331 lines
13 KiB
Groff
331 lines
13 KiB
Groff
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THE BESTIARY
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The realm of Sosaria is populated by a variety of creatures, both
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natural and unnatural. The latter group hath been on the increase since
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the coming of the Evil One. Through the efforts of a posterity-minded
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few, a collection of names and descriptions of the more common beasts
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hath been compiled and may perused herein.
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ARCHER, HIDDEN:
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So lacking in courage are the minions of the vile Mondain that his
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Archers only ply their trade from hiding places high in the treetops of
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the forests of Sosaria. Their aim, nonetheless, is accurate and many a
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traveller has died without ever knowing whence came the deadly rain of
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barbed shafts.
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BALRON:
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Huge, leather-skinned daemon lords, the Balron are perhaps the most
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fearsome of the evil minions of Mondain. Armed with vicious barbed whips
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and the ability to cast devastating fireballs at their victims, these
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winged scions of Hell have proven to be the nemesis of the flower of
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Sosarian knighthood.
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BAT, GIANT:
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Although the Sosarian Giant Bat is but a dumb brute, this large cousin
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of the more common vampire bat found in other lands is indeed a menace
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to those unforunate enough to disturb its subterranean slumber. The
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Giant Bat lives on diet of animal blood and is not averse to feasting on
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adventurers.
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BEAR:
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The Hill Bear towers over the tallest human and is armed with saber-like
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claws capable of rending even the stoutest plate armor in a single blow.
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The species was first sighted on the slopes of Mt. Drash, but hath since
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spread throughout the land. These creatures are extremely ill-tempered
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and will attack without provocation.
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CARRION CREEPER:
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These loathsome worms inhabit the deeper reaches of most dungeons, where
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they feed on the corpses of any luckless creatures they encounter. The
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numerous legs on their segmented bodies are equipped with small barbs
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that allow them to move quickly on walls and ceilings, as well as along
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corridors. Carrion Creepers should be avoided at all costs.
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CYCLOPS:
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A race of belligerent, one-eyed giants, the Cyclops dwelt in Sosaria
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long before humans ever landed on these shores. Driven underground many
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years ago, the Cyclops long to return to the surface and drive humans
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into the sea. Beware, for they will attack any adventurers on sight.
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DAEMON:
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Fierce, bat-winged horrors armed with cruel talons and barbed tridents,
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Daemons were unknown in Sosaria hitherto the advent of Mondain. Drinkers
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of human souls, Daemons are said to relish the screams of tortured
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humans above all else.
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DARK KNIGHT:
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Such is the corrupting influence of the foul Mondain that even the most
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virtuous of Sosarian chivalry are subject to fall under his sway. The
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land is now fouled with Dark Knights -- predatory warriors who seek to
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waylay innocent travellers and to rob them of their hard-earned goods.
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DRAGON TURTLE:
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These fire-breathing, aquatic dragons inhabit the seas around Sosaria
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and are considered an even greater menace to mariners than the winds of
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a typhoon. They are protected by a shell tougher than enchanted plate
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armour, and thus are extraordinarily difficult to defeat in combat.
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ETTIN:
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Travellers in the forests of our land have oft been fooled into thinking
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they have drawn near to a group of fellow explorers when they encounter
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an Ettin, for these two-headed monstrosities have been known to carry on
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heated discussions with themselves. An Ettin invariably abandons its
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dialogue when it hath the chance to attack an adventurer.
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GELATINOUS CUBE:
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Called 'dungeon sweeper' by some, the Gelatinous Cube is a subterranean
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dweller that roams corridors in search of food. Their bodies are
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composed of a clear, corrosive, jelly-like substance which renders them
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difficult to see, but they may sometimes be detected by the remnants of
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armor (aha! not 'armour'!) or debris contained within them. They are
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omnivores, digesting anything they find after absorbing it into their
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massive bodies. Contact with a Gelatinous Cube hath ruined the armour of
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many a hardy warrior.
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GREMLINS:
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Mischievous kin of the trolls and lizard men, Gremlins are underground
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creatures of voracious appetite. A favorite diversion is to stealthily
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approach unwary travellers and pilfer their food rations. Many an
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adventurer hath been consigned to death by starvation below the surface
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of Sosaria as a result of the antics of these creatures.
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HOOD:
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When the corrupt influence of the unspeakable Mondain spread throughout
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the Realm, even some of our stalwart peasants fell under the sway of the
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evil wizard. These warped individuals now roam the countryside attacking
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travellers. While unskilled in the use of arms, they nonetheless pose
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quite a nuisance to adventurers.
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INVISIBLE SEEKER:
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Among the most dangerous of the denizens of the catacombs below our land
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is the Invisible Seeker. None have ever seen one of these horrific
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slayers, for they are -- as their name implies -- unseeable. Their
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presence is usually first detected when open wounds suddenly begin
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appearing on the body of a victim. They are, however, susceptible to
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harm from most weapons.
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KNIGHT:
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Like their forest-dwelling counterparts the Dark Knights, the predatory
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Knights of Sosaria are warriors who have forsaken the ways of Chivary
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for the paths of Evil. They are fierce opponents and must be treated
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with care if one is to avoid an untimely demise.
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LICH:
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The Lich is an evil spellcaster who, through the necromantic arts, hath
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entered a state of living death in order to prolong an unholy rein on
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earth. Woe to the explorer who stumbles upon the lair of a lich, for the
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undead mage will guard its domain fiercely and attack without
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hesitation.
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LIZARD MAN:
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When Mondain first came to our land he performed unspeakable experiments
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with his servitors and he fierce reptiles that inhabit some of the
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streams and rivers in the south of our land. The result was the Lizard
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Man, a being both reptilian and human in a single body, armed with cruel
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teeth and a disposition to match its appearance.
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MIMIC:
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Beware the treacherous Mimic, for it hath been the doom of many a
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dungeon explorer. Disguised as a tempting treasure chest, the Mimic
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patiently awaits the overly-curious adventurer. When the victim makes as
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if to examine the chest, the Mimic attacks with a ferocity unmatched.
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MIND WHIPPER:
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Truly hideous, the Mind Whipper is a being with the body of a human, a
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face that resembles nothing so much as the underside of a squid, and an
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unquenchable thirst for the mental energies of its victims. The few who
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have survived encounters with Mind Whippers have emerged as babbling
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lunatics, their minds flayed from their souls by the relentless
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onslaught of these terrible creatures.
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MINOTAUR:
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As mentioned before, the evil Mondain experimented ceaselessly with the
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cross-breeding of man and beast in an effort to create the ultimate
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soldier. As if the creation of the dread Lizard Man was not enough, the
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vile wizard also mated the famed Baratarian fighting bull with some of
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his followers, resulting in the Minotaur -- a horror that walks on two
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legs like a man, but which has the head and the cruel horns of a bull.
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NECROMANCER:
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The Necromancer is a mage whose specialty is the practice of the arcane
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arts that pertain to the dead. Practitioners of such a morbid specialty
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were naturally drawn to the foul Mondain as jackals are to the carrion
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of the plains.
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NESS CREATURE:
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The seas surrounding Sosaria are home to a number of beasts, among which
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numbers the dread Ness Creature. For many years these reptilian
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behemoths were thought to be naught but the workings of the overwrought
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imaginations of mariners. The sinking of the frigate PEMBROKE in plain
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view of a small armada hath disproven this belief.
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ORC:
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Small, pig-visaged humanoids, the Orcs were the vanguard of Mondain's
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first advance. Tribal by nature, they are sub-human at best, just a
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slight cut above true bestiality. They abhor all things human and
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cultured and will lay waste to anything fashioned by human hands. 'Tis
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said that they relish the taste of human flesh.
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PIRATES:
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The pirates that infest the coastal waters of Sosaria are the scourge of
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the honest mariner. They ply the waterways seeking unarmed merchant
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ships to plunder, and often press the younger crew members into service
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as marauders. Once engaged, a pirate vessel and its crew will battle to
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the end, seeking no quarter and offering none.
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RANGER:
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Alas! Even the noble Ranger, preserver of the woodlands and keeper of
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the forests, hath fallen under the sway of dark Mondain! These
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matchless trailblazers long watched over the preserves of the Sosarian
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nobility, but as Mondain's treachery took hold, many of them forsook
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their old ways and became predators themselves. He who is pursued by a
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Ranger must turn and make a stand, for once on a trail the Ranger will
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never give it up.
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RAT, GIANT:
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The underground passages of the Realm are prowled by oversized rodents,
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the result of Mondain's necromancy and an abundance of food in the form
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of victims of the Evil One's minions. The Sosarian Giant Rat is a
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vicious predator and should not be taken lightly.
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SKELETON:
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The progeny of Necromancers and undead Liches, Skeletons are the
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animated corpses of dead warriors from which the flesh hath withered and
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fallen away. They fight tirelessly in an effort to carry out the bidding
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of their dark masters.
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SPIDER, GIANT:
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Few moments hold more terror for the intrepid explorer than when a Giant
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Spider, venom dripping from its fangs, is encountered in the corridor of
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a subterranean labyrinth. These creatures are dazzling in their agility
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and tireless in their search for prey. Fight well, or face a paralyzing
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sting and the fate of becoming a living hatchery for their young.
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SQUID, GIANT:
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Sosarian mariners swap legends of the Kraken, or Giant Squid, in every
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pub in every port of the Realm. These monstrous, creatures have been
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known to rise from the ocean depths, seize a vessel in their long
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tentacles, and drag the hapless vessel and its crew to a watery grave in
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the space of but a half-dozen heartbeats.
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TANGLER:
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Looking for all the world as naught but a vine covered tree stump, the
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Tangler lurks in subterranean corridors, waiting to ensnare explorers of
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the underground. Once a Tangler hath enmeshed an adventurer in its
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tentacles, it will hold the victim fast until starvation ends the
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struggle. The monstrosity then feasts on the corpse.
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THIEF:
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Long before the coming of Mondain, the common cutpurse was a plague to
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travellers in Sosaria. Lurking in alleyways, poised behind trees, and
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skulking in dungeon corridors, these villains are always ready to
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relieve innocent citizens of their valuables and their lives. 'Tis a
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service to your fellow Sosarian to exterminate a Thief whenever
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possible.
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TRENT:
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Native to the woodlands of Sosaria, the evil Trent seems like an
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ordinary oak tree until one approaches near enough to be ensnared in the
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grasp of its pliant branches. Once it hath crushed the life from the
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victim, the Trent then devours it, leaving no trace of its prey to warn
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other travellers.
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VIPER:
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Since before the dawn of civilization, the race of serpents hath roamed
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the land. From the most harmless garden snake to the giant constricters,
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hese legless creatures have always inspired fear in the human race. In
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the case of the Viper, this fear is well-founded. These vicious reptiles
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srike fiercely at all who stray too closely. Their venom-laden fangs
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bring a swift yet painful death.
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WANDERING EYES:
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Many a dungeon seeker hath been startled to enter a darkened chamber and
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be greeted by a number of eyes staring out of the murky blackness. Stare
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not long, for the Wandering Eyes weave a hypnotic spell that entrances
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even the most strong-willed and leaves one helpless before the magical
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onslaught that inevitably follows mesmerization.
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WARLOCK:
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Rogue practitioners of the magical arts, Warlocks are the evil servitors
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of Mondain. The Foul One hath trained them in the casting of bolts of
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mystic energy and sent them forth to wreak havoc amongst the populace.
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Slay them if ye can, for the arcane arts should never be used for wicked
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purpose.
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WRAITH:
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Summoned from the nethermost regions of Hell by Mondain's perverse
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enchantments, Wraiths are the restless souls of dead Clerics. Once on
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the material plane, they drift about seeking potential 'converts' to the
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discipline of Evil. Since one must first die in order to be converted,
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'tis strongly advised that their enticements be resisted.
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ZZZZZ
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Z
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Z
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Z
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ZZZZZ ORN:
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Little is known of the mysterious Zorn. 'Tis a creature that not only
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defies logic, but that seems to defy the very laws of nature. It can
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burrow through anything and is completely omnivorous. In battle it seems
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to generate far more force than one would estimate possible from a
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creature of its size. When slain, the Zorn quickly evaporates, thus none
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have ever been studied closely.
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-1/8/87
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-THE END.
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