Karadian Bestiary - Wild Daemons in Gates of Eternity | World Anvil

Karadian Bestiary - Wild Daemons

Wild Daemons

Ondines

Wild daemons that tend to manifest as beautiful girls and young women. Internally divided into nymphs - that are neutral or even benevolent - and erynies, that are... downright nasty. But, thankfully, much rarer. All ondines are sexually active, giving birth to Devians.
 
Nymphs
Naiads - Nymphs inhabiting a running water (rivers, streams, sometimes even fountains with water circulation). Manifests as beautiful women with slightly aquamarine skin. Varied clothing and jewelery. Can use water magic in selfdefence, but prefer to avoid confrontations. Can bless water, making it work like antibiotic and disinfectant. Often in cahoots with local villages, that gave them shiny things (also wine and good company from time to time) in exchange for their healing water and early warnings (they always know if something evil crossed 'their' waters few kilometres further).   Potamides - Rivers, especially bigger ones can have many naiads, but only a single potamid. Each of them is a sovereign queen of her rivers, almost being its personification. Powerful and can be VERY nasty when angered, easily causing floods. Those of major rivers are closer in status to deities or demigods. They are all believed to be descendants of Flood and various Awakened Water Elementals. Their skin has a colour of their water, they also wear clothes made from locally existing plants.   Limnades - Nymphs of stagnant water. Lakes. Oasis. Water reservoirs. Almost always several of them, but almost always with one that is considered to be above the rest. Differ from naiads by their skin colour - it's light blue instead of aquamarine. More or less similar to naiads in their skills and abilities. When satisfied they often save drowning people.   Nereides - Sea nymphs. Blue skin with some fish elements (like a membrane between fingers). They are always a lot of them in their ocean. Most of them are pretty mischevious, known for seducing dokers and mariners (only to disappear after they jump into water, a very common prank). When satisfied with gifts and attention they tend to show their favour by flooding villages with fishes, helping drowning people, unearthing lost treasures and so on.   Okeanides - Ancestors of nereides. Sovereign rulers of certain parts of the seas and oceans, or seas as a whole. Six of them is considered to be wifes/lovers of Storm, Imperial God of seas - they are top oceanides of Amber Sea, Black Sea, Native Sea, Northern Sea, Vestirian Sea and Red Sea. The rest is their descendants. Immensely powerful, pretty much somewhere between deities and demigods. More blue and slightly more fish like than nereides.   Oreades - Mountain nymphs. Encountered much rarer than water nymphs, for some reason. More human like colour of skin, tend to also include caves in their domains (in fact for a reason they seem to show there more often that outside. There is always one of them above all others. All of them are descendants of a single, primordial oread of the highest mountain of Karadia, and Peak, Imperial God of mountains.   Hamadryads - Tree nymphs. Faintly green skin. Very shy and generally rather weak. Tend to never show up, unless something really bad happens to their trees - and cutting it down rarely is such a thing, as they simply move over to one of its descendants. But if evil magic corrupts the wood... they can be really mean. Normally almost never shows up.   Dryads - Sovereign rulers of entire forests, reacting VERY nasty to all attempts to chop them down significantly. Not to mention having control over pretty much every living being in their domain. Each of them is practically a deity of their forest, extremely hard to defeat if it goes renegade (which elves discovered hard way during Forest Wars).   Alseides - Nymphs inhabitings fields and meadows. Very human like, but with golden hair decorated with flowers and blue eyes. They tend to look slightly tanned, but still similar to humans. Treated by villages like naiads, but tend to divert attention of workers during harvests by their dances.   Eleionomes - Mischevious nymphs of swams and bogs. When not satisfied by 'taxes' for passage, they tend to confuse travellers and make them lose their way. They are also known for kidnapping young boys (circa 13-18 in age), that they keep for a while (with quite obvious things in mind), before releasing them, sometimes with generous goodbye gifts. They are supposed to be descendants of a dryad that ___, Imperial God of swamps and bogs, kidnapped and raped.   Lampades - Nymphs inhabiting graveyards and battlefields. Long black hair, wears burial clothings. Rather depressive in attitude. Can be agressive if somebody encounters them (always after sunset) and fails to make them laugh. Quite strong black magic. On the other side, they tend to make life difficult for unsanctioned necromancers and ignore (per their melinenes orders) gravekeepers, making them a beings beneficial to Imperium. They carry lanterns, whose light weakens magic, stuns and can cause fear.   Melines - Overlords and sovereigns of graveyards. As descendants of Ember and Death they intensely dislike unsanctioned necromancers. Making necromancy impossible within their domain. Their lanterns weakens magic, stuns, can cause fear and even madness. Consider local lampades, hounds and gravekeepers as their subjects.   Fire Maidens - A type of nymph that was added after humans came to Karadia (thus different naming tradition than of postelven species). They inhabit volcanoes. Most of them lives deep beneath the surface, but some of them can sometimes be encountered. Their touch can melt metal and their hair is fire, but they can temporarily suppress it if they wish to mate. Satisfied can warn of incoming eruptions.
 
Erynies
Rusalki - Malevolent spirits that are mostly encountered in the north. They impersonate naiads to seduce people. They are, however, an apex of toxic partners, expertly manipulating their men to corrupt him into murderous maniacs that are completely subjected to them. Tend to make them drown at the end. Extremely cruel to the women near their men, that they often torture indirectly leading to them drowning... and changing them into another rusalka. In fight they can command their formerly human 'pets' and animals, and also use potent black magic.   Witches - Archpriests of visenist Archdemons. Either beautiful women (fake image) or completely hideous and repulsive ones. Can shapeshift and use blackfire magic and simple black magic, also capable of telekinesis and limited mind control. Cannibals and childkillers. Can corrupt women into more witches.
 

Elementals

Elementals are personified elements. They tend to vary in exact shapes from area to area. Depending on local traditions - for example in Southern Karadia, Northern Arrika and Western Arzia they are asexual humanoids. In Northern, Western and Eastern they tend to be more female-like, either as their element (for example flame) 'contained' in some sort of 'armour'. In ares where elves make important part of population without using their culture they can sometimes manifest as female (mostly elven) with for example flame instead of hair. Despite this they are only partially material.
 
Basic Elementals
Lesser Fire Elemental - Small and weak fire elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough fire magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and water magic. Mostly immaterial.   Fire Elemental - Average fire elementals. Have enough will to manifest themselves in a places where fires raged. Use fire magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Even without that, though, keeping distance is suggested since they attempt to incinerate whatever they can and can try, for example, to burn onlookers clothes.   Greater Fire Elemental - Powerful fire elemental. More intelligent (barely though) than simple fire elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Fire Elemental - Fire magicians that truly loved fire and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of fire elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other fire elementals are said to be descendants of Awakened Fire Elementals and/or Conflagration, Imperial Goddess of Fire.   Lesser Water Elemental - Small and weak water elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough water magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and fire magic. Mostly immaterial.   Water Elemental - Average water elementals. Have enough will to manifest themselves in a places where floods occured. Use water magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Even without that, though, keeping distance is suggested.   Greater Water Elemental - Powerful water elemental. More intelligent (barely though) than simple water elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Water Elemental - Water magicians that truly loved water and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of water elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other water elementals are said to be descendants of Awakened Water Elementals and/or Flood, Imperial Goddess of Water.   Lesser Earth Elemental - Small and weak earth elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough earth magic to be useful in fights, unless it is tough one. Vulnerable to antegnite. Mostly immaterial.   Earth Elemental - Average earth elementals. Have enough will to manifest themselves in a places where earth is somehow disturbed (mines, quarries, places before or after earthquakes). Use earth magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Keeping distance is still suggested.   Greater Earth Elemental - Powerful earth elemental. More intelligent (barely though) than simple earth elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Earth Elemental - Earth magicians that truly loved fire and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of earth elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other earth elementals are said to be descendants of Awakened Earth Elementals and/or Granite, Imperial God of Earth and Stone.   Lesser Air Elemental - Small and weak air elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough air magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and earth magic. Mostly immaterial.   Air Elemental - Average air elementals. Have enough will to manifest themselves in a places where air is somehow disturbed (mostly before or after major rains and storms). Use air magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Even without that, though, keeping distance is suggested.   Greater Air Elemental - Powerful air elemental. More intelligent (barely though) than simple air elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Air Elemental - Air magicians that truly loved fire and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of air elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other air elementals are said to be descendants of Awakened Air Elementals and/or Zephyr, Imperial God of Air and Sky.
 
Metaelementals
Lesser Magma Elemental - Small and weak magma elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough magma magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and water magic. Mostly immaterial.   Magma Elemental - Average fire elementals. Have enough will to manifest themselves in a volcanoes. Use magma magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Even without that, though, keeping distance is suggested.   Greater Magma Elemental - Powerful magma elemental. More intelligent (barely though) than simple magma elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Magma Elemental - Magma magicians that truly loved magma and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of magma elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other magma elementals are said to be descendants of Awakened Magma Elementals and/or Vulcan, Imperial God of Volcanoes.   Lesser Ice Elemental - Small and weak ice elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough ice magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and fire magic. Mostly immaterial.   Ice Elemental - Average ice elementals. Have enough will to manifest themselves in winters, as long as temperature is negative and there is snow and ice around. Use ice magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic. Even without that, though, keeping distance is suggested.   Greater Ice Elemental - Powerful ice elemental. More intelligent (barely though) than simple ice elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Ice Elemental - Ice magicians that truly loved ice and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of ice elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other ice elementals are said to be descendants of Awakened Ice Elementals and/or Blizzard, Imperial Goddess of Ice and Snow.   Lesser Ashen Elemental - Small and weak ashen elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough fire magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and water magic. Mostly immaterial.   Ashen Elemental - Average ashen elementals. Have enough will to manifest themselves in a places where fires raged and claimed lives (especiall in burned houses). Use fire magic. Tend to be aggressive and return many times (if not exorcised properly) causing repeatition of fires that firstly drew them. In magical anomalies can be even worse...   Greater Ashen Elemental - Powerful ashen elemental. More intelligent (barely though) than simple ashen elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Ashen Elemental - Fire magicians that truly loved fire and after death decided to take up an offer of Pantheon of Elements. Becoming a subtype of ashen elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other ashen elementals are said to be descendants of Awakened Ashen Elementals and/or Ashling, Imperial Goddess of Fires.
 
Trans-elementals
Lesser Light Elemental - Small and weak light elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough light magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and black magic. Mostly immaterial.   Light Elemental - Average light elementals. Have enough will to manifest themselves in a places where a good deeds were done. Mostly benevolent to mortals aside from this that are evil (no reason to hide, they will feel that). Use light magic. Normally not really agressive, unless attacked, but this can change when the area is distorted by magic.   Greater Light Elemental - Powerful light elemental. More intelligent (barely though) than simple light elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Light Elemental - Light/holy magicians that truly loved their trade and after death decided to take up an offer of Shimmer. Becoming a subtype of light elementals. Now they are daemons that spend their eternity raging around Chaos (serving as border guards of the White Pantheon) sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other light elementals are said to be descendants of Awakened Light Elementals.   Lesser Darkness Elemental - Small and weak darkness elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough black magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and holy magic. Mostly immaterial.   Darkness Elemental - Average darkness elementals. Have enough will to manifest themselves in a places where evil things happened. Be it desecrated (or, rarer, not) graveyards, battlefields, places of murders and so on. Use black magic. Agressive, unless exorcised properly they will stalk and attack people.   Greater Darkness Elemental - Powerful darkness elemental. More intelligent (barely though) than simple darkness elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Awakened Darkness Elemental - Black magicians that truly loved darkness and after death decided to take up an offer of Shadow. Becoming a subtype of darkness elementals. Now they are daemons that spend their eternity raging around Chaos, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other darkness elementals are said to be descendants of Awakened Darkness Elementals and/or Conflagration.   Lesser Void Elemental - Small and weak void elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough void magic to be useful in fights, unless it is tough one. Vulnerable to antegnite. Not as much as immaterial as simply being a directly opposed to matter and existence as a whole.   Void Elemental - Average void elementals. Have enough will to manifest themselves in a places where disasters with void magic in the background happened. Use void magic. Agressive, unless bound properly.   Greater Void Elemental - Powerful void elemental. They are too big and strong to manifest themselves naturally, remaining in Chaos, a borderline between afterlifes of Imperial Religion. Summoned can be a terrifying foe.   Lesser Madness Elemental - Small and weak madness elementals. Weak and do not have enough will (or reason) to actually manifest without being ordered by a summoner. Can use exactly enough black and doom magic to be useful in fights, unless it is tough one. Vulnerable to antegnite and all theurgies. Mostly immaterial.   Madness Elemental - Average madness elementals. Have enough will to manifest themselves in a places where REALLY evil things happened. It is hard to point exact threshold when darkness elementals are replaced with madness elementals though. Use black and doom magic. Extremely agressive, unless exorcised properly they will stalk and attack people.   Greater Madness Elemental - Powerful madness elemental. More intelligent (barely though) than simple madness elemental. They are too big and strong to manifest themselves naturally, remaining in Pandaemonium, but with some of them encounterable in Chaos as well. Summoned can be a terrifying foe.   Awakened Madness Elemental - Black magicians that truly loved madness and after death achieved greatest reward (perhaps the only one...) a magician can receive for being a part of Pandaemonium. Becoming a subtype of madness elementals. Now they are daemons that spend their eternity raging around Pandaemonium, sometimes visiting Real World - rarely though, for they are really powerful. What's more, they can also shapeshift in their predeath form, while retaining their intellect. Other madness elementals are said to be descendants of Awakened Madness Elementals.
 

Golems

Golems are created when elementals decide to bound themself to solid matter, shaping a new bodies for them to live in. Of course only some of elementals do that. Once bound they can no longer free themselves unless their mortal vessel is destroyed. Awakened Elementals can create and abandon such bodies at will, though. There are also two versions of them. Elementals aren't overly smart, so their golems are rather crude humanoids at the beginning. Most remains like that, forever being crude and quite... brutal beings. Others, however, began working on their own mind. Improving it. Becoming smarter. Their bodies start looking more and more like 'proper' humanoid. Their power and control grows. They are called Awakened Golems.
 
Natural Golems
Ice Golem - Probably the most widespread type of golems, it is quite often encountered in the northern parts of Karadia. Especially in perpetually frozen lands of Ice Kingdoms - they are much rarer in the places where the ice doesn't remain all year long. They are either tall beasts of ice or sexually ambiguous statues of ice, depending on their awakening status. They are mostly made by Ice Elementals, but sometimes also Water Elementals do that.   Stone Golem - Second most widespread type of golems due to how widespread their material is. Sometimes - especially when magic is somehow disturbed - they manifest in quarries, mines and places where earthquakes occured. Either tall beasts of stone (VERY hard to damage) or stone statues (curiously mostly looking like made from marble in the south) that can use stone and earth magic. Earth Elementals made them, sometimes also Magma ones.   Ore Golem - Main danger of digging for materials in supernaturally tainted lands. They are a part of ore vein that was possessed by Earth or Magma elemental. Their strenght depends mostly on the ore they are made from, the denser and more magical one the worse the situation of those who accidentally unearthed them. They are next to no Awakened Ore Golems. Despite this, the golem made of VERY magical ore can almost as powerful in magic as them, making that loss meaningless.
 
Artificial Golems
Clay Golems - Golem created when water or earth elemental is bound to clay. It allows the magician to 'customize' its outward appearance with a little bit of clayworker skill and magic. They are often used to guard places - they can be quite dangerous, though not overly so. Rarely they start becoming more and more intelligent, Awakening into clay human-like dolls.   Metal Golem - Golems created artificially, when magician bounds an earth elemental (or magma elemental) into a solid block of metal. It then proceeds to shape the metal, finally creating either bulky beast of metal or (rarer) human figure made completely from metal. In both cases they are EXTREMELY dangerous, especially when an expensive and tough metal is used to make them.   Crystal Golem - Crystal Golems are artificially created by bounding an earth elemental (rarely a light, darkness or even madness elementals) to a pile of magical crystals. Effect is rather extreme magic-oriented combatant, that even in its normal, unawakened form is dangerously powerful. Awakened ones are EXTREMELY dangerous.
 
Nightmare Golems
Flesh Golem - Flesh Golems are created when elementals are bound into a mounds of flesh from which they then shape their new bodies. Madness Elementals create grotesque humanoids made from patches of flesh that barely fit one another. Darkness Elementals almost equally grotesque humanoids that seem to be somehow... wrong (for example have almost completely human body... but without face and genitals). Light Elementals create almost perfectly humanlike (and almost... angelic) beings. They are, nevertheless, a serious danger, since their power is great.   Bone Golem - Dangerous beings created when Darkness Elemental uses bones (often remaining after another elemental claimed flesh) to shape his new body. Creating what can be described as even three meters tall human figures made from bones. That mended together in the meantime, making the body looked as if it was sculpted from one, massive bone. They also tend to use heavy bone weaponry. They are also very hard to kill.
 

Mattermorphs

Awakened Plants
Plants that due to growing in magic-tainted environment began... growing in a decidedly unnatural way. They tend to be like nature itself. Not actively malevolent, but being able to cause deaths simply by mistake. It is encouraged for people without combat skills to avoid them, but they are mostly tolerated. They do not actively hunt mortals and, in fact, prefer to steer clear of them. The only problem is that sometimes nature goes malevolent, especially in magical anomalies...   Lignomorph - 0,5 to one and a half meter high amalgam of wood, bark, leaves and branches. They are created when small nature spirits possess what remains of freshly fallen trees (often hamadryads of said trees that refused their demise and rebirth). They are generally rather tame, mostly roaming areas deep in the forests. They are considered subjects of local dryads. The only problem is when the area is a magical anomaly, since then they can be... problematic.   Greater Lignomorph - 1,5 to 2,5 meter high amalgam of wood, bark, leaves and branches. They are created when small nature spirits possess what remains of freshly fallen trees (often hamadryads of said trees that refused their demise and rebirth). They are generally rather tame, mostly roaming areas deep in the forests. They are considered subjects of local dryads. The only problem is when the area is a magical anomaly, since then they can be... problematic.   Sprouter - Sprouters occure when little nature spirits (or hamadryads that refuse to die and be reborn) begin to take over roots. They are many of them, especially in more denser and older woods. Sprouter slowly forms beneath the ground as roots are becoming connected and start to be a singular entity. Finally it starts properly thinking for itself, and finally starts hunting to get more fertilizers. It attacks by using wooden 'tentacle' like 'sprouts' that suddenly show up from beneath the ground, strangling prey and then leave it to rot (and not only fertilize but also bring scavenger for sprouter to hunt). Tend to not attack humans unless driven insane by magical corruption.   Sprouter Hive - Sprouter Hives occur when particularly old and succesful sprouter grows. Spreading over larger territory, creating more of themselves - but connected together, forming a hive-mind being. They can have dozens of meters in diameter, and be easily able to hunt even the strongest beings. They often attack humans, forcing settlements to regularly purge sprouters that grow too close to the (before they become sprouter hives).   Ent - Ent is created when hamadryads decides that she doesn't want to wait for eventual death and rebirth (even if it might take centuries to happen). They are trees reshaped from inside by magic into a form that doesn't require roots (instead thriving on magic itself) and can walk around. Can be described as walking trees with slightly humanoid features (like hands made of wood). They actually tend to be asleep for most time (pretending to be normal trees), but can start acting if forest is somehow disturbed, by magic, deaths or extensive woodcutting.
 

Other

Unseen Council - A representatives of animals living alongside mortal species in villages and towns of Karadia (and most other lands, but they are active only there). For example almost every one of them has a 'cat' representative that is unofficial leader of all cats (with or without owners) in their respective cities. He knows everything they know and can share this knowledge if properly contacted and reimbursed. They can manifest as simple representative of their species, an enlarged ones, or as humans with animal features. Normally they prefer to remain hidden, and aren't too capable in fighting.   Whisperer - A malevolent immaterial daemon that manifests in deep forests, making sounds (for example faking pleas for help) with tricking people in mind and bringing them to their doom. Tend to hide themselves in dark places, flees when discovered. Encountering them is a sure sign there is something dangerous around, as otherwise it wouldn't try its tricks.


Comments

Please Login in order to comment!