Aldonar ~ Brothers of the Pines ~ Cyclops ~ Easterlings ~ Hepaths ~ Hoardlings ~ Ice-Elves ~ Kithane ~ Mystics ~ Rakshassa ~ Sprites ~ Undead

Aldonar

The original race of the Dymwan, and former inhabitants of the Valley Alliance tower. Defeated by forces of the Good sphere, including Halmadons Heights.

Brothers of the Pines

"Entities that appear bound to, or have adopted, regions of the forest. They will not tolerate any damage to these parts of the forest, taking blood or life in compensation as they see fit."

Belas Knapp, eye-witness account, Summer, 9AR

We encountered a number of pine-brothers on the splinter plane of the Shadow Glade.

Kevralyn Soulfire, Note, Leaf Fall, 11AR

Cyclops

"we had to talk our way past some Cyclops fings who wus called Brovers of Earth and Water. They had just come ere from some where else and seemed like good lads. There wuz other tribe too like the Children of Fire and Stone and Daughters of Air and Fire..."

Kal, from his mission report, Planting Moon, 10AR

The Brothers of Earth and Water were involved in the release from prison of an ancient enemy of the Icarthians. They claimed to be recently freed ... the brothers also mentioned other tribes the Daughters of Air and Fire (also in Brocklands), Children of Fire and Stone, People of Water and Air.

Alliance report, Planting Moon, 10AR

Easterlings

Desert-dwellers who live in the region known as the Oasis of Souls. It is believed they are ruled by Kamul the Savage Chieftain.

Hepaths

Powerful and mysterious entities from another plane, possibly Chaotic. Often working in league with, or in the pay of, other towers. It is doubtful if Hepaths can be killed, only defeated and dispatched back to their own plane.

"Well I have been involved with brokering a deal with a hepath and to stand any chance of making a deal you must know its true name for that gives you power over it . You also have to make a contract with it which you must sign with your blood."

Melkeron, in conversation, 19th of Hunting, 11AR

"We encountered a Hepath of Knowledge, who tried always to turn the conversation to its own questioning. By refusing to answer its questions and insisting that it answered our own we were able to temporarily master it. That day we overcame that Hepath and its three companions, one being a Hepath of Travel."

"Another time we were trapped by a Hepath's wards. The elf-maids Galadriel and Asmalk secured our release with a single hair from their heads. I was troubled by this bargain but no harm seems to have come to them from this."

Belas Knapp, recollections from early 9AR

"The ritual involved the summoning of 4 Hepaths, the first was the one in front of us of Knowledge who would speak to his brothers and show them where the forged notes were. The second was a Hepath of Air who would travel instantly across Orin Rakatha and take his brothers to where the notes were. The third was a Hepath of Fire who would use his magics to destroy the notes. The fourth Hepath was Luchness who we had encountered earlier that day."

Verrick, mission report, 2nd month, 9AR

Hepaths of Quandry have ability to split themselves down into many lesser versions of themselves

Valley Source, 6 month, 10AR

"thay had guardian on side. he called 'hepath of naychaz darkness' . he weld to floor with won sord. he mayk warriaz weak with otha sword. he onlee hurt by druidz. he hit wiv strength of manee men. he smeer valee druidz good. thay all get broken."

playz wiv fiyr, Description of fight with the Children of Brood, Green Growing Moon, 10AR

Hoardlings

Hoardlings may be organised into groups, or clans, called Ogras and Shuks, lead by a particularly powerful Hoardling.

"Towerless Orcs, Trolls, Ogres and others of that ilk that assist in upholding the Laws of Orin Rakatha by attacking those who travel in large groups. Each time these creatures are slain in battle they are ressurected by the next passing of the mists as more powerful hoardlings. As such encounters invariably result in violence. Some Hoardlings are more effective fighters unarmed, as such its not always a good idea to destroy/disarm their weapons. It has been noted that certain Hoardlings (e.g. Trolls) regenerate and require Empowered weapons to kill, while other more powerful powerful Hoardlings(e.g. a ogre-magi of the Kalid SteelWind met by Spirior) regenerate attacks from any weapon and it is unknown exactly what is required to defeat them."

BloodBark, from his notes. Planting Moon 10AR

Ice Elves

A handful of Ice Elves reside withing the Kern Valley Alliance. Quicksilver's cousin, the warrior, Lord Leondor Spiriantii, resides in Thranduil. Others live on other planes, including Sethenia.

In the first month, 10AR, Quicksilver, their king, was responsible for the re-founding of Spirior within the Kern Valley Alliance as a Lawful society open to all Valley people. Here are his personal accounts of his early life and, chronicling their rise and fall,the history & society of the Ice-Elves.

Archive Note: The cruel truth of the fall of the Ice Elves, long and incorrectly believed to be an unprovoked attack by Drow, was revealed by Morphius and his Book of Dreams.

Kithane

"...a Commodore of the Kithane people arrived, flanked by a large group of monks. Apparently his race would be condemned to death upon their Plane if they could not join the Kalid. We killed them all."

Kevralyn Soulfire, mission report, Hunting Moon, 11AR

Mystics

The mysterious creators of Orin Rakatha. Rumoured to inhabit the island in Rainbow Lake, and rule at the Time of Reckoning.

Rakshassa

Its name was either Ar-Anwar Ar-Gerathang, or Ar Anwar Gerathang. It sought from us each a promise of commitment to its cause, wishing to understand us better. The greater the promise, the more it was prepared to talk with us. Time upon our Plane seems to pass at a different rate to that perceived by the Rakshassa. It has fought and been scarred in the past by the Ravanon (the Wolf Cult). Apparently on another occasion, it summoned a Hepath of Knowledge for information about the Canticles. Objects that may identify this creature are its pipe (from which it smokes all manner of herbs), and a chime (that can be used to disguise the appearance of those present).

Kevralyn Soulfire, note, Leaf Fall, 11AR

"...a cat-like spirit which detests things related to wolves."

Kevralyn Soulfire, mission report, Turning Moon 10AR

Archivist's Note: K.S. also mentions the Rakshassa met was in possession of one of the components of the Ritual of Ashes.

Sprites

"These are annoying creatures which seem to harbor resentment between different ones of there kind, with each type seeming to have an affinity for a certain colour of magic e.g. Forest sprites utilise the green school of magic. These creatures are capricious and malicious, frequently enjoying jokes they seem not to care whether anyone is harmed by their antics. In a recent trip to another plane (Arcadia I believe) Sprites seemed to be split into two types, Seelie and Unseelie, with Unseelie seeming slightly more serious and trustworthy. However, both types were more than happy to attack us with no provocation. These creatures seem only affected by magic, as such I would recommend any who encounter them to attack them using magic before they attack you."

BloodBark, from his notes. Planting Moon, 10AR

"It may be that BloodBark has only met lesser Seelie as it has been suggested that both Seelie and Unseelie have both "nobility" (creatures of greater status, such as the Unseelie Prince Malpass and Jedreth the Ice Queen who have been encountered by members of the alliance . ref: Dagroban mission reports) and presumably creatures of pure magic such as the more common sprites. Having spoken to Gravesong of the Iron Guard, I suspect that there may be nobility among the Seelie also as the Drow trapped on Arcadia during the Spring Equinox claimed to have killed such. Traditionally the Seelie and Unseelie rule over day and night respectively, only on rare days (such as the equinox) may the two courts (as they deem themselves) intermingle."

Shard, Planting Moon 10AR

Undead

Generally either spirits from the Plane of Sleepless Dead, or host bodies animated by binding a spirit within them. Various methods of raising exist and these are detailed by Quicksilver in his information concerning the Dymwan. As stated Undead can be split into two groups ranked and unranked, with unranked being immune to dismiss, control and banish invocations. Of the ranked undead those with a single name (e.g. wraith or skeleton) can be affected by dismiss, control and banish, those with a two part name (e.g. warrior-wraith) can only be dismissed and banished, and finally those with a three part name or longer (e.g. Barrow-Wight-Lord) can only be banished.

Spirit of Despair

While striding Maegnor swamp we met a Spirit of Despair
And freed him from frightful torment by freeing his family
From hated unlife. His resurging hope broke the horrible harrowing
He was killed for by his callous Kalid masters.

Steelwind of the Left they were, Betrayers of Trust
Foiled in their foul plans by flickering honour
Still guttering in their ghastly creation's grim heart.

JACK, in conversation, 13th of Leaf Fall, 11AR

Groaning Corpses

Lie there groaning, very powerful versions can actually move around but not attack.

Skeleton

Mindless automaton which due to decomposition blades and spears have little effect against.

Zombie

Mindless and very slow/clumsy frequently still injured in some way they can still possess great strength.

Shadows

Not normally encountered during the day they possess the ability to weaken and blind by touch alone. These undead require Power damage to kill them and are usually unaffected by interfering magic (i.e. Trip/entangle)

Ghouls

Similiar in appearance to zombies, they are normally much faster and run around using their poisonous claws to paralyze the living. Require power damage to slay however they may be affected by certain spells (i.e. Bind, Weld etc)

Ghast

A more powerful version of the Ghoul.

Skeletal Warriors

More powerful versions of skeletons that when struck by Empowered weapons enter a berserk frenzy attacking indescriminately with unusually powerful blows. Usually affected only by blunt or empowered damage (although you pay for that!).

Wraiths

Normally only encounterted at night they drain the spiritual power from an individual resulting in most but the more powerful priests being felled by a touch.Requiring power damage to slay Wraiths tend to avoid bright lights.

Mummys

Vile creatures wrapped in bandages, often the raised bodies of ancient royal cultures. The creatures frequently cause disease with a touch and inflict damage of the spheres either with weapons or the hands. One variation on this creature is the Mummy Slave known to be used as servants by the Ghosts of the Assembly (free-willed undead). These use weapons with cause medium diseases but which combine on multiple strikes to potentially fill a body with such sickness that they die (equivalent to the Evil Sphere invocation Cause Fatal Disease).

Banshee

Rare and dangerous creatures. Their wails often generate debilitating or damaging effects (varying from banshee to banshee). Often have access to the evil sphere and will deal power damage with their hand or weapons.

Nightmares

BloodBark, from his notes. Planting Moon 10AR, all Undead entries
except in Italics from Shard, same date.

"I have also encountered a Skeletal Knight, who was in the power of a Crypt Thing from the Shadow Lodge, and also a Skeletal Lord. The Skeletal Lord frightened me much, as it seemed to be a most rational and Lawful creature."

Belas Knapp, recollections from adventures in 10AR