Heartsteal
That guy who's not around much right now
Hello, my name, is Bret Sampson, and this is my journal. If you're reading this, I suppose it would be best to let you know that this is to be a codex of the various monstrous creatures of this land, our fine land of Valnor. Currently ruled over by the benevolent King Mathieu, we've had little trouble in regards to our peace, but there has been a massive pest problem, which is what this book is to be for.
I, have been set upon this task by the king himself, to sketch, and compile as much data as possible on the monsters that plague Valnor in hopes that it may save lives in the future. With my budget, I've chosen to hire mercenaries from the Golden Lions' Pride, as I'm told they accept only the best of the best into their ranks. For now, I leave this to be the first entry; I'll write more once my quest has begun.
So, as you may have guessed by now, this is an idea about hunting monsters, from ghouls and goblins, to dragons and wurms. This is a relatively peaceful fantasy world from me for a change, humans, and elves being the predominant intelligent species, and the only playable ones unless I change my mind somewhere between here and the signup process.
Information
Intelligent Life:
Humans: The most numerous civilized life, and the shortest lived. Humans come in many shapes sizes, and even colours, though they have no talent for magic, they make up for it with their natural tenacity.
Elves: Less numerous than humans, elves live more than four times as long, and are greatly gifted in the ways of magic. Unfortunately, elven population is on a slow decline, as children born over the past couple centuries have been over seventy percent female.
Wehrlen: Though bestial in appearance, the wehrlen are very much intelligent, though they only live in tribal environments, and are still incapable of shaping steel on their own. Valuable hunters for the other races of the world, wehrlen are also talented in magic, though it is more cultural than utilitarian for them.
Orcs: Act far more the animal than wehrlen, violent creatures by nature, orcs travel in warbands, and settle in great natural fortresses of stone, though they rarely go beyond small raids on villages and military patrols. Without magical talent, orcs have developed their weaponry in interesting and unpredictable ways to combat those that might do them in by non-physical means.
Kobolds: Wanderers, kobolds often live amongst other civilizations, sometimes as labourers, and seem to enjoy working with their hands, though socialization with anyone outside their own blood is rare.
Goblins: Crafty by nature, goblins live anywhere near civilization, scrounging off the scraps that others overlook.
Creature Archetypes:
Dragons: Easily one of the most memorable types of monsters, dragons are massive reptiles, often capable of flight, magic, and feats such as breathing flames down upon their foes.
Wurms: Gargantuan earth-tunnelers, wurms are rarely seen, and their attacks are even more rarely survived. Often capable of swallowing entire buildings whole, they attack from bellow with devastating force.
Ghouls: Humanoid creatures of undeath with various physical traits and origins, sometimes capable of limited magic, and always hungering for live flesh.
Sea Monsters: The broadest category, sea monsters are any monster that resides in a large body of water more than half the time.
Constructs: Anything unliving, but animated by magic, is a construct, and often a magic wielder isn't far off. Mostly used like watch dogs, constructs are nothing to fear, but something to be avoided.
Valnor: A large body of land, and the entirety of the known world, Valnor is ruled over by the human king Mathieu by general consensus. Valnor has various climes, though the predominant one is temperate. To the northeast corner of Valnor lies lake Slaav, and with it the king's seat of power, the great city of Deilis.
I, have been set upon this task by the king himself, to sketch, and compile as much data as possible on the monsters that plague Valnor in hopes that it may save lives in the future. With my budget, I've chosen to hire mercenaries from the Golden Lions' Pride, as I'm told they accept only the best of the best into their ranks. For now, I leave this to be the first entry; I'll write more once my quest has begun.
So, as you may have guessed by now, this is an idea about hunting monsters, from ghouls and goblins, to dragons and wurms. This is a relatively peaceful fantasy world from me for a change, humans, and elves being the predominant intelligent species, and the only playable ones unless I change my mind somewhere between here and the signup process.
Information
Intelligent Life:
Humans: The most numerous civilized life, and the shortest lived. Humans come in many shapes sizes, and even colours, though they have no talent for magic, they make up for it with their natural tenacity.
Elves: Less numerous than humans, elves live more than four times as long, and are greatly gifted in the ways of magic. Unfortunately, elven population is on a slow decline, as children born over the past couple centuries have been over seventy percent female.
Wehrlen: Though bestial in appearance, the wehrlen are very much intelligent, though they only live in tribal environments, and are still incapable of shaping steel on their own. Valuable hunters for the other races of the world, wehrlen are also talented in magic, though it is more cultural than utilitarian for them.
Orcs: Act far more the animal than wehrlen, violent creatures by nature, orcs travel in warbands, and settle in great natural fortresses of stone, though they rarely go beyond small raids on villages and military patrols. Without magical talent, orcs have developed their weaponry in interesting and unpredictable ways to combat those that might do them in by non-physical means.
Kobolds: Wanderers, kobolds often live amongst other civilizations, sometimes as labourers, and seem to enjoy working with their hands, though socialization with anyone outside their own blood is rare.
Goblins: Crafty by nature, goblins live anywhere near civilization, scrounging off the scraps that others overlook.
Creature Archetypes:
Dragons: Easily one of the most memorable types of monsters, dragons are massive reptiles, often capable of flight, magic, and feats such as breathing flames down upon their foes.
Wurms: Gargantuan earth-tunnelers, wurms are rarely seen, and their attacks are even more rarely survived. Often capable of swallowing entire buildings whole, they attack from bellow with devastating force.
Ghouls: Humanoid creatures of undeath with various physical traits and origins, sometimes capable of limited magic, and always hungering for live flesh.
Sea Monsters: The broadest category, sea monsters are any monster that resides in a large body of water more than half the time.
Constructs: Anything unliving, but animated by magic, is a construct, and often a magic wielder isn't far off. Mostly used like watch dogs, constructs are nothing to fear, but something to be avoided.
Valnor: A large body of land, and the entirety of the known world, Valnor is ruled over by the human king Mathieu by general consensus. Valnor has various climes, though the predominant one is temperate. To the northeast corner of Valnor lies lake Slaav, and with it the king's seat of power, the great city of Deilis.