In the strangest parts of The Ocean, the Lojcreltians are born. Beings of weirdness and cosmic balance so profound they can alter reality.
A very brief look at some minor Elemental familiars.
And for the cowards it was decreed, to serve unflinchingly for their God.
A blue green jewel, Beta Delphini II, home of the turtle like Chelonians. The world is old, and bears many scars, the craters from orbital bombardment and high power explosions, rings of dust and debris that were once starships, habitats, and fighter craft. But the world below remains tranquil, its wounds covered with blue seas and green forests.
So you want to rub a lamp, do you? Here are many mighty Genies, beings of great magic who might turn out to be your greatest boon or your greatest bane.
30 squirming maggots, worming their way through dead and decaying flesh.
Hexenwolf – Magic, Were Creature, subclass Wolf
Hexenwolf are difficult to find and track. Those who are gifted with such ability usually keep it hidden and to themselves. All seem to be lost however to spiral down a long road of animalism if they are not careful.
Dr. Johan Kosdin Lerkoviski Were-Hunter
Viva la Musca!
30+ slightly-off or downright demented flies for your campaign.
Not only an interesting species of fungi, but a fashion statement as well!
A response to Dragonlordmax's Freetext Friday. Specifically, Exotic Mounts.
Thanks to axlerowes for help fleshing out the details and helping me tie it in further with the rest of the setting.
100 word pest
A coveted tree, 100 words
"Sivver is the common name given to crystalline parasites, which interact with the nervous systems of carbon based Chordate life forms."
Definition of the word Sivver provided by the Galactic Scouting Guild's Almanac
“The Sivvers are an alien weapon that turns people into murderous glass sweating zombies.”
Uwell Ofmobile, retired Galactic Scout
"How is he? Will my son ever recover from the bugs that turned his brain to mush?"
The doctor pointed to where the thirty-seven year old was playing with toys on the floor. "It's been five years now and he has the brain of a child, give it another five and we can start the basics of teaching him magic again. He knows who you are but...but he will never have the same personality again, and by the time he regains all his magic skills at their former levels he will be in his sixties."
Potentially the most powerful summon created, the Final Judge of Man and Earth
A name shrouded in the mists of time. A scheme of pure genius. A relic of the Mage Wars.
Meles, the eyes in midnight bands
the plagues would see him dead
yet Meles, his brood unchained
they ate the plagues instead
Some things come from places so dark they don't have names
"What I wouldn't kill for a rodent problem. I'd give anything for an infestation of plague-ridden rats. But no. We have Drakes. Bloody gods - it never ends."
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.