These creatures are foul things that prey on the weakness of loss. Their home society, and indeed, their home, in completely unknown, as all that have been found have been killed to out standards.
"Some creatures are simply hard to talk with. Take the Krys for example…"
Originating in sector B12, they spread the gift of life to future generations.
Now was to be the Third such invasion, and who knows who would be writing the records….
They were formidable even before they learned how to use weapons.
Nahactl, the Wanderer
Strange plant-creatures from Rosetta II, the Rosahomin are, for a small portion of their lives, roughly humanoid creatures, fully sentient, and capable of interacting with the galaxy.
The roar of the dragon echoed through the cave, causing the knights to stumble back in fear. “Don’t worry,” said the mage who was with them. “It’s a water dragon, and from the state of the river outside, it is in poor health. It’s just trying to scare us.”
The Tsgara, commonly known by non-Rephatians as ‘Shark-Warriors’ carry that name for both skill in battle, and their appearance. They are the dominate member of the Warrior caste in the Tshaal and Tynarma Nations of Rephatia.
Deep in the marshes the Tree of Cognizance feeds on whatever living creatures come near it, using very powerful illusions and brute strength. It’s fruits are prized by those that understand the powers they offer.
Evil gives birth to many foul creatures, of these creatures the Negasek have emerged from a womb of darkness and terror. These powerful insect-like creatures radiate the dark force that gave birth to them, born of sheer negative energy, nearly dripping with the foulness of their diabolic nature.
The Thoron. The great crystal ones. The Speakers of Lightning. The unstoppable wall. The unmovable force. Many are their names, few are their numbers, even less is the understanding Man has of them.
Twin-aspected aliens, the Kel’Regar are strange creatures, and their alien society, strange technology, and lithe bodies evoking the images of elves in some humans.
The dual, muted voice called out it’s siren wail across the dunes, “...Of course, no one as brilliant as yourself would ever enter the deeper desert without one of my extra light canteens. Why, I haven’t seen anyone come out alive without them! If you act now I can give you the reduced price…”
Egads! Don’t you humans understand how freaking repulsive you look? I’m getting sick to my stomachs right now… urp…
Nempori Diplomat Ocan
Gene-engineered for deep-space, the Salvorathan resemble nothing quite so much as the legendary ‘dwarf’.
“I… I only wished to help. But… I had nothing to give… save me… and this… unclean thing took advantage of it. And now I have given birth to another of the creatures. I cannot take care of it. My family would… I just can’t.
May gods have mercy with it.”
The peasant girl puts the little bundle to the convent’s door, rings the bell, and flees.
A misunderstood and much maligned race, goblinoids are a much more complex and sophisticated people than any human has ever given them credit for.
Legends even to the merfolk, the reclusive Trench Dwellers are a race alien and strange beyond human reckoning.
Deep within the shifting sands, natives whisper of creatures trapped within ancient tombs, their insane wails audible through feet of solid stone seals.
Read, now, as I delve through the mystery and bring forth the facts about the Tah’k Mumz’kar; the Bandage Beast; The Mummy.
Queens of the forest, the Loru Valsharris are respected by elf, dryad, and ent alike.
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.