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.
"Such well behaved children… never a word out of them and they do just as they’re told. They seem so pale though, I wonder if they’re sick…"
Extracts from Alkur’s book of insects.
The best thing that can happen when confronted by a Rhaphi (Rafy) is that it will ignore you and continue on its way…It seems to have no purpose in life but to transport its undercarriage of parasites, which are numerous and not exactly friendly or hygienic, from one place to the next.
"Some creatures are simply hard to talk with. Take the Krys for example…"
There is more than meets the eye to these nightmarish insects…
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
Dusk Cheese is a naturally occuring lubricant and potent alchemical ingredient.
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….
The magical glow of the rare Allifendae Tree enthralls some and terrifies others…
Also known as the Ankarran Thistle, Magewort, and a general nuisance.
They were formidable even before they learned how to use weapons.
Nahactl, the Wanderer
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
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.
Malignant entities, these beings have existed in unlife for so long that they have forgotten what it means to be mortal.
The earth holds the fool and holds the wise,
endures that good and bad dwell (upon her);
she keeps company with the boar,
gives herself up to the wild hog.
The Atharva Veda
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.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.