and rally their troops.

For this purpose warlords are elected. They already lead whole armies of 1000 to up to 6000 warriors and command them in agreement with the participating clanleaders. In even greater campaigns, where different parties join for a common goal these warlords only coordinate their moves in councils but stay mainly independent from each other. Such occasions are only very rare.

Otherwise it can be said that you have various orcish armies that only contact each other about their plans when necessary and coordinate attacks only when the odds force them to do so.

Tactics

The smallest unit among orcs represent their clans where family bonds force them to stay rather disciplined and they're willing to watch each other's back in battle.

A clan usually attacks in a triangular formation to break the enemy line as quickly and as lethal as possible. Orcs don't have a great feel for battle formations and subtle tactics. Their favourite battle plan is an overwhelming frontal assault that either breaks the enemy lines or ends in many small skirmishes. This would be an easy to dodge situation for any well-trained army when the different clanleaders wouldn't lead their warriors independently on the battlefield, everyone of them seeking a good opportunity for their attack. For the opposing side this means that orcs usually hit them in waves from different sides, at different angels, in different strength endangering any battle formation to fall in total chaos, a situation orcs know best to exploit.

While there are no exercised battle formations most orcish clans nevertheless follow a certain order in battle.

The Skirmishers

The first line of orcs are usually Skirmishers with only spears and clubs to fight. They consist either of very poor or rather young warriors. They're meant to break the enemy line just long enough to give the following orcs room to exploit opportunities.

The Shieldbearers

The Skirmishers are followed by the Shieldbearers, orcs with wooden shields and either axes or swords. They'll draw the enemy in many small fights and will widen any gap that might have opened in the enemy's line.

The Pike and Spear Orcs

They're then followed by orcs with pikes and spears. Those orcs will push back the enemy with their long pikes and eventually cover the orcs in front of them from any quick counterattacks.

The Elite Warriors

The last line usually represent the elite warriors, orcs with sword, shield and bow, often clad in more or less effective armor, sometimes accompanied by archers with only shortbows. While the archers will just provide cover from behind the lines, the Elite Warriors will support their front men and will stand ready anywhere where the own line might break. They're the last to come to fight but they're meant to fight any serious resistance that has survived the onslaught from the other lines with their expertise and better weapons.

Classes

The Gaian orcs share very similar categories of warrior classes among the different tribes, supposedly as they all share a common language and all have a common heritage. Some tribes will lack certain classes due to limitations in build or in equipment but nevertheless they at least know the purpose of certain warriors:

Noruck-chmer (Skirmishers)

Only equipped with simple weapons like clubs, spears and dagger the "Norucks" are the first line in a common battle. They usually wear no or only light armor in the form of hides or leather and consist of either very poor orcs or young warriors that have to prove themselves.

They'll either lure the enemy into a fight or break the enemy line to make room for the older and better equipped ones.

Gorucks (Shieldbearers)

The Gorucks can be considered as the orcish standard clanwarrior. Equipped with a sturdy wooden shield and a slashing weapon of considerable strength - either a sword of sorts or an axe - they are already a worthy opponent to any infantrymen on any battlefield. Sometimes the Gorucks already wear some armor pieces but their strength lies in adequate weaponry combined with great agility. Most orc warriors consist of this type, they're orcs who have proven their worth in combat.

Ashzuck (Worthy Warriors)

The Ashzucks differ mainly in status from the normal soldiers, the Gorucks. They're veterans and usually among the eldest of the clan. As an orc does not grow weak with age their combat skills do not suffer from it, instead most of them have enough foes and loot from victories to put together a very good equipment. Very often they have a sword, shield, spear and even bow and clad themselves in scale or chain - rarely in plate - mail. Only they are usually wealthy enough to afford an orcish warbow and they're known to use it well. The family and clanleaders are usually of this class with enough wisdom and experience to know where and how to fight.

Ngangas (Archers)

These are orcs who only fight with their hunting bows and a knife for selfdefense. They're looked upon by the warriors as they don't even fight in the first row of the battle. Thus they're not common among the Great Orcs - though Osther-Oc might train and deploy some for various tasks. Smaller orcs, those living in the wilderness however have been known to often participate in campaigns of the Great Orcs as such archers as they would be totally overpowered in the first battleline.

Rochock (Wargriders)

Wargriders are usually more scouts and mounted archers than anything else. While they can be formidable against infantry orcs depend more on their sturdy pikes and arrows when they move against human or elven cavalry.

Morgur (Wargs)

While these beasts are not used as mounts by every orc tribe they're nevertheless used as hunting packs by most. They're either to guard the camps or hunt down prey. In battle these packs might fight alongside their masters as wargs can fall into a bloodrush and even chain mail cannot hold off their steel-hard teeth.

Wargs exist in different sizes, from big wolves to nearly horse size.

Harach-me (Ogre Berserks)

In times of war orcs are known to hunt and capture ogres to use for their war effort. While not very bright ogres nevertheless are immensely strong and can bring down whole dozens of soldiers before collapsing from mortal wounds. On some occasions orcs seem to have made deals with some ogre groups but obviously not even orcs do trust ogres enough to let them walk free within their camps. Thus they prefer to capture them and use them as berserks. Chained, often blinded, and kept hungry the orcs will then unleash these tortured war machines in the front of the battle line and direct them with torches and sticks into the right direction. Half a dozen ogres, even when weakened by long captivity, can still bring havoc to a well-ordered battleline and kill dozens of people before being slain. Still ogres are known to not discern between friend and foe and are thus also a risk to bring to the battle when they turn against the wrong side. So even orcs do not use them on a random basis.

LIZARDMEN

The unique Lizardmen are one that is feared due to both legend and apperance. The tall warriors of the race wield weapons with strength and precision while the lash of a tail gives them an extra avenue of attack. The trident and javelin troops alone would form an army requiring strong forces to resist.

  • Unstoppable Primal Rage

The Lizardmen of Gaia are an ancient, primitive race. They have lived in seclusion for thousands of years, prior to the invasion of human settlers, and the inevitable conflicts over land that followed. What few humans know, is that the deep in the Barthavos Desert, carved into the side of the volcano, lies an ancient city that is the heart of Lizardfolk religion. This city bears the scars of a colossal battle between them and humans. Eventually, the humans carried the day, forcing the remaining lizardmen into seclusion deep beneath the mountain. Lizardmen worship the draconic demon lord, Antharas, as a living god, and their elite warriors patrol the outskirts to ensure that infidels will never enter this sacred place.

Essential Strengths

The Lizardmen are savage, but numerous. They can drown the enemy in countless waves of scaly cannon fodder, backing them up with larger, brutal units. The bulk of the Lizardmen army consists of Saurus, a warrior species slightly larger than Men, and Skinks, a smaller, more intelligent species of skirmishing warriors. These troops are bolstered by Sand Drakes, the mounts of the skinks, the giant Crok warriors, the flying Terradons, and Salamanders, the living artillery of the Lizardmen army. Together, these troops constitute a powerful force that is much feared by most humans, who know little of this strange and alien race.

As the Lizardmen are cold-blooded, they are sometimes slow to react to battlefield conditions. Terrifying monsters, huge outnumbering forces, and the deaths of their brothers-in-arms � things that would cause other troops to panic and flee � have little effect on the Lizardmen. It is only the bloodlust that motivates the Lizardmen, and they tend to fight on, regardless of consequences.

Classes

Saurus

Mighty Saurus Warriors form the basis of the armies of the Lizardmen, for it is they who were created specifically for the purpose of warfare. Saurus are spawned in dark pools in the caverns beneath the desert. From the moment they are grown enough to crawl from the spawning pools, they know how to fight and conduct warfare. Many are the accounts of the Saurus launching perfectly timed ambushes and manoeuvres, even when it might seem to an outside observer that there was no communication amongst the Saurus themselves.

Skinks

Skinks are small, agile, intelligent creatures bred from the giant amphibious creatures that have inhabited the region known as the Barthavos Desert since the dawn of time. In times of war, Skinks often take up their weapons to fight alongside Saurus. They are stealthy and swift creatures, and can be deadly when using their favoured weapons, in particular the blowpipe, against an unwary foe.

Croks

The Croks are cousins of the Saurus, bred for their brute strength and power. They are large, powerful creatures, yet their intellect and speech abilities are very limited. Nevertheless, they obey their instructions diligently, showing that they understand rather more than might be thought from their brutish appearance.

They are terribly strong creatures, able to bear enormous loads, and in battle are given heavy weapons to smash the enemy with. These weapons are often chained and bound to the arms, wrists and tails of the Crok so that they do not drop them, for the most natural and instinctive way for Crok to fight is with their massive clawed hands and teeth. The Crok are heavily armoured with natural scaling, and bony protrusions protect their stooped backs.

Terradons

Dwelling in the volcanic ridges hundreds of metres above the ground, Terradons are dangerous predators. Their keen eyesight can pierce the length of the sands, enabling them to spot potential prey at great distances. Their huge, leathery wings can propel them at great velocity, and they are surprisingly agile, able to fly at full speed through the heated days.

Skinks have mastered the skill of riding Terradons. These Terradon riders are exceptionally useful in battle, flying ahead of the main army, scouting the position of the enemy, and striking suddenly and silently from above. The Skinks launch javelins from the backs of the Terradons, and the dangerous creatures themselves attack with their long beaks, filled with razor-sharp teeth. Descending with mighty beats of their powerful wings, they attempt to latch onto their foes with their strong claws, ripping them into the air before dropping them to plummet to their doom.

Salamanders

Salamanders are giant, predatory amphibians that inhabit the volanic region of Barthavos as well as the underground springs. They are swift-moving creatures on both land and water, and voracious hunters. Within their bodies is an organ that produces a fiery venom, and the Salamander is capable of launching a burst of the highly corrosive, flaming liquid.

Salamanders have a vicious temperament, but despite this they are sometimes captured and raised by Skink handlers who use them to hunt the larger creatures dwelling in the jungles. It battle, Salamanders are directed towards the foe, though so aggressive are the creatures that they need little encouragement. Indeed, it is often the case that the Skinks must restrain them to prevent the Salamanders from launching themselves straight into the enemy!

Desert Drakes

The Desert Drake is one of the few drakes - both great and lesser - that cannot fly. In fact it has no wings at all, and to even further that, they seem to hate heights. These burly drakes compensate for the lack of wings with an unusually thick hide, which ranges from lighter tones of black to deep browns and grays. The hide itself is made up of thick overlapping plates, very much like scales, but harder, and more rock like in texture and appearance. The body is very much like that of an elephant, only somewhat larger, and it has six legs rather than four. Huge curved retractable claws can be found on the drake's first two rows of legs, the hind set are used only for walking and balance. The front legs double as hands, able to grip and move objects, much as any humanoid can, and as such tend to be shorter than the back two rows. The second row is much more foot like, and is used almost primarily for digging - if not then this row is used for walking as well. The back row is solely for walking purposes, and is very wide at the base, aiding in balance when digging, again no claws can be found on the back legs. The drake's neck is somewhat long, usually about the length of one of its front legs and is covered in a much softer hide then the rest of the body. The neck is therefore very flexible and can move with relative ease. The Desert Drake's head is covered with the same hard hide as the rest of its body, except around the eyes and back jaw, where it is a little softer. Large eyelids can be shut over the eyes, to prevent rocks and other debris from damaging the eyes, and the jaw holds, a mouth full of jagged teeth, interspersed with large grinding molars.

11Akira Mercuraki

RACES

ANGELS

APPEARANCE-HABITAT/BEHAVIOR-TERRITORY

ORGINS-CATERGORIZATION

Ancient and mysterious winged humanoid beings, Angels have fascinated us and other races for millions of years and they are often seen as spiritual creatures rather then real flesh and blood and for the most part it's true. They are spiritual, but not in the way most of us think, They are extremly religious and pray to many gods for food, happieness, and any other things they might need. Whether there gods are real or not is yet to be seen as even though the angels ended up being a highly advanced civilization.There never really seen that often and most stay in seclusion in one of many Angelan Air cities through out Gaia that use a combination of Angelan Magic and Angelan Technology to Levitate thosands of miles above sea level.((.. but all explain more about it later for now this it. I'm really getting hungry good night .))

12Vincent Core

PHRAEYIN

SPECIAL ABILITIES - PHYSIOLOGICAL DISTINCTIONS

((For informational purposes only; this entry into the Bestiary grants no rights�either express or implied�to have a character of this race. Affront us by imposing as one of us and you shall sorely regret it.))

Hailing from a planet in a distant galaxy, few Phraeyin have walked the face of Gaia. Without extended observation, one might overlook the subtle differences which seperate these beings from humans.

  • Special Abilities

Of the key factors which divide the Phraeyin from humankind, their tendency to develop unique abilities is often the most prominent. Before and soon after birth, Phraeyin are sensitive magical phenomena. If an impregnated mother is in a magic-rich environment or around those who are adept in crafts of magic, the baby is exceedingly likely to have potential in the same field if that ability is nurtured. However, if the impregnated mother herself is exposed to a high potency spell or a large quantity of weaker spells, even of a healing nature, the child may not survive to term or may suffer from birth defects which could ends its life soon thereafter. However, once this sensitivity subsides, the vast majority of Phraeyin children are found to have a potential for being proficient in the ways of magic and/or other unique abilities.

Physiological Distinctions

The more subtle of the differences between Phraeyin and humankind are mostly physiological in nature. The average Phraeyin's brain is more capable of normal tasks such as sensory perception, memory function, and the like than the average human brain. Also, through developements which often stem from exposure to magical phenomena and begin antepartum or in infancy, the Phraeyin brain has far more potential to be exceedingly proficient in normal tasks such as those aforementioned.

Many of the more noticable physiological distinctions are the unique result of antepartum exposure to magical phenomena and through the use of relatively weak abilities, become effective enough to rival?or even exceed?the capabilities of a magical ability of the same nature. Although many do mistake such abilities to be themselves magical in nature, research has concluded that they are bodily functions which, to the Phraeyin in particular, are as normal as breathing is to everyone else and possess no more magical quality than drawing breath.

13Siat Dacore

DAOS.

  • Basic Overview of the Beast

Daos are a highly skilled race, and are born with proficiency in unarmed combat. Whilst they are overtly strong in close combat, they are inept at magic. And therefore can't use it much, something as mundane as a ball of water is totally out of their range of magical talent.

Appearance

They are roughly the size of an average human, with a more lean build though. Ranging from 5ft to 6ft in height, they are often mistaken for humans. There are rumours that they evolved from them. Daos almost always have black or purple hair, and black or white skin, depending on their clan. They also seem more "slopy" than humans, because they have receding shoulders and knees, meaning they are a lot skinnier and less wide.

Special Abilities

Daos have no restrictions on their flexibility, meaning they can spin from their backs, and spin back like a discus, but with a lot more force and accuracy. Unfortunately, this also means they are a lot easier to harm, because they can only flex on will, and if they are forced to, they suffer damage like a human would. They have extremely high speed, but not a great deal of strength or defense. They compensate for this by using extremely sharp weaponry, often with a thicker, stronger and blunt edge on the opposing side for blocking. In rare cases, the blade can shoot out, and cause extreme damage, easily decapitating a human.

Territory

As of yet, Daos are only found in mountains. Literally, inside the mountains. This makes them vulnerable to high temperatures, as well as more perceptive to light. They attack fiercely, but stealthily to the fools who try and plunder their gold.

Habitat/Behavior

People don't usually see them, and the only way to become a Daos Commander, is to not only be highly skilled in armed combat, but to also be able to tear a hole in the mountain, using whatever means possible. If a wandering traveller does happen to see a Daos, they are usually killed, or kidnapped.

Diet

Daos can barely survive off of the moss that manages to grow inside the mountains, as well as the occasional insect.

Mating

They mate pretty much like humans.

14Ryugi Kazamaru

CREATURES, DARK

SHADOW SPAWN

OVERVIEW � TYPES � DESCRIPTION � SPECIAL ABILITIES � TERRITORY � BEHAVIOR � DIET � MATING - RESEARCHERS

OVERVIEW:

Dark, cunning, intelligent, and devious hunters, the Shadow Spawn are dangerous creatures to behold. Not many have lived to tell of their existence, and not many have ever seen them. Only one man has the abilities to create and control them, and this man is Ryudo Kazamaru, the dark twisted sibling of Ryugi Kazamaru. These creatures are his own private army, just waiting to be released.

TYPES:

There are several different types of Shadow Spawn, each ranging in size from the size of a cat, to the size of a tank. They are Younglings, Halflings, Warrior Spawn, the adequately dubbed Tank Spawn, and the Stinger Spawn. While these are all that have been seen in battle, there very well may be more than these.

YOUNGLINGS:

These are the smallest and least deadly of the Shadow Spawn. They can range in size from about cat size, to about three feet long. Younglings are the first form of Spawn created, and from them spring the rest of the various types. Their only weapons are their teeth, claws, and saliva. Their saliva is a poisonous acid that will eat away at just about anything. Given enough time, it will even eat away the metal plates of reinforced armor or shields. Flesh stands no chance against this saliva, which after it eats through the main layer and into the bloodstream; it then acts as a poison. The poison flows through the bloodstream until it reaches the brain, where it begins to numb the functions of the organ creating paralysis in its targets. The full effect is temporary but lasts about twenty minutes, more than enough time for the Younglings to kill their target. This spit is the most common weapon of the Shadow Spawn and is found in all ground-based units in one form or another.

HALFLINGS:

Halflings are considered to be the teenagers of the Shadow Spawn. They range in size from four to five feet long and are even more adept at combat than their smaller counterparts. While Younglings appear to have no major intelligence, Halflings show distinct signs of pack-like behavior, working together to bring down a target. They can also command Younglings to assist them in their activities. They have one weapon that the Younglings do not. This is a barb on their tails that they can use to strike enemies. The barb is terribly sharp and can easily pierce flesh. The teeth and claws are larger and slightly more prominent on these creatures as well. All Shadow Spawn have the ability to climb and jump, and Halflings are no different. One favorite tactic of these hunters is to cling to the ceiling and drop down on unsuspecting foes.

WARRIOR SPAWN:

These are the apexes of ground-based warriors in the Shadow Spawn horde. They can be anywhere from seven to ten feet long, and are incredibly resilient to just about any forms of attack be it physical or magical. This resilience comes from the extreme thickness and hardness of their �skin�, which is actually a shell just like all other Shadow Spawn. At its thickest, the shell is almost four inches thick of tightly compressed shadow energy. The shell is almost as hard as highly compressed concrete, but much, much lighter. Still, the best way to defeat any Shadow Spawn is with physical attacks. The Warrior Spawn can do anything the other aforementioned types can do, and more. It is stronger, faster, and far more intelligent than its other kin. They are just as smart as, if not a little more so, intelligent than a human being, and can learn from past mistakes, making them terrible efficient killing machines.

STINGER SPAWN:

Thus far, the only known flying Shadow Spawn unit. These black, foot long creatures resemble a hornet or wasp with six-inch long barbed stingers, and large oversized mandibles. The stingers can be shot from the Stinger Spawn�s abdomen with extreme force, only to have another one form from the leaking shadow energy left by the hole. Inside each barbed stinger is the same toxin found in the acidic saliva of the main Shadow Spawn. Once injected into a victim, it works to temporarily paralyze the being in much the same manner of its ground-based cousins. The Stinger Spawn always travel in swarms of as little as 20 to as many as 1000 individual units and swarm victims, stinging them with their stingers and biting them with their massive mandibles. The mandibles are strong enough to crush baseball-sized stones with relative ease, and have spiky protrusions running down the inner side of the mandible, acting like teeth. The wings, though light, are relatively strong, however, they are the weakest part of these hellish insectoid monsters. The shell on these creatures, while not as thick as those on the ground, is still highly resilient to most magic, however, they are susceptible to physical attacks much more than their other kin.

TANK SPAWN:

These massive hulking creatures are the main powerhouse in ground-based combat. Nearly 10 feet tall and twenty feet long, they dwarf the other spawns entirely. They resemble a beetle of some sort, and have a large horn on their heads combined with oversized mandibles for close range defense in front. For all around defense, they are able to expel a large amount of gas from small areas under their wing covers. This gas is actually the highly toxic and acidic component found in all other types of Spawn. It is a massive skin irritant due to its acidic properties and can cause serious damage to the eyes, and to the lungs if inhaled. The toxin is still in the gaseous emanation and can still paralyze foes. The Tank Spawn can fly, but they only do so to arrive on the battlefield and leave. They also have the thickest shell of any other Spawn creature. Nearly one foot thick of shadow energy compressed so tightly together its almost like solid steel. Inside this massive shell is a shadow portal. It is the only Spawn having such a portal inside of its body to sustain the Shadow energy within. All other spawns have a limited amount of this shadow energy within their bodies, and once it has run out, the spawns will �die�. However, the portal inside the Tank Spawn allows it to restore its shadow energy by taking it directly from the shadow plane. The Tank Spawn also serve as refueling stations for the other spawns due to this unique ability. On the underside of the Tank Spawn are tiny vents. These vents can be opened to expel shadow energy to the outside, where a cloud of the energy will then seep out across the ground. The shells of the other spawn soak up this energy to replace their own, thereby extending their life until the need arise for more energy. Perhaps the most destructive weapon on the battlefield belongs to the Tank Spawn as well. Due to its practically limitless amount of shadow energy, it can fire from its mouth a massive shadow energy mortar cannon. The blasts from these abilities are roughly five feet in diameter, and detonate with enough force to level a two-story building with relative ease. However, this is not the only form of blast that can be fired. These creatures can also fire a second beam blast from their mouths capable of punching through the armored hull of a tank with extended usage. The beam has a next to limitless range as long as there is still energy behind it, but begins to break down at extreme distances.

DESCRIPTON:

The three main types of spawn all look extremely similar with elongated skulls, sharp teeth and claws, and a long barbed tail. All have white glowing eyes. The descriptions for the last two types can be found in their profiles.

SPECIAL ABILITIES:

All Spawn have the ability to heal themselves when cut or scratched as long as the wound reaches the shadow energy within their bodies. Simply being exposed to shadow energy can also heal them. Another thing all spawn have in common is a self-destruct ability. If outgunned and injured, any spawn can choose to cause themselves to explode as the shadow energy that created them is forced apart. The energy released depends on the size of the spawn detonating. Halflings, for example, explode with about the force of a hand grenade, and it goes up from there. They also do not need light to see, and can see in thermal shades, use echolocation, and hear as well as just about anything they will most likely meet on the battlefield.

TERRITORY:

The Shadow Spawn have no real territory to speak of, but are usually found near Ryudo Kazamaru only in areas of extreme darkness and little light.

BEHAVIOR:

If you happen to see a Shadow Spawn of any kind, the best advice for you would be to run. Chances are, if you see one, there are bound to be more nearby. While not as effective as direct shadow energy, the flesh of animals can be transformed into Shadow energy if broken down by the unique acidic toxin found in the Shadow Spawn. So, if you are foolish enough to keep watching the Shadow Spawn, you may see them feasting on a carcass of some dead animal to attempt and recharge their shadow energy. Violent and aggressive, these are beast best left alone by the average Joe.

DIET:

While Shadow Spawn have no real need to ingest anything, they can be seen eating flesh or soaking up energy from a shadow to recover bits of lost energy.

MATING:

Shadow Spawn do not mate, but are more accurately, grown. Every Shadow Spawn type starts out from one or more Shadow Wisps. These harmless little creatures only grow into Shadow Spawn if left in areas of extreme darkness for an extended period of time. One Wisp creates one Youngling, and the Youngling grows by soaking up shadow energy and darkness. One Wisp turns into one Stinger Spawn. However, it takes twenty Wisps to make one Tank Spawn, so if you happen to see these monstrous creatures, there must have been an area of massive darkness for them to form.

RESEARCHERS:

There are only two people who know anything about the Shadow Spawn in detail, and those two people are the person who begins their creation by creating the Shadow Wisps, Ryudo Kazamaru, and the one who has had to fight the most Shadow Spawn, Ryugi Kazamaru. If any information is needed then either of these two beings would be most helpful, if Ryudo doesn�t happen to be the one attacking�

15Kraun

Quote:** Wrote:

Day 8

Today we spent the day celebrating a glorious quest finished. Jeevus, drank so much, it's a wonder he's still drinking right now instead of passed out by the fountain. Tarmuk spent his time boasting to the young women of the town about his strength and deeds, however, I do say, many appeared extremely interested. Viisa however spent her day in seclusion, praying thanks to her god and helping out at the local temple. I haven't seen her all day. However, I did see Tendion, busying himself with composing a ballad of our most recent exploit, tuning his lute as he played the same tune again and again, and making up words as he went along.

We may have succeeded in stopping that pack of kobolds from destroying the town yesterday, but what of the following days? I can't help but wonder as we will set off tomorrow towards the north-eastern mountains.

Day 15

Through the Mithral Mountain ranges did we travel, coming down to a hard land where the plants grew as shrubs and scarce patches of grass were all that could be found in this area. Being thankful that our hardy steeds made it past the mountains I at first did not notice the change in environment. What a dismal place it seemed that we had entered, and our cheerful mood was suddenly dimmed by the environment. We spent the remainder of the day moving onward east through the rough sandy terrain until we wound up here in this quaint little town.

The first building we entered upon arrival was an inn to rest our worn bodies and steeds. The locals seemed impassive to us, though they gladly accepted out gold for a place to stay. However, there was one who seemed different, one mister Decruda Blackvale. Apparently, he was another traveler, come to investigate the evils of a place known as 'Sorrow's Keep'. He told us that it was a place filled with undead, and he was on a mission to cleanse the area of the despicable lot.

Being us, we had all jumped at the opportunity for adventure, especially after our long and tedious week spent traveling through the mountain passes. And we each gladly adopted the man's just cause as our own as he joined our ranks.

Day 18

We had arrived at the dreaded place; its dark aura easily felt by our group as we each knew this was simply more than we had first thought it would be. However, Decruda did not seem that much disturbed. Perhaps it is because he knows what he's getting into, being the one who was initially the only one on such a mission. I even felt a hint of fear as we stepped through the fence which barred the condemned area off from the rest of the land, causing the hair on the back of my neck to stand.

As we crossed the twisted terrain, our sense of dread only grew steadily the deeper we went. Eventually, by the time it was at the breaking point, the sun had begun to set. Making camp, we had only begun to set up as our cleric, Viisa, prayed to her deity for blessings in such an area when they came.

Through the mist they came, a horde of zombies, so strong in numbers that even Viisa's turning effects were rendered useless as we desperately fought to survive and escape the swarm. In the end however, it was Decruda that stopped and covered our retreat. As we lost him to the mist in the distance, the viscous sound of flesh being hacked at and shredded could dully be heard as his battle cry rang out in attack through the mists.

Now, it is morning, and with no sign of the man or zombies, we know he is dead, though he died a hero's death to save us. All we can do now is finish what he started in honor of his name.

Day Unknown

I know not what day it is for last we have seen the light of day, we located a cave which dove down into the depths of the earth. Our cleric pointed out the strong negative energy in such a place, and we knew it was the entrance to the crypts of the undead. Drawing our weapons, we descended into the depths of the darkness.

Our first encounter was against a pack of ghouls, but it was not as easy as we would have thought. I have fought ghouls before, and these were no mere ghouls. Their animalistic cunning was honed to such a degree that their tactics quickly overtook us and caused us to flee, and their speed and strength was something I've never seen before in such a low form of undead. Regretfully however, Jeevus couldn't keep up with us and fell behind as he was taken by the ghoul pack, his screams echoing through the tunnel even as we ran in horror.

Even now, in this dismal maze underground, we are being hunted by the ghoul pack with the likes of which I've never seen before. Lost in the bowels of the earth, we have almost all given up hope, turned from hunters to the hunted.

- From the last journal of Corbin Elseffar

Legions of the Damned

Type S-II Ghoul

Unlike normal ghouls, this type of ghoul is specially 'bred' by the necromantic cult of Sorrow's Keep. Like other forms of undead, they are highly dangerous creatures, and their terrible cunning matched with its enhanced physical abilities leaves them as a force to be wary of alone or in packs. With the use of a corpse, the necromancers of Sorrow's Keep have come up with a way to create an army of undead, animating the bodies into their subordinates through dark magic and twisted transformations.

  • Appearance

Nearly indistinguishable from the normal species of ghouls, theses appear nearly exactly the same. Their humanoid forms are that of decaying bodies, the fingers and nails twist into sharp claws, their teeth are sharp and elongated, and the tongue grows long and tough to lick marrow out of bones. What could be distinguished appearance-wise between the S-II ghoul and the normal ghoul is very limited though. The S-II usually stands with a hunched over posture, its elongated arms hanging down past its knees. Its upper body is heavily muscled, and in prime condition even though its appearance may say otherwise. These ghouls are usually hairless, their decaying flesh unable to sport hair as their faces are horrific and skeletal.

Special Abilities

Like all undead, the S-II is a mindless monster in the sense that manipulatory forms of magic do not work at all on such creatures. However, they do possess a limited form of intelligence to follow orders and a minor form of telepathy which allows groups to combine their terrible cunning and form contingency strategies to take down quickly. This, combined with their special above human strength, which is unnaturally generated, makes them highly dangerous in close combat. Even worse, the filthy claws of a ghoul are said to be able to paralyze one who is struck by it by some form of dark magic, the same source which created such creatures, and the S-II is no different. The blood of these creatures are highly toxic and caustic, used together to easily work its way into the victim's body. Finally, these ghouls are not affected too greatly by damage, it is all temporary as the necromancer could just graft the limbs back on if severed.

Territory

The S-II, being a creation of the necromantic cult, are normally found in the vicinities of Sorrow's Keep, in the crypts and above ground. However they are known to be spotted in other areas in roaming packs, feeding off carrion and collecting bodies to bring back their master's lair.

Habitat/Behavior

Most commonly found in graveyards and crypts, ghouls are found wherever corpses could be found for food. However, it is well known that the S-II is highly capable of entering towns or other popular areas of the living to hunt for fresh blood.

Diet

Ghouls eat carrion and other dead forms of life for convenience, however, they are known to occasionally go after the living.

Being something like a domesticated species of monsters, the S-II ghoul can be categorized into an assortment different jobs as well as bred with specific special abilities.

  • Soldier

Soldier units are the bare basics, as described above. Normally left in whatever the bodies were already wearing when turned into an S-II ghoul, they appear as any other form of lowly undead, though their appearance alters slightly through the twisted transformation.

Hunter

Hunters are special units of S-II ghouls, bred for speed and agility, transformed using the bodies of being which possessed such traits in life. Their bodies are usually lithe compared to other ghouls, however, their small muscle structure possesses the same attributes as the other forms of the specially bred undead, making them so much more dangerous than the basic type. Usually a hunter is specially garbed in a black suit like that of a ninja with blackened metal plates over it's chest area.

Brute

Brutes are created with the bodies of large and powerful. Usually standing taller than others, brutes are heavily muscled and powerful. Though their movement is slower than the others, their skin and rotting flesh takes on a sort of tough leathery and fibrous property, allowing them to absorb damage unaffected as they make their attacks.

16BeautifullyDecayed

Naiya

Physical Description:

People of this race are generally slim muscular individuals. They range in a general height, though there are members who are extremely tall and others who are a bit small in stature. Eye color is always blue or grey, unless they are of a mixed heritage. However it is rare to find a being who has Naiyan blood along with some other, seeing as marriages are set up at birth and they marry primarily within their race. Currently however, young members have begun to break away from the tradition. Hair color ranges from white/silver to greens and blues and many hues in between. There is often a great deal of natural highlight and an individual may have various shades of blues and greens in their hair.

Clothing and Housing:

All clothing is generally made of light linens. Males will go topless in the summer and females often don skirts and tank tops during warm weather. During winter clothes are lined with the down of nearby water foul breeds which flourish. It is common practice for females to use coal or colored paints to draw decoration on their faces, once they come of a reproducing age. Some use simple patterns and others spend a great deal of time swirling intricate designs over their skin.

This people live in small villages or groups, scattered about the island. However they are by no means territorial. People of one village often visit neighboring ones to arrange marriages for their children. The houses are simple yet sturdy. They are often only one floor and moderately spacious. These people have no automobiles, so the streets of their villages are dirt. Many families keep pets, and some of the people raise small animals for food, but most food is obtained from the sea or small rivers and streams.

Location:

For many thousands of years this people have lived on a large island that lies far off the South western mainland of Gaia. The island is large enough, that many tribes or groups of these people are dotted all over the land form. This dispersal allows for some diversity in reproduction, however in recent times some have begun to worry over inbreeding. Also in recent time, traders have brought language and new ideas to the island. Most of the people now speak dialects of the language spoken on the Gaian mainland fluently. The island is called Transvern and has a simple history.

History and Culture:

The people of this island tell of ancestors who migrated to the island to escape wars, droughts and famines. On the resource rich island they developed their own culture which worshipped the God of the Sea. Believing he had lead them to the island to save them. They also believe that this god bestowed the gift of water to the people. All of these people can to some degree control the flow of water. Their god has no name and they refer to him simply at �The Giver� because he gave them power and a home.

The culture of these people is simple. Their most important tradition is the one of arranged marriages. Some are arranged even before birth. In recent years, some of the youngest members have broken arranged marriages and left to find a new home on the mainland. They have one important holiday. It falls on the summer equinox, and all tribes on the island celebrate it. It is said that during this time of year The Giver delivered the first group of migrants to Transvern�s shores. Each village and tribe has erected temples to The Giver. The temples vary in size and design, but they all worship The Giver. During the holiday, which is called Ordell, feasts are held and many marriages take place.

Disposition:

These people are fairly docile and friendly. They welcome traders, but not in great numbers. They have made no attempt to convert anyone who has landed on their shores and becomes greatly offended if traders or merchants try to convert them to any other religion. These people are greatly happy and enjoy their simple lifestyle.

17Kraun

Legions of the Damned

Bone Behemoth

A modified monster created almost like a more advanced form of undead is the Bone behemoth. Similar to the traditional bone golem, it is near indestinguishable until the initial rounds of combat begin or one observes its overly large size. These are the sentinels of the necromantic order.

  • Appearance

The appearance of bone behemoths varries from one another, much like how people are each different from one another. However similaries in each construct includes the general appearance of a golem made entirely out of bone, be it from human, animal, or monster. And as different as each golem may appear, animal like, bipedal, or insectoid in form, their appendages always end in sharp blade-like juts of bone. Most are about 10' tall or equally as large, but a few rare ones are composed completely of human bones that look exactly like a skeleton. But one should be wary to be fooled by such a dangerous monster to underestimate it.

Special Abilities

Like the bone golem, the bone behemoth is a surprisingly powerful monster for its initial appearance, held together with intricate weavings of magic. Their attacks are so powerful and forceful that they can impale a knight in a full set of heavy armour in a single blow or send 500 lbs worth of matter easily sailing through the air in a single swipe of its mighty appendages.

Also, like the basic bone golem, they are immune to almost all forms of spells and magics. Especially those who target the undead, since the bone behemoth, like the bone golem, is a construct rather than a form of undead, such magics have no effect. Also, like a bone golem, it can emit a mad wailing laugh with a fear effect, or if desired by the maker, a different sound based attack.

However, what makes a bone behemoth more deadly than a bone golem is their alternate construct methods. Before the creation of the monster's physical form, the bones used in its construction have a Transmute Bone to Steel spell cast on them, which makes the construct as hard and impervious to harm as steel - as opposed to bone. This, combined with the initial magic resistant powers of the monster, makes it act as an nigh invincible war machine.

Territory

These giant monsters are found in the crypts of the necromantic order.

Habitat/Behavior

The bone behemoth is a higher form of golem, and as such, they stay in place and do as ordered, that being the protection of the cult, though some have been used on occasion to strengthen the might of an army. As mindless constructs, they simply do as they are ordered and commanded.

Diet

The bone behemoth, like all golems, do no eat.

18Aerial Ace

Aurgo

Basic Overview of the Beast

Aurgo, know to some as "the walking tank" are large, armoured creatures that are thought to have exstinct for thousands of years. At first glace, someone might think the are some sort of steel dragon, but arn't even closely related to dragons, or any kind of reptile. Aurgo like to live in rough, rugged, rock covered places like mountains areas.

Appearance

Aurgo, as stated, are armour covered. There steel-like skin is extremely durable, and doesn't weight that much. Some people often track and keep tabs on them, waiting for one to die so that they can use its skin and armour to make weapons, sheilds and clothing. Aurgo have a long, pointed skull. This is used like a horn to fight between males, defend young or to simply scratch a neighbour. The hornlike skull is thick, protecting the creatures brain and eyes. It armour on its torso goes off in different directions at certain points, looking like spikes. On its shoulder is one huge spike, simular to its skull. Five more smaller spikes come up, the base of the spikes wrap halfway around the creatures body, lining up with more wraped around its soft underbelly. These wrapes continue on until it reaches its tail. Its legs, which come out and go down, are armoured, but the limbs are short and don't. There eyes seem grey or silver, but glow blue at nightime. There teeth, though sharp like a predator, arn't use to kill or bite.

Special Abilities

  • Super Armour: Its thick armour lets it ignore pretty much any sort of physical, or weapon based attack. When attacked and damaged, it can keep going as if it doesn't feel anything, even if its about faint or even die. If its not daimond, or its own armour, its not going to survive a beating from an Aurgo.
  • Mirror Effect: Porjectile attacks, like beams or balls of energy only slight damage Aurgo. But ifs it elemetal, like fire, electricity, water, then it can cause normal damage.
  • Terrain Control: Can cause earthquakes, landslides or sink holes by stomping or simply roaring. A group of Aurgo can cause jagged rocks from the ground to come up.

Territory

Rocky mountainous area's are where Aurgo where commonly found, now that there are so little left, you are lucky to even find one living near a mountain or in a pine forest.

Habitat/Behavior

Once a male claims a group of up to 10 for himself, they travel around and just graze. If someone was to come into contact with them, they wouldn't do much in terms of defending themselves, they have no nautural predators as adults. If a male isn't around, you could walk slowly up to a female and touch it. But if that female has young, you would would have a better chance approching the male, which is unlikely. If a stray male wanders too close to the group, a fight is garanteed to brake out. The fight will go on until one male gets tired or decides to retreat. There calm and gental nature made them good riding animals.

Diet

Aurgo like to eat pretty much anything that grows out of the ground. Grasses and leaves made up a good 50% of its diet, sometimes a group will uproot a tree or two and share it between them all. If they travel out and find fruits, barries and crops, they would eats everything, including the bushes and trees. Farms hated these animals. Aurgo also have a mineral diet. Rocks and ores like silver and gold will strenghten there armour, and will give a bit of color. Gold, silver and bronze Aurgo are extremely rare and thought to be only a myth.

Mating

No one exactly knows how these animals mate, but its thought they just mated the same way as humans, anytime they wanted. Young stay in there mother belly for about the same ammout of time as a human. Young are born live and have no armour or thick skin. Young are raised almost the same way as humans, but the mothers feed ther young milk, they chew the food they eat and spit it back up. Young will grow teeth soon and will be able to chew and eat there own food.

Researchers

There is though to be only about 1 - 5,000 of these creatures left in the world today. Sudden and rapid changes in climate killed alot of them off. There has been only one half breed Aurgo to date, she is part human and how this happened, no one knows. The offspring was female and soon learned to fit in with human sociaty, she can take on a human form like most halfbreeds but is long exceeding the age of any Aurgo or human. She ages twice as slow.

Usages

The only thing that can be used from the Aurgo is its thick armour. Attacking on would be complete idiocy, so some use magic to wear them down. Others look for the oldest one in the group and wait for it to die. Wyvren riders often put the Aurgo's armour on there winged dragons to protect the from weapon attacks. Knights on horeses do the same.

Pictures

![](http://img.photobucket.com/albums/v66/AerialAce/My Art/Metal_Beast.jpg)

19Darshendros the Eternal

Revised: 11/29/06

Machina (Clockwork/Steampunk/Techno)

  • Appearance

Machina can look like anything, from a humanoid to a quadraped with two heads and six arms. They will generally have the usual set of body parts - head, torso, arms, and legs - though some will come with a little extra, such as tails or wings. Clockwork Machina are made of copper and iron, and are gear-powered, wind-up operated; Steampunk Machina are made of iron and steel, and are steam-powered; Techno Machina are made of steel and other durable metals, and run on electricity.

  • Special Abilities

For all purposes, Machina are considered to be similar to Golems when it comes to damage reduction. As such, all Machina are immune to most magic spells and effects, except as noted. Magical attacks that deal cold damage slows a Clockwork Machina for 5 rounds; magical attacks that deal electricity damage slows a Steampunk Machina for 4 rounds; magical attacks that deal fire damage slows a Techno Machina for 3 rounds. All Machina are normally affected by rust attacks.

  • Territory

Aekea

  • Habitat/Behavior

Machina are usually found in areas where technology is abundant. Machina are semi-sentient, but don't really take any orders from anyone other than their own kind. They work in a caste system, following the orders of the Machina in charge of them, who take orders from the Machina in charge of them, and so on. They generally are not aggressive, but if one is attacked, they will band together in order to defeat the aggressor efficiently.

  • Diet

Machina do not eat.

20A Broken Husk

Basic Overview of the Beast

Ogres are massive creatures, built for sheer physical prowess. Stupid to the point of being disgustingly uncivil, an ogre mage is not only impossibly rare it's a joke in some cultures! Most ogres range anywhere from seven feet to eight feet tall, often having prominent facial bone structures. Male or female they are often immediately distinguishable because of their massive size. Eight feet tall, broad shoulders, and arms as thick as tree trunks.

Appearance

If one word could be used to describe an ogre it would be, "Horrible". Ogres are hulking monsters, aftly dubbed the Juggernaughts of War, that stand anywhere from two to two and a half meters tall. An average shoulder span of about half a meter to a full meter.

Ogres have a very prominent bone structure, with powerful jaws and over developed eyebrow ridges that make them look as if they were scowling all the time.

Average weight ranges anywhere from one hundred and thirty six kilos up to two hundred and seventy two kilos. Most of which is muscle and bone.

Special Abilities

Ogres are naturally resistant, if not completely immune, to diseases, poisons, and bacterias. The reason for this is their unhygenic living styles. Ogres, literally, live in their own filth and often do not bathe unless they accidently get caught in the rain or fall into a body of water.

Ogres' are also less effected by most types of weapons. Their thick skin, brought on by years and years of powerful manual labor, and thick muscles provide a buffer against bludgent attacks. Their muscles also act much like present day kevlar's body armor. The outer, less important, layer is specially designed to tightened expenensially to help absorb and guard against slashes and peirces.

Territory

Ogres tend to live in swamps, mountains, and sometimes even forests. Anywhere where they can be in close tune with their animalistic selves.

When a male ogre is born the child's father must fight and claim a new plot of land for their son to settle upon. The son, after it has come of age, muste then battle the father for the rights to settle upon the plot and bring on a family.

Habitat/Behavior

Ogres are social creatures, to an extent. They dwell, often times, in large family units, most times a family unit consists of several familys joined under a single surname of physical damage or feat of strength.

Women are barely regarded amongst the men. They care for the children, barely, cook the food, barely, and tend the homestead, barely. The men are the warriors, the bread winners and the lords of all in the Ogre realms. A single male can have up to three wives, so long as he has the physical strength to beat them all into submission as per the father's demands.

Bathing is of little importance to the ogres, the mental capabilities already boarding completely full with the knowledge of battle and family traditions.

Diet

Ogres can, and often will, eat anything and everything they can get their hands on. Plant, animal, or even person. If a foolish human has the misfortune of running into a hungry ogre, and ogres are always hungry, the human would be lucky to walk away missing one or two of it's limbs. An unlucky human doesn't walk away at all, instead being eaten alive, and raw, by one or two ogres.

Mating

Men take command during mating. They demand submission, but are rarely obeyed. Though not as physically empowered as the males the female ogre is still a frightful battler. She's more ferocious then the male counter part, but has barely half the strength. If the male is capable of subdueing it's partner the female surrenders rights to the male to do what it pleased with her body. If the male was not strong enough to batter the female down then the male was enslaved to the female, acting as body guard and bread winner to the female. Enslaved males were often looked upon as weak and normally rejected from the family gatherings until they were strong enough to challenge and defeat their mistresses, who often killed slaves outright when challenged for a second time.

21Kuroiten

Race: Shadow Angels

Appearance: Shadow Angels resemble humanoids with shadow-black skin and hair and pure white eyes. The sheer darkness of their form makes any features impossible to distinguish unless viewed from an angle that exposes them to a neutral background. Unlike their cousins the Light Angels, Shadow Angels do not generally possess wings, though some fallen Shadow Angels have wings of the stereotypical demon type.

Origins: The first of their race was created from the original darkness in the beginning, with others following soon after the creation of Light. Because of their position outside the light, many Shadow Angels felt as though they were being looked down upon by their Light brethren, though most Light Angels looked upon the Shadow Angels as their equals. It was Lucifer who was the originator of such feelings, and ironically he also promised them movement to the Light if they joined his rebellion... A number of Shadow Angels fought on the side of Lucifer and were banished from the Heavenly Plane.

Habitat: After the first Celestial War, many fallen Shadow Angels followed Lucifer to Hell. These Shadow Angels are now known as the Demon Angels. However, not all are found within the depths of Hell. Few Shadow Angels are even allowed to enter the Heavenly Plane now, but there are some who were granted forgiveness and some who remained loyal that call the Heavenly Plane home. Most Shadow Angels outside of Lucifer's service prefer places where they can be in constant contact with shadows and darkness, such as caves or forests.

Behavior: Demon Angels are cunning, ruthless beings who have put their own ambitions before anything else. It was a group of Demon Angels skilled in the arts of shadow that instructed Luficer in the ways of darkness, which he adopted for reasons unknown (as he was in love with light). Demon Angels will willingly go out of their way to cause harm to sentient beings, often merely to enjoy their pain and suffering. Shadow Angels free of service are generally quiet, withdrawn, and unwilling to do anything that places them under too much scrutiny. They are wise, as their span of years is endless, and they spend as many of those years as they can in solitude. They remember the fall, and they do not want to be judged for their foolish actions then.

Special Abilities: As beings of shadow, they have the innate power to manipulate shadow to their own ends. Demon Angels have also acquired infernal powers and torturous methods of shadow use. The few who remained with the Creator acquired divine powers from serving the Creator. Those who removed themselves from either side occasionally develop affinities for earth or water magics.

Base Characteristics: Due to the inherent intangibility of their substance, they possess great speed, decent stamina, and low strength. Some Shadow Angels sacrifice their speed to become more corporeal and therefore stronger, but these are a rare few.

Diet: As celestial beings, they have no need to eat. Some do so for enjoyment, however, often following humanoid dietary patterns or, in the case of the Demon Angels, infernal dietary patterns.

Mating: As celestial beings and immortals, they have no need to mate. However, they can do so if they choose to. Occasionally, a male Demon Angel will impregnate a female humanoid, usually through some painful and cruel method that brings pleasure only to him and produces a child of enormous potential for either good or evil.

Myths: Shadow Angels themselves were considered a myth by many respected scholars until recently, when reports of a black-skinned, black-haired, white-eyed warrior wielding a scimitar trickled in from various parts of Gaia. All information on them was provided by a package left by an anonymous author at a scribe's desk.

22-_- Kichiro Oda -_-

Race: Chimagin

Appearance: They are extremely difficult to tell by appearance. The only thing different they hold than a human, is that they will have an aura in their eyes that will pass two conflicting concepts. Judgement and compassion, Love and Hate, Death and Life are some of the typical ones. The internal conflict and the energy playing off the conflict is what is said to be what drives them. Otherwise, they typically look like a well built Japanese human.

Origins: The practices of Tae Chi in Shogunate2k were taken to extremes in various temples throughout the modern Shogunate in Japan. Over several generations, monks began to be able to tap into a particular chakra point and make magical effects come from them. Families started to notice these trends eventually, after monks and priests first unlocked them. It is a recessive trait of a family, and typically carried by the male but seems to produce other Chimagin with a higher percentage if its both male and female that carry the trait. No one can explain why, but families tend to be specialized in only one chakra point and that is of the male carrier. It is believed that it comes from what the monks and priests focused more heavily on in the temples.

These people also seem to have amazing physical characteristics, but that wasn't seen untill wars later on when those not involved in holy sects but had the strange trait passed to them were fighting. They became trophies for any warlord to have, untill there was so many that they began forming their own Diayamos and Clans. For their ability to manipulate Chi into the magic through a Chakra point, they were named Chimagin by the humans that witnessed them.

Habitat: All but a few live Shogunate2k, a dimension where Japan was never forced to adapt its social structure from the fuedal system. Daiyamos, Shoguns, and an Emperor still rain supreme in equivalent to the modern day earth. There are guns, but there are also swords, and the rising powers of the Chimagin have made guns and melee weapons almost more practical than some firearms.

Ronin still cause towns to burn to the ground with their weapons, but Samurai stick to weaponry that is less explosive. Chimagin are known to rush gunman and use their strange powers to eliminate them, and some Chimagin use weaponry combined with their powers to make powerful clans rise in distant cities from the emperor.

It is a time of constant warfare and change, just like the times of the Shogunates in fuedal Japan.

Behavior: As varried and irrational as a human. A lot of them get power drunk because of their environment, use to humans that can't do a whole lot to compare with them. There are also the few that use their ability to correct the wrongs that their brothers and sisters committ. The only real typical thing to say of a Chimagin's behavior, is that it takes awhile for them to learn fear or act as thouhg they are afraid.

Special Abilities: Physical prowess is the first thing that is noticable. They are fighters, of course with all the needs of a human and many of their weaknesses, but they are seen taking extra-ordinary amounts of pain and damage. They tend to use martial arts, but even those without martial arts, are seen as able to compete in a fight heavily outnumbered by humans.

Healing is rather fast for them as well, seeing a Chimagin out of a fight for more than a week is rare.

The next is based on whatever chakra point their family specializes in, and the power becomes as part of them as breathing is to a human. They tend to be able to tap into a second chakra point, but Chimagin are put half way to death and more sometimes when they draw on the chakra point which they are only secondary in.

Base Characteristics: A bullet through the head, cut off their head, serious fatal wounds, and all those weaknesses that a human have. Some will be minimalized depending on the Chakra point they specialize in, but they have all the typical weaknesses of a mortal.

However, they are tough as nails and fast too. Just because your father was a diety, is not going to place a Chimagin out of the realm of a fist to nose hurting. They are able to comepete physically with the toughest races out there, though they can't go incorporal or escape any of the stuff that a lot of other beings can do.

Diet: They eat more than a typical human, because they are usually exterting a lot more energy. However, using their Chakra point draws on Chi which is all around them, so that's not what makes them hungrier. It's not uncommon to see Chimagin eat twice or more the servings of a typical human.

They also seem to like chocolate a lot.

Mating: Sex is a powerful thing in the world of Chimagin, it's how they have a possible chance of spreading the trait that will allow them power and influence in the clans. It's not unusual to see male Chimagin fighting wars to get to a female Chimagin.

Myths: Chakra points and their meaning have been a common Eastern myth that dates back to accupuncture, Tae Chi, and martial arts. Twist this with modern magic and giving the meaning of different chakra points, and you get the Chimagin.

23Colonel Iyam A Heita

Race: Ryuu Kaki Oni (Dragonphyre Demon)

  • Basic Overview of the Beast

Born from the isle of Draconia, they are a warrior type race breed essenitially to hunt,capture and slay dragons. Following the exsinction of said beast they became mercenaries and assassins as well as skilled tactians.

Appearance

Ryuu Kaki Oni for the most part look human it is not until puberty and specific trainer do their appearance slightly change. However even then the change is so miniscule it is hard to denote.

Special Abilities

The breakdown of genetics.

The Mind

Ryuu Kaki Oni are gifted psionic users who believe in using the ability for self rather then projective purposes. Their minds cannot be hacked because of this, channeling their ability to form psi-barriers from probing minds of the highest caliber.

The Circulatory system

Generally the Ryuu Kaki Oni’s circulatory system functions much like that of a human but since they are able to regulate bodily functions through conscious thought, they are able to convert their body to function on one of the element found in common air. This takes immense training and the Kibishii Me ability to do. The change happens over a span of years before becoming complete.

The Skin , Muscles and Bones

The Ryuu Kaki Oni contain a phenemonal body structure. Their muscles a mound of compacted lean strands built for heavy-lifting, burst movement and enduring and because of the amount of power and torque their muscles can proceed, their skin is altered as well. Though they feel human, their skin is quite thick and like leather. This gives them a sort of natural defense higher then that of normal humans as well has a higher resistance to pain has their nerves are buried under this skin.

The skeletal structure of the Ryuu Kaki Oni is quite perculiar, already has strong has steel to accomodate their enhance muscle structure, the difference can really be scene when on has altered their circulatory system around another element. The bones then take on secondary properities.

Territory

Draconia Isles, north west of the Southern pole, beautiful and lush in agriculture. Full of life and the most feared secret of a corrupt dynasty. In the trees and bush eyes lay, everything is scarred with the marks of a blade. Blood runs like a river from the only mountain and atop of it, Gods among gods stay. A race of demon known as Dragonphyre Oni, their village is easily accesible yet no one goes there.

Habitat/Behavior

Normal aggressive human behaviour or rather war driven behaviour.

Diet

Depends on their progression into their demonic background. For the most part high energy foods.

Mating

Average human methods of mating, sex drive is hieghtened however.

Myth/Lore/Origin

Coming soon

Researchers

The Great Library, more specifically Historians 2600-2800, 5450-5475, 7800-7860 and Dr. Walsh himself.

Usages

Bones are normally used as light/plated armor and light melee weapons.

Anything else

Coming soon.

24Hiro Korigashine

Ostangian

Physical Description:

The people of this race are all sculpted to be the most beutiful beings ever seen. They have perfectly toned and muscular bodies with flawless skin and their hair colors vary anywhere from black to blonde even white. Eye colors can be anywhere from blue to green even red,yellow,silver, etc can be seen as colors. This race all have wings but the strongest of the race have 6 feathered wings second strongest have 4 and the weakest have 2.

Powers/Abilities:

The people of this race can do many things excelling in all areas of magic including the dark arts. However some have learned to connect with the earth on a level never before seen and use mana which allows them to do many more things then just one area of magic. All the people of this race have enhanced Strength,perception, agility,speed,etc. This makes them almost the perfect warrior but no warrior is ever perfect. They do not have a lifespan but instead can only be killed in battle making these people a war people.

Clothing and Housing:

They have no housing because they are nomadic people in gaia and basically mercenaries. Their clothing is Star-steel armor which is a metallic armor that is forged for 50 days straight of steel, meteorite, and mana constantly forged into it. It is lighter then air but can take the blow from any blade making it the perfect defense. It still leaves fleshy openings but it has very good magic and physical defense.

Location:

Ostangian's have lived on their own seperate world for the longest of times. However when a doom fell upon their world a few of them were sent to earth some as children others were adults and they were spread throughout gaia.

History and Culture:

The Ostangian's had came to earth from their home planet back when it was still young. They were spread across the world and many gained abilities that they were not able to back on their original planet and the beings or humans that lived in many of the areas would revere to the Ostangian as gods or angels because of their wings.

There culture is a war-like one taking it as they own no lands but will only fight for what they believe in to be right on the side of someone else who beliefs in the same thing. Ostangian's usually are nomadic people who move from one place to the next donning weapons of there own metal called star-steel.

Disposition:

These people are just as humans are when it comes to disposition. Some are Friendly when others are not. Some will try to make you see their way others wont. Some will try to just kill you and everything you know and love and others wont. You just have to be nice to most of them however and they will be nice to you.