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Creatures of Jade
Anurans:
Description: (Alignment: Neutral. Favored God: None.) The Anurans are frog people. Born of a fouled experiment, they are half man and half frog. Anurans stand no more than five feet tall, will hunch over at the neck, and have nimble legs and arms. Their heads are large and appear neck-less. These frog creatures have eyes the size of a man’s hand and long tongues like their predecessors. All are hairless and choose to live in marshy atmospheres to keep their skin moist. Yet, they can be very versatile and adapt to most moist climates. The Anurans are generally colored in browns, greens, reds, and pale yellows and can be quite mottled in their colors.
Location: Anurans are a younger race and are not so widespread. When they escaped the place of their birth they found the Forest of the Four Kings of the King Jeorge Isle. This is located off of the southeaster peninsula of Quinron. It borders the area known as the Wask Swamplands. Anurans are also found in these swamps. They choose these areas cause of their year round moisture levels and do not receive snow very often.
Habits: These creatures are generally docile. However, when pushed into a corner or their territories invaded, they are difficult to fight. They have an incredible agility and can not only run with their odd gait, but can jump long distances if using all four of their limbs. These creatures are all warriors and have limited abilities with healing. This is due to a lack of belief or knowledge in gods. More often, they use their moisture to heal naturally. Some of these creatures can secrete a poison through their skin and this weapon is very formidable if used on other porous skins. Anurans are also very musical and have an odd ability to cause creatures to sleep by it.
Arachnids
Description: (Alignment: Neutral Evil. Favored God: None.) Arachnids come in all types of forms. On Jade however, the most common that affect the humanoids are the Tarantids. These are large spiders that are about eight feet in diameter from foot to foot and are no taller than three feet. All have eight legs and have the ability regenerate their limbs. It is their bodies that are the largest part. Almost like insects, they are divided into a pair of sections. One containing their major organs and the other contain their head and eating parts. The head is the most formidable portion. It contains, four pairs of eyes, a mandible, an two appendages that inject venom. As for coloring, more often than not they are colored blacks and browns, but a few come in the albino coloring.
Location: These Tarantids are located on Altir. There is a forest named the Eight Legged Woods on the eastern portion. This is where the majority are found. Yet, a few choose to live underground and their cave networks spread from continent to continent. Only the dwarves have a better network. Some are also found in northeastern Altir in the various dry mountain rangers there. Tarantids choose these places cause they are drier than most and are dark. The woods provide an excellent place for them to hunt and that is why more are found here.
Habits: Arachnids are more famous for the fear they force upon their enemies, than for attacking them. However, if one enters the Eight Legged Woods, they would be sure to receive attacks from the creatures. For it is here that they are most evil. These creatures will go out of their way to attack for a meal. It is not often that the opportunity arrives on two legs. The Tarantids, also have the innate ability to create webs as do the majority of all arachnids. These, however, choose to attack before they use their web making. It would utterly make them defenseless.
Bugbears:
Description: (Chaotic Evil, rarely Chaotic Good. Favored God: BlathoR and MongulA.) Bugbears are an odd breed. They are a goblin’s version of a giant, but quite a bit smaller. Bugbears can max their height around eight feet and be as short as dwarves. They, however, have the advantage of girth compared to their cousins. Well muscled, they resemble the strength of minotaurs, yet they lack true intelligence. Mostly, they are covered in thick hair and have small beady eyes. It is their nose that gives them their name, for it resembles that of a bear, but there is no relation. Their mouths are similar to orcs carrying two tusks and having jagged team throughout their mouth. Bugbears are colored like bears, they can be black, blonde, or brown. Sometimes they have been found to be red.
Location: Bugbears are most often discovered on Quinron. It is on the southern portion of the Titas mountains and east of the Gobu Desert, where their true home is. South of the Titas’s they are found in caves and among the last remaining sparse forests throughout. I the east, they are almost everywhere except the desert. Here they tend to rule the land as it slowly dies and becomes a wasteland. Bugbears prefer the mountains and hills to the flat lands, but have been easily adaptive to all areas. It is why they have several small tribes through the eastern sections of Quinron.
Habits: Bugbears generally are like barbarians. They are ruthless and compete to rule the top of their ladders. Yet, the simplicity of their cultures makes it easy for them to be what they are. Outside of fighting there is a rare need for magic. Often, though, each tribe will have a witchdoctor that can perform certain abilities, like predicting the future and healing minor ails. Bugbears often get into trouble and refuse to give in to losing. That is why the witchdoctor’s job is so easy. Rarely in their own societies do they lose. A favorite ability outside their strength is to dive at oncomers when they are attacking. It is a nice way to knock a creature out. In many cases, when hunting, they will use this feat to take the animals alive and torture them. It is what their God, BlathoR, wants them to do.
Dragons:
Description: (Alignment: all alignments. Favored God: OmnuS.) A race said to be of dinosaurs. Not even the ancient libraries have a history on these creatures of yore. They are by far the most ancient, intelligent, strong, ruthless, competent races of creatures that live on Jade. The most common types of dragons on Jade are the fifteen types. Five for each support of alignment. For good, there the gold, silver, bronze, brass, and copper dragons. For neutrality, there are the ruby, sapphire, emerald, diamond, and onyx. For evil there are the red, green, blue, white, and black. Then there are the unknown dragonkin that are rarely mentioned in folklore and never seen. Some think these to be dragons of the elements. Dragons, by looks, are lizard-like. They walk on four legs and have a separate set of appendages for their wings. All the common kinds of dragons can fly, but there a couple races that are flightless and remain dormant. Dragon necks are supine and long. Their heads are formidable with fangs as long as a person’s arm and their eyes are full of intelligence like very few races upon Jade. Dragons have hides made up of scales and a long tail that at times can double their length. Claws cover all their legs and horns show on a few, just above their ears. No two dragonkin are ever the same in size as they all have varying advantages. Some fly better, others use size to their advantage, while others are better thinkers.
Location: Dragons rule from wherever they live on Jade. Yet, of late, they are less common. Their banishment from the Titas Mountains has created a rift in organized behavior by the Dragonkin. Still, Dragons, rule in snow, forests, mountains, volcanoes, the oceans, the desert, and even the swamplands. It is said that they have their own utopia, but not one knows where it is or what type of geologics it has.
Habits: Dragons are a race of extreme might and feared around the world, their power over the peoples of the world is quite visible. Nontheless, they seem to be ignoring this at the moment for their own honor as they say. Banned from their favorite place, the Titas Mountains, they supposedly live to the west on Altir. Some dragons are petulant in attacking the races to assert their dominance, while others choose to sleep in deep caverns and enjoy their treasure troves. They have immense breath weapons that vary from fire, ice, acid, gas, steam, smoke, and lightning. Dragons also carry the ability to cast magics and others can change shapes at their leisure.
Ettins:
Description: (Alignment: Chaotic Evil. Favored God: TitanuS.) The race of Ettins are more like two-headed ogres. They are very much built and shaped like ogres. They are shorter than giants and taller than ogres. Ettins have very large feet, wide hands, and are thick in girth. Although, they are large, they cannot reproduce in large numbers and are fewer unless hidden from the rest of the world. Most distinguished upon the Ettin’s bodies are their two heads. This leads to the unusual personality of the creatures. Often they are found talking to themselves like two brothers or sisters. Oddly, enough, this type of society hints at very impatient peoples within. They are also lack intelligence and wisdom.
Location: Ettins are most often located on the isles near the Regal Straights off of the southeastern tip of Quinron. There, they live in caves and small rocky communities. Other places they can be found are on the continent of Zoria, but they are more of a glacial beast there. The eastern portions of the Quinron continent also have recorded a race of much shorter Ettins and are suggested to have been the result of some sort of crossbreed.
Habits: Ettins are very temper mental. This lack of control allows them to very impatient. These emotions cause the creatures to leave their communities often for raids and to hunt. A favorite meal for the Ettins are large eagles called Hawkrens. These creatures are located in their local areas on the King Jeorge Isle. Another common meal are the goods and humans that often travel the passes on these isles. Culturally, these creatures fight to be the biggest Ettin in the tribe. Often they battle for the top spot in the hierarchy. However, every now and then, these tribes are brought together by the one ettin that is biggest and smartest in the group. It is then that they gather in large throngs and begin to raid towns and villages. These creatures, curiously, can be very docile when they are around their own young. They are very protective, but are also quite dysfunctional, because both heads cannot decide how to make decisions. Nature has it’s ways though.
Giants:
Description: (Alignment: Neutral: All forms. Favored God: TitanuS.) Like ettins, giants are quite large. Except, giants are quite a bit bigger. They vary in girth and height by race, but still immense compared to the natural races upon Jade. There are very many races of giants, but most common are Hill and Mountain Giants. These creatures are rugged, sluggish, and lack intelligence. Their brethren, however, are quite intelligent and can be full of wisdom. These types are usually, the Ice Giants and their counter brothers, the Fire Giants. Yet, the most intelligent are the Cloud and Storm Giants. These are able to use magics and coerce elements into their controls. The mountain and hill types breed like quickly, so as to replace numbers they lose.
Location: Giants are only found on Quinron in the Titas Mountains. Here they live in deep wide caverns as well as in hidden valleys. However, Frost Giants favor the continent of Zoria for it’s coldness. While Fire Giants will vary in a the hot places all over the north portions of the world. Cloud and Storm Giants choose high places for their homes: flying citadels, clouds, and the tallest peaks, which are found all over. Stone giants and a few small clans of mountain giants live on Altir in the Duraka Mountains.
Habits: Giants have similar habits to ettins, but they have more experienced peoples to attack. Giants are often found raiding places for the better weapons and shiny jewels they carry. They favor raiding the elven societies to the north of the Titas Mountains. Generally, they attack for the lush wood that the forests provide. This has been an ongoing war between the two races for centuries. The smarter giants choose to pick out certain persons to attack for their vast magics, but often leave the planet alone for improving their own small quiet communities. Giant society is mostly simple. Giants are commonly banding together to serve one leader that has the biggest weapon or the smartest head. They are better followers, than leaders. Commonly, unless given reason, giants are quite simple and only attack if their privacy is invaded.
Gnolls:
Description: (Alignment: Chaotic: All Forms. Favored God: MantrA and CanuS (a pagan god)). Gnolls are a distorted humanoid race very much like minotaurs. The difference is that they are doglike in appearance. Generally, they stand no taller than eight feet and be as short as five feet. Gnolls, by appearance vary in coat coloring dependent upon the region they are from on Jade. They can be as gray as wolves and have a yellow hued coat similar to hyenas. Some even have spots and blotches of coloring throughout their forms. Physically, these creatures are strong and vicious, but can have the happy-go-lucky emotions of dogs. Their feet are not large and are balanced upon soft pads that allow them to move silently. They have hands, but the palms are not arched like humans. They are padded heavily and calloused. This causes them to have weak grips on manmade weapons. Weapons of their own designs are more opportune. Gnolls have beady eyes and a long muzzle full of sharp teeth. Their jaws are used as weapons and have a great sense of smell. On the back of their neck is a large frill of hair that bristles and varies from their normal hair color.
Location: Gnolls are found throughout Jade. They have a tendency to breed in large numbers allowing them to grow fast. Found on every continent, they have a wide range of adaptions. They can live in cold and hot climes and are found in both the hot and cold poles. In the south on the continent of Zoria gnolls are commonly found in white and off-white hues to blend in with the climes there. On Altir, they have a grey-green fur to blend in with the many types of vegetation there. On Quinron, many are found in browns and yellows and sometimes greys to blend in with the desert and drier climes there. The only places they are rarely found in are the Wask Swamplands and the Ashinti Forests.
Habits: Gnolls commonly are found to be rigorous in their curiosity. They find the other cultures interesting and they often carry things that they enjoy themselves within them. Particularly gold, food, and weapons. They attack more out of need and innate abilities than preconceived notions. Gnolls also will hire for work because gold is so heavily valued in their mysterious eyes. Many gnoll caves and habitations are found with little else than gold. Sometimes silver, but not as much. Thus, they are a greedy lot. Some have been found to be good and work to make their image improved in certain areas, yet their brothers often ruin this within little time. Gnoll society like most is built upon the strongest leader. The stronger and bigger you are, the more likely you will be the leader. The smart ones end up being shamans and witch doctors or often leave their societies to pursue their curiosity. Most however, are large and stupid and act beyond thought.
Goblins:
Decription: (Alignment: Neutral Evil. Favored God: BlathoR) Goblins are the most strange creatures on Jade. They are no taller than four and a half feet and have the strangest hues to their skin. Often they are found in yellowish and orange-like colors, and very rarely do they show in red. If so, then they best be avoided cause they are the most intelligent and cunning of their race. Small round skulls, flat faces, small pointed ears, big round eyes, and a mop of hair shape out their heads. Their eyes can be red or yellow, while their hair is often black and brown. Goblins have long arms that hang close to their knees and claws on both hands and feet. They are often vicious in groups, but rather unintelligent.
Location: Goblins are also found mostly throughout Jade. However, the cold warrants them to hide in caves or deep places. The biggest groups are found in small tribes in the Dorton and Torkon Mountains on Altir. Some are even found in the minotaur lands on the Turan Mountains. On Quinron, many are left the wilds to the far east where fewer of the races live. Some say they compete with the bugbear tribes there.
Habits: Goblins are probably the most evil little creatures when in large numbers. They care not even for their own and will willingly attack one another if one sees fit to do so. If they are found in smaller groups they are most likely to run away if the situation proves less fun for them. They breed like rats and live in just about any place possible to survive. Historical evidence shows they even live in the many sewers of the human cities Archon, Grand Forks, and possibly Del Wiston. So they’ll usually go to any length to survive. Goblins will go in large parties to hunt for food as well. This is because a few usually die in the process and they need many hands to carry large food back to their homes. Goblin society is oddly organized like some barbarian clans of the humans. The one stand out clue, however, is that they are highly matriarchal societies. The females seem to rule the clans. They call the lead female, the Famama. The Famama is often highly magical and can control her brood with ease. They are easily mesmerized by magic.
Kobolds:
Description: (Alignment: Evil: All forms. Favored God: BlathoR is common, but they worship idols more.) Kobolds are small creatures that reach no more than three and a half feet tall. They are more lizardlike but with a doglike appearance and nature. Their skin is scaley and mottled to reds, browns, and greens. They have heads shaped like a dog, but small knoblike horns can show up them. Yet, Kobolds are humanoid having arms and legs. These creatures rove around in packs and are dependent upon one another for this. There are very timid, unintelligent, and low in charisma.
Location: Kobolds are most often found on the Isles around King Jeorge Isle. They usually are dormant in the colder months, but are quite active around the warmer months of the year. However, they can also be found in pockets in the Ashinti Forests on Quinron and the Rokie Archipelago. They are rare elsewhere, but can occasionally be found on northeast Altir.
Habits: Kobolds habitually are very timid unless they are in large groups. When in such groups they are quite tenacious. They attack often to better themselves and make their societies more successful. They mostly remain in small cave networks beneath the ground or large mountains. Others have been known to like burrows. Culturally, these creatures strive to survive. They don’t go out of their way to get the things they want unless one of their leaders prods them to. Most are hunter/gathers, but have been noted to be cannibals as well. They rarely use magic, but have a shaman every now and then.
Mantiraz:
Description: (Alignment: Varies: All forms. Favored God: None. Depends upon nature.) The Mantiraz are a people of insect form. They are a cross between Mantids and Humanoids. Roughly about seven feet tall, these insectoids are quite an impressive feet of nature on Jade. The Mantiraz retain most of the mantids features, yet, they stand upright and are more rounded in shape. They are hairless and their bodies are covered in the chitinous plates common to insects. Mantiraz also have six appendages, two legs and four arms. The most important thing about these creatures is that they are far more intelligent than they first appear. There are two main races of Mantiraz. In Altir, they are just as described above, yet, they are colored in greens and browns. On Quinron, they have been altered to slight differences. First, they carry a row of horns that sprout near their brows and also near the elbows and knees. Second, their coloring is in the dark grays and off-red hues. Finally, the head is slightly more oval and elongated, less bulbous than their relatives.
Location: The Mantiraz are found in two places upon Jade, but with physical differences. On Altir, they are found in west central Altir. There, the grass is flat and apt to bring creatures that they like to prey on. Over on Quinron, they are commonly found in the Gobu Desert.
Habits: Mantiraz are a very quiet in nature. They make rare appearances and are thought to even have gone from the world of Jade. However, this is not true. They are probably as populated as gnolls. Their intelligence is unchallenged and can not only cast magic and have healing abilities, but can be impressive warriors. They rarely attack other humanoid out of will, but do so to animals they hunt for their underground communities. They live in large networks of caverns they have dug. They produce young in large clutches of eggs, but they have their own predators and must deal with them to save their own young. The Mantiraz society is matriarchal as well. A queen rules the brood and they live very much like ants and bees, having drones. However, only one female is born every five years in each brood.
Ogres:
Description: (Alignment: Chaotic Evil. Favored God: TitanuS) Ogres are a lot that lack keen intelligence and are big in size. Roughly, they average in build, but enormous in size. Standing no taller than ten feet tall and looking rather brutish, these creatures can be quite imposing. Ogres are hairy, bristly, and rough skinned figures. They have a large head with bulbous noses, small eyes, and warty faces. The beasts look more like large stupid humans, than some oddity. Ogres are so dimwitted, they lack attention to detail and overlook cause and effect. Yet, they are powerfully built and can endure a lot of pain.
Location: Ogres are usually found in mountain areas throughout Jade. They are less common in northwestern Altir, but are found on every continent. Even in the ice reaches of Zoria. They vary little in breeds, except in the colder pole. Ogres are most heavily found in the Scattered Hills on Quinron and in the western portion of the Duraka Mountains on Altir.
Habits: Ogres are commonly found protecting their own lands. Yet, when times are harsh, they’ll come out of the hills and attack most anything. Generally, they’ll band together in small groups of three and four cause their sheer size is enough to compensate for this. The beasts, when is large groups, are usually hard to control because of their lack of patience and sensibility. However, they manage to have small tribes that are controlled by the most savage ogre. Size matters not in their groups. Some ogres can speak common, but this is rare unless they are mages or shamans. Most often they are fighters and barbarians.
Orcs:
Description: (Alignment: Evil and Neutral: All forms, rarely good. Favored God: MongulA) Orcs are the most common creatures on Jade that come out into the open without worry. They are no taller than seven feet tall and can be as short as the tallest dwarves. They are brutish in size, and are probably, the most likely creature to have organized society. Orcs have tusks protruding from their mouths, varying eye colors, small piglike noses, pointed ears, and hair of varying colors. They have skin tones that align mostly towards greens, greys, yellows, and mottled browns. Some have even been known to carry the softer hues of humans. Orcs also have been known to be quite intelligence compared to most of the creatures on Jade. Although, they aren’t extremely smart, they do have sensibility and know-how to be organized societies. Orcs have varying types of races, but most are just minor variations of the norm and related to certain tribes. For example, the Ugrai are a race of shorter stout orcs, while the Kral Umada are a race of stubby legged fat orcs. Others include, the Tabuklean (Tall, skinnier orcs), the Grubbick (Tall, thick orcs with low intelligence), and the Urak Kai (cunning, dark orcs that use magic).
Location: Orcs are not as widespread as assumed. They control a lot of the area in the Durakan Mountains on Altir and some of the grassy areas north of them. On the other two continents they are rare and supposedly wiped out. Yet, this is untrue because they have hidden underground societies in the Titas Mountains. Also to note is the orcan stronghold in the Duraka Mountains. It is called Ugluke and controls a wide valley north of the Dwarven territories.
Habits: Orcs will attack anything and at anytime. They usually pre-plan attacks, even though they are not well thought out. Their mortal enemies are the dwarves and will strive to remove them from their regions. Oddly, enough orcs multiply much like humans and live to similar ages. Their societies are rich in culture and full of ideas, art, and music. Although it is viewed as worthless, they do have a culture that is full of all sorts of versions of those around them. Orcs can be any class, but are rarely found to be one with nature as it is this they seek to destroy at most instances. This comes to an odd notion because their society of Ugluke is found to be grassy and full of nature. Yet, all have their variations according to race.
Rahkaziir:
Description: (Alignment: Neutral. Favored God: Unknown.) The Rahkaziir are a recent race to Jade. So recent, they are no older than the Jade Tree. Being created by a contact with the Jade Tree, the Rahkaziir are a people related to the cat family. Mostly they are humanoids mixed with a Bengal tiger decent. However, they have a secondary variation that is part jaguar. These are tiger people as the good races call them now. They are covered in fur that varies in colors, but the one prominent feature are the stripes or spots they have upon their coats. Their faces are shaped like humanoids, but distinctly have a pair of fangs protruding from their upper lip. The Rahkaziir are an intelligent race however. They have little to call their own, but what culture they do carry has begun slowly. These creatures are well muscled and narrow in girth. They can average a maximum height of six and a half feet and have small claws upon their hands. The feet of these creatures are most unusual since they are shaped exactly like human feet, but with thick pads to protect from the ground.
Location: The Rahkaziir are found mostly in the Gobu Desert. Here they live in a small hidden village blocked from vision. Not even a mage can scry them. Otherwise, there are a few beginning to explore the areas around them in the guises of humans. One has been spotted in the city of Gobutinah, but it is merely speculation.
Habits: The Rahkaziir are wary of being view by the public, so they use their illusionary magics to disguise their appearances. They are highly intelligent and are curious about those around them. Being new to the world, they naturally want to explore what it is about. They have little religion, but have a common focus and a slightly developed culture. These tiger people rarely attack unless they are protecting their areas. The Rahkaziir rely primarily on meat for sustenance and have been found to hunt the desert creatures they share the land with. It is guessed they share a bond with a strange music, but little is known of this.
Sahuagin:
Description:(Alignment: Evil: All forms. Chosen God: NirosiA and rarely HydropituS.) These people are creatures of the sea. They resemble humanoid sea lizards. Most distinct to their body forms are the webbing about their hands, feet, and ear fans. The Sahuagin are no taller than five feet and weigh little in the water. They have wide snouts that blend with their mouth and face, a large row of teeth on either jaw, lizardlike eyes, and are hairless. Their skin varies from greens, blues, and sometimes grays. Yet, the skin is scaley, except for the fans that surround their ears and the webbing about their limbs. They are keen and cunning and rarely are led without misdirection.
Location: Most ocean deeps in the northern hemisphere. The Sahuagin prefer warmer climes. However, their strongest concentrations are in the territories north of the minotaur lands off of northwestern Altir or the Sea of Marok.
Habits: These creatures are great spies and are by far the most cunning of the humanoid creatures in the seas and oceans. Often they attack ships for their rich supplies. They even have a deal struck with pirates to fork over supplies at half. This allows the pirates to use their waters. The society of the Sahuagin is very impressive for such creatures. Their culture is very complex and hard to understand. They are ruled by a matriarch and are stronger in numbers. These beasts of the sea are strong swimmers and fight mostly with tenacious ability. They breed in large numbers and fear very little.
Satyrs:
Description: (Alignment: All forms. Favored God: Unknown.) Satyrs are creatures that are half goat and half man. They are human on the top half with a few differences and goat on the lower half. Their heads have variations of horns like a ram’s curving ones, a goat’s pointed ones, and the flat arched ones of other relatives. Satyr’s are not much taller than five and a half feet and have very strong fast legs. They often wear beards and have varying hair colors of white, gray, browns, reds, and blonds. These creatures are much like centaurs, except they are cunning and speak fast or in riddles.
Location: Most often found in the Farwitten Badlands on northeastern Altir. Here, the grasslands are close to eight feet high and have small pockets of trees throughout. These creatures favor places to hide and that are magical. Some may also be found in the Ashinti Forests on Quinron and rarely in the Shandon, Antlere, and Hatcher Forests in southeastern Altir.
Habits: Satyrs rarely attack people by will. Some odd force drives them to do so. At the same time, they like to play games with their intended victims. Never do they use them for food, just for play. At times they like to mentally torture their victims until they submit, then they release them. Yet, this leaves the victims forever tortured by odd dreams. These dreams have been known to pass the humanoids into a curse. The Dreamwalker Curse has been known to cause the person to go sick and then suddenly change into a Satyr themselves. They in turn run into the forests or the Farwitten Badlands and become forever lost. Satyr society is highly magical. They have not been known to breed and rarely meet in groups. When they do, it is because of some sort of celebration which they favor.
Sea Serpents:
Description: (Alignment: Chaotic Evil. Favorite God: Unknown.) Sea serpents come in various shapes and sizes, but they do follow the form of very large snakes. Living in saltwater, they have a slight wedge on their backs and stomachs that allow them to swim with ease. These creatures are scaley, shaped heavily like a coiled serpent, and are poisonous. Many have breath weapons, while others are constrictors. The serpents come in all lengths, shapes, and colors imaginable. Blues, purples, reds, greens, yellows, oranges, and all other sorts cover their scales. Their lengths vary from one hundred feet to ten feet. They are intelligent beasts, but dull witted and have poor vision when out of the water. Yet, they have an incredible sense of smell.
Location: Sea serpents are mostly found between the two continents of Altir and Quinron in the Betorie Sea. The oceans are too deep for them to survive without air nearby. A few live in the Calien Sea off of the northeastern portion of Quinron as well.
Habits: Sea Serpents vary in their intents. Most do not attack unless giving reason or are quite hungry. They never travel in groups unless in a mating period and have no society cause they are beasts. Yet, they are quite smart and choose to play with their food. Often, they employ their poisonous breath weapons when threatened.
Trolls:
Description: (Alignment: Neutral Evil. Favored God: BlathoR) Trolls are the most interesting of the evil characters on Jade. They are roughly five to ten feet tall and spindly and gangly in shape. Often their arms are long and stretch past their knees. They have long claws on all limbs and very warty skin. Trolls commonly are colored in dark greens and browns, sometimes reds, and have thick black hair. They have noses that are long and pointed and sharp daggerlike teeth. The most interesting thing about the races of trolls is their ability to regenerate body parts. Some vary in this and are only able to regenerate limbs or wounds, but for the most part they all can regenerate. Trolls are for the most part cunning and more intelligent than they look.
Locations: Trolls are found mostly in the Wask Swamplands in southern Quinron. However, because of their varying races many are found throughout Jade. Some live in the seas and oceans, while others live in icy lands, mountains and even in the underground.
Habits: These creatures are heavily cunning and attack without pause. They fear little, except fire witch has the odd ability at consuming their bodies. However, this works only on most trolls, not all. It is suggested by alchemists that these creatures have the blood of liquid methane. Trolls are often found in numbers of three to twelve and travel their lands looking to cause trouble. Currently, in the world, they are the most populated evil race of their size. They are beginning to use this to their advantage. No one knows how these creatures breed, but it is believed they just cut parts off of their bodies to create new versions of themselves. Culturally, trolls are avid celebrators and rule in small tribes. Many are flesh eaters and will follow any leader that can control their hapless groups.
Undead:
Description: (Alignment: Varies by nature when they were living. Favored God: Unknown, but are all connected to DecaathoR at some point.) Undead are dead creatures of humanoids or animals or creatures themselves that are in a state of living through magical means. They are not connected to their souls unless circumstances prove otherwise. Most that are connected to their souls are of the highly magical types or connected to a certain god or goddess. The types of undead vary. Many vary in the state of death they are in, but there are several forms of this. Here are the common forms on Jade: Skeletons, Zombies, Ghouls, Ghasts, Wights, Ghosts, Specters, and Liches. A few can use magic, but most are controlled by it. Some are very ancient, while many are recently dead.
Location: Everywhere on Jade. However, the most concentrated forms are in the Betorie Sea depths and the continent of Zoria.
Habits: Undead are slow and usually forced into attack by someone controlling them. Often they are left to follow one person and rarely have ranks or opinions. However, the single most powerful undead on Jade is the Lord of Smoke. The Lord is an ancient mage that suffered a cursed death and is now a Lich of untold power. He supposedly is only second to DecaathoR and wishes to become an immortal of sorts. Undead are very patient because they have no life to control their time on the planet.
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