Dros-drouichimm
(Giant, Demon, Elemental)—These are alleged to be cambion giants, native to both the Nhether Realms (hell) and in sparing numbers on Aarthus. Each is about 16’ tall, with iron, midnight black flesh and a single, red, cyclopean eye. They are immune to fire, and when they firmly plant their feet on the earth, they regenerate damage quickly. They claim crossroads or mountain passes and destroy anyone who contests ownership. In combat, they arm themselves with distinctive one-handed iron-hafted and headed maces 6’ to 10’ long. Dros love alcohol, but cannot be fooled into overindulgence.
Egregor
(Thought Form)—These are purposely composed thoughtforms that represent the wizard’s home base or some other dedicated location or structure. For wizards, the egregor possesses their sanctum, shield that refuge against hostile magic and negative influences, and serve as a focus for the wizard’s magik. On religious sites, egregor radiates a sense of holiness, also warding the location and those within from hostile spiritual forces and magik, and they help facilitate a channel to the divine. Egregor can respond to simple commands, allowing for them to be opened or closed, and they can also be used as alarms, for magikal analysis, and the basis for interdimensional gates. They are usually non-sentient and permanent to an assigned location unless actively dispelled by their creator.
Elder Vampire
(Undead)—Most vampires grow more powerful over time, and those that avoid destruction for five-hundred years or a millennium become exceedingly formidable. In that time, they become as hard as stone, faster than a striking cobra, and as strong as a bull elephant. Their powers also increase, and they learn sorcery, a full range of telepathic powers, shape-changing, spider walking on walls and ceilings, weather and storm control, hypnotism, and how to summon and control vermin and small animals. The elder’s shape-changing powers trump all the others, allowing the vampire to become a hybrid man-bat; an actual bat; an animated mist; and to alter their apparent age, growing younger or older as desired.
Elementary
(Thought Form)—These are spontaneous thoughtforms that inadvertently are born of group expectations or beliefs, usually tied to the location they came into being. Often born out of fear or ignorance, these beings rapidly become negative and dangerous in their quest for self-preservation. Much the same as aquastor, they learn how to communicate quickly, and seek to focus their own power by spreading the negative emotions that spawned them.
Elioud
(Demon)—Human/Nephilim offspring are the Elioud, a species that appears more human than the monstrous Nephilim. Elioud are tall and slender at around 6’ to 7’ tall, have long, pointed skulls, and they have extra-digitation (six fingers and toes per hand or foot). They do not have the Nephilim double row of teeth, but Elioud are well-formed and have light brown skin and striking violet eyes. As with the Nephilim, Elioud possess free will, but most of them favor wickedness. Their psychic and magical abilities are exceptional, but not as great as their Nephilim forbearers. Elioud went extinct on Aarthus during the Great Deluge, but folklore holds that they relocated en mass to the moon (Sylvan) and still live there. There is also evidence that they ruled and influenced Khemd in darkest antiquity.
Entelechies
(Divine)—Also called spirits, ministers, daemons and other names. These beings are neither divine nor demonic, but they hold substantial power (often ministerial) in the universe. They can be good or evil, or, like humans, be a mixture of both.
Eye of Kaldos
(Chthonic)—This beast is a rare, semi-material monstrosity from out of time. They manifest on walls, floors or other similar faces as slimy biological gates or portals that glow with an internal black radiance. The gate will include a giant, double-lidded eye that opens one lid at a time. The eye, and whatever horror it is concealing beyond the gate, will drive all but the most hardened man insane. Worms will emerge from around the eye to ensnare victims, then pull those transfixed mortal back into the eye socket. Once absorbed into the cosmic eye, the victim can be seen trapped within, screaming forever in unending cosmic horror.
Faerie Animals
(Faerie)—Faerie fauna is much like that of Aarthus, but the most common species encountered are horses, owls, brackets and stags. All these have pure white coats, but with red inner ears, eyes and tongues. They are small-boned and slender compared to their Aarthic counterparts, but quicker, and capable of magical speed and leaps. Faerie animals are intelligent, have rudimentary languages of their own, and can learn to speak faerie and even learn magic. They are shy, furtive creatures, living by speed and wits, not brawn.
Faerie Cat/Caith Sith
(Faerie)—The fairy cat is large as a dog and black as night, but for a splash of white on the chest. It is helpful, intelligent, and while it has an impish character, it is a beneficent creature. This is not the standard white faerie cat.
Faerie Hound/Cu’sith
(Faerie)—The fairy hound is as large as a cow, colored dark green, with even darker green ears. It has a long, braided tail that curls up on its back. They move in total silence, but they possess a powerful bark. Each bark blast strikes terror into its victims, and it can bark up to three times per day with cumulative terror. The faerie hound is distinct from the faerie bracket.
Faerie Godmother
(Faerie)—These elf females are good-hearted, tutelary spirits that grant wishes. They are winged pixies that carry star-tipped magic wands.
Fairy Mistress
(Faerie)—Also called a Baobhan Sith or Glaistig, this is an evil faerie woman who delights in seducing mortals, then draining their life force away with vampiric kisses. She is like the succubus, but they are not unrelated. The fairy mistress’ kiss ages her mortal victim, who is helplessly trapped in her embrace, and she derives a dark satisfaction and heady rush from her conquest. As the victim loses energy, he rapidly ages and he will die if drained empty. The mistress, in her primary form, wears a white gown and has soft, golden hair; she usually is duo-formed, so she can also appear as a raven, crow or faerie maid with horns and cloven hooves. She is skilled in the ways of allure, seduction, dancing and etiquette, and her spells are enchantment-based for magic mind control.
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