It is unwise to speak the name of the Great Demon of the Ocean if you are close enough to the sea to smell the salt in the air. It is inviting disaster to speak it’s name when you are on the ocean itself.
have made thee as no other. All the treasures of the earth shall lie between thy eyes. Thou shalt cast thy enemies between thy hooves, but thou shalt carry my friends upon they back. Thy saddle shall be the seat of prayers to me. And thou fly without any wings, and conquer without any sword.
"Aye, 'dis here is yer problem, squire. Yer gone and got yerself a Cog Devil infestation in the ol' gear box, haven't ya? Look at the little bugger squirm, eh? Nah, dont be embarrassed, squire. It's better than lice on yer privates, innit? Coz, they're harder to get rid of, they are. And a lot more expensive too.."
Istherm Mild (esq.), licensed steam engine mechanic, overheard advicing one of his customers…
The everyday kin to the elementals and the demons
It is pitch black. You are likely to be eaten by a grue.
The leftover remnants of Mind can sometimes cling to existence when the Body fails and the Spirit departs…
You see a glowing figure, four feel tall, it looks like it has been waiting for you. Suddenly, it flies right through you, and it looks like its coming around for another pass…
Behold, the Harbinger of ill-tidings, the blizzard rider, the thief of winter, the Stamagast.
As the small group of mercenaries settled down for the night, they failed to notice that some small pieces of barbed wire sticking out of the ground nearby were moving like tentacles.Until it was too late and they woke to feel it clutched around their throats and squeezing hard. As their blood spilled upon the ground the Barbed Arms had claimed yet more victims.
Sometimes, the places remember. Where Destiny’s threads intertwine, echoes of the past live again.
Any being or creature made of spirit energy that exists on the astreal realm and non material realms.
Gentlemen, BEHOLD! The celestial spider!
The rules against nighttime travel in the Sorcery Springs Geyser Basin are there for some very good reasons, not least the highly dangerous Geyser Ghosts.
It is the tortured and imperfect souls who most often cannot find a clear path to the afterlife. Weighted down by sins unforgiven, sins for whose forgiveness they never ask, sins they never regretted.
To be added to Remaking Undead when finished
A wretched entity of the frozen lands, the WinterKill is the remnant of a mortal left to die in despair and endless cold.
"They come with the mist, and fight to protect us. Protecting their people meant so much to them that they kept fighting for us after they fell. Count yourselves blessed that the Company of Stars watches over us."
- Mylnes, Ethalani Elder
Malignant entities, these beings have existed in unlife for so long that they have forgotten what it means to be mortal.
And in the name of the great and powerful I command thee to return to your body, hearth and soul, so that you might walk again and continue in the gods plans.
See that. . . wait. . . what!?! NO! I knew it was too risky here. You have brought ruin to us all. Why you ask? Ready your weapon, a traveler has come.
-Father Hayden, performing a ritual on the deceased outside the protection of the church.
Not all vampires suck blood, there are those who suck feelings as well and you often have no idea of it until the vampire is feeding upon you.
It is said that a ghastly ghost of glowing glass haunts Vallermoore Cathedral, the spirit of a fair knight of centuries past…
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?