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The Seers

Companion
Tome
Written by the hand of
Ashton Greybury
Historian to the Helbrandt House
Grandmaster Cartographer
Master Historian
Master Enchanter
5th Wizard of the House of the Scroll

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Table of Contents

Ch. 1: The Principles ……… 4

Ch. 2: The Township and Kingdom of Arma ……… 9

Ch. 3: The Dungeons of the Land ……… 28

Ch. 4. Arms, Armour and Other Necessities …… 44

Ch. 5. Spells and Magic ……… 54

Ch. 6. The Beasts of the Realm ……… 71

Ch. 7. Final Notes ……… 124

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Greetings my Seer!
I put ink to these papers with the sole
intention to hasten your understanding of my
world. I have spoken with the last Seer, Veria was
her name, and her story is in corroboration with
stories I have been told of Seers past… That is to
say, you Seers are not from my Realm at all!
You come from a different world. How can
this be, I know not but believe that the Principles
will it, and thus you are here. Not only that, I
believe you from another time entirely! The Lady
Seer Veria spoke to me at length of mechanical
contraptions not unlike the familiar golem in
which one willingly sits inside and commands it to
locations far and wide! She also mentioned that
weapons are far more advanced than what we
possess in this Realm. She believed that until she
learned of the Spell of Annihilation.
But you do not read this to learn what you
already know of your world. You are reading this
to know more of mine. So, please read on at your
leisure good Seer!

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Chapter 1. The Principles
In the Realm in which you currently find
yourself in, the Principles are what guides good
men in their lives as they seek the betterment of
their fellow man.
For you, the Seer, as it has been with all other
Seers before you… your connection to these
Principles is much stronger and far more
important than most. Each Principle, detailed
further in the chapter, has an associated Aleph
somewhere in the Realm – a large stone of ancient
Haelgere design – which grants Seers a special
boon upon mastery of the associated Principle.
The Lady Seer Veria told me that such
Principles do not exist in your Realm – at least,
not in such a quantifiable and almost tangible
sense, as they exist here, so I understand if you are
somewhat confused. Just know this – your actions
and attitudes within this Realm are important
and reflect upon you and you may draw strength
and power from them.

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The Principle of Empathy

To care for others and understand


their plight to show to Empathy
towards them. If you give freely of
yourself and your possessions, and help
those in need, then you walk the path of
Empathy. The Aleph of Empathy is
located due West of Mercenary Landing, at the
edge of the Dead Wood.

The Principle of Modesty

To humble yourself and not boast


of yourself or your accomplishments or
possessions is to show the Principle of
Modesty. The Aleph of Modesty can
be found after a short walk North-
East of the city of Arma.

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The Principle of Bravery

To confront your foes and face


your fears when others would cower or
flee is to follow the Principle of
Bravery. The Aleph of Bravery is
located North across the mountains of
Resch on the Southern continent.

The Principle of Sincerity

Speaking the truth and not


deceiving others is the essence of the
Principle of Sincerity. Oft times this
can be one of the hardest to follow, as
the truth is subjective. The Aleph of
Sincerity lies along the Northern edge
of the mountains surrounding the Korkak desert,
near the snowy Northern plains.

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The Principle of Temperance

The Realm is oft full of


temptation, but to walk the path of the
Principle of Temperance, you must
avoid indulging such temptations. Take
not what belongs to you, and refuse
reward when offered if it would not
offend the gifting party. The Aleph of
Temperance can be found in the Badlands South of
the Township of Bridelas.

The Principle of Wisdom

To understand the world around


you, how one thing connects to another,
to actively learn and better yourself is
to walk the path of the Principle of
Wisdom. The Aleph of Wisdom is
located due West across a river from
the city of Arma.

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The Principle of Piety

Your adherence to the


aforementioned Principles shows your
strength in following the Principle of
Piety – the summation of all other
Principles. The Aleph of Piety is
located in the Frozen Tundra far to
the North West of the Northern continent. A very
dangerous place!

At times you may wonder to yourself… “how


well have I followed these Principles?” Well worry
not, good Seer, for in this Realm there is a Teller
who resides at Freehold. She is in tune with the
Principles and can tell you where you stand and if
you are ready or not to seek out the respective
Alephs and receive their boons.

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Chapter 2. Townships and the Kingdom
of Arma
Next I would like to begin with a broad
introduction to the locales of the Realm. In my
extended length of life, I have traveled to many
corners of this great Realm and have accrued
what I believe to be a sizeable vault of knowledge
on the geography of the lands. With this, I shall
begin.

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World Map – Cartographer’s Reference

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I have little doubt that you will find yourself
here as Seers of the past have. This is
traditionally the House of the Seer, or House of
the Aleph, kept by the Seers since, well, there were
Seers to keep it. A Steward who serves the line of
the Seers tends to most matters of the House, and
the surrounding area is fertile for g rowing crops
and raising livestock. Its location on the water
provides fishing opportunities as well as a dock,
should you acquire a dockmaster to tend it. This is
a safe place to rest and contemplate the
Principles, as well as your ongoing journey.
Traditionally, the Retinue of the Seer live
amongst the Seer’s Household here.

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Perhaps the closest civilized locale to
Freehold, Aermun is under the rule of the House
of the Gauntlet, long-time friends of the Seers.
Although militarily declining, the Township of
Aermun is still capable of fielding enough
guardsmen to protect the town quite effectively,
and ensuring the rule of law and order. A further
curtain of defense surrounds the town in the form
of natural rock as well as fortified walls. Many
shops and provisions can be found here, and it is
located only a short ways North by North-East
from Freehold.
Aermun’s proximity to the Dungeon
Lethargus (a dreadful place) oft make it a
suitable location for adventurers and treasure-
seekers to hang their hats.
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Located a short distance to the North-East
of Aermun, across the KingsPeak Mountain
range, is the bustling city of Arma, home of King
Richard and the House of the Fallen Knight. Kings
of times past oft called upon the Seers, and it
would behoove you to pay a visit to the King in due
course.
Arma is home of the second largest library in
the world (second to only the Great Library of
Gleanessa), and a wealth of knowledge awaits any
who takes the time to peruse the walls of tomes.
If there are any provisions far and wide in the
world that you are in need of, rest assured you
can find them in Arma, amongst the many
craftsmen and provisioners that inhabit the city.

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Located on the Eastern coast of the Southern
continent, Bridelas is the home of the House of
Calor and the House of the Chalice, with the
former being in decline as of this writing.
What makes Bridelas unique is its wealth of
ore deposits in the surrounding mountains and
caves, which drew a great many craftsmen from
around the world. Most arms and armours of the
Realm are crafted here, and if you are in need of
weapons or armour, it would be wise to seek out
the craftsmen of Bridelas.
This is also the home of the legendary
Tatiana Alexi, Grandmaster blacksmith and
prodigious author of tomes detailing the
intricacies of the profession as well as things more
occult in nature as it relates to blacksmithy.
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The small island Township of Gleanessa and
the ancient and learned House of the Scroll are
perhaps the oldest and most historical of
Townships in the Realm.
In ages past, this was the home of the
Haelgere, the true masters of Magic-craft; but
now it is but a shadow of its historical accounts.
With that being said, Gleanessa remains the
center of Knowledge and Magics. The Great
Library of Gleanessa is the largest library known
to all mankind – a great pity that in recent times
it has fallen to the hands of daemonic forces
(more on that later!)
The wise and learned Wizards of the Scroll
reside on the South-Western tip of the isle.

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It is of further note that the
isle of Gleanessa also holds the
Ancient Aleph of Gleanessa – an
object of supposed great power and
dread. I have lain my own eyes upon
it, but have noticed nothing but a large circular
rock; certainly nothing overtly fiendish was
observed. But, the tales and legends are great and
many, detailing that this Aleph is the prison of the
dread Anathema! If there is truth to this, I know
not, I leave such matters in the hands of more
learned and wise men.
To find your way to Gleanessa, you have only
two options. The first is the use of a Shimmering
Mirror – ancient relics scattered throughout the
land which upon touching will transport you to
the location of another such mirror – which
mirror depends entirely on the time of day! The
second option is to sail. If you acquire a ship of
your own, you should have little trouble finding
the isle if you sail due South by South-West of
Nyssa. You can also charter a ship from Knights
Landing, West of Freehold.

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On the far Western coast of the Southern
continent lies the former city of Ellen. I state
that it is former as it has been razed to the
ground… by whom, I know not, it has been some time
since I have last set foot in this once greatly pious
city!
Rumors abound that a madness had taken the
citizens of Ellen (what with being in the proximity
of the Dungeon Ignavus…) and the locale has thus
been shunned. Nobody travels there any longer,
much is the pity. The city has ties to historical
events dating back to the dawn of mankind, and for
a great deal of time it was the center of all study
and enlightenment as it concerned the Principles.
It was renowned for its order of Clerics and
Priests, once upon a time, now few in number.
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The isle Township of Incunessa is an idyllic
place, with soft sand coasts and a perpetual calm,
warm breeze. There is not much for me to tell of
this tropical isle other than it is perhaps one of
the few places in recent generations untouched by
the hands of evil influences. It remains today as it
has for centuries – peaceful. A good friend of mine,
a monk from the House of the Iron Fist by the
name of Tai, resides here. I write this to you
because I have given him a map to care for, a map
that will be of great interest and use to you. I feel
that it would behoove you to seek it out at your
earliest convenience! Incunessa can only be reached
by ship – either your own, sailing South from the
South-Eastern tip of the Northern continent, or
charter from Mercenary Landing.

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Home of the Helbrandt family’s Manse,
Eastmark is a rather unique Township, located on
the far-East coast of the Northern continent.
Built upon a small chain of isles, bridges connect
the town together, each isle housing few buildings
individually. Some farm land exists in the
northern part of the town upon the main land,
while the House of Eastmark has set up a guard-
station a short distance to the south.
If you are in search of purchasing a vessel of
your own, a man by the name of Piten Greywater
at the Tinker’s shop can surely assist you, as he is
a man I spoke to on many occasions in regards to
nautical endeavors and travel.
The sister-Township of Westmark no longer
exists.
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The small Township of Faire can be found by
traveling North along the coast from Eastmark -
just follow the road! It is situated on the North-
East coast of the Northern continent.
The town of Faire is quite old, and if legends
and tales are to be believed, once was occupied by a
race of Elephant-people. No recordings of such
people exist today, so it very well might an old-
wives’ tale.
Located dangerously close to the Dungeon
Ferocia and the great Korkak Desert, Faire is not
a large or bustling place for most people (those
with sense anyway) do not travel here. The few
occupants of the Township seem content to service
the needs of the occasionally rare treasure-
hunter or soldier-on-errand.
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Once known as the Township of Vallen, Resch
is the home of Ortog and his followers. I have met
this Ortog in my travels – a peculiar man with
even more peculiar companions! However, he does
seem to me a mostly benevolent man, though he
does not necessarily follow the guidance of the
Principles. It might be of benefit to you to seek out
his assistance, should you find yourself in need of
it for he and his companions are formidable
mercenaries!
The area the town lays in is fairly peaceful,
the tormenting creatures kept at bay by Ortog
and his group. Not far to the East lies a
Shimmering Mirror, making the trip to Resch, on
the Southern side of the Southern continent,
relatively simple.
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The Township of Brookhaven is neither
conveniently located nor particularly important
in my estimation. It lies a fair bit to the North of
anything that could be considered relevant, though
it is perhaps the only place to rest your wary
bones if you are traveling to the frozen reaches of
the North, or if exploring the outer-mountainous
regions of the North-East of the Northern
continent.
A very small contingent of guardsmen keep the
small region safe from the beasts and evils that
reside in the nearby forests, and it is only by their
efforts that the townfolk of Brookhaven can sleep
peacefully.

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Located North-East of the city of Arma, I am
reluctant to ever have called Frontier a
Township. Upon being first settled, Frontier was
a small mining community consisting of primarily
of those folk who were unable to make a life for
themselves in Bridelas.
However, something very peculiar happened to
the town of Frontier. Of all the folk I have spoken
with on the subject, both learned and unlearned
alike, none have offered an explanation as to why
Frontier is now abandoned and ruined. A small
handful of folk mentioned that when they
traveled near the area, they felt a great evil
presence watching them. Upon my own inspection, I
cannot claim to have felt such a presence; but
that is not to say that the place did not give me
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gooseflesh! Perhaps it is the abandoned nature of
the town or some daemonic force at work, but
something upon the air chilled me. I spent an
afternoon looking through the few buildings left
standing and the ruins left behind (it appears that
the people left in a hurry, equipment and ore was
left behind!), I did not find any indication of an
attack of any sort. It is as if the people just
vanished and the Township fell into disrepair.
In any case of the matter, it is not some place
you would want to go to in the hopes of finding
food and shelter on a cold night.

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The Township of Nyssa is perhaps the most
tragic. Once a bustling venue for education (it once
held a great school of magic, and it was a center
point for inventors to congregate), a terrible and
vast Blight has overtaken much of the land
surrounding the Township. Where fertile ground
once was, now only marsh and swamp as far as the
eye can see. Indeed, this great Blight consumes a
large portion of the North-Western section of
the Northern continent!
Nyssa itself, as it stands today, is a sad
shadow. Ruined and desolate walls keep the
interior of what’s left of the town relatively safe
from the numerous predators that lurk in the
mire beyond. It is difficult to travel to the

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Township, but a Shimmering Mirror does exist
not far to the East of the town.
If there is one redeeming quality of the Blight,
is that the area surrounding Nyssa is ripe for
finding numerous reagents and herbs, essential in
the creation of many potices and tonics.
The old and great school of magic has all but
sunk into the bog, but you can still visit its ruins to
the East of the Township, a short walk South of
the Shimmering Mirror. But do be very wary,
Seer! This is a dangerous place, full of poisonous
and noxious creatures who are hostile towards
all.
I mentioned that upon visiting Faire I felt a
queer chill work its way through my skin – and
indeed I got the same feeling when traveling
further East in the Great Blight! I know not what
caused such a dread sensation, but I did not fully
explore the entirety of the swamp for the dangers
were too great.

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Other Locations:
Knights Landing – Located due West if you follow
the coast from Freehold, this small encampment
exists for the sole purpose of chartering ships to
Gleanessa, Nyssa, or Ellen.

Mercenary Landing – Located North across the


water from Incunessa, this small port was once
run by a group of mercenaries called Salvation
Priory, a strange combination of Principle
followers and swords-for-hire. Now, it merely
exists for chartering ships to Incunessa.

House of the Oak – Located on the southern


continent, deep in the Dark Wood so tainted by
ancient blood of daemonic hordes. I know little of
this place or its history, for I dared not enter the
Dark Wood!

House of the Iron Fist – Located in the Badlands


south of Bridelas, I know little of the area myself
for not having traveled there, much to my sorrow.
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Chapter 3. The Dungeons of the Lands
I have mentioned the Principles on more than
one occasion. For each Principle that exists:
Bravery, Wisdom, Empathy, Modesty,
Temperance, Sincerity, and Piety… there exists a
Dungeon dedicated to the antithesis of it! These
places are dark, dangerous, and are avoided by
most except those seeking for gold or a quick death.
A general word to the wise, Seer… If you feel
ready to undertake a journey into the belly of any
Dungeon, bring torches, lamp and oil, a healthy
stock of food, bandages, and poutices! Bringing
plenty of rope and tools would be an excellent
idea as well!
With that being said, I will enlighten you as to
the dangers within these Dungeons to the best of
my limited ability.

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Lethargus, the Dungeon of Apathy, is located
in the Dead Wood due East along the coast from
Freehold, and as such it is the closest and easiest
to investigate. Luckily, it is also perhaps the
least-dangerous of the Dungeons, if such a thing
can be said!
You must know Seer that the Dead Wood and
Lethargus itself were once mass gravesites from a
time long ago, and fel magics have given life back to
the dead. What you will encounter in the Dead
Wood as well as the upper floors of Lethargus
are primarily the lesser-undead. Skeletons,
headlesses, witches… Do not be surprised to find
vermin and bats as well, for those indulgers of
carrion have had much to gorge on over the
centuries!
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As you delve deeper into the recesses of this
tomb you will encounter stronger forms of undead
including Liches and Death Knights!
There are rumors of an ancient evil presence
somewhere among the lower floors… Some say it is
a great Warlord who perished eons ago, others
say it is something more terrible… The truth is, I
know not. I never ventured into the lower depths
personally.

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Insciens, the Dungeon of Ignorance, was once
better known as the Great Library of Gleanessa.
It contains numerous books if wisdom and tomes of
magic within its great halls and subterranean
basements. However, tragedy struck in the not-
too-distant past. Practitioners of magic
summoned forth a gate to a material plan not of
this Realm, and diabolical fiends have taken the
Great Library for themselves. Quick work by the
Wizards of the Scroll warded the entrance to
prevent such evil forces from overtaking
Gleanessa itself.
I was allowed entry during my investigations
of the dungeons and I can tell you that the upper
floors are overly dangerous… mostly rodents of
unusual sizes. Most of the books remained in
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place, but the Library felt cold without the
presence of scholars or students. I did not make it
too far for I encountered Daemons and their foul
ilk, creatures I would not be able to contend in
strength with. Tis a pity, for I was so looking
forward to glimpsing the ancient grimoire of Echoe
d’Dragonne, locked within. In spite of such
encounters, this is perhaps the second-least
dangerous Dungeon in the lands next in line to
Lethargus.

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Ignavus is the Dungeon of Cowardice, located
North of Ellen. This area was once a House for
the Mentally Infirm, those whose sickness of the
mind was so great that they could no longer live
as part of a Township within the Realm.
Nobody knows what happened, though. One day
the town of Ellen, the caretakers of the facility,
stopped receiving word. They sent Clerics to
investigate, but they did not return. It was not
long after that a great mind-sickness swept Ellen
and it soon fell into the state in which it
currently finds itself.
Due to these facts, I did not enter Ignavus, for
I did not wish to suffer the same fate!

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Located in the Korkak desert, West of the
Township of Faire, Ferocia is the Dungeon of
Arrogance. Interestingly enough, it earned that
title as it once was the site of a great and
wondrous city which sunk into the ground and was
swallowed by the desert and mountains. Some say
the fate that befell the city was because it
aspired to be too beautiful and awe-inspiring.
I was unable to bypass the upper levels for it
became quite clear that I would need to do a
tremendous amount of digging and rope climbing to
fully spelunk the depths of this Dungeon, and I
fear I am too old for such endeavors. The upper
level though was occupied primarily by lesser-
humanoids seeking refuge from the desert, as well
as vermin and scorpions.
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Venia, the Dungeon of Indulgence, is perhaps
one of the most sought-after for gold-seekers
with a wish for death. Stories abound about the
wealth of gold stored within Venia, which was once
a prosperous gold mine many ages past. It is said
that Dragons and other incredibly dangerous
creatures infested the lower mines, and from my
visit I assure you that there could very well be
truth to these rumors! I saw on more than one
occasion large reptilian footprints within the
mines… I dared not go further lest such ferocious
beasts prevent me from getting this Tome to you!
I’ve heard whispered rumors that something
even far worse than dreaded Black Dragons lurk
at the bottom of the mine. How anyone would find
out and live to tell is beyond my understanding.
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Perhaps the most devious of the Dungeons is
Simultas, the Dungeon of Artifice – Located due
South-East of the isle of Gleanessa. This was
once a Haelgere abbey of magic and study in
bygone eons. It was one of the last refuges during
the great scourge that Anathema was believed to
have unleashed in the distant past.
Today though, it is anything but a refuge.
Illusions and traps are piled atop each other here
in these halls, and nothing is truly as it seems. I
ventured into the first level of this space and
became utterly lost, unable to find my way down
for a very long while until I accidently stumbled
and fell through a wall that apparently did not
exist at all! The denizens of this place are mostly
machinations left over from the age of the
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Haelgere – Golems! My otherwise capable magic
was not potent enough to overcome these mindless
servants, so I avoided them the best that I could.
The further down I went, the more advanced
Golems and machinations I witnessed… the lowly
mud and stone variety near the top and the
metal…even Adamantine - near the bottom!
After a period of time trying to find my way
through such a dastardly clever place, I simply
could not take any more of the deceptions within
deceptions and ended my investigation of this
serpentine labyrinth.

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Blasphemus, the Dungeon of Blasphemy can be
found in the icey Frozen Tundra, only reachable
by ship (and good luck finding anyone willing to
charter a voyage here! You are best to acquire
your own ship.) The Aleph of Piety is located but
a short distance East of the Dungeon proper.
I must admit to you, good Seer, it took me a
number of years to work up not only the resources
and logistics but courage as well to visit this most
unsacred and doomed place. But where there is
great danger here, there is great history and
perhaps so much more…
The denizens of the Frozen North are unlike
any you will encounter anywhere else in the
Realm. Dragons and Daemons are among the
most dangerous and vile creatures anywhere, but
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some of the things that haunt this place... I would
beg for the mercy of a mere Daemon any day!
There are very powerful spirits here, souls of
ancient Haelgere consumed by Anathema during
ancient eons. I was able to commune with one such,
a Wes Talbot, who seems to be in multiple places
all at once… This spirit did not appear
malevolent like most of the others, and it is this
spirit alone that holds the knowledge to the great
Spell of Annihilation! It was this very spirit that
guided my hand in making the map which I left with
Tai on Incunessa.
Oh Seer, I wholly wish that I could articulate
the presences (for there are multiple) which I felt
in this holy damned place. One spirit I felt was
nigh on omnipotent and good, and another equally
powerful and horrendous – not to speak of the
multitude of other spirits intermixed between
them. It is here where I felt both the closest and
furthest from the Principles in all my life…
To say that this place touched my spirit
deeply would be perhaps the greatest
understatement I would ever utter. But alas, I

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could not stay for the magics which protected me
from the malevolent foes aligned with Anathema
was only so powerful and lasted so long. To
travel about this place, to access the lower
depths, you must leap into the ancient wells
within – I wish this was a mere jest, for I have never
tested my Piety and Bravery so fully before!
I regret that I could not spend more time
investigating the lower depths, for I sense that
there is an incredibly great secret locked within.

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Perhaps the single most hated place in the
Realm is the Dungeon Bedlam. Located East of
the Badlands (South-East of Bridelas), it is the
most feared hole in all the lands. I can’t help but
guffaw at the irony that this also happens to be
one of the easier Dungeons to travel to! A very
short trip by boat will get you there from
Bridelas… or if you have the courage to do so,
touch a Shimmering Mirror when the moon is
highest in the sky…
This most wretched place exists for but one
purpose alone – to hold prisoner the Ebon Bones of
the Dark Father. These ancient relic bones are
said to be the key to drawing Anathema into this
world, for their destruction is impossible. The
bones are locked behind Seven doors, each key to
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each door scattered through the Dungeons of
Principle mentioned prior, making unlocking the
Ebon Bones a nigh on impossible task for almost
anyone. But if that were not enough, Bedlam is
home to the most horrendous nightmares
imaginable – and from my experience in life, I have
seen some truly terrible things – the beasts of
Bedlam are by far the worst!
Upon taking your first steps upon the volcanic
and ashy surface you will encounter beings of
intense heat and fire. Once inside you will soon find
yourself facing all manner of high-Daemons and
worse. I shudder at the thought! It is said that
should one spend too long here they will develop a
terrible mind-sickness from all of the horrific
deviancies!
It is a common children’s game to dare one
another into looking into a Shimmering Mirror at
mid-night to glimpse the halls of Bedlam… this
game is forbidden by parents and outlawed by his
good Majesty King Richard, and for good reason…
Gazing into the realm of Bedlam is to have the
very antithesis of every Principle creep into your

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essence and corrupt your spirit and mind. Oh,
Seer, I do hope that you do not venture into this
place unprepared (if at all!) Only the strongest
and most resilient of Seers would be able to
withstand the horrors within. Even my good Lady
Seer Veria never ventured here.

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Chapter 4. Arms, Armour and Other
Necessities
In your Realm it may not be necessary to
travel about whilst armed and primed in the
finest of armour – but in this Realm it would
most certainly be your undoing! Aside arms and
armour, it is always prudent to carry a quantity
of food with you, lest your main foe be starvation.
I will not go into great detail about all the items
of the Realm, but will touch upon their categories
here so that you may familiarize yourself.

Weapons – There are a wide


variety of weapons in the Realm
which can be broken down further
into categories assigned by the
style of damage they inflict. For
instance, swords and other such bladed weapons
excel at inflicting slashing wounds, which are more
effective against enemies such as Undead
compared to spears which inflict damage by
piercing. Crushing weapons such as maces are

44
preferable against foes that are heavily
armoured. The key to success in battle and
mastering the Principle of Bravery is knowing
your weapons. A sword might make short work of
a Liche, but a spear is better for hunting Dragons.
I will discuss specific weaknesses of the beasts of
the Realm as I know them in a later chapter.

Armour – Akin to weapons, there


exists a great variety of armour
in the Realm, from cloth and
leather to chain and plate.
Certain types of armour are more
effective at protecting against
certain types of attacks than others. Platemail
will bough before the fall of a mace, but withstand
the slash of a sword effectively. Chainmail is good
for ensnaring the tip of a spear, but does less to
stop the fall of a sword blade.

*A note on weapons and armour – You may notice


in the Realm that there are several different
types of metals, woods, and clothes that make up
45
a variety of equipment. The most common of
metal is iron, which makes up the bulk of all
weapons and armour. However, Platinum creates
better metal weapons and armour, and even
better yet Star-Iron. The nearly impossible-to-
find Adamantine is the absolute best, but I believe
it can only be found within the Adamantine golems
of Simultas! Similarly, there is common wood and
then there is Blackwood, which is a tained form of
wood from trees grown in the presence of ancient
dragon blood. More rare and yet more durable
and desirable is Jaggedwood, but it is difficult to
find in the wild.

Food – The need to eat, just as to


breathe, is one of the common
traits which ties your world and
mine together. You should find a
great manner of food throughout
the Realm, though I dare say it is not as rich and
decadent as the food of your world, if the tales of
Lady Seer Veria are to be believed! However, I
believe you will enjoy the offerings of the Realm.

46
Herbs and Reagents – In your
travels throughout the Realm you
will no doubt find many peculiar
plants and fungi growing all-over.
Many of these hold potent
medicinal and intrinsically
magical properties, making them highly desirable
for the creation of potions and tonics, as well as
many other items.

Gems – Often found when mining


for ore, many gems are relatively
benign and dull. However, there
exists rarer gems, and gems which
are infused with power which can be
used in the crafting of special arms and armour
and many other items and runes!

Provisions – There are many items


that are inherently useful to the
point of being necessary if you are
to travel the Realm and delve into
the depths of Dungeons. Rope is a
47
must, for without it you will not be able to
descend far into the depths of certain Dungeons
(and bring plenty of it!) Bandanges and splints can
mend wounds and knit bones which can ultimately
save your life. Torches, lamps and oil are
essential for traversing the darker depths of
dangerous caves and Dungeons.

Spell Scrolls and Occult Items –


To learn magic one must read from
the proper spell scroll (a concept
that was difficult for Lady Seer
Veria to come to terms with). Spell
scrolls can serve other purposes, however, such as
in the crafting of Runes, which can provide any
number of benefits to you and your Retinue. Not
just spell scrolls are worthy of noting here,
though, for many creatures throughout the
Realm contain essential parts for the use of
crafting items of special properties. The stinger
of a desert scorpion for example can be used to
craft a potent poison-inflincting weapon.

48
Potions, Poultices, and Tonics –
Crafted primarily from the
reagents and herbs found throughout
the Realm, potions, poultices, and
tonics can have a huge range of
effects on those who consume them. Some may bind
your wounds, some might rejuvenate your spirit,
yet others will increase your prowess or mental
fortitude. A potion can often mean the difference
between life and death, thus making the profession
of Alchemist a revered one.

Tools – It is quite important to get


to know the tools of the Realm and
their proper usage, for you will find
a great many opportunities in doing
so. A trusty pickaxe will let you dig
up precious ore and gems, while a hatchet will let
you harvest wood. A fishing pole could be the
difference between starving and eating like a King.
A good mortar and pestle would allow for you to
create any number of tonics.

49
Books – What better way could
there be to learn of the Realm and
walk the path of the Principle of
Wisdom than to gather knowledge
from books? There are a great
many books in the Realm, many of them possessing
useful information and others stories and
histories of the bygone times.

Furniture and Décor – Although


not important to life and limb, a
good aesthetic is important for the
contentment in one’s life. Vases,
statues, tables, chairs… there are a
great many items in the Realm which you can
purchase, find, or craft yourself to decorate
Freehold, or anywhere else as it pleases you. I
know the good Lady Seer Veria enjoyed a
particular table in the home of Freehold, and had
a twin pair of busts on display which she made
with her own hands. In doing so, in her words, she
felt more part of the Realm.

50
Items of Importance

The Seven Keys – I mentioned in the


entry on Bedlam that the Seven keys
are required to unlock the Ebon Bones
of the Dark Father. These keys were
crafted in more recent times and enchanted by the
Wizards of the Scroll on Gleanessa. Each one was
placed in one of the seven Dungeons of Principle.

The Bowl of Benevolence – Crafted in


the ancient ages of Galathan and
Echoe, this bowl is said to cure anyone
of disease who drinks from it.
Whether this is true or not I cannot say, for
nobody has seen the bowl in generations. This is one
of the three relics which can bring harm to
Anathema.

51
The Cross of Devotion – From the
same time in history as the Bowl of
Benevolence, the Cross of Devotion
holds immense power. Scholars
believe that this relic is the physical
embodiment of the Principles, and can bring great
harm to the likes of Anathema.

The Horn of Altruism – The third


relic of ancient times imbued with
Haelgere power and is a great
weapon against the almighty
Anathema. Scholars and those who
have researched the Horn of Altruism all disagree
upon the origins of it – some stating it is the horn
of a great dragon, others a massive goat, and
there are many other theories. Whatever its
origin, its sound is known to cause great pain to
Anathema.

The Ebon Bones – The black bones of the Dark


Father, a being more powerful, cruel, and ancient
than Anathema itself. They are locked away for
52
good reason, for they contain a tremendous
power… the power to draw out Anathema from
the Ancient Aleph of Gleanessa – so it is said,
anyway. There exists a Cult of the Ebon Bones,
the members of which dedicate their lives in service
to the will of the ancient Dark Father and
worship the bones with a diabolical fervor.

The Seer’s Aleph – Much smaller than the


Alephs of Principle or the Aleph of Gleanessa, the
Seer’s Aleph can be held in the palm of your hand.
To anyone other than a Seer, it is merely a round
stone. But Seer have been able to unlock its latent
ability… to locate and find any item, place, or
person of their choosing! Seers of yore have oft
used it to find powerful relics and magics, while
others used it to further their advancement on
the path to mastering the Principles.

53
Chapter 5. Spells and Magic
Being the 5th Wizard of the House of the
Scroll, this subject is nearest and dearest to my
heart and interests. I will endeavor to list the
common spells of each circle of magic that can be
obtained throughout the Realm… as well as one
which is not common at all.
To note, each circle of magic is in proportion
to the power of the spells contained within – and
the amount of strain they put upon the caster to
wield. A circle one spell will have a low impact on
the constitution of the caster, whereas a circle
eight spell will be very taxing indeed!

54
1st Circle

Light- A necessity in the dark caverns and


Dungeons of the Realm, this spell will envelope
the caster in a bright cone of illumination.

Home- For you, the Seer, this spell will


transport you and your retinue back to Freehold.

Egress- This spell works only whilst inside a


Dungeon. In a flash, you and your retinue will
appear at the very entrance of the Dungeon you
were once in the midst of.

Wizard’s Eye- Grants the caster the ability to


hone in on potential weaknesses found in whatever
foe you are facing.

Cartography- Creates an astral map projection


of the land surrounding the caster.
55
2nd Circle

Heal I- The first of the Healing spells, this will


magically knit together light wounds, but will not
help against much heavier ones. It is greatly
recommended for your retinue as well as yourself
to know at least this level of healing spell!

Fireball- Summons forth and engulfs your foe in


a fiery conflagration, causing burns and harm.

Ice- In essence, the opposite of Fireball for the


caster summons forth frigid ice to chill and
lacerate the foe.

Create Food- An essential spell that may well


save your life if you forgot to bring an ample
supply of food and provisions. This spell allows
the caster to summon forth a random consumable.

56
3rd Circle

Regen I- Slowly heals minor wounds over a short


period of time. This allows the caster to focus
upon other tasks whilst convalescing.

Poison I- Inflicts a foe with a mild but insidious


affliction that slowly eats away at their flesh.

Drain- Steals the very life force of a foe and


grants it to the caster, healing wounds in the
process.

Cure- There are many afflictions that slowly


eat away at one’s health. This spell removes
them.

Lightning- Strikes a foe with a charged bolt of


lightning from the very heavens, electrocuting
them and causing grave harm.
57
Recall- Transports the caster and Retinue to a
previously Marked location. This spell requires
the 5th Circle spell Mark to work properly.

4th Circle

Wall of Stone- Creates a thick wall of rock


around the caster’s target, offering a high level of
protection.

Heal II- Quickly and painlessly removes small and


moderate-sized wounds, though the strain of
casting this spell is a bit higher than Heal I.

Arch-Heal I- Covers the caster and the entire


Retinue in a soft glowing light which closes all
small and minor wounds.

Bubble- Although the name of this spell is quaint,


its effects are quite deadly, potentially. The
caster envelopes a foe in a sphere of water, not
58
only causing sufficient damage but also
potentially drowning them as well.

Quake- The caster manipulates the very earth


itself, shifting and breaking apart the ground
beneath all foes being faced, potentially causing a
high amount of damage.

Wind- Conjures forth a mighty gust of air which


grievously harms your foe and tears at their
flesh.

Holy- An interesting spell which is highly


damaging to many denizens of evil. A most holy
light is brought forth, burning and tormenting the
foe.

Darkness- The opposite of Holy, this spell


consumes a foe in an inky darkness, causing great
damage and inflicting decay and entropy upon
their flesh.

59
5th Circle

Regen II- Gradually mends moderate wounds over


a short period of time, allowing the caster to
focus on other endeavors.

Mute- Prevents a foe from uttering any


incantations, effectively preventing them from
using Magic.

Blind- Robs a foe of their sight. A very effective


spell to prevent enemies from causing grievous
harm to you or your Retinue.

Soft- The primary existence of this spell is to


remove petrification, though it also works to
remove paralysis and other immobilizing effects.

Haste- Alters time around the focus of this spell,


allowing for quicker-than-human movement.
60
Protect- Summons forth a protective magic shell
which dampens all incoming physical blows.

Meteors- Summons forth from the heavens a


mighty swarm of fire to devastate all of your
foes and searing their flesh.

Bless- A potent spell which enchants the target


of the spell with heightened abilities, strength,
senses, speed… It can turn a mere normal man into
a gladiator!

Mark- Used in conjunction with the spell Recall,


this spell will ‘mark’ your present location, so
that you may ‘recall’ back to it at any time.

6th Circle

Poison II- Afflicts a foe with a harsh flesh-


consuming malady. It is a truly terrible way to
perish from the Realm!
61
Arch-Poison- Inflicts all of your foes
simultaneously with a mild malady which slowly
eats away at them.

Sleep- Certainly not a spell to be overlooked, this


will instantly enchant one foe to drift to sleep…
Needless to say this is suboptimal when in the
midst of a melee!

Invigorate- The recipient of this spell quickly (and


maintains for some time after) a heightened level
of energy which allows for them to fight more
keenly for a period of time. Very useful for those
who rely heavily on weapons and strength of arms.

Cleanse- A truly marvelous and life-saving spell,


this will remove many maladies, diseases, and
other negative effects one might suffer in the
midst of combat.

62
Blizzard- Summons forth a stupendously frigid
blast of cold which not only rends the flesh of all
of your foes, but is sure to chill and slow them
where they stand.

Curse- This diabolical spell is the result of the


Cult of the Ebon Bones… but that fact should not
dissuade one from using it! The target of the curse
will feel greatly weakened and their very essence
and energy will be slowly depleted as well.

Magic Shield- Encases the target of the spell in a


powerful field which greatly dampens all incoming
magical attacks.

Exorcism- A highly-situational spell, it will


remove any possession by spirits from everyone
within your Retinue.

63
7th Circle

Cone of Silence- Surrounds a large area with an


immaterial shell which prevents foes from
uttering incantations and casting spells of any
circle.

Paralyze- The target of this spell finds


themselves unable to move their limbs or react in
any way for a short period of time, leaving them
helpless and vulnerable.

Dispel- If you find yourself confronting an


adversary who has enchanted himself with spells
of Protection and shells of Magic, then Dispel
shall erase all of them, leaving them in a
vulnerable state.

64
Arch-Heal II- Akin to its predecessor, this spell
will mend moderate wounds upon anyone in the
entire Retinue.

Chain Lightning- Calls forth a cascade of terrible


lightning which will devastate the entire enemy
party, searing their flesh and bones.

Life I- This spell will literally save your life or


the life of one of your Retinue. A caster who can
master this spell has begun their mastery over
life and death.

Warp- Transports the entire Retinue to any


Township that has been visited at least once. This
spell is essential for those who travel about!

65
8th Circle

Regen III- This spell will gradually mend all


serious wounds on the benefactor, freeing them to
focus on other matters.

Confusion- Muddles the mind and senses of one


poor foe to the point where they are unable to
determine who is their ally and who is their enemy;
they will attack both alike!

Hex- A more intense and dastardly form of Curse


which greatly weakens the resolve of any enemy
combatant and drains them of their very essence
and energy.

Heal III- Masterfully heals serious wounds and


restores an ally even on the brink of death to good
and lasting health.

66
Abyss- The caster of this spell rips the very
fabric of reality itself and the oozing pustule of
darkness envelopes all enemies, causing
cataclysmic damage, blindness, and a slow and
gradual rot of the flesh.

Flood- Summons forth from the sky a torrential


downpouring of water, simultaneously crushing
and drowning all foes.

Golem’s Crushing Foot- The Haelgere were fond


of their artificial friends, the golems, and this
spell allows for the summoning of the massive
foot of one such golem! It will stamp out the life of
all enemies you face, and leave behind disease and
plague.

Tornado- The mastery of the very winds itself; a


tormenting vortex of wind rips and tears at the
flesh of all enemies and pummels them with debris.

67
Wall of Iron- Akin to the spell Wall of Stone,
this summons another barrier, but made of Iron
instead! It greatly reduces all forms of incoming
damage.

9th Circle

Restore- The penultimate spell for removing all


maladies, diseases, and negative augmentations
and incantations. It is known to even mend broken
bones!

Hysteria- Consumes all enemies with a volcanic


heat so intense that it drives them to madness and
drives them to such a madness that they will rend
their own flesh to abate the pain!

Life II- The mastery over life and death, this will
bring one ally back from the dead whilst enjoying
great health.

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Death- The final spell of the 9th Circle, this
completes the circle that begins with the spell of
Life. The unfortunate target of this spell will
crumple and their life force is immediately
extinguished.

The Lost Circle

Annihilation- This spell, above all others,


unleashes the most devastating of power. It is so
powerful and rightly feared that the last
remaining spell scroll itself was torn into several
pieces and hidden throughout the Realm.
The wraith I mentioned earlier that I had met
in the Dungeon Blasphemus, Wes Talbot, is the
only being who can piece back together this spell
scroll, should someone find all of the pieces.
The spell of Annihilation has two possible
uses, one is good and altruistic, and the other is
surely evil and most foul. The first and altruistic
use of the spell is to cause great and lasting harm
upon the being known as Anathema, for that was
69
the intended target of the spell when it was
originally conceived by the Haelgere in Simultas!
The second use of the spell, of which it was not at
all intended by the creators, is when it is cast not
in the presence of Anathema, it will destroy all of
mankind…
I hope you can understand now that it is
hidden away for a very good reason! I know that is
would be of great use to you should you need to
overcome Anathema, but the risk of it falling into
the wrong hands is too high, and thus I leave you
with only a map to locate the pieces yourself. I
mentioned before that my good friend Tai, a monk
of the House of the Iron Fist, holds the map dear
on the isle of Incunessa. Should you find need of
this spell, seek him out and seek out the pieces of
the spell scroll. Once gathered, bring the pieces to
Wes Tablot of Blasphemus… I do hope that it will
serve you well in its INTENDED purpose…

70
Chapter 6. The Beasts of the Realm

71
Perhaps one of the biggest differences between
your world and mine is that your world is not full
of wandering beasts and creatures that will
happily devour your flesh. Sure, there are some,
but not compared to here, and not in such
quantity!
It must be told that many enemies are the
direct result of the Dark Father and Anathema…
in their corruption and darkness, they gave birth
to a great many monstrosities! But not all of the
beasts of the Realm that seek to do you harm are
from them, some come from nature, which makes
me shudder all the more! The following pages
contain what I know of many of the beasts of the
Realm, categorized for your convenience.

72
Humanoids

Goblins – These
diminutive bipeds are
a crude and vulgar
group of enemies,
though they tend to
not be too dangerous
in their own right. In
larger groups they may pose a challenge. Goblins
are one of the older races created in the time of
Anathema. They possess a hierarchy where a
chieftain is in command, seconded by a warrior
caste, followed by a shaman caste, with a grunt
caste at the bottom.
Gruud- An
ancient and
malevolent race
if there ever
was one. There
are some
scholars who
73
believe the Gruud to be distant cousins of Man,
but I can merely guffaw at the notion of that.
These villains tend to roam in bands, though never
too far from a central fortification. These
denizens of Anathema are numerous. You will
encounter a wide variety in your travel, from
lowly grunts and scouts to assassins, mages, and if
you are unfortunate even chieftains. There are
peculiar sects of Gruud that inhabit the northern
ices, as well as some that inhabit Bedlam.

Bugbears- These creatures of ill-


intent are closely related to the
Gruud, though they seem more
content to wander alone or in very
small groups. They possess a crude
instinct which allows them search for
food, often leading them to
unfortunate travelers and
merchants upon the roadways. They
are not particularly dangerous, but do exercise
caution if you encounter them all the same.

74
Kobolds- Small in physical stature,
these rapscallions are more of a
nuisance than a genuine threat. Even
in relatively large numbers, they do
not pose a formidable threat to an
experienced adventurer. They have a love of gold
and it is that desire that oft brings them to
populated areas.

Ratmen- As if giant
rodentia were not terrible
a threat enough, man-
rats certainly pose a risk
to the unwary. They are
mischievous and capable of
wielding weapons and armour in their favor.
Beware their bite, Seer, for they can impose an
infectious disease! The common rat man is not too
difficult of a foe to overcome, though certainly
tougher than the average Goblin or Kobold. Do
keep a keen eye out for the Greater man rats, for
they are much stronger and more dangerous!

75
Frogkin- These man
frogs are not
particularly intelligent,
but are capable of
wielding crude weapons.
Certain sub-specimens of the Frogkin can elicit
poisonous toxins through simple contact, so do be
wary. They can be primarily found in the great
Blight surrounding Nyssa, as well as any other
swampland, where the boggy marsh is their home.

Ogres- Dimwitted and strong,


these brutes are capable of
exacting great physical harm
upon those unfortunate
enough to be struck by one.
They are easily outwitted
and fooled, however, making
Magic a good counter-
measure (especially Blind,
Confusion, and Sleep!) Ogres will sometimes
accompany Gruud or other creatures, preferring
a general mob-mentality over individual thought.

76
Dryads- These beautiful but
dangerous women of the wilds are
long thought to be distant relatives
of the ancient Haelgere… I know not
if this is true, but I do know that
they can be quite dangerous! They possess certain
latent abilities to charm men, and for those that
resist their charms they can bring to bear a
variety of Magic. They do not often travel alone,
and can often be found in the company of various
living vegetation such as Deathcaps, Treants, and
their ilk.

Wendigos- Thought to be
smaller, more-hairy Trolls,
these cumbersome creatures live
in the colder regions of the
Realm. Although not as
physically potent as a Troll, a
Wendigo can still be quite
dangerous with its greater-than-human strength
and its affinity for the ice and cold.

77
Minotaurs- These man
bulls are believed to have
been wandering the Realm
since before the time of
Man itself. They are
notoriously strong, but
what makes them perhaps
even more dangerous is
their ability to negate Magic and magic effects. I
must admit though, encountering a Minotaur is
fairly rare.

Cyclops- These one-eyed


giants are a mystery to
scholars and historians,
for nobody is exactly sure
when the first encounters
with them happened.
They are large, brutish,
and possess a raw strength even greater than the
above-mentioned Minotaur, but lack the Magic-
negating abilities. An angered Cyclops is known to
throw heavy boulders at its enemies.

78
Trolls- Possessing great strength, vitality, and
resilience as well as an irrational hatred of
Mankind, Trolls are perhaps one of the greatest
threats you will encounter.
There are numerous types of Trolls, ranging
from the Lava Trolls of Bedlam to the Rock and
Wood Trolls that wander the Realm, but the
most dangerous of all are the Troll Warlords
and Troll Chiefs!
Trolls possess an extremely accelerated
healing rate which makes damaging them a
difficult mission to accomplish, for they will
gradually regenerate even from the most grave of
wounds (but are vulnerable to fire and flames!)
79
Flayers- These most unholy
creatures tend to wander the
depths of Ignavus and other such
dreaded locations. They are quite
dangerous due to their potent
understanding of Magic and
spells, as well as their latent
ability to turn allies against one another! Their
attacks on the mind are what makes a Flayer
truly dangerous and hated.

Gremlins- Small of stature and strength,


Gremlins are more interested in causing
minor trouble and acquiring their beloved
shiny gold than they are in actually causing bodily
harm or malice. Should you encounter a Gremlin,
watch your coin purse, for that no doubt is the
intended target. However, not all Gremlins are
necessarily evil. I have encountered some that were
capable of speaking in our tongue and one even lives
among Mankind, serving as a banker.

80
Vermin

Giant Bats- Often found in


caverns and the upper levels of
some Dungeons, these winged
rodents pose little threat. They
seem attracted to any prey that is hot-blooded,
for they appear to ingest blood as nourishment.

Giant Rats- The common


giant rat is a nuisance, though
take care of its bite for they
are known to spread pestilence.
Their much larger cousins, the Plague rats, are
much more dangerous and virulent. Giant rats can
be found in upper levels of Dungeons, while Plague
rats are thankfully rarer.

Giant Wasps- Found most


commonly throughout the wooded
areas of the Realm, these insects
81
are only marginally dangerous. Their large
stingers can pierce flesh with ease, and even
through light armour, causing a good deal of
bleeding. In addition, their stingers impart a mild
and unpleasant toxin into their targets.

Giant Dragonflies- Far from


being the most dangerous creature
you will encounter in the Realm,
these flying insects are capable of
taking a decent gouge of flesh if
you are not careful. Carnivorous in nature, they
hunt Man just as likely as they hunt deer, wolves,
or other such prey. Their bites are mildly toxic
and can cause moderate bleeding.

Crawlers- Preferring to live in the


moist debris of rotting leaves and
foliage, Crawlers can be found
commonly in wooded areas and
their surroundings. They are neither poisonous nor
overtly harmful if dealt with carefully. Some
hunters even prefer them for game hunting.
82
Stag Beetles- Not commonly found
in the Realm, the occasional
encounter with a Stag Beetle can be
dangerous. Their front pinchers are
capable of causing severe lacerations, often
leading to a dramatic loss of blood in their victim.

Asps- A variety of Asps exist throughout the


Realm, favoring the great Blight as well as
various Dungeon depths. Even the weakest of Asps
is an assured danger for their venomous fangs can
greatly weaken their victim. The most dangerous
known Asp, the Albino Asp, has a poison so potent
that it can prove lethal within moments of it
coursing through the victim’s blood. Even without
the threat of poison, an Asp’s fangs are sharp as
daggers and can cause severe bleeding and
puncture wounds.

83
Harpies- These winged-
menaces are an angry lot.
Their temperament is as
fierce as their talons are
sharp. They can most
commonly be found in the
mountain pass East of the
Township of Ellen, though they may take up
residence in certain Dungeons. The multi-colored
Exotic Harpy is a rarer find, but far more deadly.

Nagas- With the torso of a


woman and the bottom-half
of a snake, Nagas are most
curious creatures. They are
believed to be the manifest
of the Principle of
Blasphemy, the fusion of Man and Serpent. They
are not commonly encountered outside of Ferocia.
Naga, although deadly in their own right, are not
as dangerous as the Naga Rattlers that inhabit
deeper Dungeons. They are extremely quick!

84
Giant Spiders- Lady
Seer Veria spoke at
length to me regarding
the spiders in your
world, how most are
the size of a mere coin, while the largest being the
size of a bowl. She was unprepared for the spiders
in this Realm! There are several varieties, the
smallest having the equivalent size and weight of a
man. Unlike in your world, these spiders are never
venomous. However, they have a great hunger for
meat and are keen to wrap their prey in a sticky
webbing before sucking the bloody pulp from them.
The more dangerous of the Giant Spiders is the
Widow Spider. Their bite at times can be so severe
that it can cause instant death.

Giant Scorpions- Most


Giant Scorpions are a
moderate threat at
best. The primary issue
to be concerned with if
encountering these

85
denizens of the Korkak Desert are their stingers,
for they carry a potent and viscous venom which
renders their prey unable to move. The Giant
Scorpion has a much, much tougher older brother
though, the King Scorpion. These Kings of the
Desert are extremely strong and their carapace
is among the toughest of all known creatures,
which makes them a prized possession for
extremely skilled and gifted hunters.

Giant Worms- These creatures are massive in


size and capable of devouring a man whole. They
reside in the Korkak Desert where they tend to
feast on Scorpions. They are large and brutishly
strong, but not particularly intelligent, they seem
to mostly orient themselves through instinct.
Still, do not underestimate an encounter with one
of these, lest you find yourself as a meal!
86
Dragons

Wyverns- Compared to
their brethren, the Wyrms,
Wyverns are small in
comparison, being no larger
than a man. Their talons,
teeth, and even the barbs on their tails contain a
substance which is proven poisonous to Man.
Wyverns, either brown or green, or not commonly
encountered, but if you do come across them, be
mindful of them! They wield low-level Magic in
addition to their deadly appendages.

Dragonkin- These rare creatures


are an oddity to be sure. Neither
Man nor quite Dragon, it is
difficult to say where they belong
in the Realm. They are strong, but
not overly dangerous to a prepared
adventurer. I know little else of them.

87
Wyrms- Among
the top tier of
most dangerous
entities you might
encounter, Wyrms
are never to be
trifled with! These
ancient beasts are
as cunning as they
are strong. Their thick scaly hide protects them
well from most weapons, and they have a natural
ability to dampen magical attacks.
Their scales and teeth make for excellent
armour and weapons, but they are naturally
extremely rare to come by because nobody dares
hunt such a creature. Wyrms are known to wield
among the most powerful of Magic (even 8th
Circle spells!) in addition to their iron-melting fire
breath.
Thank the Light that Wyrms, whether black,
red, or uncolored, do not travel in the wilds, and
can only be found in the deepest of the most
dangerous Dungeons!

88
Ancient Wyrm-
I have never met
one, nor do I ever
wish to. Of all
acquaintances in
my knowing, only
one has ever set
their eyes upon
such a rare and
fearsome beast – the 1st Wizard of the House of
the Scroll before his disappearance. Little is
known about these most elder of creatures aside
from their love of extremely rare Adamantine
ore, and their possession of great Magic, traits
shared by all Wyrms it would seem.
I know not where you might encounter this
formidable entity, so it would be best to keep your
wits about you when traveling into the lowest
depths of Dungeons… And if you do encounter one,
it is my sincerest and most advantageous advice
that you run.

89
Beasts

Wolves- Indigenous to most of


the wilds of the Realm (including
the areas surrounding Freehold
itself), wolves tend to not pose
the most dire of threats. The
Arctic variety is a bit more fearsome due to its
acclimation to such harsh conditions than the
smaller Timber kind, though they have an
abundant fear of fire. Their strong jaws are
capable of causing severe punctures and gaping
wounds if caught unawares.

Lizards- Like wolves, these creatures


are very common throughout the
Realm and are of little danger to
anyone who has their wits about them.
Their small teeth are hooked which can
cause tears in flesh. Lizards are oft hunted as a
means of food and sport due to their speed.

90
Aurochs- Whilst the
typical Aurochs can be
found mainly on the
Southern Continent, the
Swamp Aurochs has
become a staple of the
great Blight surrounding
Nyssa. These creatures,
at some point in the distant past, were
domesticated animals that farmers used to plow
their fields and haul lumber from the forests.
Now, they are more feral and far less helpful. If
you encounter an enraged Aurochs, be mindful of
their hooves, for they tend to kick with tremendous
force!

Hounds- Most curious


beasts, these ‘hounds’, a
term which I use mostly
in gest for these are
nothing like the
domesticated hounds you
will find around a

91
Township! These beasts are vile and ill-tempered
with a great thirst for bloody meat. There are a
variety of different breeds, from the typical kind
you might wander into throughout the Realm to
the Mountain Hounds found in the passes between
Ellen and the Dead Wood. An even larger, and
far more dangerous breed can be found within
certain Dungeons, referred to simply as Hell
Beasts for their daemonic nature and inclination.
They are agile and their jaws can crush a man’s
skull, so do not trifle with them lightly.

Chimeras- These beasts have three


hellish heads: one of a goat with a
daemonic visage, one of a lion, and one
of a serpent, which sits upon the end
of the creature’s bizarre tail.
Capitalizing on their great speed and
knowledge of Magic, Chimeras of various
Dungeons are deadly adversaries – and even more
so the half-dead Rot Chimera! The origins of
these beasts is muddled in the history of
Anathema (some claim they are the result of an

92
evil and most vile spell gone awry cast by a
forgotten sect of Haelgere wizards), but make no
mistake, they are seeded with great evil intent.

Griffins- Oft used as


symbols of Heraldry by
the gentry, Griffins are
noble and magnificent
to look-upon. Their
temperament however
does not match this
visage. They are
ravenous meat-eaters and very avid hunters
(perhaps among the most prolific in the Realm!)
Their piercing talons and crushing beak are so
precise that at times armour is of little
protection against them. Though somewhat rare
to encounter, you may find the occasional Griffin
in the wilds of the Realm, or within some Dungeon
or another. The Vulture Griffin is more of a
menace than the average one, and more care
should be taken when approaching such a beast.

93
Manticores- I have
rarely gazed upon
a creature that
appeared more
malicious than a
Manticore. With
the body of a beast
and head of a man, these reprobates are surely
the very spawn of Anathema itself. Their warped
image is that of the cruelty of Man, and their
threat to Man is incredible. The Greater
Manticore wield powerful Magic, and the spiked
tail, as well as claws and teeth, ooze a paralyzing
venom which incapacitates their unfortunate
victims.

Beasts of Burden- Would you


believe that these massive
creatures were at a time not
long ago very docile and used
oft by miners to cart large
quantities of ore and rock?
Only within the past

94
generation did these beasts become ornery and ill-
tempered, and it is unclear exactly as to why.
Some believe it has to do with the Ancient Aleph
of Gleanessa, but to me the mystery remains
unsolved. Not many of these creatures roam the
Realm, and you are more likely to find one
wandering in a more remote region than anywhere
near the well-traveled roads.

Venom Beasts- Found in the


Korkak Desert, these creatures are
a bizarre hybrid of a Hound and a
Scorpion; no doubt some vile
product of dark Magics? Although
relatively quick and powerful, the true threat of
the Venom Beast derives from the tail, which
injects a terribly potent venom which is rarely
survivable.
Wargwolves- Although
they may walk (and
indeed, run at frightening
speed) upright like Man,
these creatures are
95
among the most feral and instinct-driven in the
Realm. Wargwolf groups are oft led by an Alpha
Wargwolf, which is larger and has a darker coat
than the others. Wargwolves can most commonly
be found hunting in the lands surrounding Ellen,
though you might chance encounter them
elsewhere. The pelts of Wargwolves are well
sought-after prizes for huntsmen, but the game is
very dangerous for their teeth and claws rend
flesh and leave grievously deep wounds. If by some
chance of luck that a victim escapes from the
clutches of a Wargwolf pack, they more oft than
not perish from blood loss.

Hydras- These multi-


headed creatures are
rumored to exist in the
depths of the Dungeon
Ferocia, though they
are rumored to exist
elsewhere as well. Not
much is known of their origin, but they appear to
be quite old… perhaps older than Anathema.

96
Little else can be said about them, for I have never
encountered one before.

Catoblepas- With the


resemblance to an
ordinary swine, it is oft
said that the
Catoblepas is the result
of a transformative
spell gone awry when
cast upon a boar. For reasons unknown, these
creatures have a strong anti-Magic affinity,
which makes hunting them particularly difficult
due to their incredible heft and dangerous
protruding tusks. These beasts wander the
Badlands south of Bridelas. Hunters I have known
tell that when hunting the dangerous Catoblepas,
spears tend to be more effective at piercing their
tough hide than swords or axes. And although
their hide is tough, it does not make decent leather
armour, for it becomes incredibly brittle when
treated.

97
Behemoths- It is said
their origins come
from the sea, hence
their somewhat
aquatic visage. These
creatures are
relatively new to the
Realm, having
spawned from some
sort of corruption of the water somewhere West
of the Township of Resch. These monstrous beasts
at once terrorized the poor town until Ortog and
his followers drove them away. Now, they can be
found scouring the Badlands, East of Resch.
Perhaps among the most physically resilient
and strong of the beasts in the Realm, it is best to
avoid them if possible – though their hide, unlike
the Catoblepas, makes for excellent armour when
cured and treated properly. However, it is quite
rare for hunters to go after such game due to the
extreme danger involved, which makes Behemoth
hide a very rare commodity.

98
Daemons

Hell Hounds- Similar to Hounds in


appearance, the Hell Hound is a beast
not of this Realm, like most creatures
of the Daemon family. Thought to
have been summoned forth by the Dark Father of
ages past, these creatures know only hatred and
revulsion towards Man. Hell Hounds themselves
though, compared to many of their daemonic ilk,
are not terribly dangerous… which is not to say
you should underestimate an encounter with one.
They are hot to the touch and can ignite a
person’s clothing should they get too close! Fire
Magic is useless against these beasts, but water
and ice sufficiently subdue these beasts.

Imps- These diminutive devils


are ill-mannered and
mischievous conjurers of Magic.
The potency of the Magic

99
they wield solely rests upon which subset of Imp is
being encountered, for the name Imp is more of a
classification of these small Daemons, which
includes Gargoyles and their ilk as well. Most
Imps have mastery over the lower-circle spells,
and even the more powerful Imp variants rarely
master circles above the 6th. You may encounter
these in within the halls of the Dungeon Insciens,
as well as other such Dungeons.

Fiends- This
sub-division of
the Daemonic
family are a
brutish lot with
little cleverness
and no
understanding of how to use Magic. Instead, they
rely on unholy strength and a deep-rooted hatred
and hunger for Man flesh. Even the weakest of
Fiends is not to be underestimated, while the more
powerful of the lot, the Eviscerators, should be
avoided at all costs… Though I think they only

100
scour the forsaken halls of the Dungeon Bedlam
itself. I have had occasion once to meet a Fiend
that was more clever than most, and indeed he
was not a wholly malevolent being. I trust you will
meet him should you plunge into the depths of the
Dungeon Insciens.

Succubi- Easily the most beguiling of all


the Daemons, the Succubus appears as a
beautiful woman, but do not trust your
eyes for they are very much bent on evil!
The Succubi are known for their manipulative
powers which turn friends into foes to do their
wicked biddings. In addition to their deceptive
charms, they wield a fairly sizeable command
over Magic up to the 6th or 7th circles with a
strong favoring of debilitating spells instead of
overtly damaging ones (they seem to enjoy playing
with their prey). Like many Daemons, you are
most like to find Succubi within the Dungeon
Bedlam, or within the Dungeon Insciens among the
forsaken books and halls.

101
Gazers- These
Daemons defy the very
laws which bind us to
the ground, for they
hover above it without
wings! Their many eyes
make it nearly
impossible to catch a Gazer unawares. Lesser
Gazers can be found in the deeper wilds of the
Realm whilst the much more powerful and
dangerous Scolders lurk in the Frozen North
surrounding the Dungeon Blasphemus. Gazers do
not possess much in the way of physical strength
(though they do possess a certain Daemonic
influence to it), but they do have very keen and
sinister minds full of knowledge of Magic. The
Scolders are capable of casting all spells up to
the 8th Circle! Gazers are typically avoided, but
some might hunt them for their eyes hold magical
properties which can be utilized in the creation of
certain trinkets with abilities.
It is said that the Gazers are the eyes of
Anathema, and all that they behold, he does as
well.
102
Daemons-
Strong of both
mind and body,
Daemons are the
most malevolent
and keenly
villainous of foes
in the Realm. A
Daemon, and to a
much greater extent Arch-Daemons, towers over
a Man and wields an incredible array of
devastating spells… even the weakest of Daemons
is master of 8th Circle Magic! The insufferable
Daemon ilk can be found in the Dungeon Insciens,
whilst the most powerful Arch-Daemons and
Flame Daemons reside in and around the Dungeon
Bedlam. Flame Daemons have a strong affinity
to fire as their namesake suggests, and hold a
weakness against ice and water. Arch-Daemons do
not possess such weakness. Most Daemons are
resilient against the use of most Magic in general,
though not impervious to it. Daemon horns and,
more macabre, Daemon skin are both sought after
for their potent magical properties.
103
Pit-Fiend- A no
greater evil is known
in the Realm other
than Anathema.
The Pit Fiend
wields tremendous
power, and it is the
Pit Fiend alone in
the whole Realm of
creatures that can rival the raw power of an
Ancient Wyrm! There is very little information
regarding them for certainly nobody has ever lived
to tell the tale of an encounter with such a
powerful entity. All that is known is that these
monsters are at the top of the Daemonic
hierarchy, answering to no one. There are no tales
or stories that state any weakness or
vulnerabilities that a Pit Fiend might possess…
the only tales come from legends that existed for
hundreds of years, that a single Pit Fiend can
destroy an entire army of Men with but the wave
of a hand. They are said to exist deep within the
hellish Dungeon of Bedlam, but one traveler told
me there might be one elsewhere as well…
104
Ethereal

Ghosts- The poor lost souls of the isle


that is now inhabited by the Dungeon
Blasphemus wander in ceaseless
torment. These ghastly figures are
nearly impossible to see in the
blizzardly conditions of the Frozen
Tundra. They are believed to be long-dead
Haelgere who were once in the service of the Lady
Echoe d’Dragonne. Although lacking in
constitution, as they are ethereal in nature,
conventional weapons are not particularly
effective. Instead, the best way to banish a ghost if
set upon by its tormenting is by the use of Magic.

Revenants- Only the most accursed


and tortured of souls in the Frozen
Tundra have ultimately contorted
into what can be called a Revenant.
These are fiendish and exceptionally

105
dangerous spirits! Indeed, they possess superhuman
strength and vitality, which is made even more
impressive by the fact that physical weapons are
extremely limited in use against them. They are
known to have the abilities to dampen Magical
attacks wielded against them as well (and indeed,
the use of any poison is pointless), making them
entities which are best left to their eternal
torments.

Ethereal Daemons-
Although they are
Daemonic in form, these
spirits are not beholden
to the domain of the
other Daemons, and
indeed share far more
similarities with the likes
of Ghosts and Revenants. Their incorporeal
bodies, like Ghosts and Revenants, make them
immune to bleeding and poison attacks, as well as
making physical weapons less than ideal compared
to Magic. Ethereal Daemons are indeed quite

106
sinister foes, Seer… They wield the highest Circles
of Magic and are stubbornly difficult to kill as
far as I know, since I know of nobody who has ever
done so. These creatures may be found in the
depths of the Dungeon Bedlam.

Elementals- There exist an abundant variety of


Earth spirits, Fire spirits, Water spirits and so
forth that to depict them all here would take far
too many pages!
Although dangerous in their own right,
Elementals are not on the same level of danger
posed by other Ethereals… In fact, they are oft
hunted for their elemental essences which are at
times left behind in their perishing, which are a
common ingredient in potions and tonics as well as
107
enchantments and used by craftsmen in the
construction of weapons and armours. Each unique
Elemental has command over Magic related to
that element – that is to say a Fire Elemental
will conjure fireballs and an Ice Elemental will
summon a blizzard! Each elemental is weak to an
opposing element… The Fire Elemental will easily
be overcome by wielding Ice against it, an Earth
Elemental is susceptible to the Wind and
Tornado spells. Elementals can be found all over
the Realm and within numerous Dungeons.

Constructs

Scarecrows- Resembling the form of


Man, these autonomous bundles of rags
were once Haelgere servants. Without
the Haelgere to control them, over the
generations these Scarecrows have
become quite wild. They possess only a
rudimentary knowledge of Magic, and possess the
strength roughly equal to a trained soldier. If you
should encounter and defeat one, be sure to take
108
the enchanted cloth from which the Scarecrow is
made, for it can certainly be repurposed to better
ends.

Mimics- Many adventurers and


travelers marvel at the site of a
chest full of possible treasures… and
many adventurers and travelers
have lost their hands when that treasure chest bit
them! Mimics are insidious, and aside from
malevolence I know not a single reason as to why
they exist. To the untrained eye, a Mimic will
appear just as any other chest you might find, and
that is where their danger lies. They are capable
of biting and tearing with powerful teeth, but they
also cast 5th and 6th Circle spells.
If you are ever in need of someone who is
capable of discerning a Mimic from a treasure
chest, I met a lovely lady in the sad town of Nyssa
in my travels. In her years of experience as a
seeker of treasures, she has learned all the tell-
tale signs of a Mimic, and indeed many other
deceitful traps.
109
Golems- Made of normally inanimate material,
these ancient guardians were created by the
Haelgere to serve as soldiers against the powers
of Anathema. Made from materials ranging
from mud and stone to iron and even Adamantine,
they fought tirelessly for their masters. Upon the
extinction of the Haelgere, their soldiers became
dormant for generations. Nobody knows why or
how, but one day in the distant past the Golems
awoke from their torpor and they now wander the
halls of the Dungeon Simultas, attacking anyone
they see as intruder.
Golems tend to rely mostly upon their great
strength to crush their foes into submission, but
they also have a small array of Magic at their
110
disposal. The weakest of Golems, the Mud Golem,
is still more formidable than any mere Man.
Stone and Metal Golems are stronger yet, and
the legendary Adamantine Golems are nigh on
indestructible. If facing such foes, maces fare
better than blades, for the crushing blows are
more damaging. Adamantine Golems are perhaps
the only last remaining source of Adamantine ore,
which makes it an incredibly rare resource since
defeating the Golem is a gargantuan task.

Plants

Mandragoras- Diminutive in
nature, the common Mandragora
is of little threat to travelers.
The Mandragora can release a
pollen which is known to cause
sleepiness in those who breathe it in. There are
more dangerous variants in the Realm, such as the
Junglegora which inhabits certain Isles. Although
they resemble the form of Man, these creatures
are purely plant, and regenerate from minor
111
damage fairly readily. All forms of Mandragora
are very susceptible to Fire as well as bladed
weapons such as axes and swords.

Deathcaps- These fungi-


creatures are very closely related
to the Mandragoras; the primary
differences between them are that
the Deathcaps appear more mushroom in
appearance and are generally a fair bit more
dangerous. The common Redcap can be found
throughout the Realm, whilst the more rare
Deathcap itself is found in the deeper wilds.
These creatures are oft employed by Dryads and
Treants for they are not clever beings.

Treants- Difficult to spot in


the wilds of the Realm, Treants
are adept at ambushing unwary
travelers. These trees are
inhabited by malevolent spirits
which are adept at casting low
and medium-end Magic spells.
112
They are capable of re-growing lopped-off
branches, so the best weapon of choice would be
Fire, for they are unable to recuperate fast
enough to out-regenerate the burning damage!

Barrow Dwellers-
Shambling piles of mold,
fungus, and rotting debris,
these towering, lumbering
creatures are an
intimidating sight! They
tend to roam the Dark
Wood near the House of
the Oak – they are said to have grown from the
dragon and daemonic blood that seeped deep into
the roots of the forest countless generations past.
Fire and axe are the best weapons against these
earthly abominations, though they are capable of
recovering from significant damage quite rapidly
and wield terrible strength, so perhaps it is best to
not tangle with one altogether. If you do
encounter a Barrow Dweller, certainly do not use
Water or Earth spells!

113
Forest Walkers- Occupying the
same forest as the Barrow
Dwellers, the Forest Walkers are
a far more clever and intelligent
foe. Risen from the same seeped
blood as the Barrow Dweller, the
Forest Walker is both formidable
and exceptionally threatening.
Capable of minor Magic including healing spells,
the Forest Walker is capable of shunning any
Magic-wielder faced against it. Fortunately, like
Mandragoras, Barrow Dwellers, and other plant
creatures, the Forest Walker is highly
susceptible to Fire and blades.

Undead

Headless- Among the weaker of the


Undead, the Headless is by far the least
clever for… it has no head! There are not
many differences between the Headless and
a Zombie other than that a Headless is
somewhat more resilient and strong in
114
comparison, and strangely it can function and
detect victims without the use of any of the senses
that we tend to take for granted.

Zombies- With Skeletons and the


Headless, Zombies make up the weakest
ranks of the Undead. These unfortunate
corpses were possessed by such dark and fel
Magic that they now shamble in search of
fresh flesh to tear and rend! Zombies, like
Skeletons and other Undead can be found in
cemeteries, as well as the Dead Wood to the East
of Freehold and the Dungeon Lethargus. Since
these foes are composed of rotting flesh, they do
not hold particularly great strength or speed and
are readily dispatched. A Cleric will have ease
Turning such weak Undead.

Skeletons- Driven by the same dark


Magic that animates Zombies,
Skeletons are commonly found in the
same areas. Thank the Light, these
Undead menaces are the most easy to
115
overcome for they lack physical and mental
constitution. They are quite handily dispatched by
a good sword blow or low-circle Magic, and
Turning them is oft quite successful.

Witches- Neither quite dead nor of


the world of the living, these creatures
surely exist in a state of limbo. They
can be found quite handily in the Dead
Wood and the Dungeon Lethargus,
where they use their limited Magic to
further the cause of whatever dark power bids
them to action. Witches are somewhat frail, not
possessing much in the way of brute strength or
vitality, but do hold a certain level of danger in
their wits and Magic – certainly nothing that a
prepared traveler can’t handle.

Death Knights- Lurking in the middle


floors of Lethargus, Death Knights are a
superior foe compared to the degenerated
Skeletons. Whatever dark power
possesses the undead, its influence is far
116
more readily observable in the Death Knight, with
its greater-than-Man strength and a surprising
resilience against physical attacks. Its weakness
lies in its inability to truly counter Magic. Still,
the best defense against these fiends is a Cleric to
Turn them away.

Zombie Hulks- Believed to be


the reanimated corpses of the
long-lost Gigas that once were
more prolific in the Realm.
These odorous and fetid giants
are slow but very powerful,
capable of turning a Man into
red mist with a mighty swipe of its hand. Thanks
be to the Light that they can be easily Turned!

Mummies- The most ancient of the Undead


surely are the mummies – consecrated
corpses from the bygone days of the
Haelgere and Man alliances. What evil
intent possesses these bodies now is of much
debate across the Realm, for the danger
117
that they pose is quite great! More than being
merely superiorly strong and keen-witted,
Mummies are known to be carriers of great
plagues and disease! Oh, Seer, I can’t state with
enough emphasis just how dangerous these invisible
perils are! The mental fortitude of a Mummy is
so great that they can’t be readily Turned by a
Cleric.

Vampires- A member of
the ‘Greater’ Undead,
which is to say the Undead
that can’t be Turned by
the likes of the Clerics, the
Vampire is a rare but
impressively dangerous
enemy. The Vampire thrives on the blood of its
victims, restoring any injury or hurt it had itself
sustained at the expense of its victims. It is
rumored that a Vampire was a great Haelgere
wizard in life, twisted by dark rituals and the call
of Anathema, and thus holds great knowledge of
even the highest circle Magic.

118
Liches- The last of the
‘Greater’ Undead, Liches are
found on occasion within the
confines of a graveyard or in
the deeper regions of the
Dungeon Lethargus. Liches are
said to be the cursed and
damned heretics of the Principles – people of ages
past who have forsaken the guiding Principles and
are now in the grips of Blasphemy. They possess
both great physical attributes as well as a
cleverness that surpasses most mere mortals and
have a command of 9th Circle spells. Like most
Undead, Fire is the best weapon to wield against
them.

Unique

The creatures I speak of here are unique in


that I have only ever seen or heard of one of its
kind existing in the Realm. These are but the ones
that I have learned about – truly there are
perhaps others that exist that remain secret and
119
unknown! One word of caution, Seer… these
creatures far and above all others previously
mentioned are incredibly dangerous and it would
be truly foolish to seek them out unprepared, or
at all.

Gigas- Known to have all


perished a great deal of time
in the past, the Gigas were
giants among Man with
superlative strength and
constitution of health. And
thus it worries me that upon
my trip to the Frozen
Tundra whilst investigating
the Dungeon Blasphemus I
should spy that which I only
can name as Gigas! It stood twice the height of a
man, surely ten times the weight in stone, and it
wandered the Frozen Tundra impervious to the
cold winds and ice. I dared not provoke it nor draw
too close lest I earn its suspicion and wrath.

120
Should you travel the Frozen Tundra, do be keen
and avoid this giant should you happen upon it.

Gnasher- Once upon a


time the story of the
Gnasher was merely an
old-wives tale; a
creature born of
Anathema to rule the
Daemons in his stead.
Encounters over the
last two-hundred
years suggest that this creature is no tale at all,
though it seems unlikely it is the ruler of all
Daemons. The extremely fortunate few who have
lived to tell tale of the Gnasher state that it is
quite capable with 9th Circle Magic and is rather
resilient against debilitating Magic used against
it. The best known weapon for injuring it is
anything blessed as Daemon Slayer. Stories are
inconsistent as to where the Gnasher is located,
and over time the location merely is stated as
within one of the Dungeons of Principle.

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Terrasque- The
only creature that
may be older than
Anathema, and
indeed might date
back to the beginning
of time itself in the
Realm, is the
Terrasque. Any and
all attempts at
harnessing the incredible power of the Terrasque
both by the Haelgere and even Anathema itself
have failed. The Terrasque is a force of nature
that can’t and won’t be controlled by any outside
influence.
The Terrasque is, without question, the
supreme destroyer, the apex predator that might
surpass (or at least rival) Anathema. With an
incredible vitality and strength, not even Pit
Fiends and Ancient Wyrms could hope to
compare. The Terrasque is fast and attacks with
devastating fury, but wields no Magic, for it has
existed since before Magic came to the Realm. It
has no truly known weaknesses and is capable of
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regenerating any damage done to it quite rapidly.
The Terrasque is known to have destroyed entire
armies in ages past.
It is most unfortunate but the Terrasque is
not terrible difficult to find… for the Badlands
south of Bridelas are its doings! The ruins of the
land there are due to the ministrations of the
beast, with only the House of the Iron Fist on the
coast remaining due to sheer luck or secrets that I
can not yet divine. In the known generations the
Terrasque has remained in this area, feeding its
great appetite on Behemoth meat. When that
food source is depleted, or even whenever the
notion strikes it, the Terrasque may well move
elsewhere, which puts Bridelas in great danger
indeed!

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Chapter 7. Final Notes
I did my best in compiling the information in
this tome for you, Seer. I know not how useful it
may be, but I do hope that it orients you well to
the Realm.
As a Seer, your path is much different than
mine or anyone else’s. You will face hardships
most only hear stories of. You will encounter
enemies that will leave nightmares in lesser folk.
There will exist dangers beyond comparison and
you will oft find your journey a difficult one… but
do not give up! Do not lose hope! The weight of
your actions will resonate throughout the Realm!
Be not afraid of stepping off the beaten path,
for that is where one is most oft like to find what
is most important… And above all, keep the
Principles in your heart and mind.

Good luck, my Seer!


-Ashton Greybury

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