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IDENTIFIED NPC RACES/CREATURES

Posted by Vacithius

Basilisk: Like the old version (AD&D), the basilisk is a twelve legged reptilian creature as large (or larger, depending on its age and gender) as two full-grown bulls length wise. The basilisk also retains its fairly long tail and neck. However, instead of turning those who look into its eyes to stone as a constant function, the power works like a spell (centered on the eyes), and can only be used once per day (lasting one round). The basilisk is a powerful, solitary creature of all climates and terrain except arctic (more numerous towards the equator). To be more specific for those of you who don't know of them, the basilisk is comparable in shape to a snake (although larger in the torso) with a half-dozen legs (arranged like a centipede's) to each side and at the center of its body. The head is beaked with a rack of bull-like horns. The basilisk is fond of horse flesh and of fierce (but sly) animal intelligence.

Dire Wolves: Giant wolves whose head is level in height to that of a horse's back. Of animal, but often evil intelligence. Uncontrollable except by magical means (even to orcs and the like). Temperate to arctic climate and terrain.

Ogre: AD&D version. Greatest numbers in temperate climates, but any.

Kobold: AD&D version. Any but arctic, greatest numbers in temperate.

Shadows: Two-dimensional (in other words, actual shadows) ghost-like creatures of any size or shape. Can only be hurt by magical means. Any climate or terrain. Of evil animal intelligence. Drain strength from their victims. Come out only at twilight. Need I say more?

Giants: These are basically giant humans, although uglier and less intelligent. Any Climate. They are animal-like, stupid, and ugly.

Dragons: These would have wings, although capable of only magically assisted flight, long whip-like tails ending in a spade-like bony weapon, horned heads (like a rhino, not a bull), bony ridges down the spine, and long snake-like necks. Four types would exist, all looking the same, but of varying color and breath weapons. Each color will not be limited to a certain alignment, but they will be limited to a certain terrain. All will be highly intelligent and magic and even clerical prone. All will also exude a fear/awe affect at a large radius.

Red: Fire breath weapon, any climate/terrain but arctic.

Green: Poisonous gas breath weapon, same climate/terrain.

Black: Acid breath weapon in a small but powerful jet, same.

White: Freezing water and ice breath weapon in a powerful stream, arctic only.

Roc: Giant birds, eagle-like. Any climate or terrain but arctic, and generally not tropical, enemies of the razor wings. Not terrible intelligent, but can be used as mounts.

Razor Wings: Leathery winged with rudder like tails, taloned legs and talon tipped wings, and a mouth full of razor-like teeth. See a prehistoric picture book for examples. Also large, like Roc. Generally only tropical climate and terrain, but sometimes wander far, although never to the arctic. Enemies of the Roc, beastial, savage intelligence, nearly impossible to use as mounts without some sort of magical control.

Cloud People: Ghost-like beings composed purely of cloud vapor. Live on clouds shaped into cities by magic. Capable of levitation, teleportation, and flight. Immune to all but magical weapons. Vaguely humanoid in appearance, featureless faces. Generally non-violent unless they or their cities are magically attacked. Attack with lighting, thunder, rain, hail, and snow attacks. Often escape, with their entire magical cities, into the astral planes and back again, if pressed to their limits. Usually stay to their clouds, but sometimes visit the lands below. Often friends of wizards, who can travel to them. Neutral to good in alignment. May live in any climate or terrain.

Leviathans: Similar to dragons, but without breath weapons, bony ridges, or wings. Tails are vertically flat and used like a rudder. Instead of arms, two whale like flippers exist, and instead of legs, and just before the tail, two immense, fish-like, webbed appendages rest flat to the creatures side, moving out and in to propel them through the water at great speeds. Like dragons, leviathans are scaled and have long necks and tails. The rhino horn also remains (used to pierce ships at ramming speeds). The Leviathans are as large as dragons, but lack their superior intelligence and magical ability. They are of one color, a dark, almost black-like green. Leviathans entertain only two thoughts, maintaining possession of their territory and food. Leviathans, like dragons, are solitary. They can travel in any climate or terrain.

Kua-toa: The kua-toa are a race of evil fish-men with broad heads and mouth, fish fins running down the back of their heads and neck, webbed, taloned fingers, large black eyes and a body covered by black-green scales. The kua-toa have been known to invade small island villages purely for the pleasure of carnage. They walk with a hunchback-like crouch and shuffling gate on land, but are powerfully limbed and can breath in both normal air and water equally well (have gills). In water they are powerfully fast swimmers and can easily drown a human opponent. Kua-toa often travel in packs, but remain connected to their nomadic colonies in case of merman attack. The kua-toa have the ability to cause a magical sphere of darkness to cloak them once per day. The sphere is nearly invisible to their eyes, but it is a darkness impenetrable by either light or vision to other non-kua-toa. However, it can be dispelled magically and they are otherwise incapable of magic. Prefer colder waters, but often travel through temperate, and very rarely, tropical. Kua-toa can see in almost any light.

Merman: Appear elven in most every way (gill-less), except for their black eyes, green hair, and webbed limbs. Their skin is a pale white, like many land elves. The merman are great enemies of the kua-toa, and are mostly neutral in alignment. The merman have no magical ability, but are much more intelligent than the kua-toa. The merman travel in parties of three or greater for safety, and build great stationary kingdoms in clear, coral rich waters. They prefer tropical water, but can travel through temperate as well. Merman can travel on land, but greatly avoid it. Like kua-toa, merman can see in almost any light.

Living Lands/Presences: Magical, animated landscapes of high intelligence (actually alive and capable of being damaged by attacking the environment which is its body). Capable of animating itself (complete with mini-earthquakes and walking trees) and complex/powerful illusions. Presences are rare compared to normal landscape and cannot move/act beyond their boundaries (any size). Some presences are good and aid elves and such, others are malign and even aid evil beings (that or kill all in sight, after having some fun of course). Presences can also control the light, wind, and to a certain (non-lethal) extent, the temperature within their environments. Their depth is well below the roots of the biggest tree, and their height is well above the reach of the highest limbs. Presences often construct creatures (like briar-men) of whatever materials they have to act as guards or to pursue their prey. Presences have no need for flesh, they, like their vegetation, live off water, sunlight, and earth.

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Posted by Pip

Milkrash

Climate/Terrain : Anywhere

Diet : Omnivores (preferred food look below)

Description: A tiny dragon-kin, generally about the size of a full grown cat (fully grown), and about as strong as an eagle. Look much like a tiny version of the silver dragon and is very intelligent.(know several languages including their own). No breath weapons. Hatch-lings are always well hidden and taken care of by their parents. The mother provides the education while the father provides food. There are approximately 1-4 eggs per nest. Has a well developed social system which includes their larger cousins (see MASTER document). Will always go to the aid of another Milkrash. Milkrash can teleport objects or a creature up to their own size to anywhere within their line of sight. (Their preferred method of gathering food is to steal the cooked food of humanoids which they have a distinct taste for.) Their claws and teeth can be used to catch tiny wild life as well as fruits and berries.

Additional Notes: The odd Milkrash can make a nice companion/familiar, but it's hard to gain their trust. They believe themselves to be the best of all beings, although they are in awe of their larger cousins. Thus, they have a tendency to play practical jokes on other creatures, especially humanoids. Each Milkrash has its own distinct personality and they are very intelligent and cunning whenever they are in a serious mood. Their natural dexterity is one of the highest of all creatures and keeps them out of harms way when combined with their teleportation ability.

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Posted by Elton Robb

Ice Monsters: Horrible creations of living ice that stalks the ice sheets who have a hatred for carbon-based life. Note: they are vulnerable to fire. Mostly found in the Ice Desert.

Saber-toothed Tigers: These are always good for a thrill.

Woolly Mammoths: An ice sheet would be no fun without the classic hair covered elephants. Something for the humans to ride or hunt.

Great Stags: Large version of the stag, something that the Saber-toothed Tigers hunt for food.

Posted by Superpsychicman

Liths: A short race of people about as high as your knee. Though they are made of flesh, they have a stone covering on the outside of ALL of their body (like a turtle shell almost). When they curl up into a ball, they are very likely to be mistaken for a rock. They attack in swarms, attempting to take down their opponent/s. Liths are FAST for little guys and can perform bashing attacks by sprinting and jumping into the air in a ball. Smarter than Orniths or Gremlin Dragons, but not enough to build tools. On occasion they lay ambushes, throwing stones chipped into having sharp edges. Only eat a rare plant that the Orniths and Gremlin Dragons also cherish, putting all three in constant competition for food and thus survival.

Orniths: Live on enchanted clouds. They are avian in nature. Orniths look almost like lemurs (but much bigger), but with clawed wings instead of arms. They either dive-bomb their foes, or throws rocks, etc. (they have a limited knowledge of tools, about as good as a monkey.) Orniths are very good fliers.

Gremlin Dragons: Unintelligent, OBNOXIOUS dragons. They are a greenish-brown, and the obnoxiousness reminds one of actual gremlins when fought. Gremlin Ds can fly, but with very little agility. They are stronger, both in HPs and damage, than Liths or Orniths, but are the least intelligent. They are about the size of say, a lion, and attack with claws, bite, tail, but no breath attack.

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Note: The above three races, per the author’s suggestion, should inhabit (Orniths on clouds directly above) a single forgotten/rarely visited island on which they all constantly compete for food and survival.

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CONTINENTAL NPC RACIAL/CREATURE DISTRIBUTIONS

Posted by Vacithius

Basilisk: They are very rare and generally hide in the depths of the Togodorian jungle, but they have on occasion been found in forestlands elsewhere and on islands. It's thought they were magically created and are somehow prevented from extinction by similar means, although this is only rumor so far.

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Dire Wolves: Have been found everywhere.

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Ogre & Kobold: Ogre and Kobold infest the wild lands wherever they can survive. Often side-by-side and with great hatred for one another. They are found on any non-artic landmass, with their greatest numbers in Torgodor. Many Ogre have also been found in the lands of Chi'lore, but not kobolds.

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Giants: Found on solitary islands, and on the northern shores of Delanor, as well as Torgodor, and in the mountains of the unthawed portion of the eastern peninsula of Chi'lore, as well as in the interior of Chi'lore, especially in the mountains, were they hunt the Great Stags and Wolly Mammoths.

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Dragons: Red, Green, & Black: The red, green, and black dragon are found in Torgodor (in greater numbers), Parmakia, Liprica, and Delanor in small number, for they are surrounded by the PC Races. They often inhabit lonely islands and have proven a great danger for sailors.

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Dragons: White: Found in both Poldara and Chi'lore, prefer isolated lairs like all dragons. Many are known to plague the Ice Desert of Chi'lore, where they are often seen circling in the air, almost like they are constantly searching for trespassers. It's thought there is treasure there by some who've seen their territorial movements firsthand.

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Roc: Found over the mountains of Parmakia in great numbers. Also over the southern, unthawed half of the eastern peninsula of Chi'lore.

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Razor Wings: Almost exclusively over Torgodor.

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Leviathans: Usually avoid the narrower straits and bodies of water surrounded on more than one side with land. They are mostly a danger therefore, in the deeper depths of the oceans.

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Kua-toa: A well known concentration of their number exists in the gulf between Torgodor and Deznor. They also terrorize the shores of Parmakia, but no permanent residence is known of there.

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Merman: They flourish in the land-locked waters between Liprica and Delanor and along the southern shores of Delanor.

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Living Lands/Presences: Living Lands exist in the eastern forests of Liprica, were they are almost always of a good nature, they protect and provide habitat for the elves and centaurs. Others exist with great frequency in Torgodor, were they are often of a malign nature, and have been known to work with Halflings. They generally repel all other races.

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Posted by Elton Robb

Ice Monster: They are located on both Poldara and Chi'lore.

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Saber-toothed Tiger, Woolly Mammoth, & Great Stag: They are found mostly on Chi'lore, although some have been seen on Poldara.

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