A horde of devious, ferocious, tenacious, and atrocious creatures, beasts, and monstrosities to populate the northern realms of your fantasy. Get them while they're cold!
Denizens of the frozen tundras and ghosts of the ice sheets, the zherebetz zimna are equally feared and sought after by the hyperborean races
A chilling wind whips through the hollow. Winter's bite grips your spine. The very air you breath stings. Snow swirls all around you, yet, the trees... the trees are motionless in the gale, unaffected by the cold, biting winds.
Be wary of these beasts when traveling through wintry forests!
Massive beasts, the man made creations of Doctor Meredith Ermindgarde and an early success of the Arasaard Project.
Magical miniature blue oxen. Tufted.
"Are you lost in the frost?" A lone giant speaks, a cloud of chill air escaping his blue-lipped mouth.
In the distance, through a thick fog, you can see more of them coming out a cave lit by blue light. Almost like a portal to the netherworld is it’s eerie glow. You can feel fear growing in your belly. These aren’t normal giants. Their skin is blue, their hair and eyes silver. Stone jewelry hangs about their bodies making them look like brickwork monsters.
"Tiny man," The leader speaks, icicles breaking and falling from his jowls. "What brings you so far north?"
The wind picked up to the point where it sounded like a chorus of a hundred howling banshees. Even deep in the cave, we all felt the temperature drop even further as the Chill Squall moved through; snatches of wind fingering in as if it was trying to pluck us out of our hole.
Adapted to the coldest of inhabitable worlds, the stocky Snowborn are the Starkin’s frozen cousins, set to defend them from threats from outside, using their terrible world itself as a weapon.
The remnent of a much older time, the Methranar, the Icerender, the Lurker, is a figure prominant in the Megamoth Hunter’s legends.
Concluders haunt the frozen lands of their home in search of knowledge.
The delicate flower of the deepest Arctic, bearing the essence of ephemeral purity.
There was a flicker through the workshop. Most Elfs did not realize it had happened. They kept working like nothing happened. Toby didn’t understand how he knew, but he felt more solid, more real; which for an Elf - a spirit of Christmas- was pretty amazing. Toby knocked on batteries he was putting in some toys, they seemed more solid too. This odd feeling did not last long, as the Ultra Naughty Alarm went off. Someone was threatening Christmas itself. He quickly reached into his tool kit. Toby hefted his monkey wrench which felt amazingly stable and solid. The Elfs were going to fix this naughtiness straight away.
The icy lands of Sagaris are cold and unforgiving, and the Frost Owl is a manifestation of the dangers of that frigid realm. Of all the fantastic beasts that roam the Sagarian tundra, the Frost Owl is the greatest threat to man.
The Walking Mountains of the lands of Eternal Ice
Disagreements between the tribes are sometimes settled with Megamothoid battles, and during war they are almost always used.
The D’athri took to space in such a way to make Terrans look "gun shy". They can be found in small numbers in and around every space port in Known Space.
A wretched entity of the frozen lands, the WinterKill is the remnant of a mortal left to die in despair and endless cold.
Beware the Ice Giants of the north, they are a foul tempered bunch.
Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.
So mages will often be seen handing around hands of cards.
Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.