#Lore 24 – Entry #103 – Sci-Fi Month II #12 – Known Commonalities Amongst Demon Sector Creatures

 

From the Official Report by Bovinius Greenwhisker, Herdminder, assigned to UEF-04, Maharani Morgiana.

Though our study of the creatures native to the Demon Sector has only just begun, there are several notable commonalities shared amongst a significant number of creatures which should be noted and observed in the field.  Much of our information comes from the local wildlife captured and studied in the Valefar system, but long-range messages received from other exploratory teams deeper within the Demon Sector have revealed these traits to be common there as well.  It should be noted that these traits are NOT found in ALL lifeforms we have thus far encountered; aside from coloration and size differences, many of the species we have encountered thus far are almost identical to what we are familiar with.  These traits, while most common in predators, are sometimes present in the prey animals as well, making for some interesting and potentially dangerous combinations.

  • Aggression – The most common trait attributed to this particular type of Demon Sector wildlife is their aggression. Even the herbivores are more aggressive than one might expect, often choosing to fight when threatened instead of running.  The colonists of Valefar V have dealt with the particular type of “raptors” common in the temperate regions of the main continent for some time (though these creatures are most certainly to be classified as dinosaur-type creatures, not avians), and they are known for highly aggressive pack behavior and their fearlessness; they are known to attack even low-flying grav-craft used in driving them from claimed territory.  Some subspecies of Valefari deer are likewise aggressive, charging to attack hunters instead of fleeing, the males possessing particularly vicious antlers that are easily able to tear through unprotected flesh.
  • Intelligence – Animals of the “Demon Sector type” (we really should settle on an official name for these…) are also possessed of uncommon intelligence and cunning, capable of tactical thinking and problem solving. The Valefari raptors are known for their pack tactics, luring hunters into tracking one of them while others attack from the flanks, or even luring the unwary into rudimentary traps, such as creating rockslides or making use of quicksand.  A breed of rodent first encountered by explorers and later studied by UEF-01 in the Dantalion subsector is particular adept at navigation, possessing almost a minotaur-like quality to traverse mazes, and subsequently, structures, and are rather fond of the outer coating used on wiring, so they make for excellent saboteurs. 
  • Increased Size – Compared to other known species of similar types outside the Demon Barrier, the Demon Sector variants are thus far universally larger, on average at least fifteen percent larger (mostly due to increased muscle mass), though some are much larger. Again, the Valefari raptors are five to six feet high on average, with the alphas being as tall as eight feet, their long balancing tales making their length between eight and twelve feet.  The deer share similar increased size and mass, and the saboteur rodents average out to be about two feet from nose to tail.
  • “Spicy” Flavor – The natural flavor of meat collected from the various “Demon Sector creatures” has been described as “spicy” or hot naturally, whether in its raw state or cooked, though cooking tends to make the meat even hotter, depending on the method used (it should be noted that certain variations of these species, depending on their nature, are harder to cook than others, see Elemental Resistances below). This can be mitigated with certain herbs and spices, and there seems to be a growing movement to perfect “Demon Cuisine”.
  • Brilliant Coloration – These types of creatures are usually noted for their brilliant colorations that don’t always blend in with their surroundings. They, like the succubi, are usually possessed of brilliantly colored skin and fur, of various hues of red, orange, green, and blue, though many other colors have thus far been encountered.  These colors are often matched with stripes or spots not unlike those of predatory felines. 
  • Elemental Resistances – Of the known thirty types of “Demon Sector” animal variations encountered thus far, twenty-six of them possess some form of elemental resistance, usually related to the environment in which they have been encountered. Fire and cold resistances seem to be the most common thus far (and these are also the ones hardest to cook properly due to the higher heat required for cooking in both cases, either to overcome the natural resistance to flame and heat or to avoid burning the cold-resistant meat with too high a flame).  Similar resistances have been noted to acids and toxins, electricity, natural and otherwise, and even one species has proven resistant to divine magic.  It would be safe to assume that a newly encountered creature will possess a type of resistance, and thus should be carefully observed before engaging if at all possible.

Though we have no measurable metrics to validate the idea, it is theorized that creatures possessing some or all of these traits have demonic blood in their heritage.  Many traits of these creatures are shared by the succubi with whom we are familiar (and yes, I mean the race more correctly identified as ‘mazoku’, despite the current day common parlance), though their ratio of male to female members seems to be more in line with normal animals of similar species.   Some of those capable of using divine power in battle have reported that their holy magic affects these creatures as they would a demonic or other extra-planar creature, so this theory holds water.  Further time and study will tell us for certain, though.

#Lore24 – Entry #91 – Fantasy Month #31 – Draconic Disappearances

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

Finally, we return to a proper topic!  And no sign of any Yurisayan priestesses anywhere!  Yet.  I’m still on guard, and shall be for another several days, I’m sure.

Dragons.  They are an everyday sight in some form or fashion, for they are the primary symbol of the Empire. The very arcane magics wielded by arcanists across the face of Andyllion are based upon their legendary spellcraft, and the very language of the arcane is Draconic, or, to those who are capable, even High Draconic.  Supposedly the kobolds are descended from the dragons, and some even still possess a version of their legendary breath.

And yet, true dragons have not been seen upon the world since before the Great Cataclysm.  Many who haven’t educated themselves in the matter assume they were wiped out during the Cataclysm, but in fact they were gone for a substantial period of time before then, perhaps for hundreds if not thousands of years.  There are lesser descendants of dragons in the form of drakes, but these are essentially wild animals in comparison to a true dragon, possessed of a fraction of the intelligence, none of the arcane ability, and the largest of them only reaching the size of a young adult dragon at best.

It would be safe to assume that the ancient dragons perhaps were aware of the coming apocalypse, given the timing of their vanishing.  Records and tales indicate that they were quite long-lived, filled with knowledge that we of this time cannot begin to fathom.  Certain historical records do exist indicating that when dragons once ruled the world, there existed alongside them great technological wonders that have simply been impossible to replicate. 

The question remains, however:  what happened to the dragons?  Given my study of the subject, I lean towards either of two theories being the most likely explanation.

The first theory is that the dragons simply left Andyllion, known as the Great Draconic Migration theory.  Records indicate that dragons were often revered or feared by the lesser races while they were here, sometimes worshipped as gods themselves, and were often responsible for ruling over many of the greatest civilizations, as the number of draconic ruins we have discovered may well indicate.  In the history as told by the civilized kobold peoples, who once served dragonkind as loyal retainers, there came a time in which their true-dragon masters began withdrawing from the world, relinquishing their leadership roles and pulling themselves away from the lesser races.  This was the case for the goodly dragons, at least; those of an evil nature were more likely to remain to plunder the remaining holdings of their now-departed enemies, ruling as tyrants and hoarding wealth, until their inevitable destruction.  Regardless, there are tales that have been passed down within kobold society in which they worked tirelessly for centuries, gathering up the wealth of their masters and relocating it into the great cities that were supposedly built for dragonkind.  Once these dragons had enclosed themselves within their fortified cities and withdrawn from the events of the world, there is little in the way of record as to what happened.

What there is, however, are many ruins that have been studied in past centuries which indicate the distinct possibility that the dragons had constructed some form of great arcane portals, which they used to travel to worlds or planes unknown.  Though long destroyed and dormant, these portals are, as recorded in various records, massive in size, easily able to accommodate the largest of dragons.  The information pieced together from various ruins have been used by modern-day arcanists to create the typical teleportation circles and short-range translocation spells currently in use, in fact, and though it is kept under the strictest of secrecy, supposedly the Emperor himself possesses a working example of one of these portals, which could allow him to travel to any part of the Empire, likely why there is a push for frequent expansion.  The Dragon Isles themselves, long sought after by treasure hunters, is rumored to contain the last of the great dragon cities, and perhaps it too holds one of these portals, maybe even still intact and working.  One can certainly dream.  Could it be that the draconic portals of ancient times were able to reach even further, to the very stars themselves?  Or into realms beyond, the elemental planes, the realms of the gods, the hellish abyss the demons call home, or perhaps worlds we cannot begin to imagine?  Perhaps.

The second theory to explain their vanishing is more esoteric, but nonetheless compelling.  What if the dragons never truly left us?  What if they are still here, walking amongst the lesser races, completely unaware of their true nature?  What if the dragons decided that they needed to change their very nature, to perhaps enter a period of dormancy for whatever reason that only they would know, and their essences, their draconic souls, were refined, changed, and diffused throughout the world and into the lesser races?   Could this perhaps explain the prevalence of draconic imagery and their remaining presence in our imagination even though thousands of years have passed since they vanished?

This is the Soul Transference theory, which posits that the dragons, foreseeing the coming apocalypse as an event they simply could not survive in their natural state (though one would be hard-pressed to imagine something as powerful as a dragon being unable to withstand what many lesser races managed to survive), and collectively worked to change the very essence of their souls.  Per the theory, dragonkind as a whole, or mostly so, for there are those records of evil dragons tormenting the lesser races for some many years following the draconic withdraw, somehow forced a rapid and unprecedented evolution into beings of pure energy, which was then spread across the planet and infused into the many lesser races. 

Though initially one may scoff at the theory, one must pause to consider the very nature of the dragons.  These beings were far more complex than simply massive reptilian creatures.  Their essence was closely tied to the very fabric of the magic that fills our world, as evidenced by their mastery over all forms of magic as we understand it; they did not perceive magic as we do, into distinctly separate types (arcane, divine, and natural), rather simply as the foundational essence of the world to be manipulated as they required, thus enabling them to use any form of magic as easily as another.  Perhaps it is our nature as “lesser beings” that we cannot fathom how this is possible, thus requiring us to separate our magics into distinct types, unable to make use of more than single form?  Their entire bodies, then, were filled with this magical essence, draconic life-essence, vitae draconis, if you will, which may explain how such incredibly large creatures were capable of flight and moving their massive bulk around at all, and without consuming a city’s worth of food daily.  What if the Great Cataclysm would taint the very essence of magic that sustained them, and would have essentially acted as a poison that would have doomed them to oblivion?

Thus, to retain their presence within the world, they conceived of Soul Transference, transforming themselves into the beings of pure magical energy that would merge into the lesser races.  This could explain why certain individuals are gifted with either a greater understanding of the arcane arts than others, why they are capable of learning what is known of High Draconic, or those who are possessed of a natural ability with magic that requires honing one’s instincts instead of long hours of study.  This could also explain why these naturally talented sorcerers eventually begin to develop some draconic features (scales appearing on their skin, claws and horns and the like).  This could likewise explain why some kobolds are much larger than others, and why these individuals have a more strongly draconic countenance and often exhibit greater control and power of their breaths, and their own efforts to reproduce children that possess these traits typically fail; perhaps there are only so many dragon souls to go around?

Though typically not associated with the theory, I hypothesize that certain individuals who have recorded frequent dreams of dragons in some form or another, may actually be reliving past-life experiences and memories of ancient times when they were once what we know as true dragons.  Perhaps this would also explain why some are so driven to explore the ancient past, and seemingly have the uncanny ability to locate lost relics with a “gut instinct”; dragons were known to acquire vast amounts of treasures, after all, and could supposedly know if a single coin was missing from their hoards, indicating some kind of link with objects of great wealth. 

Again, I could continue for some time discussing the intricacies of these theories, but I have duties I must attend, and I would not want to be late, lest Mother decide to step back into the gutter for her choice of tomorrow’s topic.  Perhaps I shall return to it later on; it is certainly one of the topics of which I most enjoy a spirited discussion.

 

#Lore24 – Entry #86 – Fantasy Month #26 – The Wolf Princess of Kenbakku Wood

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

I wonder if Mother has been considering attending this year’s celebration, perhaps?  While I wouldn’t mind the opportunity to see the festivities, I certainly won’t be the one volunteering (or volunteered!) to be the titular princess.  Fortunately, the position is chosen long before the celebration begins, as I understand, due to the extremely physical nature of the honored position.

The story of the Wolf Princess of Kenbakku Wood is rather ancient, dating to a period in which the region of Agreacian, in which the titular woods lie, was not yet part of the Empire.  The tale revolves around the guardians of the Kenbakku Wood, a mixture of druids and rangers, human, elven, and otherwise, who have seen their sacred woods encroached upon by order of the Princess Lupania, who had been given authority to develop part of the region as she saw fit.  Though efforts to stop this desecration were initially peaceful, when Lupania proved that she would not be convinced to stop her plans to level a section of the woods, more drastic steps were taken.

In a bold maneuver, the Protectors of the Wood kidnapped Princess Lupania and brought her into the very heart of Kenbakku, where their sacred stone circle lay amongst the massive trees, and enacted their revenge upon the Princess, sealing her within a special wolf-hide costume that would grant her a more lupine nature, though still possessed of her own identity and (mostly) human form, albeit with some severe restrictions to her movements, at least initially as she struggled to adapt to her new situation.  She was then given a head start, after which the Protectors would begin hunting her; all she had to do to escape her trapped and animalistic state was to escape the wood on the edge of her realm, after which all pursuit would end and she would be free to do as she would, likely leading to a war against the people of the Wood. 

What followed was a frantic rush through the strange and unfamiliar forest, in which Princess Lupania struggled to come to terms with the strange suit which trapped her while trying to evade the seasoned hunters.  She would soon learn that she had an additional ability, specifically to understand the speech of the animals of the forest.  Though in the form of a predator, many of the woodland creatures sensed something different about her, and she was able to convince them to aid her in her flight.  Though many dangers lay ahead and the hunters were all around, Lupania, with the aid of newfound friends of the wood, managed to escape, and as promised, the wolf suit fell away, returning her to her normal state, though with a drastically changed perspective.  She would no longer seek to ravage the woods for expanding her kingdom, rather, having learned more of the nature of the forest than she could previously have imagined, she instead came to terms with the Protectors, and aided them with their task of protecting the sacred land.  She would even return to the woods frequently, even learning the druidic ways of changing her shape to that of a wolf when she did so, becoming as one with the flora and fauna.  It is said that her spirit still roams the Kenbakku Wood to this day, still in the form of a majestic wolf, encountered rarely by those traversing the forest, aiding those who respect the Wood, and hunting those who would seek to harm it.

The annual celebration commemorating this story, while mostly a local festival, has garnered some attention from the outside world, growing in popularity.  In the centuries since the original story supposedly took place, the festival has evolved and now centers around the Flight of the Wolf Princess, in which the chosen woman is sealed inside a suit similar to the one Lupania wore, and the escape through the is reenacted, the story retold through a much shorter section of the woods.  Once the ceremonial Princess has escaped, the festivities begin in earnest, lasting through the three nights in which both of Andyllion’s moons are at their fullest.  The Wolf Princess returns to wearing her lupine guise each night following the initial retelling of the story, ever present throughout the festivities, and supposedly the spirit of the original Wolf Princess appears on occasion, perhaps even possessing the ceremonial princess on even more rare occasions. 

#Lore24 – Entry #84 – Fantasy Month #24 – Capture Cubes

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

Strange creations, these capture cubes, and quite effective if employed strategically in sensitive places, so I gather.  Though I cannot say for certain who is responsible for their creation, I would hazard a guess that their origins lie with the Houslin family’s ancestry; admittedly this is pure speculation on my part, but it would fit with what I know of Lady Regina, certainly.  She did briefly toy with the idea of instilling within her most vexing staff the ability to summon such a creature, after all.

I may have been a little too vocal when I refused to be her test subject for those experiments.

I am not sorry.

Capture cubes are a form of artificially created creature, not unlike a basic homunculus in their basic makeup, with practically no intelligence and little in the way of mobility.  They are essentially massive blocks of nearly transparent jelly, after all, between six and ten feet on each side, if not larger, and quite malleable like a normal ooze, though they somehow retain their overall cubic shape.  Some of these creatures reportedly have the ability to replicate themselves, if they are somehow cut into two or more large enough pieces without damaging them significantly enough to dissolve their form.  Most often used as a security emplacement to trap those unfortunate enough to come into contact with them, the cubes nonetheless are capable of movement, albeit slowly, giving them the ability to effect something of a patrol route within the areas they are placed. 

As their name suggests, capture cubes are meant to incapacitate intruders who stumble upon them and keep them alive until they can be properly secured by the more intelligent guards.  The fact that they are nearly completely transparent, at least initially, makes detecting them difficult unless they have recently “fed”, so those who would sneak through an area guarded by these creatures must be especially cautious.  There have been accounts on record that have reported these creatures placed at the bottom of pit traps or placed in specialized slots above corridors, waiting for the traps to trigger for either the victim or the cube to drop, resulting in an easy capture.

Unlike the more dangerous oozes that can be found within the dank and dark dungeons of the world, capture cubes don’t consume their prey, rather, only the clothes worn by them.  Any non-living animal- or plant-based material is dissolved, and any metal, glass, or stone material is expelled, though items of sufficiently strong magical enchantment composed of matter it normally consumes will likewise be expelled.  The victim is held in place by the sticky nature of the jelly, being guided somehow to the center of the cube, which, as it dissolves the victim’s clothing, turns entirely black, blocking out light and leaving those captured suspended in complete darkness, somehow able to breathe (reportedly with some difficulty), but unable to speak or struggle free in any but the most exceptional cases.  It is possible for larger cubes to absorb up to two victims, perhaps more in the case of smaller beings, placing them in decidedly close conditions within itself.

Typically at this point the cubes will begin returning to a designated point, bringing their captured prey with them to be disgorged into the waiting hands of the guards or whoever may be in charge of the area they have been set to patrol, or, if there are other active threats and no more material to consume, will disgorge the victims from itself, leaving them covered in the completely black jelly, which is extremely sticky and clingy, proving most difficult to remove without magical aid; usually those thusly disgorged will be completely disoriented and unable to see and barely able to move, so they are only slightly less secure than if they were still inside the cube.  Within a few minutes, the creatures will resume their nearly transparent nature and continue to hunt.  Eventually the material on the disgorged victims will dissolve, usually after a few hours, if left unattended.

There have been varying accounts of what happens when these creatures are killed, possibly hinting at variations in their makeup or construction.  They are difficult to damage by non-magical weaponry, as such strikes will result in the weapons sticking to the creature and being pulled into it, though magic can be effective, especially fire and cold.  Some simply dissolve into a puddle of slightly sticky slime, while others reportedly remain much more sticky, enough so as to potentially trap those who would try to cross through it, or at least, hinder their movement for a time.  At least two accounts of combat with these creatures mention that they exploded upon death, showing their attackers with their slime, resulting in damaged or completely dissolved clothing and armor and severely hindered movement until removed or until it later dissolved on its own.

I would rather not ponder on the nature of the person who originally conceived the capture cubes.  While effective at what they are meant to do, undeniably so, the idea of trapping someone inside utter darkness, covered in sticky slime, unable to move or struggle free for hours, just makes me shiver. 

 

#Lore24 – Entry #78 – Fantasy Month #18 – Beast of Bugtussle Bay

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

For what little is known about the fabled Beast of Bugtussle Bay, I can at least gain much pleasure from the name being alliterative.  As the legends go, around a hundred years ago on the offshore Imperial colony situated upon the island of Conerael Cay (mmm, added alliterative appeal!), in the harbor town of Bugtussle Bay (so named for the large insects that had to be fought off when the colony was originally established, some confirmed specimens being man-sized), a terrible creature appeared out of the nearby sea following a battle with a particularly bold group of pirates who attacked the well-defended stronghold.

It is unknown as to whether this creature was awakened by the battle that perhaps took place over its lair, or if it may have been somehow summoned by one side or the other to turn the tide of the battle.  Regardless of what called it, the Beast of Bugtussle Bay, as it would be known, went on a destructive spree the likes of which have, interestingly enough, been seen several times throughout history, but more on that shortly.  In this case, both fleets were decimated, even those who had given up the fight and were fleeing the area, and the town of Bugtussle Bay was ravaged, consumed by fire, the bodies of its defenders left torn to pieces or impaled upon the shattered remnants of the town’s buildings. 

Descriptions of the Beast vary wildly, as those who survived the incident were overwhelmed with a powerful fear from the moment the creature appeared out of the sea, but some features were consistent.  Universally, it was described as tall and bulky, perhaps ten to twenty feet in height, with two great batlike wings and a roar that would freeze the blood with terror.  Additionally, many survivors reported the air to be filled with a black sand that seemed to pour from the creature the more it consumed, even its footsteps leaving behind patches of the substance.  Further descriptions vary greatly, with some saying that it grew larger throughout the attack, some reporting that it attacked with terrible, oversized claws, some indicating that it was instead focused on eating as much as it could with its great, fanged maw, while others reported it toppling buildings with a powerful tail.  Some say it was shrouded in a supernatural darkness, others say it was covered in layers of seaweed and coral that had grown upon it during its long slumber beneath the sea, while others still say the beast was consumed with hellish flames that could sear flesh and ignite structures from thirty feet away.  All who chose to remain upon Conerael Cay after the attack, and those who came after, agree, however, that they were truly blessed that the Beast has, to date, not shown itself again.

Curiously, as I delved into the archives after I had heard the story of the Bugtussle Bay attack, I discovered multiple reports from across the Empire, and even a handful from lands beyond, of a terrifying creature suddenly appearing, seemingly out of nowhere, to leave behind destruction and ruin in its wake, whether it was in a major city or a small, out of the way village.  The descriptions of the creature in these encounters, however, vary greatly, though certain features, such as the wings and flames, occur most frequently, though one is particularly ubiquitous:  the black sand that appears with the creature.  Even the encounters with the creature far from the sea all mention the black sand blowing through the air or piling up wherever the creatures stepped.  There is no pattern that I can discern to these attacks:  no common period of time between sightings, no common triggering incidents, and no information on what happened to the creatures once its wrath had come to an end. 

 

#Lore24 – Entry #66 – Fantasy Month #6 – Demon Lord Suzu’Reitani, Bringer of Calamity

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

I was rather curious as to why Felaria had today’s prompt delivered in written form, and my curiosity was quickly sated, for one does not invoke the name of demons verbally, especially those as ancient and powerful as this particular Demon Lord, lest their sight and wrath fall upon you.  That is traditional wisdom, and one must perform the proper ritual to communicate with a denizen of the lower realms (and what a ritual it must be to reach a demon lord), but perhaps it is best not to take chances?

The great Demon Lord Suzu’Reitani, Queen of Succubi and the Bringer of Calamity, thusly named for it was her coming that led to the Great Cataclysm that shook the very foundations of the world some two-thousand years ago.  Though much history was lost following the great upheaval, we do have records that state quite clearly that it was her entry into the world that led directly to the downfall of the kerryn goddess Sarresh and sealed the fate of the kerryns to be forever enslaved, less they cause another disaster that would see the world utterly destroyed.

This of course, like many things in history, is up for interpretation, for there is ample evidence that it was the Elvish Dominion that called forth the demons into the world, though they’ll never admit to such a thing, certainly.  This discussion is for another time, however.

This great demon lord sought to conquer Andyllion and use it as her bastion in her desires to claim the entirety of our realm as her own.  From what is generally accepted, she masterminded the many wars that marred the decades before the Great Cataclysm, using her many daughters to plant seeds of deceit, bending wills to her own devices, and building the great onyx tower that would serve as the beacon for opening a gateway to her domain and allowing her to come through to claim the world.  The true nature of her failure to take the world as her own has been lost in the chaos caused by the destruction of the great gateway tower, but we do know that her destruction in this world is what triggered the Great Cataclysm that reshaped the very surface of the world, toppling nations, destroying countless civilizations, and forever changing the fabric of our world.

The true depths of her machinations are still far from being fully explored, though her legacy has certainly remained.  To this day there are still those whose ancestry can be traced directly to her blood, for all mazoku are descended from her daughters, their demonic features easily marking them as such, as does the fact that they are almost entirely female, with estimates of less than one-percent of the mazoku being male.  Many creatures maintain demonic qualities, for Suzu’Reitani’s taint runs deep, and her kind are known to breed with anything, and true demons are still not unheard of, though full manifestation in the material world is thankfully rare.  However, there are still many cults worshiping demons, some perhaps even dedicated to Suzu’Reitani herself, though such worship is strictly outlawed and must necessarily remain hidden.

Thankfully another true demon lord has not been summoned into the realm, and hopefully none are planning such madness again.  It is the ever-present danger presented by demons, their unmatched capacity for destruction, that orders of exorcists, like that of the Holy Order of Rashnikova, still exist, and are rarely if ever bored.  Those caught worshipping and summoning demons are dealt with harshly, no mercy granted, and none expected, for one who dedicates themselves to such darkness are far too dangerous to be left to their machinations.

 

 

#Lore24 – Entry #65 – Fantasy Month #5 – Maidenbane Vines

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

A rather disgusting creature of uncertain origin to be sure.  The Emperor’s gardens have some of these on display, as do some private collectors, and rumors abound that they are actually popular with the elite of Draconis Magna as ways of experiencing their own depravity, though I suppose more often it is the kerryns who are forced to endure the touch of these creatures within the city.  Contrary to the name, Maidenbane Vines don’t exclusively target females, and don’t go after virgins first, as many an unfortunate (or I suppose fortunate, depending on one’s proclivities) man has discovered. 

Maidenbane Vines can generally be found within thick growth woods or jungles, most often near areas of civilization, for their primary food source is humanoids, though it is rare that one dies to these creatures, usually only those unfortunate enough to fall victim to them when no help is forthcoming, and perhaps only if they are particularly susceptible to the secretions of the vines or are unlucky enough to find themselves in a colony of the monsters.  These vines are difficult to spot, blending in well with regular vegetation, or perhaps even hiding the bulk of themselves underground until they burst forth to attack an unsuspecting victim.  Visually, they appear like any other vine, though if the creature hasn’t fed in a while, their color shifts from greenish hues to pinks and reds, growing from a central trunk that shares similar coloration to surrounding trees.  There is another telltale sign of their presence, their scent, which is sweet and thick, like certain other plants, but with a distinct honey-like quality, which only grows stronger once the plants become active.

Striking from ambush, Maidenbane Vines will lash out at their targets with multiple tendrils, usually half a dozen or so, and in some cases of extremely old plants, up to two dozen have been observed.  Their strikes are not usually deadly, but meant to daze and disorient, then constrict upon the chosen victim, wrapping them up and drawing them closer to the main body of the plant.  These vines are especially adept at immobilizing its targets, for its tendrils are not only strong, but their secretions serve to pacify the victim, filling them with lustful desires.  The plants are likewise adept at stripping the pacified victims of their gear and clothing, tearing through clothing with ease and finding gaps in armor or breaking straps when needed.  Once a victim is sufficiently restrained and pacified through overwhelming lust, the plant’s main body will open, revealing its moist interior, and extending its particularly phallic stamen, and the plant will begin to feed in ways that I could go into detail on, but will only describe as deeply erotic for the sake of brevity.

Once sufficiently sated, the Maidenbane Vine will then retreat back within its shell to languish after its meal, and release the likely exhausted victim, who, if unable able escape at this point, may suffer another attack hours later.  In most cases, the victim is fatigued and covered in the plant’s nectar secretions, perhaps with some amount of bruising and a rash on their skin, but generally unharmed (aside from, perhaps, their dignity), left feeling extremely aroused and perhaps even craving more if they are particularly vulnerable to the plant’s secretions.  The plant itself is at its most vulnerable when it has a victim within its grasp and is ready to feed, for its interior is extremely soft compared to its outer shell and the resiliency of its vines.  It is not unheard of to distract these creatures using slaves, then attack them once they begin feeding for an easy kill.

As to the origins of the Maidenbane Vines, they were first recorded following the demonic incursion and Great Cataclysm some two-thousand years ago, and tend to be more common the closer one comes to the original incursion point.  Further evidence of a demonic origin comes with their peculiar vulnerability to holy magic and their tendency to be able to sense those who can use it.  Those of particularly strong faith can sometimes force these creatures to retreat, similar to how they can turn undead, and divine energy can harm the creatures similarly to how it harms denizens of the lower realms, though it is not nearly as effective.  The plants, sensing the divine gift, will often try to attack a priest or priestess first, and with a greater animosity, though curiously only those who follow those gods of a generally good nature, further cementing their likely demonic origins. 

 

 

LORE24 ENTRY #25 – Merkava

Category – Creature

Merkava are a breed of moles common on Andyllion, but there have been variations of this creature found on multiple worlds throughout the galaxy.  Typically found in varying climates, and these moles are generally seen as harmless, though have, on occasion, been deemed a nuisance if the population gets to be too large.  When this happens, it is not uncommon for settlements to experience sudden sinkholes or structural damage due to the digging of these creatures.

The merkava are similar in size, shape, and appearance to other moles, but have a unique property that indicates that they have ties back to the elemental planes, namely that each of the creatures has some kind of elemental resistance, most commonly fire, cold, or acid.  This seems to be an environmental adaptation, as the merkava are often found in environments that most races would consider harsh, such as tundra or volcanic regions, and seem to thrive because of this trait.

Some orcish tribes in ancient times held the merkava in high regard as an animal spirit that represented triumph over adversity in harsh conditions, and also as guides to the underworld and the land of the dead, given their burrowing nature.  These beliefs have since faded, but the ancient stories have survived thanks to the efforts of various historians throughout the centuries. 

 

 

LORE24 ENTRY #22 – Valefari Raptors

Category – Creature

One of the first creatures encountered when explorers and settlers first established communities on Valefar V were the fierce Valefari Raptors.  As farmers and ranchers began to grow, these creatures made themselves known, attacking livestock and their minders with ferocity.  The Valefari raptor is a small to medium sized predatory reptilian, standing between three and seven feet tall, with the alpha males tending toward the larger end, with brightly colored hides in shades of green, red, and orange, often striped, with angular heads with mouths filled with razor-sharp teeth and powerful legs with wicked talons on their foreclaws and feet.  

These vicious predators will attack in well-organized packs of three to twelve, though much larger groups have been observed, numbering two dozen or more, though these are typically smaller creatures.  The raptors possess a very keen intelligence, much greater than your average animal, and are capable of creating ambushes and attack plans, often striking and retreating only to come back when least expected.  They rarely if ever show fear, and will attack with a ferociousness that some have described as bordering on a berserker rage; they have even been known to attack vehicles.  Making them even more difficult to deal with, unlike most wild animals, the Valefari raptors have no fear of fire, as they are mostly immune to it.  It has been theorized based on analysis of remains and captured live specimens that these beasts have a demonic heritage.

The most effective means of dealing with the raptors have proven to be vigilant scouting and monitoring of the frontier, backed up by automatic weapons and explosives.  The more successful ranchers have even taken to using small VTOL craft with mounted machine guns to sweep the borders of their property and keep the raptors at bay.  Thankfully, it seems to be working, as raptor attacks have been drastically reduced as the creatures have moved on to easier hunting grounds, though they are still quite terrifying to run across in the wilds. 

 

LORE24 ENTRY #12 – Chubbi Wubba

Category – Creature

A curious creature, the Chubbi Wubba (pronounced Chuh-bee Whuh-buh) appear to be normal cats of various breeds, living as cats typically do, whether it’s as a favored house pet or as a wanderer on the streets, sharing diets, behaviors, etc.  However, the Chubbi Wubba are quite intelligent, at least average compared to other races in known space, if not superior, not that they typically show it.  Not only are they intelligent, they are also psychic, though they typically don’t allow themselves to be discovered.  

The psychic nature of the Chubbi Wubba is quite subtle, with only talented psychics able to detect their presence at all.  They can communicate telepathically if they so choose, but their most common use of their psychic powers is to subtly influence the thoughts of individuals around them into petting or feeding them, often for many minutes or hours on end, or perhaps convincing someone to open their home for a night should they need a place to stay, or simply convincing someone to clean the litter box for them.  It is exceedingly rare that a Chubbi Wubba will do more than this, as they seem to be content in doing only what brings them pleasure at the time.  Their favorite targets seem to be those who don’t care much for cats, and it is rare that those they target even realize what they’re doing.  Notably, those with feline allergies seem to be unaffected by them around the Chubbi Wubba.

No one is entirely certain where the Chubbi Wubba originated, as they have been encountered on many worlds, and often travel onboard ships, some even making their homes on them.  Some theorize that these felines were once arcanist familiars who evolved beyond their original purposes, or were perhaps forced to evolve after their arcanists had died.  In the modern era, it would seem that conspiracy theories have emerged that would paint the Chubbi Wubba in a negative light, postulating that they are a malevolent force, secretly controlling the galaxy under the guise of harmless cats, or subtly influencing behavior on a galactic scale through cute cat videos on the ‘net.  

If anyone knows for sure, they aren’t saying, and neither are the Chubbi Wubba.