The Beasts of Eroris
While there are more than a few Races of Eroris, that are quite varying in appearance, from massive Nords to the stout Dwarves, the Beasts of Eroris, are even more numerous, and in some cases, are even more renowned than the Races. Some are used as mounts or kept as pets, while others are greatly feared and sought after. This holds true to the Dire Animals, who are almost as common as their mundane counterparts, to True Dragons, whose might and fury are still spoken of in whispers by the 'Enlightened' Races.
Within this tome, this Bestiary, you will find countless Beasts that roam or have roamed Eroris. Some Beasts you may know others have been lost to time with the passing Ages and the toppling of Empires. There are three main Classifications of Beasts contained within this Bestiary, each of which is detailed at the heading of their section. These Classifications are Magical, Mythical, and Legendary, there is a fourth category, but it is for Beasts not native to our lands, Beasts that are Exotic to those of Eroris. Despite the extensive detailing of BEasts contained herein, not every specific Beast of Eroris is detailed, this may be because they are covered broadly, as is the case of Dire Animals, or they may be rare, or something else entirely.
Beasts of Magic There are many dangerous Beasts that lurk in Eeoris, and elsewhere, the vast majority of them are Magical Beasts, which are essentially animals twisted by magic, as is the case of Dire Animals, or formed by magic, of magic, or simply touched by magic, as is the case with Frostlings, Drakons and even Goblins. They are among the most numerous of Eroris' beasts, and in some cases more troublesome than their other counterparts, though this is not always the case. Many Magical Beasts have Variants, which are typically those different from the normal verions, usually capable of magic or governed by an element.
Golems
While most of the Other Beasts contained herein breed naturally some such as the Golem are different. Golems are usually constructs created through magic to serve their creator. This is not always the case however, sometimes the elemental energy is so strong in an area and it combines with ambient magika to form Wild Golems, free from any restraints and capable of untold destruction. Many have reported of Golems almost possessing an intelligence, but due to the ease at which they can be destroyed usually, make verifying this difficult.
There are three commonly known variants or types of Golem.
Frost Golems exist and are usually seen around Norravägg.
Fire and Magma golems are seen in Valyaria. While the most common type
Stone or Earth golems are seen in mountainous areas and plains. Wild Golems unlike their controlled counterparts can grow in both size and power when they exist in prolonged contact with their element.
It is suspected that the Giants that were once common in Eras past were forced to extinction by these powerful beasts. Golems usually possess a core of sorts, which is usually exposed and visible, this core serves as their heart. Unless the core is destroyed a golem will regenerate most damage done given time, some larger golems possess multiple cores while a few have been shown to have no cores at all, and simply vanish after a time. The Cores are usually a stone or magical reagent of great power, before being used for the Golem.
Drakon
While True Dragons are thought to be extinct entirely, Drakons aren’t. It is unknown whether they are distant cousins to the terrifying beasts or descendants, as by many accounts some Dragons had certain appetites that were reportedly quite voracious While these are some of the more popular theories others belive these Drakon are the result of experimentation to create dragons from Lizards and the like. Regardless of their origins they are varied in type and size. In truth the only apparent similarity they have to True Dragons is their appearance and their temperament. Although this is not always the case, it is true more often than not.
Drakons as detailed before, are of varying shapes and sizes, and despite their shared temperament with Dragons, some are more akin to puppies, or other animal young than anything else. One example of such a Drakon would be the Ash Drake, a small form of Drakon, they get to be no bigger than a dog and are just as loyal, they have ash colored scales, and like to play in the remnants of smoldering fires, in the ashes. They are found throughout VAlyaria and are often trained and kept as pets by Valyar children, often accompanying their masters to adulthood, and death.
Another example of a similar commonly seen Drakon would be the Nymos, commonly found underground, especially in Mirfuhn and Eldrion, and other places with deep dark caves. They are larger than their Valyarian counterparts, becoming the size of horses, and are/were even used by Dwarves as beasts of burden, after being properly trained. They do not much like sunlight, but light generated by flames or their equivalent draw them. The fact that their are DRakons that can be 'tamed', is what sets them apart from True Dragons the most.
One Drakon that is closer to True Dragons in temperament, if not in intelligent or appearance would be the Wyvern, a large reptilian, similar in size to Imarith, though a bit larger. Unlike most True Dragons, they do not have front legs, instead their wings have grasping forearms, and can serve as both front legs and arms. They have sharp teeth and closes as well as tough scales, but their wings are thin and easy to damage, a grounded wyvern is not far from death. Despite being rather different from True Dragons, they are both capable of breathing fire and have a habit with collecting valuable objects.
Lost Ones
The Lost Ones are a bit different from many of the other Beasts roaming Eroris. Some are summoned through magic to do the casters bidding, though like with Golems there are exceptions. It is thought that many of the so called wild undead are beings who were cursed by the Divines. Others still believe it was the Ambient magic mixing with other things taht caused the bodies to come to life in a sense. Many of the commonly seen Lost Ones are nothing more than mindless beings with rotting or skeletal bodies. Very Rarely however there are Lost Ones who possess intelligence and true sentience, many of these are Liches, this is thought to happen because the mind of a mage is more durable than that of most, thus allowing the mages mind to survive the process.
There are many commonly seen and known types of undead. There is the Lich as detailed above, other commonly seen variantas are normal skeletons, or perhaps Zombies. Draugr’s are a rarely seen undead that often appears in Sagas and stories in the North. There are many types of Lost Ones, far too many to list, and some go by different names in different places. Despite all the different types of undead, most of them have the same weakness. They are capable of attacking and defending but not actual tactics and they are ependent upon the magic animating them, though in some cases the ambient magic in their location is abundant enough to stop any efforts to drain the undead of their magic.
Dea'ra
These creatures are widely feared and despised, they have no definite form. Some suspect they choose the form most likely to cause terror and fear. They are monstrous beings regardless, they like Chimaeras are thought to be beings from the Dread. These beings however are much different, while they can be summoned they also appear capable of entering this plane without assistance. Scholars have been unable to determine just when these beings first appeared. They are so ingrained in some stories, even before the Eight Divines took hold.
Although many Dea'ra are indeed cruel and malevolent beings, despite popular belief they are not all so. Even among the Dreadlords, at least one is not wholly malevolent, at least according to some reports. Despite this fact, it is better not to become involved with Dea'ra, they are far more trouble than any boon that could be gained. Regardless of their supposed nature, there are more than a few denizens of Eroris that make a living dealing with Dea'ra and those that consort with them, most such people are associated with one faith or another.
In some cases there are reports and stories of Dread Mages attempting to summon one of these as a familiar and being consumed by the Beast instead, with the Beast assuming the fools form. This has explained many odd things seen about some captured Dread Mages. Some Dea'ra however do not consume their foolish summoner but instead can enslave them with either a promise of power or other things. They are monstrously powerful, one particular Dea'ra that went by the name of Rahdon, fought against Oeric Kalyfir, and forced the Archmage to a near stalemate, before becoming over-confident and being destroyed. Dea'ra are in truth more akin to lesser gods than Beasts, but are still dangerous and powerful nonetheless.
Dreadhound
These Beasts like several others are not of Eroris, these can only be summoned. Servants of the Divines are ordered to immediately kill these monstrosities and to call for reinforcements. This is because they usually are only summoned by powerful Dread Mages and Dea'ra. They come in all sizes and shapes, many are larger and extremely powerful, some come in packs and are faster than nearly anything else on the ground. Regardless they are dangerous and vicious beasts that like those that command them show no remorse, not that they are capable of such things.
Warg
Wargs are for all intents and purposes giant magically enhanced wolves. They are native to the Divide and are often trained by and raised for Orcs. Though they are rarely seen out of the divide or away from their Orisyaar masters, it can happen. Whenever a Orisyaar horde marches forth, these beasts can often be seen. They are prized and common mounts though some orc prefer stronger and rarer creatures. Occasionally some Wargs may escape or be released from the Divide, and breed with common wolfs creating unique monstrosities. Dire Wolves as they are called are non-magical relatives of Wargs often seen in the forested areas of Norrvägg.
Nah’Ni
These peculiar and mysterious beings, are rarely seen and varied. They operate much like normal insects, with clear Castes and division, and being led by a Queen. the Soldier Caste has a secondary layer of Chitin that they can grow. All Nah'ni can release pheromones, though other Castes have different types that are sued for different purposes.
Most Nah'ni adapt to their environments, some have humanoid forms, but most of the lower Castes have strictly insectoid forms. Aside from their shapes, some have adapted the ability to produce electricity, as a biological trait, others can shoot globs of acid that can eat through weak metal. The Nah'ni have existed for a long time, but they were first discovered by the Dwarves, when they dug too deep. That was what led the Nah'ni out into the world, prior to that they had been strictly underground.
Werewolves
Werewolves are a peculiar type of beast for the main fact that they can change from human into their bestial state. Contrary to popular belief, werewolves are not made from the union of a Lupan and a human but are instead the result of the Dreadlord Malincar. Long ago, during the First Era, the powerful King Fenris of Wolfhelm craved more and more power than the divines would not give to him. Eventually, he turned to the Dea'ra, to Malincar, and took up a pact. In return for his worship, Fenris would be granted the power of the wolf in becoming one of the most powerful men on Eroris. And indeed, Fenris was granted much power and turned into the very first werewolf in a fit of blood and rage. Unfortunately in his bestial state, Fenris brutally murdered his wife and children and was driven from the city by the angry populace. Tricked by Malincar, he was forced to continue on as a werewolf, both man and best, for the rest of his days.
One can only become a werewolf if bitten or scratched or if sired by a werewolf. Most those who undergo a transformation go feral, and lash out in an attempt to fulfill their desires to hunt or mate making such occurrences common especially in Norravãgg. They are keenly tuned hunters in the endless wilderness, and hunt both man and beast indiscriminately. For those able to keep control over their beastial urges, the abilities of the wolf can be a powerful tool.
Ogres
Ogres are large in size, easily reaching heights of 8 feet for smaller specimens. They are solitary creatures, more often than not, but fiercely defensive of their territories. The most notable thing about them, aside from their size and strength, is their stench. They themselves are immune to it, but most other Beasts find it to be a rather horrific thing. They have dark bluish black skin and are genrally humanoid in appearance, strangely enough they are rather hairy, with much of their bodies covered with thick hair that is actually capable of stopping some weapons. Most Ogres use makeshift weapons, large clubs, small trees, large trees, even their victims. It is not a rare sight to see a disarmed ogre make use of one of its attackers to bludgeon the others to death. Though mistaken for simple lumbering brutes, some Ogres have shown to be capable of setting traps and luring would be attackers into them.
Trolls
Trolls are massive tough skinned humanoids that usually reside in mountains. Most are solitary in nature, but small groups can be found on occasion. Though they have great strength befitting their size, they are most known for their rapid healing ability. A Trolls skin is thick and usually a mixture of fat and muscle, making it hard to truly injure them, but they heal quickly. Few things can hamper their healing ability, but fire can negate it, and injure them easily. Though most Trolls rely on brute force, some Trolls are different from others.
In certain areas of Eroris, most often those with extreme environments, there exist trolls that are capable of magic. Frost trolls can use primitive ice magic, and are found in Norravägg, while
Fire Trolls, nearly extinct outside Valyar territory, are immune to fire and can harness it in certain conditions. Rarely will one see freely roaming Trolls, as most stay close to their den of choice, usually a cave or hollow of some sort. Though rare, some Trolls have shown the ability to make their own arms and harmor, but they are mostly makeshift at best and too large for most of the Races to use.
Iarim
often called Frostlings, or Frost Goblins by denizens of the North, Iarim are a near constant plague on the people. They appear to be childlike beings made of ice, which is true, but they are dangerous nonetheless. Though it is a simple matter to defeat one or two, or even five, they are rarely found in small groups. The people of the North have learned that it is wise to clear Frostlings out as soon as they are sighted. A lesson learned after the loss of several villages one harsh winter. Strangely enough, Frostlings are only found in the Cold reaches if the North. Despite being called Frost Goblins some of the time, this is only due to the similar appearance between the two, but it is still a commonly held misconception.
Typically they travel in groups of 20 or more, sometimes with numbers in excess of 100 or more, given enough time, they reproduce quickly and even small groups can soon number in the hundreds. More often than not they inhabit cave systems, often creating new tunnels and burrows over time, though camps in open areas are not too rare. Iarim make use of primitive tools and armor, usually made from stone or bone, but some have seen making use of good quality weapons and tools. Due to their icy nature, Fire works wonders against them, but even that can be ineffective given the right circumstances.
Goblins
Goblins are strange creatures, they are small humanoids, most only reaching around 3-4 feet in height, they are highly aggressive, but at the same time they are also cowardly unless they have a seemingly overwhelming advantage. They are simple creatures and usually the strongest, smartest (for what it is worth), Most vicious Goblins lead any groups, most things they use are scavenged, often rusted or eroded. They eat nearly anything, from weeds to other creatures to anyone unfortunate to fall to them, but strangely enough, they are not cannibalistic, possibly because they know how bad they would taste.
Vampires
To most the true origins of vampires are a mysterious thing, most think that they are children of Malincar, that have given up their humanity in pursuit of power, others say they were once followers of Ezmis that were cursed for a betrayal, cursed to never fully experience that which Ezmis holds domain over. The truth of the matter is that the first Vampire was a Valyar that worshipped Ezmis, as worshippers of Aduranous prosecuted those not worshipping the phoenix god, he made a deal with a very different Dreadlord than the one he worshipped, a deal with Malincar, the Dreadlord of Power.
In a desperate gamble the Valyar man made a pact, the pact enabled him to draw power from bloodshed, and the act of drinking blood. For a time the Valyar was relatively normal, just many times stronger than any of his peers, and capable of strange magics. That changed however, the more blood he drank, the the more aggressive he became, and the more the bloodlust took him. Eventually he fled Valyaria, after killing his family. Normally one would be distraught over the loss of his family, but by that time, he had long since stopped being who and what he previously was, now he was (insert Valyar name and ridiculously long and prestigous title here). He would flee his homeland of Valyaria, but would not be alone as he did so, he would take those that he had turned, made like him with him.
Vampires can either be born, from two powerful enough vampires, or made, by an old enough vampire, using their own blood and a spell. Young vampires are weak and apper the most like their Race, but they must feed from flesh blood nearly constantly. Most SIres, the name for the vampire responsible for changing a Fledgling, feed their brood from their own blood, which deepens the already close bonds between them. As a Fledgling grows they develop certain weaknesses after a time, usually a year, the weaknesses include a dependency on blood, with magical blood being all the sweeter, being harmed by sunlight, which strengthens as a vampire grows older, in most cases.
Vampires, usually appear normal at first glance, this applies to all but the oldest and most ancient, who are monstrous in visage, but the fangs and crimson irises when they are under the Thrall are dead give aways. The Thrall is a process that happens to Vampires that have not fed for a while, usually a week or longer, it makes them belligerent and aggressive, and desperate for their next sip of blood. The Thrall can be offset by feeding once a day at the least, it is the most prominent in Fledglings. The older a Vampire is the more prominent their weaknesses are, but they are also equally powerful.
There are a few exceptions to most rules and common sense concerning vampires, the most prominent of these Exceptions are the Ancestors, the Ancient Vampires responsible for Siring most of the Vampires around today, if only by ancestry. Some say that the first Vampire, the Valyar, is one of these Ancestors, and that he still walks Eroris, quenching his thirst as he does. Vampires are usually solitary, but do hunt in family like packs called Covens, usually made of a powerful vampire and its Sired Brood. When someone becomes a Vampire, they lose what they had once been, sure they still possess that persons appearance, and their memories, even skills, but they are more akin to a Beast, a finely tuned hunter wearing that beings skin.
Vampires are fast and strong, and become even more so when freshly fed, an old enough Vampire that is freshly fed can tear through a group of skilled soldiers with ease. Most Vampires can lengthen their nails, that can tear through flesh and most light armor, while other more experienced ones can transform entirely, though these are rare. Vampires also heal fast, extremely so, but heal slower if affected by Divine magic or sunlight. All Vampires are able to use their blood to fuel their magic, much like some Dread Mages can. Almost any race can become Vampires, except for Dwarves, it is not known why this is so, but they themselves are grateful for it.
Mimics
Like many a Beast recorded here, Mimics, as common folk call them, are of unknown origins. Some think they are a construct of Nebunie, the Dreadlord of Madness, others think they were an attempt at creating the perfect assassin. They are capable of assuming any shape, though most favor inanimate objects such as chests or cabinets. They are shapeshifters, and thus cannot just assume their preferred forms, but also the forms of any being or object they have consumed. They are weak to fire, heat, and lightning generally, but heal extremely quickly, this is especially so if they are freshly fed.
G'mlins
G'mlins have gone by many names, in many different tongues throughout the Ages, Imps, Pixies, Woebrigners, Cursed Children, among others, G'mlin is the name the Ren supposedly gave these Beasts. Despite possessing a host ominous names, they are not inherently cruel, the name that describes them best would be Cursed CHildren, atleast concerning their nature. They are neither wholly benevolent, nor malevent, being a mix of the two generally. They are mysterious and powerful beings, supposedly capable of well, nearly anything, from feats of magic many Arcanists would consider childs play to turning a village into statues.
Many a scholar believes that G'mlins themselves do not actually exist, that they are beings created by the imaginations of children and drunkards to explain the inexplicable. I on the otherhand do not doubt their existence, in this world of ours where Gods have walked this Plane, are such beings really an impossiblity. Their origins are shrounded in mystery, some think they are a creation of Dazarae, Dreadlord of Woe, or no Dreadlord in particular, others still speculate that they were not created, not intentionally atleast, they simply came into being as a consequence of the powers displayed by the El'ra and Dea'ra both.
According to the studies of myself, my master before me many others, G'mlins are as varied in appearance as they are origins, only their shared love of chaos and mischief being a commonality amongst them. Some sightings report them to be akin to miniscule humans with the wings of insects, smaller than even the Dwarves and sharing features with a few of the Races, most predominantly the Elves. Others say that they are smaller furry creatures that seem adorable at first glance, but become ferocious under certain conditions. Others still report them to be some type of Lost One, haunting certain areas of Eroris.
Dire Animals
Though there are many, many Dangerous Beasts detailed within this tome, not all of them are rare, or elusive, some are encountered quite frequently. One example of such a beast would be the DIre Animals, which at first glance appear to be normal animals, but for their massive size. They are animals that have been forever changed by magic, they are smarter, stronger, tougher and more ferocious than any mundane beasts. They are incapable of using the magic that changed them, but despite they, or perhaps in spite of they are still dangerous foes nonetheless.
Dire animals, are still animals, despite their increased intelligence, they still adhere to their common base instincts, which could be a good or bad thing. A Direwolf for example, most commonly found in the North and the Divide, wil often take control of a wolf pack and its territory, often staying their for its lifespan. This is not a wholly good thing however, as all of its offspring will be Direwolves, there have been stories told of packs of hundreds of DIrewolves roaming the North, but that was in the far past.
DIrewolves are not the only DIre animals however, every province of Eroris, from Eldrion to Orsinium to Mirfuhn, has DIre animals, in some shape or form. In Eldrion for example, its mountains are home to Dire Bears, massive creatures with enough strength to shatter armor, larger than a Whuna and twice as aggressive. They rarely leave their caves, but are still dangerous and still easily encountered if you know where to look, and what to look for.
As stated before Dire animals can be found nearly anywhere, with a great variety of them to be seen. Strangely enough, a Beast that is already magically twisted or enhanced cannot become Dire, but in rare circumstances a Dire animal could gain traits of a more magically inclined Beast, for example, a DIre wolf and a Frost wolf of the North could have a pup that is even more resistant to the cold, and perhaps grow to be even more ferocious and fearsome than either parent. These hybrids are a rarity, but do happen from time to time.