Monsters D to F
Health: 10+
Defenses: Normal: -80 Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Out in the high drifts
adventurers talk about the Daughters of the Snow. These pale women, clad in
nothing but scraps of flimsy silk dance and leap around the snows calling out
to the travellers, trying to draw them away from familiar tracks and into the
deep snows where the unwary founder. Their sirens song has lured many into
their clutches while others sing sad songs about the close encounters they had
and the lost opportunities. Daughter of the Snows is equipped with nothing.
It is said that when one of
the seven deadly sins becomes truly powerful in a small area, it can take form
as a creature of power.
This is Pride. Pride is excessive belief in one's own abilities, that interferes with the individual's recognition of the grace of the gods. It has been called the sin from which all others arise. Pride is also known as Vanity. In the writings concerning the infernal punishment for the Seven Deadly Sins: the prideful are broken on the wheel. Pride is equipped with nothing. Player’s Note: Appears to have damage reduction of 3 or less. It immune to fire and magical attacks. Has been observed to be active until order 15 and believed to have some teleport ability. Appears to have two attacks for each one a normal monster has. A warrior armed with a hand held weapon was attacked by Pride on the 15th order and he replied with his sword. On the map, Pride was found not to be next to the warrior, but back in her original location on the dungeon level she was found on leading to the theory that she teleported back to the location she started from at the beginning of the day after her last attack. At least one of her attacks is believed to cause the Lethargy 1 condition.
Typical Damage: 13-17
Envy
This is Envy. Envy is the desire for others' traits, status, abilities, or situation. It is the green demon of desire for what you do not have. In the writings concerning the infernal punishment for the Seven Deadly Sins: the envious are immersed in freezing water. Envy is equipped with Nothing. Player’s Note: Envy attacks by stealing gold. A typical successful attack line reports, ‘Envy glared at <target character name> enviously. (100 Gold magically Stolen.).’
Unlike other goblinoids, demogoblins are small humanoids with an attitude. Demogoblins look quite similar to normal goblins, but there is a key difference between them. Demogoblins are fearless, and will willingly throw themselves at any opponent, no matter their size or number. They will march to their deaths by the hundreds without a second thought. They live simply to fight and kill or be killed. One saving grace for the other races of Myriad is the fact that they are not altogether very good at it. Why they are like this is a mystery to most knowledgeable individuals who have tried to study them, and it is unknown why they do not have the typical innate cowardice that is common in most other goblinoids. Because of their fearless nature, powerful masters often employee them as disposable troops. They are considered somewhat as freakish by other goblinoids. Humans though have been known to spare their lives out of respect for their bravery however foolish it may be. They typically fight with and drop studded leather armor and scimitars. They drop approximately 20gp.
Exp: 16 (20?) (16 is a recent
report.)
Health: 8-10
Typical
Damage: 5 plus 1-6 for scimitar
Attack: -5 (A)
Defenses: Normal: -24 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Demons
The Abyss Demon, dark servant of a Demon Prince,
sometimes called a 'Guardian Demon' because they are usually used very close to
a demon stronghold or palace. Unbelievably strong, immensely powerful, entirely
immune to normal and fire attacks, these 50 foot tall beasts are the bane of
all that is good. Abyss Demon is equipped with nothing.
Demons of the Blood Rift are vicious creatures who come from an elemental realm beyond the Demon Rift. Using willing human hosts they can stay in the land of men for untold generations before returning to their realm. Once the host has died the Demon awakes in full strength and carnage is often the result. The exponential power of the Blood Demon is an unreckoned with force, and only a few have ever survived the defeat of such a demon. In their true demonic form a levitating mass of blood with vague humanoid features they are fearsome foes with few real weaknesses. A demon of the blood rift is typically equipped with a demon sword. Player’s Note: Reported to do have done 29 damage with one hit. Not sure if this is a maximum, minimum, or somewhere in between.
Demon Ogres
Demon
Ogres are hideous three-eyed giants who make their home in and around
dimensional rifts, although stray bands can occasionally be found elsewhere.
Always hungry, violent and stupid, they are a great threat. In demonic ranks,
these beasts are quite lowly, although this is more due to their mindlessness
than any lack of power. Demon Ogres attack with their huge fists, smashing
opponents to bloody pulps. They do 'normal' damage.
Damage
Reduction: 12 or less
Acid
Demon
Acid demons look like Demon Ogres and, indeed, they originally were. These demons dwell in acidic places and, as well as being immune to almost all forms of chemical attack, they have the capacity to spit acid at attackers. They are vicious, mean, ornery and hostile, enjoying nothing more than to watch mortals writhe in acidic agony. An acid demon is typically equipped with acid etched bracer.
Demon
Ogre Beast
Demon ogre beasts are typically equipped with nothing.
Player’s Note: Presumably, a more powerful demon ogre. The descriptions are the
same.
Demon
Vampire Slayers
A
Demon Vampire Slayer is equipped with a Yew Stake. Player’s Notes: They have 4
D.R. to Normal attacks, 2 D.R. to Magic, and are immune to Fire.
Health: 113+
Typical Damage: 9-11
Tainted Demon Ogre is typically equipped with Soulfire.
Player’s Note: Tainted demon ogres are immune to fire damage.
Manidrigar
the Flayer
Player’s
Note: A named demon prince in the Daemonrift.
Damage:
29
Elemental
Ice Demon are mysterious creatures that appear to be tempestuous clouds of icy
fog that roar down corridors like a howling winter tornado. Fragments of ice
are propelled with great force at people an insubstantial claws of ice slash
and tear at those who are foolish enough to get too close. Elemental Ice Demons
are pure cold and as such are not hurt by cold attacks. Elemental Ice Demons
are equipped with nothing.
Health:
25+
Imp
All Imps are, by their very nature, Demons. However, their powers are so limited that such a term does not seem fitting. Indeed, even Lesser Demons are usually substantially more powerful than their impish cousins, so many sages refuse to accept them as Demons at all. Nevertheless, Demons they are, albeit the lowest rank. Imps, themselves, come in many different forms. Quite how many different types of Imp there are is not truly known, but the number is believed to be quite vast. In demonic realms, their greater masters use imps for all manner of subservient tasks. In civilized worlds the presence of an Imp can mean the incursion of a demonic master, or , more often the presence of a person with skills in Demonology. Very rarely, Imps can enter a world unaided, simply for evil fun. Capricious by nature, Imps are bad to the bone and never miss a chance to cause pain and anguish when not under strict control.
Antithetical Guardians are actually imps, although their huge size and four arms would make it somewhat difficult to recognize their origins to the uninitiated. These green-skinned other-worldly beasts serve the Antithetical church and its dark aims. They usually guard places, which are important to the church in some way. They attack by spitting fiery blasts at their enemies, or by using their natural strength and natural weapons. Antithetical guardians are armed with nothing.
S’mnd Antithetical Imp
S’mnd Antithetical Imps are typically equipped with nothing.
Balali imps are reported to act all the way up to phase
10.
Health: >9
Typical Damage: 1-7
Typical Damage: 2-5
Blood Imps are small creatures created by the priestesses of Lamari, the Maiden of Pain. The beings are made in day long services to this dark deity in which victims are tortured to death and their blood infused with a demonic essence. This essence becomes a Blood Imp, a creature seemingly made of semi fluid, half clotted blood which has been tainted with poisons and is slightly acidic. The Lamari worshippers enjoy the creation of these creatures and so, in Lamari held areas, they are not uncommon. Blood Imps exist only to cause pain, which they do by hurling their poisonous, acidic spittle at everyone they meet who does not follow the antithetical church. A Blood Imp is equipped with Bloody Spittle. Adventurer’s Report: A blood imp’s bloody spittle is known to sometime inflict the condition of Murk with the greater detrimental effects that have been reported and not the lesser. (See the conditions document.)
Health: >9
Typical Damage: 1-7
Dragon imps are small demonic creatures that appear to
be miniature devils with dragon scales. They are usually only about three feet
in length, but can still be very deadly. There have been seen dragon imps in
many different colors, but the most common seems to be green. These creatures
are usually the pets of evil magicians and priests, though they are usually
used as guard creatures. The skins of dragon imps are extremely rare as they
bodies evaporate after the life force of the imp has perished. Dragon imps are
typically equipped with nothing.
A Laschwisch Imp is equipped with a Coldstone. They attack with this stone using a ray of chilling cold.
Health: 7+
Typical Damage: 3-5
cold
Player’s Notes: Mirragon imps attack with both hooves
and fire. They are reported to be immune to attacks from fire sprites. It is
unknown if the extends to all fire attacks.
Health: 8+
Typical Damage: 1-4
A
demon captain is typically equipped with a demon sword.
Lesser
Succubus
A lesser succubus is a minor demon that takes the form of a very attractive human female in an attempt to appear alluring or defenseless. Succubi always choose a voluptuous form that appears physically non-threatening to deceive their victims. Succubi are very deadly creatures. Once within range of their victim they emit a terrible shriek that sucks the very life energy from its target. The shriek is a localized attack that only the victim hears. This can mean that a target’s friends have no idea their ally has fallen to the demon. Succubi are highly resistant to normal and fire attacks, but are very susceptible to cold damage. They themselves do “magical” damage with their energies.
Exp: 40
Health: 20
Typical Damage: ?
magical
A targon demon is one of the rank and file demons from the great armies of the Rift. Although they are not common, mainly due to their poor ability to reproduce, they are a seriously dangerous threat and an important part of any major demon force. A targon's main attack form is a noxious purple gas that they can emit from their mouths which swirls around a target and then spreads out in an area effect on anybody nearby. Since targons have no love for their fellow demons they do not hesitate to attack even if their own kin will also be harmed. Targon breath causes a corrosive chemical damage and has also been known to have an intoxicating and confusing effect if breathed in particularly deeply. Targons stand 12 feet tall. They are powerful creatures in their own right. They are immune to their own breath and any other chemical attacks. They are equipped with targon breath that has an area effect. They can cause confusion, but have a low attack value. A named Targon Demon, Methuselah (5694) once invaded the Safe Haven.
Exp: 70
Health: 35
Typical Damage: 3-7
Devils
Blood Devils
Blood Devils are denizens of the depths of Drax who inhabit the ever present Lake of Blood. Blood Devils are cruel and evil creatures perfering to draw out the suffering of their victims through torture. There is no reasoning with a Blood Devil. Blood Devils are typically equipped with nothing.
Illustry Devils
Minor Illustry Devil
Normal weapons can hit minor illustry devils. They are reported to exist on the second level of Hell’s Deep.
Typical Damage: 4-5
Alignment: Evil
Prideful Maiden
Prideful Maiden are devils, evil creatures from another plane who serve the greater devil, Pride, one of the Seven Deadly Sins. Prideful Maidens look like beautiful, vain human women, but they are not. They are something else entirely. With eyes that shine oddly yellow that can see perfectly in the dark, sharp hard nails which inflict poisonous chemical damage (but never break or chip) and catlike grace, they can be dangerous opponents. Prideful Maiden is equipped with, Frilly Shirt, Red Linen Sash, Black Cotton Trews, Black Leather Boots, Ornate Rapier.
Spindley Devil
Spindley Devils look a little like scarecrows, though they are not. Whip thin and dressed in shabby clothing, their bulky attire gives them an appearance of size, when in fact their limbs and torso are as thin as wire. The devil moves with incredible speed and, in spite of its frail frame, is possessed of a supernatural strength. Their speed and the nature of their form make them very resistant to normal attacks. They are hard to hurt, in fact, with almost everything, though not that tough if you do manage to land a blow. These creatures are believed to have been created to serve the enigmatic 'spindley man', though it is far from common knowledge who, or what, he is. In fact, it is far from clear whether they are really devils, or magical creations or something else entirely.
Typical Damage: 1-6
Alignment: Evil
Exp: 20?
Typical Damage: 1-7
Alignment: Evil
Spine Devils
The fierce and evil spine devil is one of the least devils. It wears the shape of a man, but it is far from human. The creature has no soul of its own. Instead, it feeds its unearthly hungers by sucking the souls from the helpless. Spine devils are not native to Myriad. To break into reality, they must force their way through a host and then capture the body. A host is an evil person who invites them in by means of a foul ceremony, or more often, the victim of a dark disease. Once possessed, the victim become the spine devil and bony protrusions force their way through the skin, while the eyes turn a baleful yellow. Spine devils fight by smashing their bony ridges against their targets. When the victim is dead or unconscious, they feed on the helpless soul. A terrible way to end your life. Spine devils are immune to temperature attacks. In fact, they enjoy them. Spine devils carry no equipment.
Adventurers report that major spine devils can be hit
by normal bows. Named ones have been encountered in the Daemonrift.
Exp: 116
Typical Damage: 1-14
Alignment: Evil
Exp: 70
Health: 35
Typical Damage: 1-10
Alignment: Evil
These creatures are the spirits of followers of the
antithetical church who have been bound into certain magical pillars. The
reasons the church does this is not clear, but certainly these creatures are
able to remove themselves from the pillars and form demonic, spined bodies akin
to those of spine devils. IN these forms they are very hard to hurt, being
immune to fire and cold and their stone like skin is very resistant to normal
weapons. If killed, they would return to the pillars where they can reform
themselves at a later date. A pillar devil is equipped with nothing.
Typical Damage: 14
Alignment: Evil
Spine Devil Overlords are typically equipped with
nothing. Player’s Note: Reports indicate that one such overlord slew a little
helper with ease and thus suspect them to do magical damage. Another report of
a named spine devil overlord was equipped with a Big Lightning Bow when viewed.
Exp: 172
Health: approximately
86
Typical Damage: 13
to 16
Alignment: Evil
Hovering
Dirdge is typically equipped with nothing.
Djinn
Native to the elemental plane of Air, Djinn’s are dangerous magical creatures. They slip through into the material planes by means of tiny cracks in the Veil, which can be caused by pain, horror, misery or death on a grand scale. Once here, the evil creatures enjoy themselves immensely, attacking, killing and torturing everything living they come across. Cruelty, it seems, is a way of life for the djinn. Djinn have a definite hierarchy to their ranks. First come the Lesser Djinn, weak and lacking discipline. Air djinn comprise the warriors of their race and are next in rank. Finally the Greater Djinn, and their ultimate rulers, the seven Djinn Lords. They are deadly in combat because of their ability to fly and their powerful wind magic (cold damage). Djinn are, however, weak against Fire attacks.
Air Djinn
Greater Djinn
Lesser
djinn can be hit with normal bows. They are equipped with nothing. They offer
no reply attacks after phase 8 (?).
Exp: 66
Health: 30-34
Typical Damage: 1-9
Djinn Lord
Dog
The dog is not called a humanoids best friend for nothing. Most adventurers favor these animal companions on their journeys for many reasons. With their higher-powered senses, dogs will often spot an enemy sooner than their master will. They are trained to fight selflessly, willing to sacrifice their own lives in an instant to protect that of their owner. Guard dogs will often throw themselves at a far more powerful enemy to give their master a chance to escape. While guard dogs can be beloved companions, most sensible adventurers avoid getting too attached to them. This is not cruelty, but simply common sense, since a dog's life span in the dangerous environment of a dungeon is hardly promising. Guard dogs are always sold in dungeon courtyards because adventurers will often take a team in, only to return from their adventures with no dogs remaining, ready to purchase the next team. A stark reminder of the hard world in which we live. A guard dog can be purchased in the courtyard or on a magical trader square with the order ‘B 1000’. This costs 25gp. They also require an upkeep cost of 2gp per turn. The guard dog is a sub-character for whom you get to issue orders and move around as a separate individual. The original character who buys the animal is considered the owner and pays the upkeep cost. This cost is automatically deducted from the owner’s purse each turn. If there is ever not enough money to pay the upkeep the animal disappears (runs off/dies/whatever) immediately.
Health: 12
Typical Damage: 4
A wraith dog is a foul member of the undead races.
Sages claim that these are the restless spirits of canines that died trying to
save an ungrateful master, now doomed to wander the world with angry animal
hearts. Necromancers are able to bind wraith dogs to their will and summon them
from the ether, although they cannot do so to free-roaming wraith dogs that
hate everybody equally. These creatures attack by spitting hellfire at their
enemies (fire attack form), although they do sometimes simply bite and rip with
their jagged fangs. Either way, they are a frightening enemy of any who face
them. Like all undead, wraith dogs are immune to mental attacks.
Dragons
Amber
Dragon
Amber dragons, also known as “Firelords,” are truly terrifying monster. They often grow as long as forty feet in length. These gargantuan reptiles are devastating in every sense of the word. Rage incarnate, an amber dragon is always hungry and always angry. They have been known to lay waste to whole towns while idly passing by. They are cruel beyond comprehension and pyromaniacal in the extreme. With bodies of pure plate metal and an awesome fiery breath attack, these terrible beasts are the bane of the good races wherever they go. They are entirely immune to fire attacks and are very difficult to hit with just about ant other attack too. The old saying goes, “If you are close enough to recognize the type of dragon and it’s a firelord, you’re dead.” Adventurers note, that amber dragons have a ranged fire attack of up to 7 squares. One adventurer reports being attacked up to 4 times in a single round.
Exp: 140-210
Health: 65-105
Typical Damage: 9-14
Pyredracoinflagrayus
Pyredracoinflagrayus is a named amber dragon encountered in the rift. Its fiery breath has a range up to 9 squares and was reported to act up to at least phase 10.
Exp: 130
Health: 65
Typical Damage: 11-29
Bone
Dragon
Bone Dragons are skeletal beasts, undead monsters created by nefarious dark magic. These creatures often serve as mounts for evil masters, or for those who are not choosy as to their choice of locomotion. Their breath weapon is a fine spray of shards of sharp bone. Their eyes blink with a pale yellow light that smoulders from within a skeletal face. Bone dragons are typically equipped Fiery Breath.
Chill
Dragon
One of the most well known 'middle rank' dragons, the
chill dragon is so named because it is usually found in freezing, inhospitable
places. Aloof by nature, chill dragons only attack intelligent races when they
are starving and desperate for food, or when they are being controlled or in
alliance with a powerful entity. When
they do choose to attack, their freezing breath is dangerous in the extreme and
their tough armor plating and powerful magical resistances make them very hard
to hit. Chill dragons have been known
to continue fighting long after they would be considered dead from terrible
wounds and are a foe to be avoided by all but the most heroic...or suicidal.
The chill dragon’s frosty breath has a range of at least 6 squares. The attack
freezes a character in place for at least 1 phase, possibly to the end of the
turn. Characters who are frozen, can still attack, equip items, cast spells,
etc., they just can’t move. A seer’s staff affects chill dragons. Two exemplary
members of this draconian race were encountered in the rift with the names,
Territrius and Territrius’ Mate.
Typical Damage: 1-12
Cinder
Dragon
Cinder dragons, at only 20 feet in length, are not the
largest dragons there is, but their reputation as fierce fighters and terrible
enemies is well deserved. Able to spit balls of fire up to 5 squares away these
monsters are best avoided. They have a temper as fiery as their breath and hate
the humanoid races with a passion, considering them little more than parasites
or annoyances. Pyromaniacal in the extreme, cinder dragons will often set fire
to things simply for the fun of watching them burn. Whole towns fall victim to
this frightening habit. Cinder dragons are immune to Fire Attacks, but are
particularly vulnerable to Ice and Cold damage. They are able to attack with
their claws, tail, wings and trampling ability as well as with their breath and
often can manage multiple attacks per phase. Has ranged attack of 6 plus
squares. Adventurers note that cinder dragons can do up to 16 points of damage
at a range of at least 6 squares. They also have been observed acting up to at
least phase 9. Player’s Notes: Definitely attacks twice as part of a single
attack routine.
Exp: 60
Damage Resistance (magic): 1 or less
Health: 23-42
Attack: 60
Damage: 5-9
Crimson
Dragon
Fisherman
Wyrm
A fisherman wyrm is an aquatic dragon. Generally peaceful if left alone. Fishermen do not enjoy the company of others. However, they will usually not kill, preferring to give a lesson in pain rather than in mortality. Their pale green pallor allows them to blend in well with the algae-riddled waters of deep underground caves. They move fast in rivers and pools, silent and deadly when they choose to be. A fisherman wyrm is typically equipped with nothing.
Damage Reduction: None:
Health: 20+
Gill Dragons are so named because they live in and
around water, and are able to breathe underwater using advanced fishlike gills.
These Dragons are not able to fly more than very short distances since their
wings are too weak, but in water they can use them to propel themselves very
quickly indeed. Streamliked and sleak, they look more serpentine than their
other dragon kin. They live mostly on fish and small water mammals, but are
more than happy to much on humanoids whenever they get the chance.
Health: 200+
Summer
Dragon
Summer dragons, a full 80 feet in length, are
incredibly dangerous creatures. Not truly evil at all, these dragons are huge
predators. Their hunger is constant due to their huge size and they spend over
90% of their lives just looking for something to eat. Nothing is safe from the
ravages of the summer dragons, which take their names from their orange and
gold coloration, which glows constantly with a magical inner light. They are
believed to be a good omen if they fly over a settlement at night, there
shining bodies an incredible sight. But if they stop to feed there is unlikely
to be a village left come morning. Dense magical armour scales that are
extremely hard to penetrate protect summer dragons. They are able to attack with
their claws, tail, wings and trampling ability as well as with their fiery
breath and often can manage multiple attacks per phase. They are completely
immune to fire damage.
Wyrm
Dragon
Exp: 84
Health: 19-40
To kill a dragon is a great feat. But to then raise the dead dragon as a Zombie Dragon is a dark feat of necromantic power. Zombie Dragons are thankfully rare, though for the Mor Kas Ah Necromancers they are rather common. Zombie Dragons are terrifying creatures that breath freezing ice from beyond the plains of the dead and attack anything living. The Mor Kas Ah have weapons to kill these creatures, but even with them a Zombie Dragon is not something to be played with. Raukasho, a named zombie dragon encountered in Mor Kas Ah is equipped with Freezing Breath. Adventurer’s report that a successful hit from a zombie dragon’s freezing breath inflicts the frozen solid magical condition.
Typical Damage: 5
(cold)
Drukks
are bestial humanoids whose origins are unknown. It has been theorized that,
since a Drukk looks like a cross between a dwarf and an Orc, that is exactly
what they are, although this is violently denied by both the dwarves and the
Orcs. Whatever spawned this hybrid, the creatures themselves are very
dangerous. Cruel, cunning, violent and well-organised, the Drukks hate almost
every other race, warring with everything and anything they encounter, from
adventurers to other monsters. They
have no pity, mercy or goodness in their hearts. They are fearless and
dedicated to the futhering of their species and the destruction of any other
race. The average Drukk stands slightly shorter than a human but is well built
and stocky. With swarthy tan skin ranging in color from black, to dark brown,
to a sandy light brown, these underground menaces are a danger to everybody.
A Drukk Elite is typically equipped with studded leather armor, wooden shield, and a short sword.
Drukk Warrior
A drukk warrior is typically equipped with studded leather armor, wooden shield, and a short sword.
Dryad
Dryads are female fae
inhabitants with a strange alien beauty that tend to be about 5 feet tall. They
traditionally live in woodlands, usually in or near a forest pool. They tend
the trees and are angered by needless destruction of them, although they do
accept limited cutting for the homes and fires of the woodsfolk, where it is
intelligently and conservatively applied. They are shy and somewhat suspicious
of strangers. Dryads stay always young, twenty-something by human appearance.
They use the druid skill set. Dryads are typically equipped with druid's
staves.
Dust
Devil
A dust
devil is a barely sentient whirlwind of dust created as a servant by various
powerful Djinni. These creatures are little more than an air current, which
bares dust and sand along with it, battering and eroding those it attacks. The
behavior of a dust devil varies tremendously, depending on the nature of the
creature that summoned it. Some attack everything they see, others defend
areas, some remain passive. The presence of a dust devil is a sure sign that
there is some powerful Djin in the area, and its behavior can give a good idea
what the Djin is like. Dust devils are easily disrupted by attacks, but are
very difficult to strike with normal weapons. A dust devil is equipped with
nothing.
Health: 6
Dwarves
Dwarves, who are also known as the mountain people, are like short, stout bearded humanoids, but don’t let them hear you say that. Dwarves have a very different culture than humans. They are born and spend most of their lives underground mining the large quantities of ore that can be found be worked in most smithies on Myriad. Dwarves have some of the best metalworkers, armorers, and weaponsmiths on Myriad. Dwarves are physically very sturdy and although most look quite plump are actually very muscular and sinewy as tough in form as they are in attitude. Dwarves are also renowned for their love of ale, good food and are generally considered brave and honest if somewhat dour, of course…this is only a…er...stereotype. Dwarves can be found in many professions all over myriad, often mixing with humans, who they generally seem to like, and elves with which they have a fond conflict of ideals.
Dark Dwarves
Dark Dwarves are the evil cousins of normal dwarves,
although to call them such in a good dwarf's presence is to ask for an axe
between the ears! Dark Dwarves have little in common with them, in fact. They
care nothing for Metalwork, Ale or Festivities. They are a sombre and
unpleasant race who are expert miners, living only to expand their shadowy
empire through the underworld. They have a low tolerance for almost everything
and there is not even a word for mercy in their language, it is a concept they
do not understand at all. To a Dark Dwarf, if it is weak, it dies. Amongst the
Dark Dwarves there are those that use the rare crossbows (though they do not
make these rare weapons themselves) and the nasty sneak class who kill by
stealth and subtefuge.
Dark
Dwarf Warriors are typically equipped with leather armor and great sword.
Exp: 24
Health: 6
Attack: -9 (A)
Defenses: Normal: -75 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Dark
Dwarf Mining Team (x6)
Dwarven
mining teams are small units of Dark Dwarves who mine ores and little else.
They are rarely carry much in the way of weaponry, but there are often six of
them to fight. A dark dwarf mining team (x6) is typically equipped with leather
armor and war hammers.
Dwarven Engineer
(Daemonrift PC)
Dwarven engineers had little time for adventuring in the past. The advent of
Daemonrift has forced them to reconsider their roles. The engineers are capable
fighters, as are all dwarves, but it is their ability to work rock and stone
that is most useful. An engineer can use his pickaxe (he starts the game with
one) to tunnel through soft stone, which is useful in the strange Daemonrift
world where obstacles and dead ends can be impassable without these sorts of
skills. A ‘S’ in the middle of the stone graphic can identify soft stone.) When
you find some, you can try to tunnel through it using the tunnel order (U 183
<Direction Code>). Dwarven engineers are just as tough as dwarven
fighters, but not quite as good in combat. Dwarven engineers can be male or
female. They start the game with their engineer’s toolkit, a +5 hand axe, and
450-500gp.
Health: 35
(starting)
A fire rune master is a
dwarf skilled at the ancient dwarven art of carving runes into magical
gemstones. This skill is only taught to the very exclusive members of the
Runeforge Guild. Once the master has the skill, they can use it to inscribe a
glyph upon a bloodstone to charge it with powerful offensive magic. The user
can then throw the stone, whereupon it explodes on target doing horrific fire
damage. Of course, the user still has to hit the target to succeed! To use the
fire rune master skill you must have a bloodstone and must issue the order 'X
430'. Once made, anybody can be given and use the runestone to gain the benefit
of its magic. Unlike normal skills, there are only three pre-levels of rune
mastery before the full skill is gained.
Mad
Dwarves
Many
of the first group of dwarves to work in the Torlian Catacombs suffered some
sort of malady that caused them to go mad. This has been attributed to the
strange gray ooze that seeps in places from the walls, but no proof of a
connection has ever been found. It is certain, though, that any number of mad,
wild dwarves roam the catacombs. They wield stolen weapons and smear their
faces and hair with a chalky substance, which occurs in the area. This gives
them a wild, mad bedraggled appearance, their hair and beards sticking out in
all directions. Mad dwarves are typically equipped with leather armor and short
swords.
Dwarven Priest
Dwarven Warrior
Health: 35
starting
'Ebon' is the common name given to one of the Dark Gods. He is a mysterious entity who seeks out secrets and teaches occult knowledge to man: often, knowledge they could best do without. Ebon has many minions, all of which come to Bereny from his dark halls by means of special standing stones. All followers of Ebon have an unnatural smooth, dark skin. They are resistant to cold, as the halls they hail from are said to be freezing.
Ebon Thrall
Ebon Thralls are the lowliest of his servants. Once men, they are now stooped and warped things, almost mindless who act as menial servants or as disposable troops. An Ebon Thrall is equipped with a Scimitar.
Health: 6 - 9
Ebon Zombie
Ebon Zombies are corpses animated by the power of that Dark Lord. Their skin is pitch black and they are generally in a better state of repair than a normal zombie. An Ebon Zombie is equipped with nothing.
Health: 7 - 10
Elementals are spirits of the
elements themselves, creatures composed almost entirely of the element they
represent, but with a cunning intelligence and usually an evil disposition.
Generally the only way for them to reach the real world is to be summoned by a
powerful mage, an artifact, or by a monstrous leader. In general, they resent
servitude. They can only write the orders A, D, F, H, L, M. O, P, T, U, V and
X.
Earth
Elemental
Earth Elementals are capable of carrying 'Large' objects. They are slow and ponderous creatures. Earth Elementals are typically equipped with nothing. Player’s Note: A named Earth Elemental was encountered in Icehaunt Catacombs with the additional not that it was an Earth Elemental PC. It’s origins are unknown at this time. Whether a special character handed out at a mini-con, summoned through a special room or artifact in a dungeon somewhere, or a secret of good or evil monster position leaders are all speculations. Earth Elemental PC have since been encountered in the Daemonrift II module as prisoners freed from Caged Prisoner locations that players can take on as PC.
Water
Elemental
Water
Elementals have an upkeep cost of 500gp per turn. They can only write the
orders A, F, H, L, M, O, U, V, and X. Their basic attack has a range of own
square +2. They have no backpack slots. They have no known way of healing
themselves, when they are injured enough to lose all their health they appear
to die, but in fact are simply banished back to their own realm of existence.
Water Elementals have two attacks per round, and four retaliation attacks.
Water elemental are typically equipped with nothing.
War
Elephant
War
Elephants are huge gray animals that are unlike anything seen in Bereny. these massive creatures are used by the
people of Kyr for transport of goods and also in battle, since they can be
trained for use their huge size and powerful tusks in combat. They are equipped
with nothing.
Elves
The Elven race originated deep in the forests of Lochliador where their people developed a simple but harmonious life with nature. In present days, the whereabouts of Lochliador are unknown lost in time and the Old race of elves has all but vanished with it. This leaves only their modern kin to haunt the smaller forests of Myriad.
Dark
Elves
Dark Elves are a truly vile race. Lovers of cruelty and
evil they spend their entire lives deep under the ground, hatching plots to
slay their surface kin and the humans they despise. Dark Elves have a strong
dislike for bright light, particularly sunlight, but contrary to popular
opinion it does not actually harm them in any way. They simply prefer shadows
in which to skulk, plan and brood. Many Dark Elves study strange and ancient
evil magic that they learn from the deep places to which only they have access.
There are as many as fifty different schools of magic the Dark Elves alone have
knowledge of. The most common are Neuromancy (harnessing the power of the mind)
and Astromancy (harnessing the power of darkness.) There are many other, rarer
and more dangerous schools. Some Dark Elves choose the path of the warrior, but
whichever type you meet one thing is for sure, they are not to be taken
lightly.
Twilight
Elves
Twilight elves are a specific type of dark elf.
Shadow
Elves
Shadow elves are a specific type of dark elf.
Musicians,
entertainers, actors... Bards are the charismatic show people of the
adventuring world. Honing their musical abilities to such a high degree that
they can physically affect their companions with their melodies yet also more
than capable in melee combat, Bards are much sought for adventuring bands of
all types. All bards can issue three special orders that, in combination with a
certain sort of performance with their instrument of choice allows them to have
very specific effects. The orders for using a Bards powers are as follows:- 1/
INSPIRE 'U' '100' 'Target Character ID' Makes the target confident for the
duration of the turn, +5 attack. 2/ DEMORALISE 'U' '200' 'Target Character ID'
Causes the target to lose confidence for the duration of the turn, -5 attack.
3/ SOOTHE 'U' '300' 'Target Character ID' The effect is to cause the targets
attacks to lose their aggression, -1 damage. Male Elven Bards are likely to
be much weaker than Humans, due to
Kreskin Lal's Necrotic Plague which still ails the Elves ages after it was
loosed upon them
Elven
Healer (PC) (male)
Although the male elves of Bereny are afflicted with a
terrible curse which leaves them weak and unable to manage feats of physical
prowess, they have made up for this shortfall by following many other, more
studious avenues. Male elven healers are very rare elves who have spent their
lives studying the obscure and complicated herbal and natural methods of curing
the sick and injured. Any adventurer who meets one and needs healing can simply
issue the order X 906 <healers ID> to ask for assistance. If the elf is
able to help, he will. The elf must be standing in the same ore adjacent square
when the order is issued. Male elves lead a very peaceful life and prefer to
avoid fighting whenever possible. They are strict pacifists.
Hundreds of years ago, the elven race was sundered by the War of Belief. During that time, legend says the elves split into many different bands. Each followed different spiritual and personal paths. One such band were the midnight elves whose evil ways estranged them from their overland cousins. Unlike their even fouler cousins the dark elves, midnight elves were an orderly people who had a strict hierarchy and militaristic lifestyles. Midnight elves live deep under the earth in dungeons and cave networks. Little is known of their purpose or shadowy plans, but they are hostile to virtually every other race that crosses their path. Midnight elves are famous for their long memories and violent demeanor. They never forget an enemy and they hate almost everybody.
Female midnight elves are typically armed with leather
armor and short swords.
Exp: 14-28
Health: 11-14
Attack: 23 (A)
Defenses: Normal: 5 (A) Fire: -45 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Male midnight elves are typically armed with leather
armor and short swords.
Exp: 24-29
Health: 8-14
Attack: 0 (A)
Defenses: Normal: -29 (A) Fire: -12 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Exp: 28
Health: 14
Adventuers
report that midnight elf astromancers typically drop void cloaks.
A Midnight Elf Master Astromancer is equipped with a
Void Cloak.
Midnight Elves have a love of wild animals,
particularly big cats, and it is a Midnight Elf Keeper's job to tend to and
control these creatures. Midnight Elf Keepers are well-trained in the healing
arts and can tend to injuries on Black Panthers or White Tigers. The order to
do so is 'U 1 <Target Big Cat ID>'. This will heal 2 points of damage on
the big cat. Midnight elf keepers are typically armed with leather armor and
short swords.
Lellan
the Untrue (a named midnight elf minion encountered in the Shantari Realm) is
equipped with nothing.
Midnight
elf neuromancers are typically equipped with skull scepters. Player’s Note:
Midnight elf neuromancers have a mental attack called psionic scream that
strikes at range. Adventurers report they drop 35 to 48 gold pieces. Has the
same description as a dark elf.
Exp: 44-45
Health: 16-22
Typical Damage: 6
to 8 (mental)
Midnight elf priests cast spells. A Midnight elf priest
is typically equipped with nothing. Player’s Note: A recent view, 12 March
2005, gave a description one would expect of viewing a midnight elf keeper.
Exp: 24
Health: 4-12
Typical Damage: 5
Midnight elf priestesses cast spells.
Exp: 24
Health: 4-12
Hundreds
of years ago the Elven race was sundered by the War of Belief. During that
time, legend says, the elves split into many different bands following many
different spiritual and personal paths. One such band were the Ochre Elves.
While many bands stayed in the dungeons and hidden realms of Bereny the Ochre
Elves
were one of the few who chose a nomadic existance, roaming the lands and realms
from the far Frontier to the depths of the Underworld, even venturing to the
dusty plains of Kyr. However, the Underworld was not kind and many of the Ochre
Elves were wiped out by the Mor Kas Ah. Those that survived, the more warlike
and mobile thrived and learnt to live from the saddle. Though few in number the
Ochre Elves are feared horsemen.
Ochre
Elf Raiders are typically equipped with Riders Curiass and Recurved Hunting
Bow.
Pale
Elves
The
Pale Elves were known only in folk tale until very recently when the first few
were seen, emerging from the deep underground to tentatively explore the higher
regions of the underground world. It seems they are certainly directly related
to surface elves and their evil kin the Midnight Elves, however this race are
extremely pale skinned with hair as white as snow. Pale Elves have large green
eyes which glow in the dark and are slitted, like those of a cat. Intelligent
and cruel, Pale Elves embrace worship of dark powers and practive bloody
sacrifice rites. They have no love in their hearts for the surface dwellers.
Pale Elven Maiden
Pale Elven Maidens are typically equipped with Short
Bow.
Exp: 24
Health: 8-13
?
Typical Damage: 1-3
Male Elven Seer (Daemonrift PC)
While the males of the elven race are not up to much in combat, many of them are born gifted with the male version of the elven second sight. This strange power has little effect in Myriad, but the King has discovered it is far more effective in the Daemonrift. There, the elven seer has much higher 'vision' ability than other characters due to their strange precognitive senses. (Vision 10) Since they are so weak, when the King recruited them he had his enchanters make them a powerful weapon that only they could use, at great expense to the crown. Elven seers are granted an inferno staff, which lets them direct intense burst of energy at their enemies, but sucks at their own life-force to power it. A magical enchantment prevents the staff from ever being sold or dropped and if the elf is ever killed, the staff crumbles to dust. Thus, the King protected his investment from miss-use and treachery. Elven seers start with chain mail armor, their inferno staff, and 50-90gp. Male elven seers use elven warrior maiden skills.
Health: 15
Attack: 15 Starting
Possessed Male Elven Seer
Health: <18
Attack: 15 Starting
Elven Warrior Maiden
Elven warrior maidens are elite fighter-rangers whose bravery and determination is renowned throughout the land.
Possessed
Elven Maiden
Typically equipped with leather armor and short bows.
Purple
Energy Sphere
A
glowing sphere of energy radiating one primary color, this strange thing is
clearly magical in nature. While close to it, you feel strange ... wrong. What
is it? What does it want? Purple energy spheres are typically equipped with
nothing.
Seemingly made from whisps of smoke the Ethereal Warrior are ghostly in image. Their weapons and armor are real to the touch, but also seem to be airy and little more than whisps of smoke, but they cut and defend just the same. No one knows where the ethereal warriors come from, but it can’t be denied that there is a higher power involved. These are creatures that look as human as any man, and yet are divine in origin.
Eye Floaters
Eye Floaters are other worldy creatures that appear to be just a single huge floating eye. They come in various colors which some sages have suggested denote some sort of hierarchy amongst their strange ranks. Little is known or understood about these bizarre monsters ambitions. They often work with demon masters.
Grey Eye Floater
A grey eye floater is typically equipped with leather armor and short sword.
The Fae are a strange hybrid race. They are extremely rare and seldom found outside their monstrous groups. With the appearance of tall humans with very pale skin and white hair, the Fae have blue-orb eyes that show no white at all. The air about a Fae seems to sparkle with subtle silvery light. It is believed that the Fae are the result of breeding between elves and faerie, although the exact method this was achieved by is not understood, given the size difference. Fae love magic, but detest alchemy and necromancy. They specialise in magical temporary tattoos which grant powers to those marked. Fae who have learned the skill to make these tattoos are called Illustrationists. The vast majority of active warrior Fae, much like Elves, are female. Fae are strange, but they are not evil. They are considered of the same alleigance as the Berenian adventurers.
The
Inner Cold is a region of the Faesin realm, a mythical realm from a mythical
people. As such many people do not even know of it's existence. The Fae who
live within have adapted themselves to the cold and turned it to become a
weapon of offence and defense. Many of their weapons are powerful and icy,
though naturally they are powerful to others of their size, not to the standard
sized human, and rarely touch the larger creatures who inhabit some places. Faerie
of inner cold is equipped typically equipped with a tiny fae sliversin.
Defenses:
Normal=?, Fire= -22 or less, Cold=?, Chemical=?, Magical=?, Mental=?.
Lavender Faeries
Exp: 27-28
Health: 9
Typical Damage: 2
A black falcon is a rare and unusual bird of prey, found only in certain desolate areas of Bereny. The birds can be trained to attack and scout by somebody with the appropriate skills. Adventurers prize them. The black falcon, once trained by a master, is faithful forever. But they always retain an element of free will, which stops them from ever being a “pet.” GM’s Note: Bird sub-characters are considered to be “flying,” but cannot use this to cross dungeon obstacles like pits, since flying in the game does not work this literally for PC characters.
These enormous hoofed
predators stand as large as an equine horse. Heavily-built and wolf-like, they
can be up to 14 feet long, with a skull over 3 feet! It walks on four short,
strong legs, has a long body and tail, and a very long snout. It's large, sharp
teeth and clawed feet make it a dangerous beast! Usually found only in the deep
wilderness of the Southern Glacier, these animals have been turning up in
Bereny in recent times, imported by the Barbarian fok as labor and as a riding
beast. Only a very strong barbarian can possibly control one of these beasts
and consequently they are only sold to the Barbarian who has achieved the first
rank of the Wodesserain.
Fire Warrior
The
floating skull may look like a form of undead, but most sages agree that it is
not. Rather, these animated skeletal heads are caused by dormant magical energy
from certain powerful scrying spells cast by ancient mages. Floating skulls
have been known to be friendly, but the vast majority is utterly evil. They
enjoy nothing more than to attack an adventurer who dares enter their realm.
These strange creatures are exactly as their name suggest, a bodiless skull
that hovers approximately five feet above the ground. They attack by opening
their maws and spewing forth a cloud of sickly gray gas that causes choking and
vomiting if it hits the victim. (Chemical Attack) This is how they do damage.
This attack has a range of 6 squares. Rumors abound of scrolls that allow a
mage to control these foul creatures. Experience shows that a brave warrior
using care and speed can defeat a skull. This is critical, as the gas is a
ranged attack that can deal a large amount damage. However, if you can dodge
the attacks the skull itself falls quite readily. A floating skull is equipped
with a Grey Gas Attack Form.
Exp: 28
Health: 5-16
Typical
Damage: 10
Flies are little more than pests in most cases, although the unpleasant diseases they can carry are never welcome. However, in areas where powerful magic has taken place the residual energy fields have been known to cause a mutated growth among the flies. Giant Flies are extremely unpleasant monsters that attack by spitting acid (chemical attack) at their enemies and then feed on the remains! Although they aren't tough, their incredible speed, flight and lightning reflexes make them exceptionally hard to hit.
Exp: 24
Health: 12
Like most insects, a bluebottle is not entirely hygienic, but other than that they are fairly harmless creatures. Give them a dose of magical radiation and a few hundred years to change and they become giant-sized and rather more threatening. They are equipped with nothing.
Giant Crimson Fly
Like their earthly cousins, Crimson Flies are insect pests, but these beasts are bright red in color and pack a wicked bite. These huge crimson creatures are native to many strange dimensions and do rarely make it into the real world as well. Often used as mounts for smaller demons, these creatures can be tamed by anybody with enough willpower. To tame a Giant Crimson Fly a character needs a willpower of 15 or more. You must do the order 'X' '6843' 'Target Fly' where the fly is in the same or an adjacent square. Once tamed the fly will be a faithful ally as long as you are able to pay its 2 GP per turn upkeep. GMs Note: Giant Crimson Flies are charged as per a sub-character at the current rates. To take off and fly this flying mount, have the mount issue the order 'X' '6148' where the mount is on the overland. To land again have the mount issue the same order. Only one take off or landing per turn can be ordered. A Giant Crimson Fly is typically equipped with nothing.
Forgotten Souls, the lost and
the damned, those who have died in places where no one has walked for
centuries. They howl down the corridors, scream in the open places, weep in the
closed places. Few if any people hear them, fewer still live to escape them for
the Forgotten Souls like company and, for a while, a new Forgotten Soul reminds
the others of the world outside, a world they can never return to. A forgotten
soul is typically equipped with an Iron Club. Player’s Note: They can be hit by
normal weapons and sprites! The view was originally truncated. After a bug report,
the above view is the result.