Monsters, Fae, and Beasts of the Realm
MONSTERS
Monsters are tormented and twisted creatures that inhabit the Prism Realm, and are known for their mysterious habits, and possibly deadly nature.
They are known to be an outlet for Valontras’ dark and deadly magics.
Known Monsters:The Dark World SerpentLocation: Cursehost - Whispering Jungle
The Dark World Serpent is a massive, hooded cobra-like being that is rumored to live in the Whispering Jungle. Deep within the Jungle, there is rumored to be a tree as old as time, and the Dark World Serpent’s home.
The Dark World Serpent is a massive snake, said to be endless in size. It is unknown how old it is, and very few beings can ever confirm seeing the actual serpent. The beast is said to be as black as a moonless night. When light is shone upon it, its scales have a sheen to them, as if coated in oil. These scales are hard as armor, and nearly impossible to break, and along with them there are a series of splashed rainbow crystals.
The Dark World Serpent is rumored to have an entire army of snakes at it’s beck and call, and supposedly controls the entirety of the jungle’s serpents. They are rumored to bring the snake back food, as it can not leave the tree in which it calls home.
Looking into the Dark World Serpent’s eyes will cause instant hypnosis. If you’re lucky, the Serpent will simply eat you. If you’re not..
There have been legends of Arkaines who have been hypnotized and released by the Dark World Serpent, only to come back and lead their entire village into the Whispering Jungle… and to its lair. None were heard from again.
Fog WolfLocation: Across the Chaparrals, Grasslands and Savanna - not constricted to one zone.
Fog wolves are giant, massive creatures that are said to roam the chaparral and savanna across the lands. Very little is known about these creatures, including how dangerous they may or may not be.
Legend states that if a sudden mist, or fog, descends upon a wary traveler in these biomes, it is likely that a pack of Fog Wolves are nearby. As long as the fog leaves within an hour, the traveler should be safe. Should one find themselves surrounded by the Fog Wolves, it is recommended to stay still. Fog Wolves are said to hunt based on movement, and if one tries to run, flee, or continue on their path, it’s likely the pack will follow them… and that the traveler will never find the end of the Mist.
Some tribes consider a visit from a Fog Wolf as luck, especially if graced by the alpha. It is said that many great warriors come from meetings with the Fog Wolves, and survive.
VexghoulsLocation: Anywhere where there is a forest that you can get lost in.
Vexghouls take the shape of wolves with hollow, burning eyes that leave trails and wisps of white smoke. Following these wisps can lead one to a Vexghoul, but it really isn’t recommended.
Despite the fact that they aren’t large, Vexghouls are extremely dangerous, and it is never advised to try and find one, or stick around once one finds you. They travel in large packs, with only one of them visible, to draw in prey. Once they’ve cornered their mark, the rest of the pack will appear, and by then it is too late.
For the most part, Vexghouls tend to stick to the deep, dark woods, where there are lots of places to hide and get lost. They tend to feast on the creatures that wander there, unknowingly, and have no apparent need to hunt or kill. It is said that Vexghouls are actually the memories of those who get lost and die in the woods, never to be seen again, and desire “company”. This is why an Alpha Vexghould will lead an Arkaine to get lost in the woods, so that they can grow their pack… and not be so lonely anymore.
MatronLocation: Boreal forest and Tundra, most commonly around The Opal Mountains
The Matron, has many names, including Matron, Mother, and Munis. One of the more benevolent spirits that wanders the boreals, the Matron is a large white wolf, often time recorded as being over twice the size of a caribou, with glowing white eyes and black sclera.
It is said that the Matron comes from the deceased spirit of an albino, black blooded arkaina who wished for nothing more than peace amongst the tribes when war was a common place. She watched as her pups all fell to conflict and illness, one by one, and was never able to save them, despite her skills. Eventually heartbreak took her as well, and from her broken spirit rose the Matron.
She is a guardian of the woods, and has been said to lead lost travelers away from dangers. Those who have nearly died within have told tales of her leaving them food and keeping them warm at night, usually the last little push in order to keep them alive when they would have otherwise died.
Her howl, however, is said to be so mournful that those who have heard it have been inconsolable… and she is often regarded as the reason for sudden suicides within the boreal tribes, as well as death amongst pups and stillbirths, as she tries to replace her own children.
Forest WalkerLocation: The forested mountain ranges.
The Forest Walker, or just the Walker as he’s known in some regions, is a large black dog with pure white eyes that seem to reflect the moonlight. He is only ever seen at night, and despite being large enough to break the trunks of the trees and then some, moves completely silent.
Little is known about this rather elusive entity. He is said to be seen in a moment of turmoil along the Arkaine tribes, and that his presence suggests a change in the horizon - A way for the Prism Realm to fight back when needed. He moves too swiftly to be caught, and always seems to appear too far away for any to come closer to see whether or not he is a spirit, or just a wandering, giant creature of mystery.
The SindogLocation: Desert/chapparal, especially at night
The Sindog is a mysterious creature that leaves no traces, and can not ever be tracked. It appears as suddenly as is disappeared, and those who have seen it and survived are a rare, and fortunate, minority.
There seems to be no rhyme or reason to a Sindog appearance, but they do seem to like to appear to small groups that have been travelling and sleeping in the exposed air at night. They appear as strange, whitish dogs with three glowing eyes. They carry something within their mouths, and it is rumored that what they carry dictates whether you will live or die in your encounter with a Sindog.
If the Sindog carries an olive branch, you will survive. If it carries nothing…. It means to carry your skull back to it’s den, for decoration.
Weofle MonsterLocation: Weofle, and outside of Weofle
In Woefle, there’s a monster. It is known to kill and suck out the blood of local livestock, and tends to be more active during the New Moon cycles, when the nighttime is as dark as it can be. While there have been sightings of the Weofle monster, they are few and far between. It is described as a white blur of motion that gallops on all fours, but still looks almost human like in body structure. Some whisper that it has elk-like antlers, and long claws on its front fingers.
No one is known to have survived a face to face encounter with the Weofle monster, and thankfully very few have ever gone missing during the new moon.
Blizzard BuckLocation: Found in the centers of major snowstorms and blizzards, and in the northern ice reaches
Whenever a snowstorm or blizzard reaches the point that one can not see in front of their own face, and even the glow of another’s lifethorn is lost in the whiteness… it is said a Blizzard Buck is nearby.
These massive creatures are relatively passive, save for the fact that their movements are directly related to storms that can kill Arkaines from exposure very quickly. They are giant caribou, with pelts that are white with black skin, massive pronged crystal antlers, and white eyes. The only time they can be seen is when they cross your path, as the blizzard will ease up, similar to the eye of a hurricane, but the temperatures reach such extreme depths that exposure for more than a few moments is unwise.
It is not recommended to travel when you know a Blizzard Buck is near, as they are sometimes known to follow the weary traveller, and therefore keep the blizzard following them, until they have died of exposure.
It is not advisable to try and hunt a Blizzard Buck. Legends have told of a tribe that all banded together to kill a Blizzard Buck that passed by their home every few weeks in winter. While the storm did disperse when the Buck died, and the tribe had more than enough food and pelts for the winter, the spring never came, as an entire herd of Blizzard Bucks proceeded to stand near the village, making it impossible to escape, until they all had died.
NightstalkerLocation: The Quiet Isles, specifically near the Silent Lake
The Nightstalker in an incredibly dangerous creature to come across, despite the fact that there have only ever been reports of one of them. No one knows where this enigmatic, mysterious creatures has come from, only that the villages and Arks that have settled on the Quiet Isle have had reports of it since their infancy.
The Nightstaker is described as looked like a large, semi emaciated buck like creature with long fur. It’s horns are said to be like gnarly tree roots, and it has two sets of eyes: a large, primary glowing yellow pair, and a secondary, much smaller pair, at the side. These eyes can move independently of each other. Perhaps the most terrifying aspect of the Nightstalker, however, are it’s legs. The Nightstalker is over 20 feet tall, not simply because the buck is massive, but because it walks in spindly, almost spider like legs that end in sharp, knife like points.
The Nightstalker is a thing to be feared in the Quiet Isles, as it can often not be heard save for it’s mournful cries, and by then it is often too late. It travels when the nights are darkest and when it is foggy, and usually can be seen above the fog line. It hunts indiscriminately, and has been blamed as the cause for entire villages of Arkaines disappearing without a trace.
It is possible to avoid death by a Nightstalker, but very few have. You must hide from it, and the Nightstalker’s vision is keen and sharp. If you do manage to survive, count yourself lucky. It is incredibly rare for an Arkaine to come across the Nightstalker twice in one lifetime.
Harvest BuckLocation: Boreal forest, Tundra (primary), and Ice biomes.
The Harvest Buck is a rather celebrated appearance in the North, as it signals the start of spring, and oftentimes the beginning of the growing season.
There is little unique about the Harvest Buck. From the outside, it appears simply as a large male caribou, with a black neck/head. Most notably, the tip of the Harvest Buck’s antlers are tipped in giant, constantly burning flames. These flames billow smoke into the sky like a trail, meaning it is easy to track the movements of a Harvest Buck.
These peaceful creatures are Harrolds of Spring in the Northern Reaches, and are therefore regarded as semi-sacred. They are not to be hunted, or even followed, as many villages and cities fear antagonizing a Harvest Buck means that it will not bring Spring.
There are rumors of villages that have killed Harvest Bucks, only to suffer horrendously harsh winters for centuries. It is unknown where Harvest Bucks go for the rest of the year, as they are only seen on the Solstice, but it is assumed that they travel to another plane, and the Prism Realm is merely a path they take.
Priest of the WoeLocation: Graveyards, infected forests, forgotten villages/cities
The Priest of Woe is a curious spirit, one that often haunts forgotten places where death is prominent. Supposedly there is only one, however he has been observed in quick succession across vasts distances, so the true methods to this monster are not well understood.
For the most part, the Priest of Woe has been observed looking like a bipedal creature cloaked in all black with the head of a black stag, crowned with large antlers. These antlers seem to grow like saplings, and resemble rotting wood.
The Priest of Woe can talk, and when it has spoken has been recorded as having an eerie whispering voice that is hard to hear. Other times, it merely gives a screech, similar to the noise a caribou or deer makes.
It is unwise to listen, or heed the advice of the Priest of Woe. Legends tell that this beast was once one of the many guardians that shepherded lost souls to the other side of existence, but enjoyed playing games with these souls. He would leave these souls to wander for years, playing cruel tricks on them to make them think they were alive again, or even convincing them to kill the living in order to become living again. Now he plays these games with mortals, and to heed his advice is to allow him into your mind. He speaks unbearable truths that can drive an Arkaine mad, and then plays games with their soul that can forever take them out of the light of their Gods.
The only advice when crossing paths with the Priest of Woe is to stuff dirt, cotton, or anything else in your ears so you can not hear his cries. Do not look at him, as his eyes can entice you. Instead, you must ignore him and pray, and only when the sun shines again will he be gone, and your soul safe.
Eclipse DoeLocation: Chapparals
As it’s name might suggest, the Eclipse Doe is an elusive creature that can only be found on the days of eclipses, and the night of lunar eclipses. They are small, pure white does with equally pure white eyes, and seem to carry a pink tint to their skin. They differ from regular albino does as they have slightly longer fur, silver blood, and do not run in the face of hunters.
Instead, an eclipse doe will only ever be found laying down. In the past, killing an Eclipse Doe was regarded as a pinnacle for a hunter’s tenacity, as her blood could cure any ailment, and her pelt was said to protect the Arkaine, or home, in which it resided upon.
However, recent research into the legend has suggested that it is unwise to kill an Eclipse Doe. While they do bring temporary benefits to the tribe or Arkaine who has slain them, it has been noted that those individuals suffer an exceptional amount of bad luck throughout their life times.
One story has suggested that instead of killing an Eclipse Doe, one could spend the night with it, and bring the Doe the food it can ask for. Doing this will encourage the Doe to give up it’s gifts before the eclipse is over. The story in question referred to an Arkaina, born barren but with an intense desire for pups of her own. She hunted the Eclipse Doe, and when she found it, it asked for a taste of strawberries that grew nearby. When it asked for another she would stand up and walk the distance to get a single fruit, which it would delicately eat, until the night was almost over. As the sun began to rise, the Doe offered her blood to the Arkaina, and bid her to drink it until the moon has disappeared. Once the sun would rise, the Arkaina could have pups again. She did, and true to her word the Doe’s blood allowed her to have a large, thriving family.
The BurnedLocation: Charred remains of burned grasslands, forests, etc.
The Burned is an angry spirit, and a culmination of all the creatures, Arkaine and other, that have died in any recent, or past, fire. At one point, fires were so frequent across the flat lands and forests of the Prism Realm that thousands of creatures died daily. Their spirits all formed together in one large, angry creature made up of ash and smoke, and the first Burned was born.
Burned tend to take the shape of predators, made up of black and grey ash, black smoke and char, with embers and smoke curling from their bodies. Usually, these predators tend to be large bears, twice the size of any Arkaine, with glowing ember eyes. They leave behind sooty pawprints that will fade once the Burned has travelled a specific distance away from an individual. They frequent the charred remains of recent fires, and can be seen digging through soot and ash to reveal the new growth below.
If one comes across a Burned, it is recommended to let the creature do its bidding, as well as to avoid it at all costs. They are to be treated like the bears they share their shape with, and never engaged. Fighting, or simply trying to approach, a Burned is almost universally asking for death.
MaidensLocation: The uninhabited edges of the oceans
Maidens are unique creatures, and oftentimes can be observed without an Arkaine even realizing it. To an untrained eye, a Maiden appears as a seal or sea lion within a pack of similar creatures. They often inhabit the middle of established groups, and for the most part will not look any different. However, careful observation will reveal that a Maiden is always covered in a cloak of seaweed, with sparkling fur and pure white eyes.
Maidens are incredibly flighty and shy creatures when observed in their natural habitat, but can be extremely dangerous when hunting. When a Maiden in hungry, they will “remove” their cloak of seaweed, and transform into a stolen image of an Arkaine. Often times this image will be a previous victim, unless the Maiden lacks any victims, in which case it may simply be an arkaine it has seen before. It will then sit on a rock along a shoreline and begin to sing a haunting song which is designed to entice nearby Arkaine. Hearing a Maiden’s song is akin to hearing the call of a siren, and is nearly impossible to resist unless an Arkaine is bloodbonded. Once drawn to the song of the Maiden, an Arkaine is helpless to do anything but walk towards her… and ultimately end up slipping, falling, and dying along the rocky shore. Then, the Maiden consumes them and steals their image for her next skin.
If one is alone when travelling the coast line and hears a song, it is advised to get as far away as you can as fast as you can, or stuff anything in your ears to block the sound. Or else you may not get away.
Crystal LeshenLocation: Deep, ancient forests.
Leshens are incredibly dangerous, but ultimately benevolent creatures. They are giant guardians of ancients forests, and the longer a leshen has been guarding a forest, the larger and more powerful it becomes.
Most Leshens appear as bipedal creatures with tree bark covering their bodies, and heads that are skulls of stags with crystalline antlers. They are often covered in branches that grow out from their body, and can dig their hands into the ground to create roots and vines to trap unsuspecting trespassers.
Leshens naturally draws murders of crows and ravens to their location, as well as wolf packs. It is advised to not travel in the deep, ancient forests, else it is likely you will come across a leshen or it’s guardian group. Making yourself appear without threat is the only way to avoid a leshen’s ire, and if you invoke the wrath of the creature is it advised to run.
There are few monster slayers in the Prism Realm that can kill a leshen.
FAE
Fae are magical creatures that inhabit the Prism Realm, and often are known for their powerful abilities, as well as trickery.
They are known to be an outlet for Kamales' trickery, chaotic nature and magic.
Often their abilities aren’t terribly harmful, but more prank-like.
Known Fae:
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BEASTS
Beasts are large creatures that inhabit the Prism Realm, that can be either friendly or deadly, and tend to be quite large.
Often they do not possess abilities, but rather raw strength (although some are more magically-inclined).
Beasts are known to come directly from Sita (the Earth) and not from Kamales or Valontras.
Known Beasts:
HorseHorses are said to have been around for thousands and thousands of years, perhaps even just as long as Dialks. Ancient scrolls show depictions of them working alongside Arkaines, constructing the Ancient Temples and ruins that reside on Mooncrest Island and Sunkeep Island, as well as working along side tribes all over the Realm. Horses come in many different colors and patterns, and are known to be energetic, hard working mounts. Horses usually stand between 5-6 feet tall at the shoulder, and wild herds are known to roam the Sunbasin Prairie and the Ember Prairie. Large predators, like Rathilian and sometimes even Gryyph are known to hunt these wild horses for food.
GryyphGryyphs are an avian feline species of fauna in the Prism Realm. Gryyphs are native to the mountains and rainforests, and are known as ruthless hunters, stalking their prey for miles before they finally pounce, either from the sky or the treetops. They have an incredibly sharp and hard beak, shaped similarly to a hawk or an eagle, which shimmers with an iridescent reflection similar to opals, as do their retractable claws. Gryyphs are incredible trackers due to their sight, which enable them to see for about 18 miles clearly. They can see equally clearly at night, making them a deadly predator at any hour. Their ears are large and feathered, giving them exceptional hearing. They hunt large prey such as bears, wolves, bison, mountain lions, deer, and small animals such as badgers, prairie dogs, rabbits, and more. When hunting, they tend to strike from above, diging their Gryyphs have panther-like paws and body, covered with heavy muscle and protected by thick skin and dense fur. Their coloration is directly correlated with where their main biome or area is. Their plush fur is always white on the bottom, giving them a cloud-like appearance while they are flying to prey on the ground. Often their top markings are vibrant and a beautiful ombre of colors, with black spotting over this color. Spotting differs between each gryyph, with the most common place being on the shoulders and hips/legs, although gryyphs with spotting on their face, ears, sides, and back are not unheard of. Gryyphs are known for their incredible nest building skills, building huge nests high in the canopies of treetops, or living in caves at the top of mountains. Although agile on the ground, most Gryyphs prefer to spend their time in the sky.
RathilianThe Rathilian are the most difficult of mountable beasts to both find and tame. They are very large predators, reaching up to between 6 and 7 feet at the shoulder, and are known for both their speed and strength. They are incredibly fast, reaching up to 60mph when sprinting, and at a steady 35mph at a gallop. These beasts are particularly unique, as they have multiple eyes on their face and on their shoulders, enabling them to see from any direction, even behind them. Their eyes, tongue, and insides have a unique luminescent glow. Their mouth is filled with 42 large, almost bear-like teeth. Fangs are not retractable, but are incredibly durable, and are able to inject a venom into their prey. All things considered, these beasts are incredibly dangerous, and fairly difficult to capture and tame. They come in various color schemes, some being more rare than others. Law requires that you muzzle your Rathilian while in public in the cities. The Rathilian species is native to the forests and the desert, but now they can be spotted in almost any biome. They tend to live in caves or dens, in which they dig into the ground to clear out a safe and warm space for themselves and their young. Twice a year, a Rathilian female can lay 2-3 eggs. Rathilian eggs hatch around 2.5-3 months after they are laid, needing warmth while they are developing, and pups emerge weighing about 15 pounds, and ready to eat meat.
Alpha DialkDialks (die-al-ks) are creatures who have roamed the Prism Realm for thousands and thousands of years, longer than even Arkaines did. They are herbivores, although they sport large, crystal 'fangs' that are used for fighting. Both male and female Dialks sport crystal antlers and fangs, and both females and males will use these natural weapons to fight over territory for their herds. Herds are usually fairly small, with between 40-100 Dialk in them, however some larger herds can be found in spaces of wide, open territory. Dialk herds usually travel through or live in wooded or rocky areas, to be able to sharpen their antlers and fangs, but usually they will spend the majority of their time grazing in open fields. They mainly feed off of grasses and shrubbery, and sometimes will seek out Rainbow Mushrooms for their healing and relaxation properties. Alpha Dialks are the only Dialks that are large enough to be used for a mount, and usually there is only about 5 per 100 in a herd. Regular Dialks usually stand between 5'-6' at the shoulder, and are often hunted for their crystals and fur. Killing young Dialk is forbidden. Like a true hunter, it is customary to target an injured animal or an older animal rather than a young animal if possible. Alpha Dialks stand between 10'-12' at the shoulder, and are rarely hunted, instead trapped and tamed as a mount.
Opal LionMonstrous beasts from the Opal Mountains, Opal Lions are undeniably loyal and fierce mounts and companions, tamable only by the extremely skilled... or extremely lucky. Very few of them exist in captivity, and it's nearly impossible to find domesticated Opal Lions. Instead, they exist as war beasts, and extremely powerful weapons. Their gaze is so intense it is said to strike fear into those who see them, and their roar can turn armies away. In the wild they exist in a variety of opal-based patterns.Although difficult to find and train, there is no more coveted creature than the affections of a Opal Lion.
FyrfangDesigned for protection, carrying capacity, and for those that need a little more danger muscle than an ox. Traditionally, many Koami farmers relied upon Ox, but wild Fyrfangs would quickly steal food from them. They then discovered the best way to chase off a Fyrfang was.. well, with a Fyrfang. Built like tanks with fierce tempers to match, Fyrfangs are designed to carry heavy loads slowly and steadily, or just intimidate someone who might be looking at you funny.
BaneclawMysterious creatures, said to be bred from an ancient monster that used to roam the Isles. They've now become domesticated mounts designed for speed and protection. They are quite massive canines, reaching between 6'-7' tall at the shoulder. Often, females are larger than males. Baneclaws are not known for their strength, but rather their interesting abilities and stamina. Baneclaws are known to be but they are known to be very swift, and fiercely protective. Since the Koami islands have no Dialks, and just Oxen and Horses, Baneclaws became a primary means of fast transport. Although fiercely loyal, Baneclaws are known to be somewhat difficult to tame. It is said that it takes years of bonding to become truly close to a Baneclaw, and their abilities make it difficult to capture them in the first place.
A rather unique attribute that is only known to the Baneclaw is their regenerative ability. Baneclaws can slowly heal over time if they take damage. Minor injuries such as cuts or non-fatal stabs, heal within 30 minutes. However larger wounds like a limb loss take up to a full month. The only wound that a Baneclaw will never ever regenerate from, is a stab to their heart.
Baneclaws are the only type of Mount that is able to influence all of the elements, however they are only known to Evolve fully into an Earth Elemental when exposed to certain conditions.
OttearPerhaps the most unique of the Koami mounts. A combination of an otter and bear, with the same amount of sass and sweetness. Ottears aren't the fastest mount on land, but they have the strength of a bear to show for it. They do possess the unique trait of being one of the only "land to water" mounts, and when they are swimming can speed much faster than of horses and Dialks. Their powerful tails and claws also make them fearsome to fight. Not much is known yet about these adorable and mysterious creatures, but legend has it that a select few have evolved with the water, and can even influence it.