Bestiary

Wendigo

Tall standing, manifestations of undead and vengeful wildlife. Often with the warped skull of a large previously peaceful animal for a head, moss, antlers, reformed flesh with tree root binding the rest together. The wendigo are said to dwell deep in the dark and dense forests waiting to prey on those unlucky enough to stumble up on them. With the eyes of Yordnir, they can see through the soul of those they cross and judge whether you are worth hunting or not. Wendigo can only be calmed, disassembled or tamed. When a wendigo is calmed, it can be sent back to resume idly living among the dark and misty forests. When it is disassembled, it might return to its hunt once it can reconstruct itself or reform elsewhere. A wendigo might be tamed, but this is only a myth and there are no documented or even spoken legends of this happening. 

Chupacabra

Dog-Rodent like hybrid creatures with a thirst for blood and young. Chupacabra will hunt the sickly and children as well as any creature less formidable than a wolf. Even wolves however have succumb to such creatures when starvation and desperation is involved. Hunting Chupacabra requires the aid of a direwolf, they can only be killed by a direwolf's bite/teeth or the bite of a werewolf. It is believed as a result of the requirements to kill one as well as their habit of leaving most of the meat on their victims yet drying them of blood, that they are somehow related to vampires. 

Jackals

Like a living scarecrow with the head of a bird skull, the jackal is actually a relatively tame creature. Only when hunger takes it far enough does it feast on anything more than rodents. They are however only active at night and often keep very clear from civilizations. If it weren't for this, they might be used by farmers to keep the rodents and pests away. However, the you might see one is while out on your own and by happenstance, or if one goes feral and attempts to come raiding a village for the young for a meal of desperation. 

Mothmen

A winged nocturnal creature, though they mimic the tribal nature of nomads, mothmen are merely large moths. They are attracted to light, feed on fiber and crops, and are a genuine naissance to be rid of due to their numbers and the need t find their home nest in order to be rid of them from nearby farms which might fall under danger of their ravenous feeding frenzies and would lose its ability to produce any crop. 

Sirens and Mermaids

Half fish, half woman by appearance these creatures sing a magical tune which brings your guard down and allows them to stalk you with less resistance. If you are overtaken enough by the magic of their song, you might just give yourself to them for their terrible underwater rituals which includes being used to reproduce before being killed and eaten. Mermaids are susceptible to drying out and being harmed by fire. If a mermaid is kept out of water long enough, they might dry on their own despite the fact that their fins turn to legs when not in the water and therefore require a lot of water. If all else fails, they can also be killed by a blade if enough deep cuts can be made. 

Wisps and Sprites

A kind of small nature spirit, the wisp can either be a helpful or harmful creature. The good ones, wisps, are often a soft blue hue like flame in appearance and will appear around something that you might be looking for or which might help you. Communicating with them however is entirely guess work. A green wisp, or sprite, is not to be trusted as they actively look for ways to attract danger to you or lead you to danger. Wisps and sprites can turn from blue to green and vice versa. To convert a green sprite to a blue wisp, it must be captured in a crystal jar with a single living butterfly inside with it and a special song sung to it at midnight. It will merge with the innocent nature of the butterfly and become one with it, turning blue and back into a wisp. Turning a blue wisp to a green sprite merely requires that it be offended, tricked, or given sufficient reason to lose faith in humanity. They cannot however be killed or destroyed to anyone's knowledge. 

Fayor

Encompassing, Gnomes, Fairies, and Fae, Fayor are small humanoid creatures with just enough mischievous magic about them to cause trouble, or be very helpful. 

Gnomes

Living in small societies, often taking residence in hollowed out plants, ground, or sometimes will go to the length of making a house out of stone or hollowed rock. Living simple lives, the gnomes would be seen as a society of their own, however their opportunities to become part of the larger societal interests are often either turned down or met with ankle biting. It is confirmed however that they can sometimes be bribed for shiney enough coin and will even take work in basic jobs for trade. Gnomes are fast and nearly impossible to catch while moving, but if one lets you catch them or you manage to trick them, they are as easy to kill as any rodent or pest. 

Fairies

Winged and timid creatures. Often staying out of sight or remaining mysterious. It is said that the wings of a fairie could cure most common sicknesses and poisons/venoms. They are as susceptible as most bugs, but due to their ability to dislay intelligence, despite not being able to speak makes collecting them a tragic moral dilemma. 

Fae

The more difficult of the three. They are spiteful and hate sentient big people society. They will not cause trouble most of the time, but if you are too close to them, they will make you very aware and cause you harm if not try to kill you for the sake of it. They have fleshy almost bat like wings on their back, short tails, beedy black eyes, and massive sharp teeth. 

Trolls

Large and gray with almost tree bark hard skin, trolls are a lumbering tank of death. Keen on killing and eating those they encounter, a troll can smell the flesh of a person from a mile away and will actively hunt people. They have below average intelligence and often can be fooled or tricked if one is incredibly quick thinker, but for the most part it might only buy you time as their apatite is often stronger than their desire to converse. Trolls are killed by the sunlight if they are standing in water. When exposed by these two elements together they will turn into a tree and stone like formation. Trolls are very careful to stay in their caves during the day, so hunting and finding them might be easy enough, but destroying them is a whole difficulty of its own. 

Goblins

While many goblins might have Flate and the garden, there are a great deal who completely reject the opportunity to integrate into the society and remain more feral in their approach. While they might be dressed and equipped like a goblin not worth fighting, the true difficulty is exactly that. The trick is telling whether a goblin has chosen intelligence, or rejected it for a feral life. Once you can figure that out, killing them is as difficult as fighting a short yet very agile person. 

EmberHound

Living in the sands which surround the borders of the Emberlands, these hounds are made of ash and ember itself. They function in a pack and will hunt anyone who even seems like they will try to enter the Emerlands. Their bite is viscous but not deadly unless you continue to fight them. They do however seem to have the same non-person killing mentality as normal wolves and will merely stand guard on the edges of the sands surrounding the Emberlands. These creatures can be killed by traditional means, but can take many more hits than normal wolves. 

EmberRacnid

Spiders which explode and indiscriminately chase anyone who comes to the Emberlands. They can be killed by normal means, but are incredibly tough and explode most of the time upon death. The venom of their bite is the single most deadly thing known to Wyleans as there is no reverse or cure that can be cultivated traditionally. The venom unravels reality itself. Magic, soul, body, mind. Nothing is outside of its reach. Your very being and existence itself is poisoned and will dissolve until you are completely gone from reality itself. 

Direwolf

Far larger than a typical wolf, the direwolf lives in packs of about two to five. More of a small family than a pack. They display a lot more intelligence than usual wolves and are aware of and actively avoid people. The issue is a sickened direwolf with foaming mouth and bloodshot eyes. These sickened direwolves will devour anyone they cross in a ravenous need to feast, not discriminating between friend or food. The only way to kill a Direwolf at all is to pierce its heart with a silver plated blade coated in fairy wing and fae blood wax on the night of a full moon. 

Moskor

When a Gilfreyan mushroom is either touched or consumed by either a living being or dead corpse, it can infest the host and begins growing into a new creature of its own. Like a zombie hungry for flesh to feed and process into its spore pods, the Moskor creature will hunt and kill anything it can find to reproduce into new host bodies. It will continue this until the host completely decays. Spores launched into the air can be resisted by the immune system for the most part, but if enough infect you or you are hit in the face by a sporepod, you will turn. It takes about 9 days to kill the host, then another 4 days to rise as a Moskor. The only way to cure moskor in the 9 days is to hoist the infected over a fire and heat them up to near deadly temperatures for twenty minutes while keeping them alive from the heat. This is risky, but it will kill the spores and fungi by burning it out. To kill a moskor after turning, it must be fully splashed with no less than a tankard full of rattle snake venom and any spores it attempts to launch before dissolving must be burned with a torch without however damaging too much of the venom while it does its work. 

Centigrat

Native to bogs and large scale swamps, this massive centipede like creature has four front appendages which act like clawed arms. Viciously and active hunters, these terrors are armored to the teeth in chitin and can inject a dreadful paralyzing venom with one bite. Once this poison enters you, it is over. Your body will go limp an your strength will fail for a total of seven hours. After the seven hours, your body will be in agonizing pain for ten more before a three hour fade period until you recover. However, most don't last ten minutes into the initial bite. It takes hold in less than three minutes and the beast is then free to devour you. Killing a Centigrat is expert levels of difficult. It requires the dead body of a fae to be soaked in mandrake and ginger paste. If you can manage to wedge a blade under a chitin plate, cut a wound into the softer tissue underneath, and shove the fae corpse under it, the beast will be poisoned and die in about twelve minutes. It will twitch in agony and try to still kill you for the first five minutes until it loses motor functions from the poison. 

Unseen

Phantoms, Wraiths, Ghosts, Shades, Spirits. Sometimes the dead don't let go and try to stick around. Unsettled souls and spirits become a new kind of creature. Sometimes unseen forces themselves manifest into such things as well. Some even come from entirely different realms. Intangible and ghostly, each type of unseen manifests in different ways and must be taken care of in a different manner. The biggest issue for the unseen is tryin to figure out which one is which and therefore how to deal with them. 

Phantoms

These are the most reclusive and stalk their prey from behind. They are identified by counting the shadows made on the wall when a candle casts the light across the room. If there are more shadows on the wall than there are people in the room, then a phantom is present. They kill their victims by darkening the eyes and suffocating them without a single sound. Even dropping to the floor is silent when killed by a phantom. To destroy a phantom, one must cross their own shadow over the wraiths and then stab themselves in the right side of the chest, dodging the lungs and any other vital organs while facing away from the wall the phantom's shadow is on. If the mirror effect is done correctly, the blade will pierce the heart section of the phantom. The one to execute the stabbing must do it themselves otherwise the idea of willingly "moving on" will not translate to the phantom properly and it will do nothing. 

Wraiths

These will screech loudly as they take and rip their victims to shreds. It is said that once you hear the scream of a wraith, you are already dying and your flesh is already being torn from your bone. This is part of the process for killing a wraith. You must create a three ringed circle on the ground and layer salt and silver shavings on top of it. The moment you hear a wraith screech, you drop a candle onto the circle to ignite and trap the wraith in a circle of fire, salt, and silver bursts in three successions. This only works with live bait and must be done at a precise moment to survive and even then the bait (often the one executing the plan) gets out with burn marks and scrapes from the wraith itself. 

Ghosts

These infest items and places. The longer they dwell in a place, the more their power grows and they can use telekinetic abilities on their victims. If a ghost becomes powerful enough, it can even take control of a person. To destroy a ghost, you need to find the first item it latched onto and set it on fire. If it cannot be burned, it bust be covered in lamp oil and burned that way. 

Shades

These are identifiable by mirrors. They cannot be seen by the naked eye and only appear as a dark figure in a reflection. Shades hunt by building a connection with their victims. The greater the paranoia, the faster the connection forms. Once the connection is strong enough, scratches and bruises begin to appear on the victim. The injuries are almost unperceivable until they appear and there is no initial cut or impact pain. In order to kill a shade, you must find the first mirror you saw each other in and trick it to be close enough to stab as if the reflection were there and the mirror were but a window. 

Spirits

These appear as ghostly figures, like people to be precise. They display themselves in a white light and mist like vision and often mimic a lost loved on of those who see them. Upon luring their victims in, a spirit will then lurch forward and reveal their true form of a black hooded creature with bone arms and no face to consume the life of their prey. The life exits the victim through their mouth, nose, and eyes in a visible mist like form for about five seconds before death. To kill a spirit, one must drink an elixir of wraith dust collected from the residue left behind by killing a wraith, water from a pure mountain cave spring, ground charcoal from burning an octopus tentacle, and cooled with pure white snow from the top of a mountain while on the mountain top where it is usually easiest to mix all the materials at once. Drinking this elixir a moment before being taken by the spirit for feeding will act as a block to keep your life intact, and ensnare the spirit itself. While the spirit is ensnared, you must then stab it with a blade that has a diamond embedded in the blade base. 

Ichkyrdi

Shadow with form, these creatures are incredibly dangerous and nearly impossible to kill. They are tall with glowing cores to make up their four eyes. They have claw like hands and feet, able to travel either bipedal or on all fours. They have long tails able to wrap around objects or structures and grip or climb them. They are susceptible to the dust of a light crystal and if sufficiently surrounded could be trapped, this however requires a great deal of preparation.