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Azarath: Physical evidence of the existence of the creatures known as Azarath has yet to be produced, but from what has
been gathered by stories and rumors are that the Azarath are huge doglike creatures standing about 5 feet tall with a bluish-grey thick fur,
and it's head decorated with horns. According to tales from fishermen of the high seas, Azarath are the companion of another unconfirmed
creature named “Karnack”.
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Boulder: Also known as the “Earth Demon” because of their eyes and savagery, boulders are evil creatures living
within caverns and caves. It is believed that the boulders have a magical origin but this has not been proven. Small but very sturdy
they are made entirely of rock. A large, sharp blade replaces their right hand causing the boulders to be a bit clumsy. Boulders are
the sworn enemy of the rock imp, as both fight for domination of the
underworld.
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Cyclops: Feared by all, the Cyclops are huge brutes that live in woods throughout the Garendall kingdom.
They stand at 15 feet tall with thick red skin. Cyclops have a unique eye which is centrally located on their forehead, and
is the cause of their poor vision. Most of the time hungry the life of a Cyclops consists in hunting for food during the day
and sleeping during the night. The Cyclops are somewhat intelligent and will serve anyone who can provide them with enough
food to satisfy their hunger. The eye of the Cyclops is known for its medicinal proprieties, and is highly valued by clerics and
mages. Bands of Cyclops can be found mainly around the
Cyclops Tunnel Entrance.
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Dark Fairy: The dark fairy will only appear if you have the Dark Fairy
mission. If you have the mission and you have the awareness skill
then you will be able to find the dark fairy. It is very quick but not very powerful.
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Dark Spirit: Dark spirits are one of the most powerful types of undead. Even though their way of life is a
mystery, their origin is not. Dark spirits were evil elves that violated the rules and codes of nature in such horrible ways
that upon their death they were denied eternal rest. They are now cursed and forced to wander until they find a way to
redeem themselves. Dark spirits hate every form of life as they seek to extract vengeance on anyone they find. This is
why stories about a dark spirit finding eternal peace are as rare as surviving an encounter with one.
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DeathKnight: It is said that when a knight of any faith betrays the will of his patron deity and in
doing so cause irrevocable harm to people that trusted him, upon his death he will be cursed to become a
death knight. From that point on he will roam in search of souls to devour and torment. Death Knights retain
the skill they had in life and thus are lethal, but they also generate an aura of fear strong enough to give pause
to even the most accomplished adventurer; and those pauses rarely end in anything but death. When in
battle the Death Knight will use a heavy, double-handed sword that burns with the fires of hell. Only a handful
of death knight have been known to exist, among them “Lord Tharwn” is the most famous.
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Earth Elemental: Earth elemental are servants created by a mage through magical means
to perform a task. But when the creator dies before the enchantment is dispelled, the link binding the
earth elemental to the mage is broken and it is freed to the world at its will. Made of earth, stone and
mud, earth elementals are devoid of any feeling and will fight until their death. They can assume any
physical shape but are usually seen in humanoid form. There are 2 types of Earth Elemental
which look the same: those that pummel with their fists and the more dangerous
kind which can cause the earth to explode beneath your feet from a
distance. Earth elementals are afraid of water and will do
anything to avoid contact with it.
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Forest Ogre: Forest Ogres live in the forests throughout
the kingdom of Garendall. Armed with their weapon of choice,
the axe; they roam the land in search of prey. Tending to be
more solitary they are rarely seen with others of their kind, as
forest ogres will often fight among themselves for territory or mates.
Forest ogre's axes are known for their quality and durability.
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Ghoul: Ghouls are the most repulsive type of undead known to
exist in the Garendall Kingdom. According to studies a ghoul was once a
person that made a deal with a devil or demon to grant them a life of joy,
excess and deprivation. Once dead they are cursed to feed upon corpses
and bring fresh souls to the evil which they have become enslaved to.
Ghouls are likely to be found near graveyards but will venture in marshes,
caves, and sometimes into villages to hunt living prey in the hopes of
fulfilling their end of the bargain.
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Ghoul - Master: A common tale told by mothers to their children in order to frighten them into
obedience is that of the master ghoul. The tale is told that there is a creature called a ghoul that
hunts children that misbehave. When a ghoul devours enough children it is transformed into a creature
even more hideous than it was; the master ghoul. The master ghoul is said to have an even bigger appetite
for misbehaving children, which is coupled by its larger size and strength. Of course most children
stop believing in the master ghoul once they grow up.
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Goblin: The origin of the goblin is shrouded in mystery,
but from what can be gathered from old tales and legends is
that goblins were magically created a long time ago to serve
as fearless foot soldiers in a grand war, but unfortunately for
their creator, goblins fighting abilities proved to be almost
non-existent. After the war ended goblins dispersed all over
Darmyl. Goblins can be encountered quite often in Garendall;
they serve as soldiers, guards or mercenaries. No goblin
settlements have ever been found, but female goblins
have been known to exist.
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Goblin - Javelin thrower: The same sort as the above except that instead of stabbing with a spear
they throw javelins at you. They are still weak however.
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Guardian: In years long since past a powerful group of mages known as the Order of the Seasons
created 4 beings of immense power and called them the guardians. They were designed to test a persons
skill and ability, as well as their morals and values. What was supposed to happen to those proven
worthy has long since been forgotten. Something went wrong and one of the guardians went berserk, killing
the other 3 guardians and attacking any who venture too close to his lair. When in battle the guardian
wields two heavy blades for in close fighting, and at times he will step out of range of melee weapons
and send lightning at his opponent.
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Ice Elemental: Ice Elementals are, like earth elementals, created by
magic to be guardians or to perform certain tasks for the mage that gave them life.
More intelligent than their cousins of the earth, they are also more cunning and
treacherous and are often used as assassins. In combat the ice elemental will
likely use its hands as blades to cause massive damage to their victim, while
others will send shards of ice through the air to pummel their victim from
afar. Creating an Ice elemental requires much knowledge and power
that only the highest of mages can control. And if the master is killed
before he can dispel the enchantment, the ice elemental is
free..
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Ice Imp: Ice imps are the cold-blooded cousins to
the rock imp. Like their cousins they
dwell beneath the ground, though ice imps tend to burrow much
farther beneath the earth. They have an innate loathing of all things
living and will attempt to kill anything that violates their caves. Ice
imps live in colonies averaging 50 to 250 members, structured in
hierarchal fashion. Their head fin is used to display dominance as
it flares out for supremacy and lays flat for submission. It is
rumoured that ice imps drink the warm blood of their victims,
though this is unconfirmed.
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Jellytor: Jellytor are creations of mages to guard
and clean large dungeons and caves. About 5 feet high they
possess an appendage that they use for orientation as well as
attack. Jellytor are not very mobile and hunt in packs of 2 to 5.
As they absorb whatever they move across, Jellytors are
usually full of coins, bones and other small objects commonly
found on cave floors.
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Kobold: Kobolds are considered a nuisance throughout
the Garendall kingdom. Mostly encountered in forest regions,
kobolds have also been seen living in caves. They live in
small communities of around 50. The largest kobolds within
the community will travel the land in search of food; mostly cows
and sheep. Kobolds are generally shy and easily scared, but
when food is really scarce bands of kobolds have been known
to attack travellers and even small villages.
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Kobold - Demonic: A small band of 10 kobolds has taken up residence on the road just south of
Gwyden Camp. They are hardier than most kobolds and to the dismay of travellers
they have resorted to robbery. This band of kobolds can be easily identified by their glowing red
eyes, hence the population refers to them as "demonic."
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Lilith: According to legend the first liliths
were the offspring of the goddess Sermath and a human
warlord named “Margar.” Liliths live in large, hidden
communities that are secluded and entirely female, as
all liliths and their children are always of the female
gender. Liliths tend to be reclusive and will only
leave their territory to find a suitable male warrior
with which to mate with. Liliths possess fierce
fighting skills and tend to rely on their force and
steel instead of their innate magical abilities. It is
rumoured that their armour is exceptional and
that they will attack anyone who sees them in
order to protect their secrecy.
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Mage - Rogue Archmage: Rebelling against the rules of their order, Rogue Archmages are those
that have been cast out of all mage societies. Rogue Archmages have red robes with indigo trim and
an indigo hood. Their attacking spells are fireballs which are equal to their strength in magic.
Thurdag Warrh is the most powerful rogue Archmage known in the kingdom.
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Mage - Rogue: These guys have green robes with red trim and black hoods. Their attacking spells look
like white balls of light with a flickering red glow. They can be found most commonly near the original
headquarters of the Order of Crystal, and throughout the Northern Territories. Rogue Mages, though
they don't give very good XP, give the best items of any Mage.
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Mage - Wild: Wild Mages have violet robes with indigo trim, and their hoods are violet as well.
Their attacking spells look like large green sparks.
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Manticore: Few have the chance to see a
manticore and survive to tell about it. Part lion and
part dragon, manticores are deadly. They have
exceptional olfactory sense and can smell a prey from
miles away. They have poisonous spikes on their tail
that can paralyse their victims before ripping them
apart with their powerful claws and Jaw. Manticores
are very intelligent but can be bribed to servitude
if the right price is paid to buy their loyalty.
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Medusa: Serpent witch, stone goddess and
gazer of stone are all names given to the creature
medusa. Medusas are women that have snakes as
hair and that live in underground caves. Medusas are
known to make sacrifices with babies and young
infants they steal from villages in order to further
their study and practice of the dark arts. Very
deadly in combat medusa have sharp nail that can
rip trough flesh and armour. Contrary to popular
belief the gaze of the medusa is deadly only when
she is her cave.
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Mindhunter: Living deep below the earth's
surface these creatures are feared by scholars and mages
alike. 7 feet in height with deep blue skin and a gaunt
figure, mindhunters are knowledge seekers. Unlike
normal scholars however, they acquire their knowledge
by stealing it directly from their victims mind, which
is their primary and most effective form of attack.
Once under the mindhunter's control the victim
will let him take all his knowledge, only to be killed
a few moments afterward. Mind hunters are also
fierce warriors and potent magic-users and will
make use of those skills if necessary. Killing a
mindhunter shortly after they steal a victim's
knowledge will restore the knowledge to the
proper owner.
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Minotaur: Few things are known about minotaur
even though many attempts to study the beast have been made. It is known that
minotaur are exceptional warriors, they are ruthless and fast, and that while some
minotaur utilize axes and swords their weapon of choice is the scythe. They usually
travel alone or in small groups of 2 or 3. Recently, rumours of minotaur slave trader
ships raiding coastal villages north of the Garendall range have started to circulate.
These rumours have not been confirmed, however.
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Minotaur - White: Similar to their darker skinned breatheren in build, the white minotaur
tend to live in caves and mountain ranges. White minotaur are more communal and it is reported that
societies exist though none have ever been found.
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Molespider: Due to living most of their life
underground the molespider is devoid of eyes, but is
gifted with a strong olfactory sense. Twice a year
molespiders will come to the surface to hunt for food.
Using their own eggs as bait they will lay trap for
Vorkt and kobolds. If they catch enough prey to
survive until the next egg laying season the spider
will go back underground. If not she will wait
until the eggs hatch and will devour the young
spiders.
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Mushooze: Living in caves and dungeons
mushooze are a gathering of rotting mushroom that
eventually create a life of their own. It is not known
how or why they come to life but what is known is
that mushooze are very deadly. Their acidic spit
can and will cause severe burns upon any substance
it touches, even armour. The biggest mushroom
ever found was 200 feet in diameter.
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Ookwasp: Ookwasps are a very large
and very mean species of wasp. They live in
large underground hives that can span for miles.
Even though they feed on small mammals and
occasionally cattle, ookwasps will not hesitate
to attack humans travelling too close to the
hive. Armed with a sharp hook and a poisonous
spike on their tail ookwasps will swarm and
attempt to kill their prey in seconds. Forest
ogres loves the taste of ookwasp flesh.
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Ookwasp - Killers: Cousin to the normal ookwasp, Killers are identifiable by their much larger
size and their greyish coloring. Killers live to kill as their name implies, and will attack anything
that moves. Rumor has it that the killer ookwasps are not native to the Garendall Kingdom, which draws
support because no hives have been located. There have been reports of killer ookwasps being spotted
near where the bridge is being constructed over the Tearos River, however.
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Rock Imp: A usually quiet and reclusive race, rock imps
are very protective of their territory and will attack anyone trespassing
within it. They live in colonies of 10 to 100 imps in a typical hierarchal
system. They grow to between 5 and 6 feet in height, tend to be
muscular, and they can change the appearance of their skin to match
their surroundings. Their huge head fin is used to display dominance
and there are rumours that the fin can emit and receive telepathic
powers. Rock imps can't stand sunlight and will very rarely travel
outside.
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Rocky Spider: Very little is known about the rocky spider.
They live underground, typically in deep caves, and they come to the
surface very rarely. They have a deep blue coloring which is speculated
to indicate that this spider is poisonous. Rocky spiders tend to hunt in
packs and move very quickly.
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Sea Giant: Very little is known about the Sea Giants,
or Karnack as the fishermen of the high seas call them. It is told
through tales and stories that the Karnack stand about 20 feet high.
They are reputed to be amphibious and can swim underwater for
a very long time. They are held responsible for many lost ships,
but such claims cannot be proven. It is rumoured that a group
of Karnacks have besieged Gidolan Keep, but this is mostly
believed to be a fictitious tale, as no Karnack has ever been
seen in the Garendall kingdom..
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Semenon: Once only myths the Semenons
are now well known by the inhabitants of Garendall.
Semenons are physically weak and will usually rely
on their cunning to catch their prey unaware. If they
are unable to surprise their prey Semenons will
sometimes resort to treachery, promising wealth
and treasures to lure the victim back to the pack.
When forced to fight, either alone or in a pack,
Semenons are savage and fight with a lust for blood.
They make their lairs in caves and within humid
regions like marshes. They have a fascination
with jewellery and their dens are reputed to be
quite rich.
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Semenon - Master: Every semenon society
has a semenon master lurking somewhere within the
shadows. Perhaps a sub-species and perhaps a
different species altogether, very little is known about
the origins of the semenon masters. They seem to
have the utmost control over the semenon society,
and all semenons follow the masters without question.
The masters have a tendency to lurk in the shadows
and not make their presence known to outsiders,
but if cornered or forced to fight they can be vicious
and merciless.
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Stone Giant: Legend has it that eons ego stone giant society
was proud and striving, and that their empire spread well beyond what is
now the Garendall mountain range. But these days stone giants are nothing
but a rag tag bunch of troublemakers, raiding small villages and attacking
caravan routes. Stone giants live in hills and mountains in bands that can
reach 50 members. Averaging 10 feet in height they possess incredible
physical strength and are able the squash anything smaller than a human
with a single blow of their stone club. Not really made of stone, their blue
grey skin, physical toughness, and their long life spans earned them
their name.
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Termite - White: Originally hunted because of their wood eating diet,
inhabitants of the kingdom have learned to domesticate the termite for use as wood
cutting beasts. Domesticated termites have learned to live in the presence of humans
but if provoked they will fight back with their vicious twin bladed tail. Even though
many termites have been domesticated, herds of wild termite still exist and can be
encountered in remote parts of the kingdom. These termites have also been
named devil termites, with “devil” spawning from the 2 little horns the termites
have on their head. The horns, it is believed, are used for communication
between one termite to another.
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Termite - Red: A larger and more fierce species of termite. These termites are more commonly
referred by the nickname "devil termite" than their smaller cousins, due to their reddish carapace and
more aggressive nature.
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Thief - Brown robe: Weakest of the thieves. They will attack with a dagger thrust which is
slightly more damaging than a goblin's thrust.
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Thief - Blue robe: A bit more powerful than the brown robed thieves, the blue robes will attack
either with a dagger thrust or they can throw a dagger some distance.
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Thief - Red robe: The most powerful of the thieves the red robes can all either thrust with
their daggers or throw them. This brand of thief not only has the most hit points but also inflict the
most damage.
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Thivuk: Of all the creatures living in the Garendall
Kingdom the thivuk is one of the most bizarre. Thivuk have the
lower body of a salamander and the upper body of a man, are
typically green in colour, and usually carry a lance as their
weapon of choice. Thivuk are basically evil and they will attack
anything or anyone crossing their path. Their repeated attacks
on woodcutter camp have earned them the nickname
“Guardian of the forest.” Thivuk are highly intelligent, and
have been known interact with druids when need be.
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Troll: Trolls are the assassins of the woods, as many a traveller
has fallen victim of their vicious attacks. Expert in hiding themselves in shadows,
trolls tend to rely on trickery and quickness to get their prey. While physically
strong trolls lack endurance and try to avoid long engagements whenever
possible, and typically will not give chase for long. Trolls despise wearing
clothing as they prefer not to make noise nor hinder movement. They live
in small bands scattered around the kingdom and travel from region to
region looking for food, fun and travellers to pillage. Contrary to popular
belief trolls are not dumb. Several of the more civilized ones have joined
assassin rings in different cities of the kingdom.
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Wyrm: Smaller than their cousin the dragon, wryms are nonetheless
very dangerous. Sharp teeth and claws, powerful legs, and massive wings are a
few of the attributes that make the wrym such a formidable foe. Living in small
packs of 5 to 10, they are usually not very aggressive and if they are not hungry
will typically let a trespasser go unharmed unless they get too close to their nest.
Wryms can't breathe fire nor can they fly, but they can glide for short distances.
Domestication of a wrym can and has been done in the past but requires
extreme patience. The legends say that Durnakar Oesterwell, a powerful wind
mage, once owned and trained 50 wryms.
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Zombie: According to scholars and studies on the subject,
zombies can be created through 2 methods: a priest or a magician can
magically create them, or a person can make a pact with a
“higher force” to be brought back to life as a zombie after their death.
Either way the result is the same. Zombie are slow but ruthless, exist
only to destroy and to kill, and should be considered very dangerous.
The only sure way to kill a zombie is to decapitate him.
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Zombie - Revenant: Revenants are more dangerous versions of the zombie, as they are larger,
stronger, and faster. Scholars have been unable to say for sure why some people are brought to undeath
as zombies while others as revenants. 2 speculations persist more than others though: first that it
has to do with the strength of the individual before their mortal death(the stronger they are making the
likelihood of becoming a revenant greater) and the second is the power of the being they made the pact
with(the stronger the being the greater the chance of becoming a revenant). Perhaps both play a role.
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