Bestiary revisited

Jun 16, 2011 16:32

M-W



Random Fae Encounter

Go here and enter the numbers between 1 and 26. Match it up to the fae here and you'll have your random fae encounter!

1. Muryan
2. Nessie/'Demmie'
3. Ogre
4. Pillywiggin Troops
5. Puca
6. Rawhead and Bloodybones
7. Redcap
8. Revenant
9. Satyr
10. Screaming Skull
11. Sidhe
12. Slaugh
13. Spriggans
14. Spunkies
15. Stone Fae
16. Shellycoat
17. Stray Sod
18. Tatty Bogle
19. Tree People
20. Urisk
21. Virika
22. Water Leaper
23. Will-o-the-Wisp
24. Wire Gremlin
25. White Wyrm
26. Wood Woe

Fae
A faery's blood is blue or green in colour.

Faeries will have no lasting power over felines. Cats may be befuddled or unnerved by them, but their glamour does not work on them and they will not be prey to such wiles.

muryan

Appearance: Muryans are creatures that look part human, part insect. They usually sport spider or ant legs, pincers, too many eyes, and venom sacs. The arragement of the insect body parts differs from creature to creature: some may have the legs bursting from their backs, others may have the entire lower body of a spider, the eyes may be large enough to distort the face or completely devoid of the face and located elsewhere on the body. They are extremely unsettling to look at, and what human features they have are often twisted.
Powers: Muryan are fae so old that they can no longer produce glamour, and have warped their bodies with continous use of magic. They are very magical and are able to produce extremely powerful curses. They can also learn and immitate magic used on them with very little effort, making them dangerous to approach by anyone with supernatural powers. Muryan can be summoned by encouraging ants and spiders to congregate in one area, and roused to anger by stepping on the insects.
Location: The crypts and the mansion.
Temperament: Generally non-violent, but not friendly and can be roused to great anger.
Weakness: They are not physically strong, and their powers weaken if they are in the presence of iron for too long.

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nessie

Appearance: Long and sinuous, with a smoothly scaled serpetine body and a long, equine head, Nessie is a rare but alarming glimpse in the Loch. She's easily one hundred feet long and her mouth is filled with rows and rows of sharp teeth. Her eyes are yellow and brightly intelligent. She is most often glimpsed as a series of bumps rising from the surface of the water. If anyone dives into the loch and is able to swim down close to its cavernous depths, they may glimpse her swimming around.
Powers: Nessie is one hundred feet long and can glump down a man without stopping to chew. She also can make very soothing noises, which can lull listeners to sleep.
Location: Strictly speaking, Nessie is not called Nessie as she doesn't live in Loch Ness. However, she does live in the loch in Demeleier, and thus she's a Loch Monster.
Temperament: Friendly, but shy. Territorial if her home cave is approached.
Weakness: She is confined to the Loch, even though she can breathe out of water too.

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ogre

The Appearance: Gaint, muscluar humanoids with horns on their heads and maws of sharp, broken teeth and tusks. Some ogres have two heads, some have multiple eyes. Their skin comes in red, dun, blue and white.
Powers: Ogres are physically very strong and very difficult to hurt. Their skin is armour-like and rough to the touch, like shark hide. They are also not harmed by iron, and have red blood!
Location: The mountains, where they live in a warren of caves in mineral-rich areas.
Temperament: Aggressive.
Weakness: Ogres can be harmed by usual means - which means that while iron will give you no advantage over them, you will be able to hurt them with other weapons.

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pillywiggin troops

Appearance: When most people think of fairies, it'll be these ones that they evision. Pillywiggin Troops are flower fairies, with bright wings and small, humanoid bodies.
Powers: They have a calming effect on people who are worried or frightened. They're also able to encourage flowers and plants to grow and have venomous spurs on their heels, which they keep covered with flower petals.
Location: All around Demeleier.
Temperament: Friendly.
Weakness: They're not much stronger than insects; it's only when they swarm that they present something resembling a threat. Prolonged exposure to iron causes their physical forms to disintegrate.

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púca

Appearance: Hobgoblins who take the form of huge, hairy horses.
Powers: The ability to sweet talk you onto their back. Once you're on, they'll zoom around Demeleier, pretending to throw you on many occassions, while giving you hints about the place, or about certain fae.
Location: All over Demeleier
Temperament: Friendly, but pranksters.
Weakness: Wearing the rowan crown will help to shake off its suggestions.

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rawhead and bloodybones

Appearance: Peer through the slats of a door to the cupboard under the stairs, and you will be greeted by a gruesome sight. A man will be sitting in the closet, flayed of all his skin, upon a pile of blood-slicked bones.
Powers: Rawhead will sit patiently in the closet until midnight, whereupon he will tell children to go to bed. If they do not, he will punish them. If they refuse to go to bed and are out of the Inn, he will stalk them through the town. He exudes an aura of fear that is incredibly difficult to shake off and often freezes his targets to the spot. He can force punishments on bad or naughty children - generally punishments which are preformmed in fairy tales. Similarly, though less likely to be known, Rawhead can also protect good children and give them presents or grant their wishes. Strangely, he cannot be seen or heard by adults, and seems to not care about them. Anyone under the age of 21 will be able to see Rawhead. This also counts for a racial equivalent - for example, an elf may be in their forties, but still in their teens by their people’s standards and as a result they will be able to see this fae
Location: The cupboard under the stairs at the Inn, though wanders the town at night if children are out of bed. Rawhead will target people who are not at the Inn too, so don't think you're safe just because you don't live there.
Temperament: Friendly, despite all appearences, though will seem aggressive and violent to those he considers bad.
Weakness: Go to bed, or get permission from an adult, and he can't get you! Alternatively, be over 21. You can't hope to hurt this fae in any lasting way.

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redcap

Appearance: Roughly a foot high, humanoid in shape, and wearing a hat slicked wet with blood.
Powers: Redcaps are extremely strong, especially for their size. They have terrible jaws and feast on humanoid flesh.
Location: Around the mansion.
Temperament: Aggressive.
Weakness: They are terrified of iron, and a prolonged tactile exposure makes their physical form start to fade.

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revenant

Appearance: A Revenant is a corpse surrounded by nine black cats. The cats are the size of large dogs and have glowing red eyes. The corpse is enchanted to appear to whoever looks on it as someone close to them.
Powers: A Revenant is extremely strong and durable. The cats have long claws and very sharp teeth, and are extremely difficult to kill, which is a shame, because the cats have to be killed before the Revenant can be destroyed at all. The revenant will chase whoever it wakes up to until the cockeral crows.
Location: The crypts.
Temperament: Malevolent.
Weakness: Prayer disorientates the Revenant and its cats. To kill it, you must kill each one of the cats and then disintegrate the corpse. Failure to get rid of the cats will simply cause the corpse to rise up again.

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satyr

Appearance: Humanoids of about seven feet in height, with the lower body, ears and horns of a goat.
Powers: Satyrs are very strong creatures. Their blood is volatile and will sear skin and plant life if it gets into contact with it.
Location: The forest.
Temperament: Aggressive.
Weakness: Iron hurts the Satyrs in a way that doesn't cause any of their searing blood to be spilled.

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screaming skull

Appearance: A human skull.
Powers: The ability to scream and scream if dislodged from their resting place, and to not stop until returned.
Location: The mansion, the crypts, the graveyard, and the ruin on the island in the loch.
Temperament: N/A; they don't care either way unless disturbed.
Weakness: They will stop screaming if the skulls are destroyed, but it would be easier to just return them to their resting place.

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sidhe

Appearance: Impossibly tall and beautiful people. Sometimes their features fluctuate to a form that the person who looks on them would find attractive, and sometimes they simply force people to find them attractive. A favoured form of theirs is somewhat elongated, with silvery skin, lithe muscles, and hair that floats like a halo around their heads. Their skin is often tattooed with blue or green whorls and swirls. Their eyes are incredibly beautiful and enchanting.
Powers: The Sidhe can force themselves into a person's mind and make them believe that they are weak, useless, unable to do anything, unable to be anything except something for the Sidhe to play with, and to make a person trust them despite everything. They are also incredibly strong, fast, and have deadly accuracy. The Sidhe are known for the ability 'Elf Shot', which is to blast through a person's mind and render them into a comatose, dormant state. From there, a Sidhe can choose what they wish to do with a person's mind. Quite often, Elf Shot will be used in tandem with actually shooting someone with a bow - just to add physical injury to mental.
Location: Currently N/A; location not yet implemented in game.
Temperament: Malevolent. Full of pure, cruel malice. They lack any empathy for any other living creature.
Weakness: Iron. Iron completely deadens the Sidhe. The presence of it mutes their glamour, mutes their power, and blinds and deafens them. The touch of it is like acid or fire; it burns them, and makes them shrivel up.

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slaugh

Appearance: A humanoid shaped draped in a black funeral shroud, which tapers to tatters at the bottom and reveals no legs or feet underneath.
Powers: Slaugh can swarm around a person and kill them by grasping and clawing at them. They travel around in a miasma of malcontent and deep sorrow which affects anyone who gets too close to them.
Location: The graveyard.
Temperament: Malevolent.
Weakness: Prayers banish the Slaugh away. They cannot climb the wood of a yew tree.

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spriggan

Appearance: Round, small goblins with spikey heads.
Powers: Able to puff up to great sizes in a threatening manner.
Location: All over Demeleier.
Temperament: Aggresive.
Weakness: Prolonged tactile exposure to iron will make their physical forms fade.

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spunkies

Appearance: Glittering white butterflies.
Powers: The ability to find people ensnared and glamourized by other fae and lead them away from danger, or back to themselves. When they swarm around people, they will feel like their clothes are being gently tugged by the soft, ghostly hands of children.
Location: All over Demeleier.
Temperament: Friendly.
Weakness: N/A

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stone fae

Appearance: Rough, human statues of varying shape and size, ranging from detailed carvings to weathered, barely-chisled lumps.
Powers: Though slow, Stone Fae are monstrously strong. They can cause the ground to erupt or break within a short radius of them. Iron does not harm them.
Location: The mountains.
Temperament: Malevolent.
Weakness: Slow; easy to outrun. Won't get back up if pushed over.

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shellycoat

Appearance: A hobgoblin with a clever face, dressed in clothes covered in shells which rattle when he moves.
Powers: His cry of 'lost, lost!' can consume a person's thoughts and make them want to go out and look for him, which could lead to them becoming mazed.
Location: The River.
Temperament: Friendly, but mischevious.
Weakness: The rowan crown will block the power of his cries.

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stray sod

Appearance: Invisible; hide in clumps of grass, bracken, etc.
Powers: Will grip and snag walkers. Have strength enough to snap ankles.
Location: Anywhere there is plantlife.
Temperament: Malevolent.
Weakness: Cutting the grass.

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tatty bogle

Appearance: Different kinds of scarecrow.
Powers: Protecting and overseeing crops.
Location: Any area where produce is being grown.
Temperament: Friendly.
Weakness: They won't leave their fields... and are also extremely flammable.

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tree people

Appearance: Different kinds of tree. May occasionally take on a 'humanoid' form, which can range from a human face in the bark, split trunks and branches to look like arms and legs, etc. Others will retain their tree form, and simply move by uprooting and dragging through the earth.
Powers: Some of the trees in the forest are sentient creatures. Most are content to remain where they are and not bother anyone who comes walking in their wood. Others, however, interact with their visitors. Willows walk at night following wanderers while whispering very softly, setting them on edge and giving a feeling of fear. Apple Tree Men give delicious apples but must be placated with the first cider made from the crop, or their wrath would be incurred. Oaks tend not to bother humans and spend much of their time looking after the animals and plants in the forest, but have been known to seek terrible revenge on people to chop down trees or kill wildlife. Elder Mothers, of Elder Trees, will offer protection to those who defend their tree, and allow people who ask politely to take from them what they need. If they are bothered, however, they send out curses and lead evil creatures to the ones who harmed them. Trees are also known for mazing people in the forest, which can lead to starvation or walking straight into dangerous areas.
Location: Primarily the forest, but some may move out and take root elsehwere.
Temperament: Generally unfriendly.
Weakness:

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urisk

Appearance: A rather ugly, solitary creature. The urisk can look like a strange cross between a bull, a bear, a man, a lion, or any other large and hairy creature. The features do not tend to twist together pleasantly, and the overall effect can be quite frightening.
Powers: Keepers of fae lore; can ask the forest not to be so unfriendly.
Location: The forest.
Temperament: Friendly.
Weakness: Urisks will leave a place if threatened with iron.

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virika

Appearance: These unpleasant spectral creatures are eighteen inches tall and can be recognised by their flaming red colour and horribly pointed teeth.
Powers: Causing an unshakeable sense of fear.
Location: The graveyard, but may congregate under windows of residents.
Temperament: Malevolent.
Weakness: Flee in the presence of iron; will not go near the wood of a yew tree.

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water leaper

Appearance: Frogs with snake's heads and barbed tails.
Powers: Can lurk underwater for long periods of time. Sharp teeth and fiercely powerful jaws.
Location: Any body of water.
Temperament: Malevolent.
Weakness: Fairly easy to kill; won't leap up if iron is immediately visible on the person by the water.

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will o' the wisp

Appearance: White lights, shining brightly in the dark.
Powers: The lights snag your attention and draw you towards them.
Location: Primarily in the forest, but have been seen near the edges of the mountain faces or at the edge of the loch.
Temperament: Malevolent.
Weakness: Vanish in the presence of Hyter Sprites and Spunkies.

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white wyrm

Appearance:
Powers: White wyrms are known to guard treasure in mythology, and this wyrm is no exception. Its bite is venomous, dehydrating those it strikes gradually and killing them within the day. No amount of fluid will slack the thirst caused by this bite. The creature is also nearing fifteen feet long with jaws that could snap steel.
Location: Anywhere there is tresure; there is one on the island in the loch, and also some in the crypts in the graveyard.
Temperament: Hostile.
Weakness: To kill it, one must cut the wyrm into three segments and remove the middle piece. The wyrm will regenerate from any other wound. If the middle piece is cooked and eaten, it will bestow magical power.

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wire gremlin

Appearance: A few inches high and an electric blue in colour, with sharp, jagged features and joints.
Powers: The ability to scramble any electrical appliance. Become invisible and intangible when they slip inside wires and sockets.
Location: n/a
Temperament: Malevolent.
Weakness: Very weak if caught in their physical form. Can be programed out by someone skilled enough.

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wood woe

Appearance: Wild men, often with beards and hair tangled with twigs and leaves. Ranging in all shapes and sizes, sometimes wearing hides of animals and sometimes not. Quite often they wear war paint.
Powers: Strong and fast, able to track people through the twisting forest. Sometimes clairvoyant and helpful.
Location: The Forest.
Temperament: Flip between Hostile and Friendly often.
Weakness: Terrified of iron.

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