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nightfell mods ([personal profile] oblivium) wrote2022-06-26 02:37 pm
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BESTIARY

BESTIARY

The Netherworld is immensely vast, populated by much too many creatures of all kinds for a complete list to be compiled. This is a non-exhaustive registry of the Hierarchy's worst pains in the arse nightmares; more creatures will be added as time passes.

available transformations are marked with an asterisk *. changes should be gradual -- partial or global, temporary or permanent -- though the pace is up to you. you may choose a different type of creature every 3 months, if applicable, and Sparks will sometimes reflect the overall nature of the chosen monster. scroll down for a list of general effects that may occur during your stay.

MONSTERS


» ABYSMALS
Abysmals are subterranean dwellers that feed upon both the flesh and the fear of their victims. Appearing with an octopus-like shape, they walk aright on 6 tentacles, which are topped by 2 arms and a head of vaguely humanoid appearance. Their rubbery skin is mottled gray, and their bodies appear as if waterlogged and bloated. They usually hide in shadows in order to grab whatever happens by, and while they prefer to ambush single creatures, they will absolutely attack groups if hungry enough.

► can climb difficult surfaces, including walls and ceilings
► chaotic evil
► each tentacle can grapple one target
► weak against light & silver


» BADALISCUS
Carriers of plague-like diseases. You can feel the stench of a Badaliscus even before you notice its presence. Their tusks are covered with toxic secretions, and even their bites are poisonous, as well as paralyzing. These monstrosities tend to wait for their victims to die from poison or, in some cases, swallow them alive while paralyzed. Covered in pustules, they also produce a superficial layer of epidermis that lasts a few days, before starting to fall apart. Badiliscus usually dwell in swampy waters and caves.

► neutral evil
► boasts an elemental heritage that causes it to spray poison similarly to the breath of a dragon
► strips of dead skin resemble rags and can, oddly enough, be safely used as bandages
► weak against fire & iron


» DARKLINGS *
Prideful, mischievous and manipulative, yet unable to lie. They're often seen in Mirth on quieter days, as they revel in all kinds of pleasures, and enjoy bewitching careless Restless in order to do their bidding. They typically prefer the tranquility of the Neighboring Isles to the cacophony of Stygia, though some have found a home in Serene's woods. Mostly harmless, they won't hesitate to curse you on a whim simply because they can, and they'll absolutely enjoy the show--curses usually involve making a fool of yourself in one way or another. Darklings are also able to shapeshift into tiny winged creatures--think Tinkerbell.

► hexer
► chaotic neutral
► partial to offerings of all kinds
► wing dust can be used in alchemy for stamina potions
AVAILABLE CHANGES:
» horns, pointy ears, sharper nails
» gossamer wings that glow in the dark, leaving a trail of sparkling dust
» unable to lie
» pranksters and kleptomaniacs
» can only fly in tiny form
» pleasure seekers
» aversion to loud noises
» higher luck
» boosted self-confidence, bordering on arrogance


» GARGOYLES *
Typically malevolent creatures that resemble grotesque statues when immobile. Bat-like, human-sized. They lurk among masonry and ruins, delighting in the terror they create when breaking from their suspended pose to play with their victim, taking immense pleasure in slowly killing them. Extremely patient, yet easily bored. A few among them have apparently been found to be good-natured and protective of the weak.

► ambusher
► chaotic evil
► weak against adamantine & magic
► easily confused in very loud environments
► horns can be used in alchemy to create a potion that will allow a character to fly for a short period of time
AVAILABLE CHANGES:
» hardened, thicker skin
» long, torn bat-like wings that make flying difficult
» elongated ears and sharp claws
» enhanced hearing
» turn to stone when sleeping
» thrill seekers, easily bored
» masters of echolocation
» territorial
» tricksters, enjoy playing mind games
» enjoy heights


» HAGS
Hags typically dwell near shallow waters or inside deep caves, but aren't above leaving their abode in search of prey. They use their prehensile tongue to attack, which causes temporary blindness if hit, and also collect bones and putrid flesh. They will 100% try to lock lips with you in order to suckle your organs from your mouth if you get too close.

► spellcaster
► chaotic evil
► weak in melee combat
► may be bribed with bones or evil deeds


» HARPIES *
Flying abominations. They hoard shiny things, limbs, and reek of rot. Often seen roaming the skies in search of new treasures, and their blood-curling screams can temporarily deafen you. Like birds of prey, they are likely to hunt you in order to feed their young.

► fragile bones
► chaotic neutral
► may be bribed with shiny things
► typically attack if they know they have a clear advantage
AVAILABLE CHANGES:
» thinning, receding hair
» voracious appetites
» elongated ears, nose and nails, and sharp talons
» feathered wings allowing to glide and fly on short distances
» instinctive fondness of heights, shiny baubles, and nesting
» hoarders
» urges to hunt
» more prone to violence
» enhanced vision and hearing
» shrill laughter
» weaker bones


» KRAKEN
No Restless has ever fully seen the Kraken. There have been glimpses -- a clutch of massive tentacles here, a bloated and unblinking eye spotted there, and even quick glimpses of a beak that dwarfs the largest ships in the Netherworld. The sheer size of this legendary creature is more than most Restless minds can comprehend, and some believe it to be trapped in a realm beyond the Tempest.


» NAIADS
Naiads walk as well on land as they swim underwater. They do, however, prefer the depths of the Tempest, eager to catch Restless unaware and toy with them. Naiads are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous--and then back again. They are fascinated with ships, and enjoy messing with them.

► sing debilitatingly beautiful songs to lure and bewitch
► chaotic neutral
► weak against fire
► typically gather in small groups and attack in concert to throw their prey off guard
► declarations of love often leave them dumbfounded and incapacitated, though they might become obsessed with you


» NIGHTWEAVERS *
Rarely seen out in the open, though when they are, they typically appear as very beautiful people... at least until they open their mouth. Extremely stealthy, they'll sometimes sneak into houses and other buildings in search of fresh blood -- namely yours -- and can manipulate and bend your dreams into dreadful nightmares.

► weak against light
► neutral evil
► can be trapped in a lucid dreamer's nightmare and fall asleep forever
► can use the bitten as a thrall if weakened enough
AVAILABLE CHANGES:
» razor-sharp teeth and nails, elongated canines and ashen skin
» strong hunger for blood; energy levels quickly depleted if denied too long
» colder body temperature, often seek warmth
» extremely soothing voices
» aversion to garlic, and sensitivity to light in general
» swift and agile
» can teleport themselves on short distances
» night vision enhanced


» SPECTRES
A Restless who has given into Oblivium. Their Shadow is now dominant, and they work to serve Oblivium's goals, aka making your life a living hell. Spectres are creatures of unbridled emotion, of dark rage and complex melancholy. They are cold, cruel, and twisted, and they exist to inflict their suffering upon others, to end their own pain through the extinction of all reality. [weak against light]


» SPRIGGANS *
Spriggans are extremely territorial creatures, and can blend in anywhere, as long as there's enough vegetation. They sometimes operate in groups seeking to intimidate, confuse and overwhelm their victims, and won't hesitate to strangle anyone who enters what they deem to be their domain-- only to feed the soil with their mangled body.

► spellcaster
► chaotic evil
► quick to retreat if outnumbered
► weak against fire
AVAILABLE CHANGES:
» coarse skin, bark-like
» hair turning into leaves, moss, petals or grass
» burn easily
» aversion to hot and freezing temperatures
» often successfully guess unknown plant properties
» always seek the outdoors
» skin seems to wither when deprived of water and light sources
» obsession with flowers
» much stronger in forested areas
» extremely possessive


» TONBERRY
Green and tiny creatures not to be underestimated. Always carry a butcher knife and a lantern, and are usually found in caves (though they can absolutely roam anywhere). Hypnotizing stare that will push you over the brink of despair until they can stabitty stab you.

► knife does massive--if not fatal--damage
► nebulous evidence supports that they are influenced by a king, and his defeat could cause his brood to revert to a friendly nature
► sometimes clumsily stumble, leaving them vulnerable to attacks



GENERAL EFFECTS
» new protuberances, such as tails, horns, claws, scales or fangs
» significant hair loss, or rotten teeth
» skin gradually showing patches of decay
» extreme fatigue
» eyes and skin painfully sensible to any source of light
» sudden inability to digest food
» sores that never heal
» memory lapses
» see-through limbs
» inability to keep warm


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