Creatures: Difference between revisions
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+ | == Strangers == |
− | + | Strangers are unnatural beings that can manifest in the Realm. When most people think of a Stranger they tend to think of Hellions, a common power-hungry being from the Beyond. Strangers often enter the Realm through Portals, but have also been known to spontaneously appear at notable locations. For example, the sites of battlefields are often cursed with vengeful Phantoms, Golems stalk sites of great magical disaster, and Dryads can be found near ancient trees. |
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+ | [[Strangers|The Strangers]] |
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− | The Demonic |
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− | Anywhere there is power, there are Demons. As such, everyone has been instructed to be vigilant. Most PCs who have put any effort into learning their Demons will have the following knowledge: |
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− | Hellions are red-faced, dangerous and powerful. They tend to have horns, carry threatening weaponry and often have the capabilities to prepare Magical Items, which they “reward” their human servants with. They are obsessed by the gathering of Power, and have been known to demand sacrifices or worship in this aim. When an average person thinks of a Demon, it is an image of a Hellion they have in their mind. |
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+ | == Natural Hazards == |
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− | Phantoms are a form of Sprite left behind at the sites of great battles, haunting those who return there. There are known cases of phantoms killing looters and arranging their bodies in horrifying positions to discourage further desecration They are fairly intangible, the fluid, congealed properties of their essence making them highly resistant to weaponry, but their substance is quickly distorted by concerted effort or by Magical power. |
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− | Golems seem to have no defining purpose. They tend to be tough, regardless of what they appear to be constructed from, which varies wildly from example to example. They tend to respond to nearby Life by striking it to the ground and continuing to smash against it until it stops moving. These are extremely rare- maybe four or five reported cases in the past decade, but reports from Mat Sellah’s first scouting parties of all Factions have reported Golems roaming areas of the countryside. This is especially concerning because Golems, once their physical form is destroyed, tend to reform and return to their previous habits- killing anything nearby. |
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+ | Creatures of the Beyond are not the only dangers that stalk Mat Sellah. Agents will have to be wary of the other enemies that they might face. |
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− | Sprites, in general, are Demons seemingly in tune with a particular place and emotion. They are unpredictable, ranging from malicious to benevolent, and often reform after discorporation. |
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− | This is not to say that that was an exhaustive list of Demons, simply ones which have been observed to have features linking to them, making them in some ways more comprehensible. There are many Demons out there with only the vaguest resemblance to each other. |
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+ | === Outlaws === |
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+ | Outlaws are those who have committed crimes such that they have no legal recourse, or those who forswore legal protection to begin with, or the children of such. Some of these “shipwrecked” mariners on Mat Sellah may well in fact be Outlaws, and the archipelagos’ reef-filled and treacherous waters make it a good place for Pirates to raid. |
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+ | === Fauna === |
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+ | The local flora and fauna may also be dangerous. There are no confirmed sightings, but a scouting party of three Alfar failed to report on the second day after arrival. The subsequent search party found one body with deep claw marks scoring through their armour, and little evidence of the others besides a shattered shield and a dropped torch. A local questioned about this simply made a sickle sign with one hand and said “My grandpappy called ‘em Antsantsa, we stay away from them places” |
Latest revision as of 17:15, 3 October 2014
Strangers
Strangers are unnatural beings that can manifest in the Realm. When most people think of a Stranger they tend to think of Hellions, a common power-hungry being from the Beyond. Strangers often enter the Realm through Portals, but have also been known to spontaneously appear at notable locations. For example, the sites of battlefields are often cursed with vengeful Phantoms, Golems stalk sites of great magical disaster, and Dryads can be found near ancient trees.
Natural Hazards
Creatures of the Beyond are not the only dangers that stalk Mat Sellah. Agents will have to be wary of the other enemies that they might face.
Outlaws
Outlaws are those who have committed crimes such that they have no legal recourse, or those who forswore legal protection to begin with, or the children of such. Some of these “shipwrecked” mariners on Mat Sellah may well in fact be Outlaws, and the archipelagos’ reef-filled and treacherous waters make it a good place for Pirates to raid.
Fauna
The local flora and fauna may also be dangerous. There are no confirmed sightings, but a scouting party of three Alfar failed to report on the second day after arrival. The subsequent search party found one body with deep claw marks scoring through their armour, and little evidence of the others besides a shattered shield and a dropped torch. A local questioned about this simply made a sickle sign with one hand and said “My grandpappy called ‘em Antsantsa, we stay away from them places”