Not a lot on my mind today, so I'll just go ahead and introduce the next creature. Straight from the sea, here is the...
≡ELIJINN≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 13-15 feet long (4-4,5 m)
NUMBERS: 1- 4
------CHARACTERISTICS-----------------------------
STRENGTH: 26-32
AGILITY: 22-25
ENDURANCE: 22-25
INTELLIGENCE: 8-10
MENTAL RESILIENCE: 12-15
CHARM: 5-8
(If stats of a human ranges from 3 to 18)
SPEED: Swimming x 8
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 28-36
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 4
FRONT FINS: 3
FINS/MEMBRANES: 0
(If Full Plate Armour is 10)
The body of the Elijinn is covered by a smooth thick skin, that is adapted to existence in the water. The translucent membrane-like fins are easily damaged, but held together and run through with coppery threads or veins, which are thought to generate the density altering power of the creature (see 'Powers')
------ATTACKS/DAMAGE---------------------------
1 SPEAR TOOTH: 1 – 12
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)
The Elijinn hunts by piercing large prey with its spear-like protrusion, which is a tooth. Smaller fish are bitten and swallowed whole.
------POWERS/EFFECT-------------------------------
ALTER DENSITY: Six times per day, and swiftly by will, the Elijinn can alter the density of any dead matter within 100 yards (90m) in all directions. They can affect small and specific parts of this area or the entire radius at once. The power can make air dense enough to swim in, and turn rock soft as clay. It can transform the ocean into holes of air, and make swords drip away while still cold. There are some limitations. Solids cannot be made as thin as air, nor liquids transmuted into solids. The power lasts for up to two hours, and when it ends all matter return to its normal density, sometimes more or less deformed, of course.
------DESCRIPTION------------------------------------
The Elijinn are very powerful creatures with dolphin-like mentalities and mysterious aims. Most of their lives they swim around in the sea hunting shark, which is their favourite source of energy. But now and then they enter periods, in which their behaviour greatly alters. At those times they act individually and pursue interests that look highly personal, random, or even political.
It is believed that the lunar cycle is somehow involved in these rather sudden mental transformations, and that periodically dormant parts of their brains turn active. When it happens some of these Elijinn start interacting with intelligent subsurface beings, and they become generally curious about the affairs of fishermen, other species, and the strange cultures that can be found in the deep seas, and even those above occasionally. One story tell of an Elijinn which rose up out of the water, swam through an entire city, turned the walls of a castle into jelly, and passed right through them. Apparently it soon came out with a mermaid that was held captive there, and returned with her to the sea. Most of these stories imply a care for ocean life forms, and many relate of strange interventions in events to which the Elijinn had no clear connection.
The most spoken of phenomena, and the one that the Elijinn are mainly known for, is the fantastic dance of mating. The pair involved ascend high into the air, typically in the light of a striking sunset or the vivid backdrop of aurora borealis. There they move in a dreamlike, slow, and harmonious dance that lasts for well over an hour – a performance portrayed in many poems and works of art through the ages.
The incredible power these creatures hold over density, and use basically at will, leave them few natural enemies. Surprise is the only weapon against these Ellijin, and even then they are not easily overcome. Their lives last for about two centuries, and they pose little harm, unless unfriendly action is taken towards them, or some of their hidden agendas. The females are slightly smaller than the males, and the young are thought to be brought up in the true depths, away from the eyes of others.
The sounds of the Elijinn are complex combinations of high tones, that range from lively to soft and gentle. They don't jump like dolphins, and do not leave the water unless they have specific reasons.
© Copyright 2011 - Nicholas Cloister
Monday, February 28, 2011
Tuesday, February 22, 2011
Pneumonia delays gold delivery
The illustration of this creature has been ready for quite some time, but my daughter was stricken by pneumonia, which distracted me for a while. It seems every time a certain flow is built up some bump in the road comes along to break the current. I guess that's good in a way, since it reminds you of the way things are, and gives you some time to re-evaluate the priorities. Breathing is clearly more important than creature design and games, and gold less sparkling than the eyes of a three year old.
I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me.
Ethereal Sunshine
The Secret DM
Talislanta
Greifenklaue's Blog
Storie Di Ruolo
Multiplayer.it
Some treasures walk...
≡AEGARIM≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5-6 feet tall (150 - 180 cm)
NUMBERS: 1- 20
------CHARACTERISTICS-----------------------------
STRENGTH: 14-18
AGILITY: 1-14
ENDURANCE: 11-16
INTELLIGENCE: 7-10
MENTAL RESILIENCE: 6 -12
CHARM: 2-4
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 13 - 20
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2 (+ 1-8 of gold cover)
BODY: 2 (+ 1-8 of gold cover)
HEAD: 2 (+ 1-8 of gold cover)
LEGS: 2 (+ 1-8 of gold cover)
TAIL: 1 (+ 1-8 of gold cover)
(If Full Plate Armour is 10)
The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2 – 6
1 BITE: 1-4 (plus 1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword makes a damage of 1-8)
The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.
------POWERS/EFFECT-------------------------------
MELT GOLD: The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.
------DESCRIPTION------------------------------------
The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour.
Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers.
Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of 'The thousand years of sleep', and 'The great resurrection', but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.
The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males.
© Copyright 2011 - Nicholas Cloister
I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me.
Ethereal Sunshine
The Secret DM
Talislanta
Greifenklaue's Blog
Storie Di Ruolo
Multiplayer.it
Some treasures walk...
≡AEGARIM≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5-6 feet tall (150 - 180 cm)
NUMBERS: 1- 20
------CHARACTERISTICS-----------------------------
STRENGTH: 14-18
AGILITY: 1-14
ENDURANCE: 11-16
INTELLIGENCE: 7-10
MENTAL RESILIENCE: 6 -12
CHARM: 2-4
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 13 - 20
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2 (+ 1-8 of gold cover)
BODY: 2 (+ 1-8 of gold cover)
HEAD: 2 (+ 1-8 of gold cover)
LEGS: 2 (+ 1-8 of gold cover)
TAIL: 1 (+ 1-8 of gold cover)
(If Full Plate Armour is 10)
The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2 – 6
1 BITE: 1-4 (plus 1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword makes a damage of 1-8)
The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.
------POWERS/EFFECT-------------------------------
MELT GOLD: The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.
------DESCRIPTION------------------------------------
The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour.
Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers.
Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of 'The thousand years of sleep', and 'The great resurrection', but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.
The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males.
© Copyright 2011 - Nicholas Cloister
Thursday, February 3, 2011
Tentacles wherever you turn!
Some people love them, some don't. I guess it is pretty easy to throw in some tentacles, rather than properly designed arms and legs. It gives a creepy feel and it looks alien, sort of. I guess I can't do more tentacle creatures in a while, after this one, but as this witch took form, I couldn't help but finishing the idea. There is something with the look of her, and all those snaky shapes that I find attractive, in that dark strange fashion that only heavy metal fans and horror addicts understand... yes, and some RPG-players of course. ; )
I know some people though, who only like draconian reptiles, lion-like predators, and rhino-looking beasts of power. As soon as birds, fish, or amphibians sneak into the picture it turns too creepy or weird for them. For me, these stranger shapes, like the monsters of Hieronymus Bosch, hold an aesthetic mystery that I still find alluring.
Rather sparingly coloured, this image also reminds me of that iconic piece of troll-like enchantment, called 'Tuvstarr', by the Swedish artist John Bauer. LINK
I'm not sure the general crowd here is familiar with his work, but it may very well happen that I was unconsciously inspired by him, as I made this dark reflection of a far more putrid character.
- “Build a bridge out of her!”
≡CHAERIM WITCH≡
------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Marshes and swamps
FOOD: Omnivore
AGGRESSION: High
SIZE: 6 feet tall (180 cm)
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 16-18
AGILITY: 12-14
ENDURANCE: 11-13
INTELLIGENCE: 16-18
MENTAL RESILIENCE: 13-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming/Crawling x 3, Climbing x 3
(Multiple is times human speed)
MAGIC POWER: 15 - 35
(Ranges from 0-100)
HIT POINTS: 18 - 24
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
TENTACLES: 2
(If Full Plate Armour is 10)
The Chaerim Witch is naked and not very well protected. She relies on her many tentacles and foul magic to keep her body free from harm. The Witch can lose all of her tentacles without damage to her vital organs, and can only be slain through attacks directed towards her main body.
------ATTACKS/DAMAGE---------------------------
10 - 20 TENTACLE LASHES: 2 – 8
(If a Long Sword makes a damage of 1-8)
The many tentacles of the Chaerim can also be used for grappling and squeezing. If caught (normal successful Chaerim attack roll) a victim will suffer 2-8 points of constriction damage every following round (unyielding armour like metal offer protection), which can break ribs and damage internal organs. The victim may free himself through a normal attack to the tentacle (unless weapon arms are trapped), or a saving throw based on strength. If several tentacles are holding the same victim the Witch may chose to tear her enemies apart, and produce 3-12 points of damage per round that way. If hit by 4 or more points of damage in a single round, a tentacle will let go. (If desired, they can be handled as separate entities, all with 6-8 hit points each.)
------POWERS/EFFECT-------------------------------
REPULSIVE STENCH: The Chaerim smell awfully, but they also have the power to wilfully strengthen this stench, and bring it into abominable levels. The perfume of all once crawling, now rotting forms of life, of the mires and bogs of the world, are summoned forth like a sickening musk, through the Witch's filthy glands. The stench spreads quickly and fills an area of 40 x 40 yards (36 x 36 m) within two rounds. This contamination last for twenty rounds and may be summoned once per day. All within the zone of repulsive stench must succeed with continuous saving throws (mental resilience) or instantly run away. If hindered from escaping into the salvation of fresh air the victim will faint. Three successful rolls in a row will make the victim immune, for a while. Holding one's breath will help.
FORCE LYCANTHROPE: The Chaerim Witch likes to keep lycanthropes as company. At the encounter of a lycanthrope, which the Witch recognizes by smell, she will try to force it into service. Through a number of spells and specially designed items of silver, she commonly manages to win them over. If not, she will try any devious means available to her. At any time the Chaerim can force a lycanthrope transformation. The 'were' state lasts until the following morning and can be induced by the Witch any number of days in a row, fully independent of the lunar cycle. The lycanthrope need not be aligned to the Witch for this to happen. Within sight of the Chaerim all lycanthropes transform, whenever she so desires. But they only serve her, if she has won them over.
------DESCRIPTION------------------------------------
In the deep and stale swamps, where no sun-loving creature would go freely, the Chaerim witches build their lairs. From rotten weed, murky branches, webs of great spiders, and mouldy moss, they fashion their dark abodes. In seclusion, they work on cryptic secrets, mixing brews of power, seeking new spells, and scheming new devilry. Only rarely, when they feel ready to fulfil some heinous desire, or try out some new mischief, do they come forth into the world to set their dark plans in motion.
Robed in massive tangles of tentacles, the witches themselves are barely visible. Long strong arms reach out to manoeuvre things in need of nimble fingers, but always, the long snake-like limbs move out before them. Powerful, sinister magic follow the Chaerim about, and they are masters with curses, elixirs and poisons. Toads and frogs live in their mouths and bellies, and they move unhindered through muddy waters, slithering with amphibian grace. Where giant mangrove trees grow, the witches climb effortlessly from root to high branch, with the aid of their many tentacles. Roaming the marshlands with decisive aim, they feed often on their way, swallowing with no great fuss, what most creatures would discard.
There are no male Chaerim. The witches mate with the great black eels of the marshes. Their young look a lot like brown octopus before arms and legs grow out properly. They reach maturity and full witch-hood in their early teens. The Chaerim can become truly old, and they gather new spells and new levels of witch-craft with age. Some are said to be over 500 years old. The witches can't stand each other, and no more than one ever lives in the same swamp. They fight until death to defend their territory.
The connection to lycanthropes is a mystery, but some say that the first witch was an elven maid, transformed and violated by a powerful eel. This dark fate is said to have changed her, and that during the darkest phase of the moon, she would go out naked into the night and perform pagan rituals of shape-shifting. The Chaerim send their lycanthrope servants out into the world to fetch them rare ingredients and to bring back information. Blood, and flesh of many different life forms are common in the unholy recipes of these dark Wiccans. All Chaerim are powerful magic-users, and specialize in spells connected with decay, pestilence, nightmares, and death.
© Copyright 2011 - Nicholas Cloister
I know some people though, who only like draconian reptiles, lion-like predators, and rhino-looking beasts of power. As soon as birds, fish, or amphibians sneak into the picture it turns too creepy or weird for them. For me, these stranger shapes, like the monsters of Hieronymus Bosch, hold an aesthetic mystery that I still find alluring.
Rather sparingly coloured, this image also reminds me of that iconic piece of troll-like enchantment, called 'Tuvstarr', by the Swedish artist John Bauer. LINK
I'm not sure the general crowd here is familiar with his work, but it may very well happen that I was unconsciously inspired by him, as I made this dark reflection of a far more putrid character.
- “Build a bridge out of her!”
≡CHAERIM WITCH≡
------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Marshes and swamps
FOOD: Omnivore
AGGRESSION: High
SIZE: 6 feet tall (180 cm)
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 16-18
AGILITY: 12-14
ENDURANCE: 11-13
INTELLIGENCE: 16-18
MENTAL RESILIENCE: 13-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming/Crawling x 3, Climbing x 3
(Multiple is times human speed)
MAGIC POWER: 15 - 35
(Ranges from 0-100)
HIT POINTS: 18 - 24
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
TENTACLES: 2
(If Full Plate Armour is 10)
The Chaerim Witch is naked and not very well protected. She relies on her many tentacles and foul magic to keep her body free from harm. The Witch can lose all of her tentacles without damage to her vital organs, and can only be slain through attacks directed towards her main body.
------ATTACKS/DAMAGE---------------------------
10 - 20 TENTACLE LASHES: 2 – 8
(If a Long Sword makes a damage of 1-8)
The many tentacles of the Chaerim can also be used for grappling and squeezing. If caught (normal successful Chaerim attack roll) a victim will suffer 2-8 points of constriction damage every following round (unyielding armour like metal offer protection), which can break ribs and damage internal organs. The victim may free himself through a normal attack to the tentacle (unless weapon arms are trapped), or a saving throw based on strength. If several tentacles are holding the same victim the Witch may chose to tear her enemies apart, and produce 3-12 points of damage per round that way. If hit by 4 or more points of damage in a single round, a tentacle will let go. (If desired, they can be handled as separate entities, all with 6-8 hit points each.)
------POWERS/EFFECT-------------------------------
REPULSIVE STENCH: The Chaerim smell awfully, but they also have the power to wilfully strengthen this stench, and bring it into abominable levels. The perfume of all once crawling, now rotting forms of life, of the mires and bogs of the world, are summoned forth like a sickening musk, through the Witch's filthy glands. The stench spreads quickly and fills an area of 40 x 40 yards (36 x 36 m) within two rounds. This contamination last for twenty rounds and may be summoned once per day. All within the zone of repulsive stench must succeed with continuous saving throws (mental resilience) or instantly run away. If hindered from escaping into the salvation of fresh air the victim will faint. Three successful rolls in a row will make the victim immune, for a while. Holding one's breath will help.
FORCE LYCANTHROPE: The Chaerim Witch likes to keep lycanthropes as company. At the encounter of a lycanthrope, which the Witch recognizes by smell, she will try to force it into service. Through a number of spells and specially designed items of silver, she commonly manages to win them over. If not, she will try any devious means available to her. At any time the Chaerim can force a lycanthrope transformation. The 'were' state lasts until the following morning and can be induced by the Witch any number of days in a row, fully independent of the lunar cycle. The lycanthrope need not be aligned to the Witch for this to happen. Within sight of the Chaerim all lycanthropes transform, whenever she so desires. But they only serve her, if she has won them over.
------DESCRIPTION------------------------------------
In the deep and stale swamps, where no sun-loving creature would go freely, the Chaerim witches build their lairs. From rotten weed, murky branches, webs of great spiders, and mouldy moss, they fashion their dark abodes. In seclusion, they work on cryptic secrets, mixing brews of power, seeking new spells, and scheming new devilry. Only rarely, when they feel ready to fulfil some heinous desire, or try out some new mischief, do they come forth into the world to set their dark plans in motion.
Robed in massive tangles of tentacles, the witches themselves are barely visible. Long strong arms reach out to manoeuvre things in need of nimble fingers, but always, the long snake-like limbs move out before them. Powerful, sinister magic follow the Chaerim about, and they are masters with curses, elixirs and poisons. Toads and frogs live in their mouths and bellies, and they move unhindered through muddy waters, slithering with amphibian grace. Where giant mangrove trees grow, the witches climb effortlessly from root to high branch, with the aid of their many tentacles. Roaming the marshlands with decisive aim, they feed often on their way, swallowing with no great fuss, what most creatures would discard.
There are no male Chaerim. The witches mate with the great black eels of the marshes. Their young look a lot like brown octopus before arms and legs grow out properly. They reach maturity and full witch-hood in their early teens. The Chaerim can become truly old, and they gather new spells and new levels of witch-craft with age. Some are said to be over 500 years old. The witches can't stand each other, and no more than one ever lives in the same swamp. They fight until death to defend their territory.
The connection to lycanthropes is a mystery, but some say that the first witch was an elven maid, transformed and violated by a powerful eel. This dark fate is said to have changed her, and that during the darkest phase of the moon, she would go out naked into the night and perform pagan rituals of shape-shifting. The Chaerim send their lycanthrope servants out into the world to fetch them rare ingredients and to bring back information. Blood, and flesh of many different life forms are common in the unholy recipes of these dark Wiccans. All Chaerim are powerful magic-users, and specialize in spells connected with decay, pestilence, nightmares, and death.
© Copyright 2011 - Nicholas Cloister