Aqila's Book Of Creatures

Introduction

Herein is Aqila’s Book of Creatures, a tome written by the 19th century Moroccan hunter Aqila. Much of it is incomplete, and attempts to update it are piecemeal at best.

Aqila organised the creatures she identified into a handful of categories, then graded each on four areas:

Commonality: how common it is relative to humans: Ubiquitous, Average, Uncommon, Rare, Almost Unique, Unique and Extinct, where ‘Average’ is as common as humans.
Threat: How dangerous it is relative to a human: Harmless, Average, Dangerous, High, Extreme and Catastrophic, where ‘Average’ is as dangerous as a human.
Durability: How hard it is to kill, relative to a human: Fragile, Average, Tough, Very Tough, Nearly Unstoppable to Impossible to Kill, where ‘Average’ is as tough as a human.
Hostility: How malicious it is and its likeliness of attacking a human: Peaceful, Average, Aggressive, Malicious, Hateful and Implacably Hostile, where ‘Average’ is as hostile as a human.

Humanoids

Human-like creatures that are usually as smart as humans, with organised societies to match. They often have human-like physical qualities, but often have physical variations.

Dwergaz

Commonality: Uncommon
Threat: Average
Durability: Tough
Hostility: Average

Sturdy, short humanoids that live in secret cities in mountains and deep forests, where they cut wood and mine metals.

Their rule of much of Eurasia was ended in the shadow war against evil, and ever since they have been secretive and suspicious.

They do not think well of humans, but will sometimes teach them special tricks of iconistry.

Elves

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Average

Long-lived magic-wielding humanoids who built cities all over the world thousands of years ago.

They started the shadow war with evil forces, which sapped their strength and let humans take over the world.

They hide in mountain-cities and hidden forests, and now none remain in Europe.

High Elves (Atlantean, Lemurian, Mu)

Commonality: Uncommon
Threat: Dangerous
Durability: Average
Hostility: Average

The ancient world sovereigns that dwell on the hidden, undersea island-continents, where blind-eyed humans can never find them.

They leave their isolated homes to wage the shadow war against evil creatures, wielding weapons forged of secret orichalcum in the heart of underwater volcanoes.

They have a poor view of the errant children known as humans, and those who stumble across their secret empires are never heard from again.

Giants

Commonality: Near Unique
Threat: Extreme
Durability: Very Tough
Hostility: Malicious

Ancient imperialists who fought to rule the world from their castles in the mountains.

Only a few survived after the shadow war, and retreated into their remaining citadels, full of bitterness towards the world.

They hate humans, who they consider stunted versions of themselves, and use their bones as material for their ever-expanding fortresses.

Kalavinka

Commonality: Rare
Threat: Dangerous
Durability: Average
Hostility: Peaceful

Bird-like humanoids that dwell in clean paradise-islands in the sky, which can only be reached by following the right stars.

They are renowned for their sweet music and general benevolence towards humans, often guiding them when lost or afraid.

Some Kalavinka are threatened by the appearance of airships and planes, and will sometimes sabotage them before they can take off.

Kinnaras

Commonality: Rare
Threat: Dangerous
Durability: Average
Hostility: Average

An ancient Indian people who were scattered in the shadow war.

Their horse-like bodies carried them far from their homeland and allowed them to survive, hidden amongst the forests and mountains.

They sometimes befriend humans, but are quick to anger and will avenge themselves on an entire family or village for the sin of one.

Moloks

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Average

Strange, pale, hairy humanoids that dwell in great cities under the earth.

Some say they are humans who fled below during the shadow war, and their blindness and tremor hearing is due to the environment.

They build great tunnels and highways beneath the world, which all look alike and will forever swallow those who enter it without a Molok guide.

Rakshasa

Commonality: Uncommon
Threat: Dangerous
Durability: Tough
Hostility: Aggressive

Baleful-looking humanoids that once ruled India, keeping humans for their meat and blood.

The shadow war drove them to near-extinction, and they hid away from the world with their illusion magic and shapeshifting powers.

They have become much more numerous in the last century, but their re-emergent conquests have given way to genuine interest in the culture of humanity.

Xiao

Commonality: Rare
Threat: Dangerous
Durability: Tough
Hostility: Average

There is a story that the Monkey King became drunk and fathered a thousand children during dusk, known as the Xiao.

In daylight they look like haughty humans, in moonlight, like monkeys, and like both in twilight. They climb trees with their great strength, and are so tough that they jump off ledges and branches to reach the ground faster.

They live in great cities high in the trees, hidden from weakling humans by magic and disguise. To some brave humans, they will give friendship.

Xian

Commonality: Almost Unique
Threat: High
Durability: Nearly Unstoppable
Hostility: Average

In the east, there are some humans who transcend their limitations and become greater than human.

They serve the Jade Emperor and rarely interfere with their mortal brethren, who are in awe of their supreme mastery of hematurgy and iconistry.

Some Xian are exiled from heaven and roam the earth, helping or harming as they go.

Yacuruna

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Average

Those who occupy the great underwater city at the mouth of the Amazon River.

They know the secret language of fish, crocodiles and sea serpents, and can disguise their ugly appearances when treating with humans.

They find humans alluring, and often try to lure, tempt or bribe them back to their great city.

Maledicts

Creatures associated with curses and evil magic. They are often malevolent, but sometimes are victims of bad circumstance.

Deathbound

Commonality: Almost Unique
Threat: Extreme
Durability: Very Tough
Hostility: Average

A mortal who has, when faced with death, made a pact with a potent dead spirit in exchange for their life.

They are now between the worlds of the living and the dead, and draw power from, and meddle with, both.

The spirit inside a Deathbound’s soul can sometimes provoke them to good deeds, and sometimes to evil ones, but rarely do the two coexist peacefully.

Ghost

Commonality: Average
Threat: Average
Durability: Impossible to Kill
Hostility: Average

The lingering presence of a dead human, burned onto the world tapestry by a curse.

These spirits, both benevolent and malevolent, are weighted down by a curse, which may be of their own making, forced into shape by the powerful emotions of dying.

Lifting the curse frees the ghost, but some ghosts are too valuable to be freed.

Poltergeist

Commonality: Rare
Threat: High
Durability: Impossible to Kill
Hostility: Malicious

A powerful type of ghost, filled with hostility over its violent death.

Their ability to manipulate the physical is stronger than other ghosts, and they can bully the spirits into performing magic for them.

Poltergeists must be weakened into passivity, however temporary, before their curse can be broken.

Ghoul

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Implacably Hostile

An unthinking monster, cursed to live a half-life for cannibalising consecrated flesh.

They prowl graveyards, seeking to sate their unstoppable hunger, but eating the dead only worsens their curse and twists their forms.

They attack living things on sight, slashing at them with dirty, diseased claws.

Mummy

Commonality: Rare
Threat: Dangerous
Durability: Very Tough
Hostility: Average

A human who has been embalmed in magical fluids at the time of death, allowing them to wake into an undeath.

Originally intended to be preserved for the afterlife, mummies instead awaken to life in our world, their souls trapped by the mummification magic.

They retain all their intellect and power from their living lives, but many are filled with rage for being denied paradise, or because their worldly glories are diminished.

Parasitic Heirloom

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Implacably Hostile

A malevolent spectre that takes form as a family heirloom.

To those of the bloodline who claim it, it provides boons, but rapidly drains their lifespan.

In this way, the spectre’s prey doubles as a shield, protecting it from thieves and hunters.

Vampires

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Malicious

Humans who have used the darkest arts of hematurgy to power their fell longevity.

They drain the deepest energy from their thralls, and can easily hide in plain sight, where they work to make humans their slaves.

They reserve true hate for their fellow Vampires, and fear nothing from humanity except the bullet and blade of silver.

Vampire Lords

Commonality: Almost Unique
Threat: Extreme
Durability: Very Tough
Hostility: Malicious

These ancient menaces have accumulated hundreds of thralls and mastered the rarest of hematurgic techniques.

To the unprepared human, these masters of the night might as well be gods.

The only true marker that separates a Lord from an average Vampire is their ability to persuade other Vampires to swear fealty to them.

Vampire Emperor

Commonality: Extinct
Threat: Catastrophic
Durability: Nearly Unstoppable
Hostility: Implacably Hostile

A figure of terror who can count on the fealty of all vampirekind.

With such an unstoppable army at their fingertips, they could enslave all humanity and become the new rulers of the world.

But because vampires hold grudges and fight other vampires constantly, no vampire has yet ever been able to take this mythical position.

Werecreature (Werewolves, Werejaguars, etc.)

Commonality: Rare
Threat: Dangerous
Durability: Tough
Hostility: Aggressive

Some have the blood of a cursed beast in their line, manifesting in a shocking transformation.

The trigger for this transformation depends on the type, but in werewolves, the moon turns them into lupine horrors weak only to silver.

Some werecreatures can retain their senses during their change and thus keep peaceful, but others go on a frenzy and butcher those nearby whose scent they do not know.

Master Werecreature

Commonality: Almost Unique
Threat: High
Durability: Very Tough
Hostility: Average

Some powerful few have the ability to master the blood in their veins, allowing them to transform at will.

The sign by which they transformed is now meaningless, the world around them surrendering to their superior spirit.

Because of the superior power and strength provided by their beast form, their curse is really transformed into a type of blessing.

Zombie

Commonality: Average
Threat: Average
Durability: Fragile
Hostility: Average

A dead human body, animated by Death Spirits commanded by an unscrupulous sorcerer.

They were first used by necromancers in the West Indies, who turned the bodies of slaves into undead servants.

It is a great sin to enslave a human being, but to make it so that not even death is a release is a crime against God.

Automata

Artificial creatures, often created for some specific purpose in mind. Many serve their creator, but some have gone rogue.

Golems

Commonality: Rare
Threat: Dangerous
Durability: Very Tough
Hostility: Average

A servant made of clay, bound to life by the word of truth.

Golems are made by those Jews with secret knowledge, and sacred words are written on their forms, exhorting them to defend their masters.

Blades cannot harm them and their sacred words repel most magics, thus destroying them requires erasing the words.

Homunculi

Commonality: Almost Unique
Threat: Average
Durability: Average
Hostility: Average

An artificial human, created to be a servant, assistant, defender or mate of an advanced iconist.

To create a human body with iconistry is not difficult, but it is just an empty shell pumping lifeless blood.

The secret Icon of Animation grants the homunculus a facsimile of humanity, but quick movements and warm tears do not make something alive.

Simulacra

Commonality: Almost Unique
Threat: Average
Durability: Average
Hostility: Average

A copy of someone’s physical vessel.

To manipulate a soul borders on blasphemy, but for some sorcerers, transferring their souls to simulacra is desired as a form of immortality.

Each new simulacrum decays faster than the old, until finally nature crumbles the sorcerer’s vessel before it can be filled.

Snowchildren

Commonality: Uncommon
Threat: Harmless
Durability: Fragile
Hostility: Peaceful

A creature made of fresh winter’s snow, animated by magic or lonely spirits.

The snowchild seeks out the company of others, whom it charms with its beauty and eloquence.

It is innocent, and merely desires the love of others. At the merest touch of a fond hand, however, its body warms with love and it melts instantly.

Ushabti (Terracotta Soldiers, etc.)

Commonality: Rare
Threat: Dangerous
Durability: Tough
Hostility: Aggressive

Stone figures created to serve someone in the realm of the dead.

They are sometimes tiny and sometimes larger than a man, but they are made of stone yet, when commanded, move with the fluidity of cats.

Their masters wake to find that they are still in the realm of the living, but the Ushabti answer their master’s call regardless.

Fae

Magical creatures, sometimes mistaken for spirits, who stem from the Realm of Fae, a separate world connected to our own.

Alux

Commonality: Rare
Threat: Dangerous
Durability: Average
Hostility: Average

A Fae that has a special relationship with the Mayans.

These little Fae take great pride in tirelessly helping Mayan farmers who keep the covenant, and will nurture a farm for seven years before asking for payment.

Should an Alux be denied their payment, however, they take their vengeance on all humanity.

Changelings

Commonality: Uncommon
Threat: Average
Durability: Fragile
Hostility: Average

A Fae left in a human family as a replacement for a taken child.

Sometimes a Fae steals a human child, either due to a fancy or for vengeance, leaving this mewling weakling in its place.

To a Fae, growing up in our world is harsh and brutal, and those who do not somehow make it to the Realm of Fae often die young.

Seelies

Commonality: Rare
Threat: Dangerous
Durability: Fragile
Hostility: Average

The ‘Light’ Fair Folk who rule during the summertime.

They are willing to work with humans and sometimes do them favours. Occasionally they ask help from trustworthy humans, and then give them affectionate pranks in return.

They are very proud nonetheless, and when roused to anger, will demonstrate their great sway over the spirits to bring devastation down on the offenders.

Unseelies

Commonality: Rare
Threat: Dangerous
Durability: Fragile
Hostility: Aggressive

The ‘Dark’ Fair Folk who rule during the wintertime.

They disdain the company of humans and often raid, attack, harass and assault them for nothing more than the thrill of it.

Nonetheless, they are not evil at heart, and if convinced of a human’s good worth, will take it as a friend or more likely, a pet.

Dullahan

Commonality: Almost Unique
Threat: High
Durability: Tough
Hostility: Malicious

A headless Unseelie who brings death to humans who have offended the Unseelie Court.

All gates and locks open for the Dullahan’s whip, which is a human spine, and no horse can endure being near its unearthly steed.

Everywhere a Dullahan goes it gathers a host of Death Spirits around it, which converge to kill the Dullahan’s mark upon arrival.

Leanan Sidhe

Commonality: Rare
Threat: Dangerous
Durability: Average
Hostility: Peaceful

A hauntingly beautiful fae that favours the Irish lands.

It offers love to young, creative humans who take its fancy. Their dalliance fills the human with endless inspiration and creativity, but burns their lives up within years.

Sometimes, it is better to burn bright and brief than low and long.

Manaia

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Peaceful

A friendly messenger Fae that makes Polynesia home.

They send messages from humans to the Realm of Fae, but sometimes take messages to other humans by secret, short paths.

They take many forms, but the canny know that this does nothing to diminish their trustworthy natures.

Satyrs

Commonality: Uncommon
Threat: Average
Durability: Average
Hostility: Average

Noisy little goat-men that cannot be trusted with even the smallest responsibility.

They carouse and orgy in the deep woodlands, gorging on food, wine and beer and harassing the nymphs, dryads and any other beauties that come their way.

They play lovely music, but their drunkenness often becomes violent, and sometimes lethal for poor humans nearby.

Tennyo

Commonality: Rare
Threat: Average
Durability: Average
Hostility: Peaceful

Beautiful Fae that soar over Japan, playing sweet music.

They wear feathered kimonos that allow them to fly, and their unnatural beauty often leaves a deep mark on artists who see them.

Some unscrupulous humans steal their kimonos, which allows them to make a servant of a Tennyo.

Yumboes

Commonality: Rare
Threat: Average
Durability: Average
Hostility: Average

Silver-haired fae from Goree Island who are fond of feasting.

They dance in the moonlight and steal food from humans. Sometimes they invite humans, both near and far, to their tables.

The invitation of a Yumbo does not care for distance and, if asked properly, will invite people sent to faraway places on behalf of the petitioner.

Abyssal

Creatures associated with water, usually but not always the deep oceans.

Apsara

Commonaliy: Uncommon
Threat: Average
Durability: Average
Hostility: Average

Beautiful maidens of the rain and waters that dwell in India.

They are superlative dancers, and their elegant turns and dives taught the water how to wave and how to ripple.

Often you can find an apsara in the courts of the Deva, carrying messages in song between heaven and human.

Aspidochelone

Commonality: Almost Unique
Threat: High
Durability: Impossible to Kill
Hostility: Peaceful

A turtle so big that it is mistaken as an island.

Sailors land on the island and enjoy the shade and fruit of its trees and the minerals of its mountain, until the turtle dives and drowns all the humans on it.

It does this not out of malice, but simply because it does not realise the humans are there.

Kappa

Commonality: Rare
Threat: Dangerous
Durability: Tough
Hostility: Aggressive

A beaked, shelled humanoid monster that haunts East Asia.

They swim in the rivers and seas around Japan especially, and often harass, trick, assault or kill those who trespass in its natural hunting waters.

They are clever, and very curious about humanity, and can be befriended by the cunning, polite and friendly.

Kraken

Commonality: Almost Unique
Threat: High
Durability: Very Tough
Hostility: Aggressive

Dread squid-monsters that prowl the ice-oceans of the world.

They are few in number, but each has great arms strong enough to pull a battleship beneath the water.

However, they are merely territorial, and do not seek to kill humans so much as warn them away.

Leviathan

Commonality: Unique
Threat: Extreme
Durability: Impossible to Kill
Hostility: Implacably Hostile

The titanic sea serpent that churns the sea into chaos.

It is so large that none but the lords of Lemuria know where its coiling body ends.

Whenever it appears, it wreaks havoc until it is hurt, at which point it slinks back into the ocean to heal its wounds, even though these petty injuries cannot truly kill it.

Merfolk

Commonality: Average
Threat: Average
Durability: Average
Hostility: Average

The great host of sea-peoples who dwell in all the deep waters of the entire world.

They occupy the deepest parts of the sea, but will swim to the surface to sate their curiosity, or their lust for human warmth.

Treat them with respect, and display not the emblems of their nemeses the High Elves, lest you forfeit the chance of surviving a shipwreck.

Sirens

Commonality: Rare
Threat: High
Durability: Average
Hostility: Aggressive

Winged sea-peoples that lure people to doom with their terrible song.

They lurk around islands, shoals and icebergs, and tempt sailors to reef their vessels on the unrelenting rocks.

Their luring song does not tempt with promises of fleshly paradise, but rather with answers to the deep-hearted questions that lurk in all souls.

Gorgonids

Monstrous creatures that share the following traits: hybridised body parts, instictually driven behaviour, and a viciousness towards humanity.

Behemoth

Commonality: Unique
Threat: Catastrophic
Durability: Impossible to Kill
Hostility: Implacably Hostile

A colossal beast that slumbers within the earth.

It walks upright, its mailed flesh giving way to an elephant’s head with tusks that gouge mountains apart. When it awakes, Behemoth rampages, bringing earthquakes and devastation.

One cannot hope to kill the Behemoth, but some say that causing great pain to its face will drive it back into its sleeping pit.

Chimeras

Commonality: Almost Unique
Threat: Extreme
Durability: Very Tough
Hostility: Hateful

A malice-filled menagerie of animal parts, filled with hatred for all that thinks and speaks.

Chimeras are made by unscrupulous iconists as tools or commodities, and are crudely joined parts from many animals.

Their existence is one of constant agony, and to them, every human looks like their hated maker.

Griffons

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Aggressive

A monstrous lion with the head and wings of an eagle.

They are proud and haughty, and consider themselves superior to all animals. To that end, they often rend humans to death for their hubris.

These winged monarchs can be tamed, however, and when befriended by a human worthy of its glory, will prove to be a steadfast and loyal ally until death.

Manticores

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Hateful

Merciless beasts with the body of a spined tiger and the face of an evil human.

Despite their familiar visage, there is nothing human about this creature, for its mouth is filled with many rows of sharp teeth, which it uses to eat its victims whole.

Their blood is richly prized for its alchemical qualities, but to earn that prize is beyond most Iconists.

Minotaurs

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Malicious

Twisted man-bulls that craves human flesh.

It is intelligent enough to speak, but its craving for the richness of human meat makes it impervious to honeyed words.

Its senses are powerful enough to make it through any misdirection or maze.

Platypus

Commonality: Rare
Threat: Dangerous
Durability: Average
Hostility: Aggressive

Bizarre chimerical creature from the desert land of Australia.

Has the bill of a waterfowl, but the furry body of a mammal, but lays eggs like a bird, attesting to its unnatural state of being.

Despite its small size, it possesses a sharp spur that can send a person into a year of agony with a single shallow cut.

Tarrasques

Commonality: Almost Unique
Threat: High
Durability: Nearly Unstoppable
Hostility: Malicious

A tremendous ox-creature with a turtle’s shell, a scorpion’s tail and a lion’s head.

It frequents rivers and will attack all around it, partially to slake its hunger and partially to protect its territory.

For all their hostility, they can sometimes fall in love at first sight with a human, which leads to their demise.

Draconic

Creatures associated with the ancient and powerful beings known as Dragons.

Dragonborn

Commonality: Almost Unique
Threat: High
Durability: Very Tough
Hostility: Average

The mighty child of a Dragon and a human.

They inherit the knowledge, dignity or raw blood-potency of their draconian progenitor, making them champions amongst mortals.

Sometimes they stem from a loving union, but often their conception is a matter of transaction and agreement.

Dragonblooded

Commonality: Rare
Threat: Dangerous
Durability: Tough
Hostility: Average

The human descendant of a Dragonborn.

They inherit only a fraction of the power of their ancestor, but this is enough to make them powerful masters of magic, so long as they are of the eighth generation or higher.

After that the blood fades, and the spark of dragonkind gives way to mundane humanity.

European Dragon

Commonality: Almost Unique
Threat: Extreme
Durability: Very Tough
Hostility: Hateful

The greedy, begrudging dragon native to Europe.

These great wyrms breathe hot fire and hoard treasures. They possess cunning and intelligence greater than an animal, but less than a human.

After millennia of engorging themselves on cattle and foolhardy knights, the invention of the gun has driven most of them to a deserved fate on the iconist’s table.

Hydras

Commonality: Rare
Threat: High
Durability: Nearly Unstoppable
Hostility: Hateful

Great writhing multi-headed wyrms.

Their necks are long and sinuous and their teeth are powerful, and filled with venom.

Most dangerous is their ability to grew new heads from major wounds, making a fight ever-harder.

Lóng

Commonality: Rare
Threat: Extreme
Durability: Very Tough
Hostility: Average

The dragons of East Asia.

They are rulers of thunder and rain, and often live in palaces or cities hidden in the fold of a ripple or wave. They were the first dragons to learn how to shapeshift into human beings.

They are masters of magic, and are born aloft on the strength of their spirits rather than through ugly wings.

Naga

Commonality: Uncommon
Threat: Dangerous
Durability: Tough
Hostility: Aggressive

Great snake-like creatures that dream of ruling India again one day.

They took no sides in the shadow war, but were devastated anyway, and their empire of magic and metal came to an end.

Their hostility is not innate, and their resentment of humans stems from the belief that they are not worthy of God’s love.

Nanabolele

Commonality: Almost Unique
Threat: High
Durability: Very Tough
Hostility: Hateful

Water-dwelling monsters spoken of in the tales of the Basotho peoples.

Their tough, precious hide shines in darkness, and they arrive in plumes of red smoke that hide their monstrous forms.

Their cruelty belies a sharp mind, and they prefer human slaves to human meat.

Peuchens

Commonality: Rare
Threat: High
Durability: Tough
Hostility: Malicious

Terrifying creatures that dwell in the Andes Mountains.

They toy with humans, as even a single look into their eyes paralyses the onlooker. Once they have had their fun, they drain the vital force from them.

They stole the secret of shapeshifting from the Lóng, but were tricked into only shifting into animal forms.

Mercurian Dragons

Commonality: Almost Unique
Threat: High
Durability: Very Tough
Hostility: Average

A Celestial Dragon who has left their old home of Mercury for the green and blue of Earth.

These shy, sweet-tempered beings mastered not magic but technology on their home world, which they used to survive its harsh climate.

They are particularly fond of humans, and their sapphire-hued scales easily attract a return glance.

Martian Dragons

Commonality: Almost Unique
Threat: Extreme
Durability: Very Tough
Hostility: Average

A Celestial Dragon who fled from the planet Mars.

They bear in their blood the awareness of the magic of all material things. They grant their scales to worthy Iconists, giving them immense power.

They fear and hate ice, remembering deep within their souls the terror that claimed their world.

Venusian Dragons

Commonality: Almost Unique
Threat: Extreme
Durability: Nearly Unstoppable
Hostility: Average

A Celestial Dragon who came to our world from distant Venus.

Their sociability leads them to constantly disappoint astronomers and writers by revealing that Venus is shrouded in corrosive acids and toxic gas, which they themselves breathe.

However their blood is so pure with vital force that it shines through their golden scales, and to worthy pupils they teach the greatest arts of hematurgy.

Jovian Dragons

Commonality: Almost Unique
Threat: Catastrophic
Durability: Nearly Unstoppable
Hostility: Peaceful

A Celestial Dragon who once ruled the stormy skies of Jupiter.

They are deeply gravitational beings, whose raw dignity and majesty compels the spirits to follow their every word at will.

Petitioners feel their powers siphoned just by its presence, but fortunately for them, it is as merciful and friendly as it is glorious.

Entities

Entities are unknowable creatures that often do not exist properly in our dimension.

Hollowed Deity

Commonality: Unique
Threat: Extreme
Durability: Impossible to Kill
Hostility: Aggressive

The remnants of a terrestrial god who no longer receives great worship.

The terrestrial gods require a wealth of worship to sustain their pre-eminence. In its absense, all that is left is a shell of their glory and a spark of divine bitterness.

However, they remain in this world so long as any still remember their names.

Olympian Spirits

Commonality: Unique
Threat: Catastrophic
Durability: Impossible to Kill
Hostility: Average

A host of grand spirits that are said to govern the raw stuff of spiritual magic itself.

There is said to be between twelve of them, one for each of the spiritual domains as well as one that represents all domains, and one that represents their absense.

They have never been seen, only felt, by the barest tug of power in the greatest of Petitioners, who speak their names with trembling, nervous awe.

Shadow Doppelganger

Commonality: Almost Unique
Threat: Extreme
Durability: Impossible to Kill
Hostility: Malicious

The physical manifestation of the suppressed emotions of a magical being.

Some humans learn to use magic instinctively from a very young age, but an upbringing lacking in training and self-realisation projects their spiritual angst onto reality.

Bad enough that others should deal with their mess, not even killing the creator will destroy the Doppelganger, who can only be destroyed through self-enlightenment.

Space Whales

Commonality: Almost Unique
Threat: Extreme
Durability: Impossible to Kill
Hostility: Impossible to Determine

A colossal creature that floats through the void, invisible to the naked eye.

These giants seem peaceful and nonthreatening, and usually leave as quickly as they come.

But sometimes they connect with a human being’s mind below, and whatever happens leaves the human a depressed, melancholy wreck that quickly wastes away.

Star Elders

Commonality: Almost Unique
Threat: Extreme
Durability: Nearly Unstoppable
Hostility: Average

Bizarre, alien entities that can be found in small numbers all over the world.

They are invisible to any who do not wear a part of their bodies against their flesh or have not partaken in their blood.

Their motives are unknown, but they mutate space and life around themselves, causing terrible discrepancies.

The Unicorn Spirit

Commonality: Unique
Threat: Extreme
Durability: Impossible to Kill
Hostility: Peaceful

An entity that manifests within the spirit of a worthy human dedicated to fighting evil.

Its manifestation and the powers it grants differ from person to person, but they become nearly unstoppable in sheer power.

The price of the Unicorn Spirit’s power, however, is to live the rest of one’s life fighting the darkest of horrors.

Quetzalcoatl

Commonality: Unique
Threat: Catastrophic
Durability: Impossible to Kill
Hostility: Average

The ‘Feathered Serpent’ god of Mesoamerica.

He was a hero to many of the peoples there, but they also knew that he was powerful beyond being a god: an entity that could rewrite the historical past to foreshadow his ascendancy.

Few worship him as a benevolent god anymore, and all that is left now is his desire to regain his true, world-ending form.

Zeitgeist

Commonality: Unique
Threat: Catastrophic
Durability: Impossible to Kill
Hostility: Average

An invisible entity that merges with a human being capable of changing history.

A human merged with it has their raw talent and sheer luck magnified, but every time they draw on its boons, they become less themselves and more an embodiment of the era.

And then the Zeitgeist vanishes until the next century, leaving their host a mere normal human on a road paved with their bloody successes with nowhere left but a furious comeuppance.

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