THE BESTIARY The realm of Sosaria is populated by a variety of creatures, both natural and unnatural. The latter group hath been on the increase since the coming of the Evil One. Through the efforts of a posterity-minded few, a collection of names and descriptions of the more common beasts hath been compiled and may perused herein. ARCHER, HIDDEN: So lacking in courage are the minions of the vile Mondain that his Archers only ply their trade from hiding places high in the treetops of the forests of Sosaria. Their aim, nonetheless, is accurate and many a traveller has died without ever knowing whence came the deadly rain of barbed shafts. BALRON: Huge, leather-skinned daemon lords, the Balron are perhaps the most fearsome of the evil minions of Mondain. Armed with vicious barbed whips and the ability to cast devastating fireballs at their victims, these winged scions of Hell have proven to be the nemesis of the flower of Sosarian knighthood. BAT, GIANT: Although the Sosarian Giant Bat is but a dumb brute, this large cousin of the more common vampire bat found in other lands is indeed a menace to those unforunate enough to disturb its subterranean slumber. The Giant Bat lives on diet of animal blood and is not averse to feasting on adventurers. BEAR: The Hill Bear towers over the tallest human and is armed with saber-like claws capable of rending even the stoutest plate armor in a single blow. The species was first sighted on the slopes of Mt. Drash, but hath since spread throughout the land. These creatures are extremely ill-tempered and will attack without provocation. CARRION CREEPER: These loathsome worms inhabit the deeper reaches of most dungeons, where they feed on the corpses of any luckless creatures they encounter. The numerous legs on their segmented bodies are equipped with small barbs that allow them to move quickly on walls and ceilings, as well as along corridors. Carrion Creepers should be avoided at all costs. CYCLOPS: A race of belligerent, one-eyed giants, the Cyclops dwelt in Sosaria long before humans ever landed on these shores. Driven underground many years ago, the Cyclops long to return to the surface and drive humans into the sea. Beware, for they will attack any adventurers on sight. DAEMON: Fierce, bat-winged horrors armed with cruel talons and barbed tridents, Daemons were unknown in Sosaria hitherto the advent of Mondain. Drinkers of human souls, Daemons are said to relish the screams of tortured humans above all else. DARK KNIGHT: Such is the corrupting influence of the foul Mondain that even the most virtuous of Sosarian chivalry are subject to fall under his sway. The land is now fouled with Dark Knights -- predatory warriors who seek to waylay innocent travellers and to rob them of their hard-earned goods. DRAGON TURTLE: These fire-breathing, aquatic dragons inhabit the seas around Sosaria and are considered an even greater menace to mariners than the winds of a typhoon. They are protected by a shell tougher than enchanted plate armour, and thus are extraordinarily difficult to defeat in combat. ETTIN: Travellers in the forests of our land have oft been fooled into thinking they have drawn near to a group of fellow explorers when they encounter an Ettin, for these two-headed monstrosities have been known to carry on heated discussions with themselves. An Ettin invariably abandons its dialogue when it hath the chance to attack an adventurer. GELATINOUS CUBE: Called 'dungeon sweeper' by some, the Gelatinous Cube is a subterranean dweller that roams corridors in search of food. Their bodies are composed of a clear, corrosive, jelly-like substance which renders them difficult to see, but they may sometimes be detected by the remnants of armor (aha! not 'armour'!) or debris contained within them. They are omnivores, digesting anything they find after absorbing it into their massive bodies. Contact with a Gelatinous Cube hath ruined the armour of many a hardy warrior. GREMLINS: Mischievous kin of the trolls and lizard men, Gremlins are underground creatures of voracious appetite. A favorite diversion is to stealthily approach unwary travellers and pilfer their food rations. Many an adventurer hath been consigned to death by starvation below the surface of Sosaria as a result of the antics of these creatures. HOOD: When the corrupt influence of the unspeakable Mondain spread throughout the Realm, even some of our stalwart peasants fell under the sway of the evil wizard. These warped individuals now roam the countryside attacking travellers. While unskilled in the use of arms, they nonetheless pose quite a nuisance to adventurers. INVISIBLE SEEKER: Among the most dangerous of the denizens of the catacombs below our land is the Invisible Seeker. None have ever seen one of these horrific slayers, for they are -- as their name implies -- unseeable. Their presence is usually first detected when open wounds suddenly begin appearing on the body of a victim. They are, however, susceptible to harm from most weapons. KNIGHT: Like their forest-dwelling counterparts the Dark Knights, the predatory Knights of Sosaria are warriors who have forsaken the ways of Chivary for the paths of Evil. They are fierce opponents and must be treated with care if one is to avoid an untimely demise. LICH: The Lich is an evil spellcaster who, through the necromantic arts, hath entered a state of living death in order to prolong an unholy rein on earth. Woe to the explorer who stumbles upon the lair of a lich, for the undead mage will guard its domain fiercely and attack without hesitation. LIZARD MAN: When Mondain first came to our land he performed unspeakable experiments with his servitors and he fierce reptiles that inhabit some of the streams and rivers in the south of our land. The result was the Lizard Man, a being both reptilian and human in a single body, armed with cruel teeth and a disposition to match its appearance. MIMIC: Beware the treacherous Mimic, for it hath been the doom of many a dungeon explorer. Disguised as a tempting treasure chest, the Mimic patiently awaits the overly-curious adventurer. When the victim makes as if to examine the chest, the Mimic attacks with a ferocity unmatched. MIND WHIPPER: Truly hideous, the Mind Whipper is a being with the body of a human, a face that resembles nothing so much as the underside of a squid, and an unquenchable thirst for the mental energies of its victims. The few who have survived encounters with Mind Whippers have emerged as babbling lunatics, their minds flayed from their souls by the relentless onslaught of these terrible creatures. MINOTAUR: As mentioned before, the evil Mondain experimented ceaselessly with the cross-breeding of man and beast in an effort to create the ultimate soldier. As if the creation of the dread Lizard Man was not enough, the vile wizard also mated the famed Baratarian fighting bull with some of his followers, resulting in the Minotaur -- a horror that walks on two legs like a man, but which has the head and the cruel horns of a bull. NECROMANCER: The Necromancer is a mage whose specialty is the practice of the arcane arts that pertain to the dead. Practitioners of such a morbid specialty were naturally drawn to the foul Mondain as jackals are to the carrion of the plains. NESS CREATURE: The seas surrounding Sosaria are home to a number of beasts, among which numbers the dread Ness Creature. For many years these reptilian behemoths were thought to be naught but the workings of the overwrought imaginations of mariners. The sinking of the frigate PEMBROKE in plain view of a small armada hath disproven this belief. ORC: Small, pig-visaged humanoids, the Orcs were the vanguard of Mondain's first advance. Tribal by nature, they are sub-human at best, just a slight cut above true bestiality. They abhor all things human and cultured and will lay waste to anything fashioned by human hands. 'Tis said that they relish the taste of human flesh. PIRATES: The pirates that infest the coastal waters of Sosaria are the scourge of the honest mariner. They ply the waterways seeking unarmed merchant ships to plunder, and often press the younger crew members into service as marauders. Once engaged, a pirate vessel and its crew will battle to the end, seeking no quarter and offering none. RANGER: Alas! Even the noble Ranger, preserver of the woodlands and keeper of the forests, hath fallen under the sway of dark Mondain! These matchless trailblazers long watched over the preserves of the Sosarian nobility, but as Mondain's treachery took hold, many of them forsook their old ways and became predators themselves. He who is pursued by a Ranger must turn and make a stand, for once on a trail the Ranger will never give it up. RAT, GIANT: The underground passages of the Realm are prowled by oversized rodents, the result of Mondain's necromancy and an abundance of food in the form of victims of the Evil One's minions. The Sosarian Giant Rat is a vicious predator and should not be taken lightly. SKELETON: The progeny of Necromancers and undead Liches, Skeletons are the animated corpses of dead warriors from which the flesh hath withered and fallen away. They fight tirelessly in an effort to carry out the bidding of their dark masters. SPIDER, GIANT: Few moments hold more terror for the intrepid explorer than when a Giant Spider, venom dripping from its fangs, is encountered in the corridor of a subterranean labyrinth. These creatures are dazzling in their agility and tireless in their search for prey. Fight well, or face a paralyzing sting and the fate of becoming a living hatchery for their young. SQUID, GIANT: Sosarian mariners swap legends of the Kraken, or Giant Squid, in every pub in every port of the Realm. These monstrous, creatures have been known to rise from the ocean depths, seize a vessel in their long tentacles, and drag the hapless vessel and its crew to a watery grave in the space of but a half-dozen heartbeats. TANGLER: Looking for all the world as naught but a vine covered tree stump, the Tangler lurks in subterranean corridors, waiting to ensnare explorers of the underground. Once a Tangler hath enmeshed an adventurer in its tentacles, it will hold the victim fast until starvation ends the struggle. The monstrosity then feasts on the corpse. THIEF: Long before the coming of Mondain, the common cutpurse was a plague to travellers in Sosaria. Lurking in alleyways, poised behind trees, and skulking in dungeon corridors, these villains are always ready to relieve innocent citizens of their valuables and their lives. 'Tis a service to your fellow Sosarian to exterminate a Thief whenever possible. TRENT: Native to the woodlands of Sosaria, the evil Trent seems like an ordinary oak tree until one approaches near enough to be ensnared in the grasp of its pliant branches. Once it hath crushed the life from the victim, the Trent then devours it, leaving no trace of its prey to warn other travellers. VIPER: Since before the dawn of civilization, the race of serpents hath roamed the land. From the most harmless garden snake to the giant constricters, hese legless creatures have always inspired fear in the human race. In the case of the Viper, this fear is well-founded. These vicious reptiles srike fiercely at all who stray too closely. Their venom-laden fangs bring a swift yet painful death. WANDERING EYES: Many a dungeon seeker hath been startled to enter a darkened chamber and be greeted by a number of eyes staring out of the murky blackness. Stare not long, for the Wandering Eyes weave a hypnotic spell that entrances even the most strong-willed and leaves one helpless before the magical onslaught that inevitably follows mesmerization. WARLOCK: Rogue practitioners of the magical arts, Warlocks are the evil servitors of Mondain. The Foul One hath trained them in the casting of bolts of mystic energy and sent them forth to wreak havoc amongst the populace. Slay them if ye can, for the arcane arts should never be used for wicked purpose. WRAITH: Summoned from the nethermost regions of Hell by Mondain's perverse enchantments, Wraiths are the restless souls of dead Clerics. Once on the material plane, they drift about seeking potential 'converts' to the discipline of Evil. Since one must first die in order to be converted, 'tis strongly advised that their enticements be resisted. ZZZZZ Z Z Z ZZZZZ ORN: Little is known of the mysterious Zorn. 'Tis a creature that not only defies logic, but that seems to defy the very laws of nature. It can burrow through anything and is completely omnivorous. In battle it seems to generate far more force than one would estimate possible from a creature of its size. When slain, the Zorn quickly evaporates, thus none have ever been studied closely. -1/8/87 -THE END.