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==Multiple Locations== ===Caves=== ====Chaerim Witch==== Chaerim witches are a gruesome aberrations formed via a lifelong bond between a witch and a familiar from beyond the outer planes. A number of witches are not aware of the origins of the power their familiar grants them and may not realize as they slowly begin to change to suit the form and ideals not understood by mortals. Chaerim witches eventually wander far deep into the underground, as though following a call to the beings deep within the earth. ====Glowbach (Gloreba'cchi)==== The Glowbach as it is known to For'Chanin explorers of the /Traveler's Guild/, or Gloreba'chhi in the native tongue of the region, is a semi-subterranean creature, favoring areas around the mouths of large cave systems. A large creature with thick legs, and a body encased in a chitinous shell, what immediately attracts attention are the large glow orbs that sprout in profusion from it's back. The Glowbach has the ability to extinguish these orbs at any time, should they feel threatened, thus going from a bright source of light to pitch darkness in less than a second. Shy creatures, they form herds of varying sizes, and graze around the entrances to lowland caves, which they form dens in. The sight of a large, fully lit up Glowbach herd on clear nights has been compared to that of the stars themselves. While Glowbach's cannot provide meat, due to the toxic nature of the orbs, they are quite loyal when tamed and are kept as pets or minor beasts of burden, as well as light sources. The wide utility of the creatures is quite amazing. I myself have seen Glowbachs used as watch animals due to their tendency to black out if startled, the village in question using the black out to quietly ready themselves for trouble in the dark. ====Golemkin==== Called the Golemkin, these lonely creatures are the result of failed attempts to create 'living' constructs that are effectively immortal, in order to solve the issues of normal Golems having issues with power sources running down and eventually becoming inert. The unfortunate truth behind the Golemkin is that, while they retain a certain amount of mindless animalism based on their 'stock' animal, they are also brought to a higher level of consciousness, resulting in a tortured existence that alternates between bestial instinct and mournful contemplation. Almost universally shunned as failures, the Golemkin vary widely in their appearance. This one in particular was the result of altering a Rabbit. It has since been spotted in a nearby cave, wherein it has made it's home. During the daytime hours, the cave is inaccessible due to a large series of boulders, however at night the Golemkin will emerge and attempt to find children to play with. It has the ability to use it's tentacled appendages to bring life to normally inert clumps of dirt and clay, to create friendlier looking avatars, which it uses to play with any child whom it happens to encounter, though playtime is inevitably ended when the child spots the creature controlling these animated clay children, ending in tears and screams as the child runs away, leaving the Golemkin to drag itself back to its lonely existence. ====Sluglight==== Sluglights are strange old things- seemingly completely docile, barely moving 10 feet a day, they seem to be at a severe disadvantage, to say nothing of the fact that they light up at night. Of course, anything that thinks they would make a good meal- and they probably wouldn't, I mean look at them- ends up in immobilised agony thanks to the poison the Sluglight coats itself in, and then ends up a desiccated husk as it sucks all its lifeforce out. ===Civilized Areas=== ====Aerian Stinger==== The Aerian Stingers are a rare, playful beast. Through his aspect it's scary, this creature feed only carrion, cereals and fruits. Has a long live (some of the reported have been in existence for some centuries),a carapace more strong than steel and the ability to expel his "stings" from the back to the air, hooking and trapping any thing most big than a swallow in 50 meters up. But the most intriguing and renowned features it's the kindness who display to the humans kids, protecting them from any predator and peril, and playing with an incredible patience with them. So if any of these beast is in sight, the people try to catch and adopt one. Some people say, though, than when these beast are protecting the children some girls disappear, never seen again, but how the rest of kids can grew healthy, the matter it's forgotten and buried. ====Doppelganger==== The source of many ill-themed myths, such as the doppelganger, these creatures are the origin of an ambient field that causes varying psychological effects to those unfortunate enough to experience them. They seem capable of influencing the specific effects, to the point that one can easily fool a person into thinking they are talking with their mother, who has been dead for a decade. Despite this obvious flaw in their preference for picking an assumed form, the field they project also causes the victim to lose the ability the recollect more specific events surrounding that person. As an example, a man might encounter a creature posing as his father who died in a tragic accident fifteen years prior, but not remember the event. As a result, he converses with the creature as if his father had never died. Interestingly, the creature is objectively unable to communicate, yet victims recall that they were definitely able to engage the hallucinogenic phantom of their loved one in conversation. Whether the Doppelganger is capable of communicating via this method, or if it is simply a side-effect of the field, remains unknown. The most sinister aspect of these creatures, however, is their ultimate purpose behind these deceptive encounters. After settling into the life of the victim, moving into their house and freely using it as a new hideaway, they will slowly drain the victim of their will to live, gradually wearing them down until they finally commit suicide, whether of conscious choice or not. One person might hurl themselves from a bridge, another might 'stumble' into the path of an oncoming vehicle. Once dead, the Doppelganger resides in the home until the stroke of midnight on that day, before departing to find a new victim. *'''Glutmouth''' *'''Gods' Ink''' ====Monch S'rrtep==== The Monch-S'rrtep are a race of simple, swamp-dwelling creatures that use a form of echolocation and radio signals to communicate. They are very docile and quite playful at times. They are androgynous, and they do not have a caste system. They always work as a group, as they do not have a sense of individuality. Monch-S'rrtep that have been separated from their pack will sometimes follow humans around and bond with them, however, they often will misinterpret commands. Monch-S'rrtep hierarchies are simple. Whoever has red coloration is the leader. Red Monch-S'rrtep are no different from the standard blue, but the rest of the group seems to believe that they are trustworthy. *'''Red Tumor''' ====Rot Thief==== The Rot Thief is a six-limbed terror only vaguely related to the vampire. Like its undead cousin it cannot stand light, and takes refuge underground. It feeds off the brain-fluids of living creatures. The body of the Rot Thief is mutable, able to split its main limbs into smaller, more flexible extensions, usually by splitting at the elbow or knee. This gives the creature greater mobility in confined spaces, as well as making it a fearsome grappler, able to pin two or more man-sized beings at once. Rot Thieves take up residence below old houses, often haunting the basements or root cellars, emerging when the occupants are at their weakest. During the dark hours it injects them with a paralyzing poison that leaves them awake and cognizant, before spinning them in a cocoon from the ceiling; the Rot Thief then waits for the blood to rush to the victim's head before feasting. The target is left alive long enough to feel the pain as their skull is cracked open and their precious grey matter is sucked out from their skulls. With careful feedings a victim can live for days like this before their death. *'''Vile Slime''' ===Cold Areas=== ====Ice Hag==== Ice Hags are a constant threat to those living in the colder reaches of the world. Their mere presence causes the air around them for several yards to drop to -70 degrees Celsius. All liquids in the human body will freeze solid after a few moments of exposure to this temperature. In addition, these creatures can congregate and magnify the effect; it's been measured as far out as thirty miles from their largest known gathering. Ice Hags are attracted to heat and motion. Travelers can minimize their chances of encountering these horrors by dressing in camouflage patterns and by using insulative clothing. Should one attack you, do NOT attempt to flee; they move far faster than any human. It must be killed as quickly as possible, or its cold-aura effect will quickly incapacitate you. ====Kunackman==== The Knuackman is an aquatic creature of old folklore... pale as a corpse and giving off an eerie glow, he is only seen in the dead of winter under the frozen lakes and rivers' ice. The most recognizable feature is the pair of antlers that crown his head, framing the dead eyes and pallid skin. The Knuackman is unnaturally thin, boney and possessed of red palms, which the stories say are stained with the blood of victims he dragged under the water for his meals. They say that if you are near the water, and hear an otherwordly wail, like that of a pained deer but not, that the Knuackman is near, and hunting for his prey... and all wise travelers would best find shelter for that night, lest they never return to their own homes. ===Dead Areas=== *'''Arch Guardian''' *'''Gravebeast''' *'''Schröded Man''' ===Deserts=== *'''Attarosa''' ====Guardian Machine==== Found rarely under the desert sands, Guardian Machines are highly prized by those who can reactivate them. Doing so requires either advanced (and mostly lost) engineering knowledge, or enough magical power to bypass most of its systems and golem the whole thing. If reactivated properly, the machine attunes itself to the first sentient which touches it, protecting it whenever possible with powerful field generators and rear-mounted energy projectors. The system is relatively semi-intelligent and occasionally even shows a modicum of initiative and tactics, but reactivating it as a golem limits its capabilities to direct orders received from its master, and it must even be ordered in order to recharge its field and weapon charge. *'''Sar'vek''' ====Death Djinn==== Spoken of only in whispers and written about only by madmen in dark tomes the forgotten race of genies known by mortals as the Death Djinn is more real than any sane man would want to admit. Long ago when the world was young the race of genies had its own malcontents and miscreants who took to consorting with dark powers and demonic forces. While many of the djinn were happy to represent the aspects of the desert that represented the wildness of the wind and its people, the hospitality and relief of an oasis, or the fierceness of its predators, the Death Djinn embraced the parts of the desert that existed only to oppress and destroy. From the venom of the scorpion to the desiccating rays of the ever hating sun the death djinn embraced all that was evil of the desert and drank the power unleashed in the taking of lives. Their fellow djinn were happy to ignore them until they called upon the dark god Set to give them power over darkness as well as light and conquer all deserts and thus have power over all Djinn. Finally realizing the danger they posed the Djinn went to war with their own kind and imprisoned many of the Death Djinn in deep caskets buried under the desert sands where they remain today. While in those days the genies could easily afford to place guards or wards over these caskets to ward off all but the most powerful and determined of prison breakers time has caused the race to dwindle and now the djinn rely almost entirely upon the secrecy of the caskets and the ignorance of mortals to keep them safe. However some hapless mortals have accidentally opened the caskets hoping to be granted wishes or gain the treasure from lost tomb. All they find within is the bleakness of death and the skin flaying wind of the sandstorm. The lucky ones die quickly. The unlucky ones are poisoned or maimed and left to crawl through the desert as the now free Death Djinn makes up for lost time by torturing there would be rescuer for days even weeks until boredom makes the Djinn slowly twist all the water out of the poor victim and spilling it on the sand to be lost forever. ===Dreams=== *'''Dream Ripper''' ====Stygian Deer==== The Stygian Deer it's a creature with a lot of weird legends about them. Dream eaters, killers of luck, bearers of blasphemies and pestilences, nightmare producers, ghost shepherds, death eaters and so on. The truth it's than this scavenger has some potent forms of psychic powers, like the ability to make dizzy any creature around 10 m or to blind with a eye to eye look. Alas, for some reason, the spirits like to eat the aura of these creatures, who has a very dark colour. Perhaps some legends are true. *'''Tsune''' ===Forests=== *'''Dendric Colossus''' *'''Greenman''' *'''Sly'vek''' ===Godless=== *'''Fake Duchess of Aspiration and the Stewardess of Ambition, The''' *'''Fickle Lady of Wealth and the Artisan of Opulence, The''' *'''Ivory Lord of Revenge and the Judge of Perdition, The''' *'''Pale Baroness of Deceit and the Escort of Corpulence, The''' ===Heights=== *'''Cliff Wyvern''' *'''Hagharpy''' *'''Tevinian Drake''' ===Magical Areas=== *'''Ghost Warg''' ===Multiple Areas=== ====Leeorgah==== An insect like creature filled with volatile and poisonous gasses, stored in a large flexible gland which takes up a majority of it's body. An odd form of parasite, it often latches itself onto much larger beings and pumps them full said gases which usually results in an explosion. These creatures around the size of an average human head. *'''Ripper''' ====Walking Continent==== The origin of the ancient myths regarding gargantuan turtles carrying large masses of land on their backs originated with these creatures, which have been named as many times as they have variations. Commonly referred to as 'Walking Continents', or other more specific terms such as 'Walking Forests', they come in many different breeds. These creatures exist by finding a large parcel of land that is relatively isolated, whereupon they settle down and enter an extremely long hibernative state. During this period, they influence the ecosystem surrounding them, changing a barren desert to a thriving forest, or a large mountain to a massive series of caves. Likened to certain insects who emerge only during a certain time of the year to briefly mate and then die, these creatures sleep for decades, changing and warping the landscape until they waken, whereupon they give birth to a new creature. Oddly their specific 'breed' is not passed genetically, as a Forest variant may give birth to a Cave-Dweller, or a Sporeback to an Abyssal. *'''Wretch of Ya'soniya''' ===Skies=== ====Heart of Darkness, The==== The Heart of Darkness floats in the Storm of Dust and Ash as it makes its way across the celestial skies. Those who are enveloped by the storm find themselves dragged by buffeting winds to the center, where the Heart awaits with tentacles that burn flesh and staring eyes that burn minds. Those who fall in battle to the Heart are said to meet a fate worse than damnation. ====Nudibranch Dragon==== A colossal floating creature, the nudibranch dragon is a nudibranch who has ingested a lung dragon and copied their ability to fly and breathe air, as well as some others. Nudibranchs are small invertebrates who live in coral reefs and a few other places. But the nudibranch can also copy the DNA of its devoured prey. This had led some nudibranchs to develop photosynthetic organs much like a plant. It drew sustenance from this, and did not need to eat. Some nudibranchs are cannibalistic, and will copy the DNA of other nudibranchs. Because of this practice, and odd inbreeding, sometimes a nudibranch can become very large, up to 10 feet long. This sort of nudibranch would have to ambush an oceanic lung near a reef, and then swallow it whole. It then develops the dragon's control over water, its intellect, immunities and resistances, breath weapon, flight capabilities, and even its age. Most nudibranchs captured in this way are oceanic lung-eaters, so their breath attack, if any, will likely be lightning or cold. Nudibranchs do not grow more limbs, though. The nudibranch dragon is much less dangerous than a real dragon for this reason. However, the nudibranch can still swallow a man whole, then breathe. ===Swamps=== *'''Flesh Wraith''' ====Treelunk==== Treelunks are an incredibly social, yet simple species. Small in stature and quite fragile, they make up for this by banding together in packs ranging from dozens to hundreds. Their usual method of habitation is hollowing out a tree, which functions as a sort of hive for them. They separate the tree from its roots, furthering the hive's usefulness for them. The tree even changes shape overtime to become more functional for the treelunk clan that resides in it. Treelunks are likely to be found in old forests, especially around the drier areas near swamps. They mainly function as scavengers, leading to a very nomadic lifestyle for individuals and their clan. This, yet again, builds upon the usefulness of their portable fortress they call a home. ===Waters=== *'''Besarian Titan''' *'''Glass Eel''' *'''Umisea''' *'''Umiqua'''
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