Terra Dolar: Races, Pantheon, & Enemies

ZombieSplitter53

Game Master
Staff member
Human:

The predominant race of the world of Terra Dolor. Humans, or Humes to the Netzi, are also the main controlling race of the world, aside from countries where their numbers are low. The Netzi believe that Humans were the first major race of man. With a maximum lifespan of 150 years (though with the world as it is, most humans are lucky to reach a third of this age), Humans act as the comparative average of the world, with average physical strength, magical strength, dexterity, constitution, intelligence, willpower. Humans have a tendency to be aggressive, and seem the most likely to be violent towards their own race. However, since the end of the Noctorum War 300 years ago, an uneasy peace has reigned in light of the need to be united against the constant threats Terra Dolor presents without men to add to it. Humans have a moderate magic attunement, with 15% of humans capable of using magic. They can potentially use any element, but aside for witches and warlocks, they are restricted to one element each. The four basic are the most common. One out of every 100 magic users (.15% of humans) can use light or dark magic, and one out of every 1000 (.015% of humans) can use celestial or chaos magic.

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Elf:

Beings resembling humans but with taller, more slender figures, pointed ears, and skin ranging from tan to brown to grey. Referring to them as Twilis, the Netzi believe the Elves were the result of beings that increased their affinity to the dark nature of the world compared to others. Their lifespans are double humans at 300. Elves tend to be arrogant, believing that the gods crafted them after the humans to work out any kinks from the practice race, and that they are more suited for this world. Many have no shame in proclaiming their superiority. Elves are the most likely to be aggressive to races other than their own, though they can also be aggressive to a certain subspecies of theirs. Compared to humans, Elves have average physical strength, magical strength, and intelligence, below average constitution, and above average dexterity and willpower. Elves have a high attunement to magic, with 30% of Elves able to use magic. 50% of magic users (15% of Elves) can learn a second element, but Elves can only use Fire, Earth, Dark, and 20% of the time (6% of Elves), Chaos magic.

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Light Elf:

A subcategory of Elves, Light Elves share the slender frame and pointed ears, but have much fairer skin. Referring to them as Celsies, the Netzi believe that Light Elves came to be from Elves that turned their back on the darkness in favor of order and harmony. Light Elves are, for the most part, looked down on by other Elves, and are subject to prejudice and discrimination. Light Elves tend to be peaceful, though that doesn’t mean they won’t defend themselves, at least against non-Elves. Light Elves have average strength and intelligence, below average constitution and willpower, and above average dexterity and magical strength. They have the same attunement for magic as other Elves, but only learn wind, water, light, and 20% of the time, celestial magic.
 
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ZombieSplitter53

Game Master
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Thrope:

Thropes are beings resembling humans in their younger years, but develop animal characteristics such as ears and tails as they age. Often calling them Anmies, the Netzi believe that Thropes were human once, but embraced their animal sides to survive the harsh world of Terra Dolor. What animal one embraces is not always fixed by family as one might expect, but instead is based on what animal their spirit most identifies with. Thropes have a lifespan of 200 years. By their fifteenth year, 75% of Thropes gain the ability to temporarily transform into an animal form. This can usually be gained up to a year before to a year after 15. Thropes have average stats aside from willpower, which can vary wildly based on the kind of Thrope. Magic attunement is slightly higher than Humans at 20%, and they share human likelihood for all elements but celestial and chaos magic. These only occur in one out of 100,000 magical users (.0002% of Thropes).

Netzi:

The Netzi are a race of rather small beings (usually topping off at three feet) that resemble anthropomorphic beavers, with plush bodies, short arms and legs, four toes on each foot and three fingers and a thumb on each hand, head to toe fur of various shades of brown and red, a large, flat black tail, little bat-like wings, large rabbit-like ears, and a pair of furry antennae. The Netzi seemed to simply appear in the world a few thousand years ago, and not even they know where they came from, though the Netzi believe they were a gift of the gods to give the world technology to combine with the world’s magic, giving the people a fighting chance to survive. Their lifespan is 100 years. Netzi tend to use the Doloran common language in a very simple, even childish manner if they’re not used to using it, which makes them sound simple-minded. In reality, this is the result of their own language being so incredibly complicated, including a mix of spoken words, tones, inflections, body language, subtle pronunciation variances, and minor telepathy, that going from that to the much simpler Doloran is difficult without practice. Netzi are in fact incredibly intelligent, engineering seeming to be written into their very blood. Having no nation of their own, they live among other races, building, maintaining, and inventing. While the Netzi have well above average intelligence, they have average constitution and willpower, and below average physical strength, magical strength, and dexterity. One might think this low strength is the reason why they never participate in any large conflicts or wars, but it is simply that they are conscientious objectors that prefer not to take sides. They are willing, and able, to fight should they need to, such as against the forces of darkness, as the Netzi are masters in the building of Golems and Magical Constructs. While all Netzi are capable of an unconscious, unknown magic that allows them the fly with their tiny wings, other than that, less than 2% of Netzi can use elemental magic, and only ever the four basic elements.

Faerie:

Faeries are a secluded race of forest dwelling beings resembling one foot tall humans with pointy ears and butterfly-like wings. The Netzi occasionally call them Bugs and believe they are the spawn of meanness itself. But then, the Netzi don’t seem to like Faeries very much. The word Faerie is, for the most part, synonymous with narcissism. Faeries fancy themselves above others, and speak in eloquent yet insulting manners to other races, despite being notoriously bad at taking insults or even criticism. They are best avoided unless one has no choice but to deal with them. Faeries have a lifespan of 80 years, and have average physical strength and constitution despite their small size, as well as average intelligence and willpower, and above average dexterity and magical strength. Faeries have exceptionally high magic attunement at 50%. Those who can use magic are revered over those that can’t. The four basic elements are the most common, with light and dark magic usable 10% of the time. Faeries can have two different elements.
 
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ZombieSplitter53

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Ophidian:

Ophidians are a race of reptilian humanoids, like upright snake or lizard men. Their bodies are covered in scales that are either yellow, green, or red. Their fingers and toes are tipped with claws they like to keep sharp. They have long, bulky tails, and as many of them age, their heads grown and their necks lengthen, giving them the appearance of having large snakes for heads. Ophidians seem susceptible to various mutations, one interesting one one being the occasional individual with four arms. The Netzi believe the “hissies” are the result of beings that refused to leave the desert, and changed to suit the environment. Indeed, the cold blooded beings prefer the desert for their nomadic lifestyles, though some live in dense, humid forests. Ophidians are scavengers, eating whatever they can find and kill, attacking any travelers they come across. Aggression is a must to survive as an Ophidian. It is hard to gauge the lifespan of a species that rarely dies of old age, with estimates ranging from 70 to 130 years. Based on hostile encounters, it is believed Ophidians have average constitution and willpower, below average intelligence and magical strength, and high dexterity and physical strength. What’s more, Ophidians seem to have magic no more than 10% of the time. Fire and wind are the most common elements, though earth has been seen, and although rare, even a light casting Ophidian or two has been encountered.

Vampire:

Cursed beings of the night, Vampires are born two ways. They can be conceived normally, or a Vampire can drain someone of enough blood to kill them. It's said that if that person is a Human, Thrope, or Elf (but not a Light Elf), there is a one in five chance they will rise again as a Vampire. It is unknown when or where the curse originated, though the Netzi believe the “Vi-vis” come from a single being that incurred the wrath of the World Gods and spread their curse to others. Vampires resemble normal humans, Elves, and Thropes, save for their blood red irises and sclera that turns black when angered. Vampires are ageless being, even naturally born Vampires not aging after they hit twenty, and have incredible healing abilities. They have average intelligence and magical strength, and above average physical strength, dexterity, constitution, and willpower. They’re incredibly strong and fast, can take a beating, and can mesmerize anyone they bite. This comes at a price, however. Vampires must consume blood regularly or lose themselves to a frenzy of bloodlust. Natural sunlight causes their skin to boil and bubble on direct contact like acid, and will kill them after too long. All but the strongest vampires are repelled by holy items of the World Gods, and they are exceptionally weak to water, light, and celestial magic. What’s more, magics were developed during the Noctorum War to expose Vampires as such, and wards were made to prevent entrance into a personal residence without permission. Over the history of Terra Dolor, Vampires have had a turbulent relationship with the other races of the world, sometimes peaceful, sometimes hunting others like cattle, sometimes being hunted like monsters. After the end of the Noctorum War, the Vampires closed them off in their megacity of Drăculești. Few Vampires have been seen outside of the city for the past 300 years, and little is known about what goes on inside. Vampires have a high atonement to magic at 30%. 50% of these learn fire magic, 35% learn earth, 12% dark, and 3% Chaos. Those who have been turned and had no magic will not gain any, and those who had other elements will usually change to the opposing element.

Dragon:

Great beings that are believed to live on an unknown land beyond the Great Northern Sea. Dragons resemble reptiles ten to forty feet long, five to twenty feet tall, with powerful tails, mighty wings, and four powerful legs tipped with razor sharp claws. While monstrous beasts on first appearance, Dragons are incredibly intelligent and noble beings. Dragons are extremely rare in the world of man, the last confirmed sighting of one being 500 years ago. The Netzi believe the Dragons are an ancient race predating man, and they live up to at least 2000 years. Little else is known for sure about them. They are known to come in black, green, red, blue, white, and gold, but it is not known if the color affects anything. It is believed that they may all have magical abilities. Recently, more and more rumors have been coming out of supposed Dragon sightings. This could all just be false sightings or pranks. If not, something is stirring up the great Dragons of the North.
 
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ZombieSplitter53

Game Master
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Gods & Goddesses - Immortal beings of immense strength and power that rule over the realm of mortals from their floating Megacity of Ethereum. Said to have molded the world in their image, they exist in a constant balance struggle between one another. They usually act indirectly on the mortal world, though they do occasionally make direct acts. Many tend to be petty, their thousands of years of existence leading them uncaring to mortal plights and bored, and some can be cruel. They all have their jobs, and it is believed the loss of any could upset the balance of the world.

Jerin'dek, King of the gods, & Xia'tar, Queen of the goddesses
- Two of the first, Jerin'dek and Xia'tar rule over their fellow gods and have final say in disputes. Having had over a dozen children over the millennia, it is believed they were once a couple, and most of these children likely came out of love. For at least a thousand years now, however, they have been feuding, their own laws against gods openly fighting each other the only thing keeping this feud from escalating. As it stands, Jerin'dek takes care of the male gods, and Xia'tar worries about the female goddesses. Fortunately, few matters have turned up that need them to work together, though when they do, the pair can usually put their differences aside to resolve the matter. Usually...

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Uladan, God of the Sea

- Embodiment of the water itself, Uladan rules over all the seas and oceans of the world and the beings within. Uladan is the patron god of the Merfolk, and he watches over them like a parent watching his children. Those who travel the oceans pray to Uladan for safe passage. Uladan has waged fierce wars against dark beings who have wished to claim control over the seas, and this has made him one of the most active gods.

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Nemesis, Goddess of Justice

- The embodiment of justice, fairness, and retribution, Nemesis punishes those that, through trickery, deception, bribery, or threatening force, escape the justice they rightly deserve. The cases in which she directly steps in a rare, however, as she usually leaves it to human interpretation as to whether or not justice has been served, but in extreme cases in which she is personally offended by a great injustice, she will step in, and hunt down the offender to the ends of the world. She is particularly concerned with crime of treachery. When she can not complete a task herself, she creates Erinyes by temporarily granting Harpies god-like powers, and sends them to do the task for her. It is said that Nemesis has a vile of blood from the now extinct Golden Hind, the only substance on Earth that can give a mortal weapon the ability to kill a god, but if this is true, she has never used it, as doing so would only paint her as a target by all the other gods who fear her killing them.

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Rume'lurm, God of Celebration & Spirits

- The embodiment of joyful celebration, wine, and spirits, those that hope for an enjoyable party pray to Rume'lurm. He often has his ears open to this, and frequently joins mortal parties to participate in the festivities. While this means he is often around mortals, he is one of the most irresponsible of the gods, especially when it comes to mortals. It is said one should be wary of any strangers at festivities, as they may be Rume'lurn in disguise, and to anger him is to bring about his wrath. He has a fierce temper when drunk, as he usually is, and will turn wine and spirits to vinegar if put off. Otherwise, he does little to nothing for mortals, and sees them as a means to the next party.

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Methos, Goddess of Sleep & Dreams

- Embodiment of rest and the dreamscape, Methos watches over mortals while they sleep. She gains energy from their emotions, both positive and negative, while they dream, and has come into direct conflict with the gods of the sun and light in the past in an attempt to plunge the world in an ever lasting dream state, but has thus far failed. She almost never visits mortals in the real world, but often visits them in their dreams, sometimes to simply watch, but sometimes to manipulate them in ways she finds entertaining. If you suddenly find yourself in control of you dream and aware that you are sleeping, there is a good chance Methos is visiting you.

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ZombieSplitter53

Game Master
Staff member
Tempora, God of Time
- Embodiment of the passage of time, Tempora mostly acts as a timekeeper, keeping all of history recorded in a grand library of texts that refer to the world at large and everyone and everything in it. What physical control he has over time is debated among mortals, though it is believe he can step into the past if absolutely needed. As that would require a number of rewrites that would consume a lot of his time and energy, it is believe he has rarely done so. Some believe one can alter one's own history by taking hold of their own text. Many have tried to do so by force. It is likely few, if any, have succeeded.

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Reht'nar, God of the Hunt & Nature

- Patron god of all those with the hunter's spirit, and guardian of nature itself. Reht'nar's connection to nature has wavered greatly over the last several thousand years thanks to varying levels of corruption, but he has adapted as best he can. Reht'nar watches over those who live off the land, and is close to those beings that are closer to nature, such as Faeries and Thropes. He blesses he who honors the land.

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Ledono, Goddess of Creation & Birusu, Goddess of Destruction

- Twin sisters, Ledono and Birusu are the embodiment of creation and destruction. While they are opposing forces, and have had their feuds and arguments over the millennia, these usually amount to little more than childish squabbles. At the end of the day, they work in harmony together, each knowing they can not exist without the other. Destruction can not happen if nothing is around to be destroyed, and nothing can be created anew if it is never destroyed. So, when things are in need of being freshened up, Birusu breaks it down, and Ledono creates something new. Much of this is done with little regard for the mortal's sake, however, and the mortal world usually suffers when they do occasionally fight.

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Ranseca, Herald of the Gods

- Daughter of Jerin'dek, King of the gods, and Xia'tar, Queen of the goddesses. Ranseca is the voice of the gods, delivering messages between them, and acting as their voice whenever they need to communicate with a mortal, but do not wish to show up in person. Whenever you hear the booming voice of an immortal deity but can not see who is talking, it is likely Ranseca, regardless of what voice you hear. She can shapeshift into any animal, and likes to watch who she's talking to from nearby. Although it must be a special case, Ranseca is the goddess who is most likely to answer a mortal's call.

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Saboran, Smith of the Gods

- Daughter of Jerin'dek, King of the gods, and Xia'tar, Queen of the goddesses. Saboran acts as the gods' blacksmith, creating all kinds of weapons and armor specifically for them. Unless specially made, anything created by Saboran is unusable by mortals. Saboran is almost never seen by mortals, though occasionally walks among them around weapon and armor shops to gain inspiration.

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ZombieSplitter53

Game Master
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Aratenda, Goddess of War
- Daughter of Jerin'dek, King of the gods, and Xia'tar, Queen of the goddesses. Aratenda is the embodiment of war, combat, and strife. Said to have a fiery temper, Aratenda has a lust for fighting that leads to her stirring up battles on a whim. Unfortunately for her, with the state of the world as it is, the people have attempted an era of peace to fight off the monsters, meaning few opportunities for war, and Aratenda's power has diminished. You can still call upon her for strength during a great battle. Of course, she occasionally attempts to start up a few wars herself.

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Mujan'tella, God of Love

- Son of Jerin'dek, King of the gods, and Xia'tar, Queen of the goddesses. Embodiment of all forms of love, Mujan'tella grows stronger from the affection others feel for each other. This is especially strong in couples, and he has been known to nudge a man and a woman together (or two men or two women, it all works for him). The harder it is to get a couple together, the better, often targeting lovers across racial lines. Note that he usually does this for his own sake, not those of the people he 'helps'.

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Rameuc, God of the Sun and Eso, Goddess of the Moon

- Twin son and daughter of Jerin'dek, King of the gods, and Xia'tar, Queen of the goddesses. The embodiment of the sun and the moon, the pair bathe the world in the light of their respective celestial body. Usually apart, Eso occasionally alters her schedule to spend time with her brother, thus causing the moon to be up in the morning and down at night. The pair have had their differences in the past, Rameuc having more power than his sister, and Eso wishing for the affection her brother gets. This led to her betrayal with Methos in an attempt to plunge the world into ever lasting night, but they were thwarted, and the siblings have since made up.

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Lusbie, Goddess of Compassion

- Daughter of Nemesis, goddess of Justice, and Mujan'tella, god of Love. The embodiment of the response to the suffering of others that motivates a desire to help. Born of the wish to right what is wrong and to love others, Lusbie is one of the closest goddesses to humanity, her very nature compelling her to help those in need. There is only so much she can do in this world of darkness, however, and she spends most of her time instilling compassion in others, and combating the effects of such goddesses as Aratenda and Tecunte.

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Susho'seras, Goddess of Harmony

- Daughter of Ledono, goddess of Creation, and Mujan'tella, God of Love. The embodiment of agreement and concord. Susho'seras gains power directly from the harmony of all beings, mortal or immortal. How much she gets from the gods varies, so she relies mostly on the mortal world. With so many different races spread out across the world, her choices of true harmony are slim at best. She works close with her father Mujan'tella and sister Lusbie, and is constantly feuding with Tecunte, Goddess of Discord.

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ZombieSplitter53

Game Master
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Mevah, Goddess of Life
- Daughter of Ledono, goddess of Creation, and Mujan'tella, god of Love. The embodiment of the very existence of all living beings. As one would expect, as the number of living things across the world has diminished, so has Mevah's power. It is hard to be strong in a world that is too dangerous for many animals to grow, let alone people. It is believed that Mevah is responsible for increased lifespans. Mevah works closely with the gods that promote life, and is directly opposed to both the god of death and the goddess of war.

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Pendener, God of Birth

- Son of Ledono, goddess of Creation, and Tempora, god of Time. The embodiment of new life coming into the world, Pendener works closely with the goddess of Life. As birth rates have wavered over the millennia, so too has Pendener's power, so he works hard to keep those rates up. He and Mevah share similar goals, as the shorter the lives of the beings of the world, the less time they have to give new life. He also works with the gods of Love and Sex.

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Destani, God of Fate

- Son of Methos, goddess of Sleep and Dreams, and Tempora, god of Time. If Tempora is the keeper of the library of history, Destani is its librarian, helping to keep things in order. Destani can see into the future of all mortals and deities. It takes a special favor of Destani to get him to divulge anything of the future, as to do so will most likely alter it, and that means any work done to record history ahead of time would have to be redone. Destani works closely with Taydar, the god of Death, allowing him early knowledge so he can be ready to collect any difficult souls that might cause trouble.

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Taydar, God of Death

- Son of Birusu, goddess of Destruction, and Tempora, god of Time. Overseer of the dead, guide of spirits to the next world with his ferryman, Kerbon. Taydar gets a small amount of power from each soul he claims, and thus opposes the Mevah, the goddess of Life. However, while the two feud constantly, they are aware of the need for a balance, and it usually doesn't get too out of hand. Most of all, Taydar acts as a guide, and those without his assistant have a chance of getting lost on their way to Elindia, the realm of the dead. This is particularly prevalent in strong souls, especially those that died in an unclean way, and when the number of lost souls gets too high, Taydar employs reapers to assist him, more of which can be made by giving mortals the ability to interact with the astral plain. These are drawn from beings with strong spiritual awareness.

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Lexina, God(dess) of Sex

- Child of Aratenda, goddess of War, and Mujan'tella, god of Love. Born of the meeting of adoration and passion, Lexina is the shape-shifting deity of all things sexual. More concerned with physical love than their father's emotional love, Lexina gains energy through the passion and lust between two (or more) lovers. Lexina can change their form to anyone or anything someone desires. Interestingly, despite having an existence revolving around sex, Lexina has no godly child, as they seem to prefer mortals over gods. That said, they have at least a dozen demi-god children of all different races. One of Lexina's favorite hobbies is to find someone who is committed, take the form of their lover, sleep with them, and watch the confusion of the two individuals after.

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ZombieSplitter53

Game Master
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Nayrun, Forore, and Nid, Goddesses of Wisdom, Courage, and Power
- Daughters of Reht'nar, god of the Hunt, and Aratenda, goddess of War. The embodiment of Wisdom, Courage, and Power, the sisters seek out those in battle that have two but lack one, and bestow it on them. They share the gained power from those who overcome difficult obstacles, making it in their best interests to work together, so they usually do. They work best as a team anyway, a triple force that few can challenge when acting as one.

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Fya'munt, Warlord of the Gods

- Son of Aratenda, goddess of War, and Taydar, god of Death. Fya'munt is the acting Warlord of the god's forces, made up of the souls of the land's greatest warriors. In times of need, Fya'munt recruits worthy Humans, Elves, and Thropes and bestows upon them enhanced speed, strength, and magic while in his service. This force is meant to combat any opposition to the gods, including the gods themselves, as should one god attempt to betray the rest, they would have to face the forces of Fya'munt first. This acts to keep all the gods in line, at least for the most part. Unless he is forced to act against her, Fya'munt reports directly to the goddess of War.

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Tecunte, Goddess of Discord

- Daughter of Mevah, goddess of Life, and Taydar, god of Death. The embodiment of chaos, born from the unlikely union of Mevah and Taydar, back when they got along better. Tecunte's existence revolves around spreading chaos and discord, and enjoys it so much, she would do it even if she didn't gain power from the chaos and confusion. She actively defies the other gods, especially the goddess of Harmony, and it is only by the will of the other gods that she doesn't plunge the entire world into chaos, save perhaps for the god of Mischief, whom she often works closely with.

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Ryn'Vandem, Goddess of the Harvest & Fertility

- Daughter of Mevah, goddess of Life, & Pendener, god of Birth. Ryn'Vandem uses what she can to help the mortals with the agricultural endeavors, and gains power from successful harvests, but with the land in the shape it is, her power has diminished significantly as the centuries pass. Most of her time nowadays is spent working with her parents as the embodiment of Fertility. She is the patron deity of wanting or expecting parents, who pray to her for a healthy child.

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Mendakin, God of Light

- Son of Rameuc, god of the Sun, and Mevah, goddess of Life. The embodiment of light itself, Mendakin helps to spread light across the world, especially that of his father and the sun. Mendakin draws power from the light, and in turn gives light. He is kept in constant check by the goddess of darkness. He must be sure to keep his own power in check himself, as the brighter the light, the darker the shadows, and he does not want to give Grimora any more power than she already has.

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ZombieSplitter53

Game Master
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Grimora, Goddess of Darkness
- Daughter of Methos, goddess of the Moon, and Taydar, god of Death. The embodiment of the darkness itself, Grimora gains strength the more she spreads darkness, and is thus the most powerful at night. Said to exist in the shadows themselves. Grimora is in direct opposition to the god of Light, and is constantly either trying to weaken Mendakin's power to strengthen her own, or intensify Mendakin's light to deepen her shadows. It should be noted that Grimora is by no means evil, anymore than the other petty gods. She simply grows in the darkness.

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Seclevar, God of Mischief
- Son of Rume'lurm, god of Celebrations, and Tecunte, goddess of Discord. Born of the embodiments of alcohol and chaos, Seclevar is a trickster god, his existence revolving around how much he can screw around with mortals. This suits his mother just fine, though unlike Tecunte, he is reserved enough not to mess with the other gods. Having the form of a Thrope, Seclevar can change between different kinds of Thrope, and seems to target them most often with his pranks.

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Suhao, God of Wealth
- Son of Rume'lurm, god of Celebrations, and Ryn'Vandem, goddess of Fertility. The embodiment of material goods and greed. Suhao gains power from the covetousness of mortals, particularly when it comes to greed. Sahao makes promises of riches to mortals in exchange for the oddest of favors, gaining pleasure in their humiliation and power from the great depths man will go to in order to get some gold. Still, people who want riches pray to Suhao, even if they know they might regret the price. Suhao often has the mortals he gives riches to do things for other gods, racking up favors himself.

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Vay'nar, God of Fear
- Son of Tecunte, goddess of Discord, and Seclevar, god of Mischief. The very embodiment of fear itself, Vay'nar gains power through the terror of mortals. While this includes fear inflicted directly by himself, it is not as potent as the fear he absorbs from an outside source, though this doesn't mean he can't help things along. Vay'nar is a big fan of monsters, and the terror they bring in their wake, and pays close attention to them. He has even been known to help the creation of monsters along, though many of these beings are considered abominations by the other gods, so he has never done so in a way that revealed it.

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Zitka, Arbitrator of the Gods
- Son of Nemesis, goddess of Justice, and Destani, god of Fate. Zitka acts as the final say when the gods are too split to come to a decision, particularly when Jerin'dek and Xia'tar can not come to an agreement. What's more, Zitka lends his knowledge and clear minded objectivity to the decision makers and judges of the mortal world, helping to keep their decisions just. He is often called by his mother Nemesis to pass judgement on one she feels deserves retribution, and he has his father's open mindedness, if not his ability to see the future.

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ZombieSplitter53

Game Master
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Gargoyle:

Based on their demonic appearance, from claws and horns to wings and gaping maws, it is believed Gargoyles are descended from low level demons that somehow got trapped in the realm of man and lost most of their demonic powers over the centuries. Gargoyles are primarily ambushers. Unconscious Earth magic allows them to harden their skin and muscles to the consistency of rock and stone, something they do while resting and in combat. Combined with their ability to sit or stand perfectly still for great lengths of time, Gargoyles can disguise themselves as statues, often up high, and attack when one gets within striking or swooping distance. In combat, it is best to use piercing and stabbing weapons on a Gargoyle in its normal state, and blunt weapons and firearms when it is in its stone form. Through the use of items called Gargoyle charms, one can turn a Gargoyle into a loyal guard. Gargoyle hunting is a lucrative career, as is making statues that look like Gargoyles. After all, it is hard to tell the difference until it is too late, so why take the chance?

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Ghost:

The dead soul of one who once walked the world but has since departed. While there are some ghosts that can be explained why they became ghosts, such as those killed by powerful corrupted magic, it is unknown why many ghosts come to be. Most ghosts are repeating spirits, doing the same actions over and over again. On occasion, however, ghosts can act with varying levels of intelligence. Ghosts primarily exist in the astral plane, only visible if the ghost gathers enough energy to manifest or is forced to through the use of spectral magic. They can temporarily exist on the physical plane should they concentrate hard enough. Most ghosts, including those with intelligence, are harmless, lacking the will and the power to cause harm. On occasion, however, ghosts can be hostile, giving rise to vengeful spectres and phantoms.

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Vengeful Spectre:

When ghosts reach a level of hostility that makes them a threat, they are classified as vengeful spectres or spirits. These beings, by various means, have the ability to attack enemies. Some spectres come about from their own anger upon their deaths, while others are "created" corrupted magics, both natural and from casters, taking anything from the freshly dead to older ghosts, and turning them into an attack force. Only special weapons made to damage beings on the astral plane can efficiently damage them. However, spectres must temporarily manifest themselves on the physical plane to attack, and can then be damaged by more conventional means, though physical weapons are not as effective as magic. Spectres can expel their own energy to damage and stun, drain energy through contact, and can use simple weapons. Note that these enemies are usually difficult to see at a distance, especially if they have not manifested themselves.

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Phantom:

Phantoms are particularly intelligenct spectres that act with a will completely of their own and have abilities that exceed those of your typical ghost. Phantoms are intelligent, know exactly what they are, and act with purposes beyond merely attacking. Often, a Phantom can round up nearby vengeful spectres and use them for its own purposes. Phantoms can quickly attack with magically conjured weapons then phase out of the physical plane to avoid damage, throw heavy objects, and stronger ones can possess people, shroud their opponents perceptions and cloud their thoughts, and use magic if they could use magic in life. Phantoms will often try and blend in with normal ghosts and spectres. Be wary of any dark aura one gives off.

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Worg:

Worgs have the appearance of oversized, jet-black wolves, with a demon-like countenance and glowing white or red eyes. Worgs usually act like regular wolves, stalking forests and plains, hunting in packs, hiding in tall grasses and using stealth, and attacking with claws and teeth. However, Worgs are usually far more intelligent than they appear. Many can even talk and know the languages of man. Worgs are best avoided, but if you must fight them, remember they are smarter than animals driven by instinct, even if they act otherwise. Worgs are, for the most part, neutral evil, having no qualms over committing selfish acts, but will not do so needlessly, thus deals and bribes are useful tactics.

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Giant:

The name Giant in terms of a specific creature usually refers to a human-like being standing over twelve feet tall, and sometimes reaching as much as twenty feet tall. Giants are rare. They usually live alone, and for unknown reasons, they don't breed very often. Giants are sentient beings, but usually have very low intelligence, and this makes them prone to anger and violence. Giants are very territorial, and will often try to bully, tax, or outright attack people who pass through land and landmarks they have declared as theirs. Your main weapon when fighting a giant is speed. While often faster than they appear, their giant sizes make them quite sluggish. The trade of to this is that they hit with incredible force. Often times, giants will wield massive versions of regular swords, axes, and other hand weapons. It is unknown where they get these, or their clothing for that matter, and it is assumed most giants are capable of making their own.

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Reaper:

Emissaries of the God of Death, Reapers have the task of delivering the dead to their rightful place in the afterlife. Reapers are made from normal humans, Elves, and the like who worship or have some other connection to Taydar, new Reapers made when older ones die or return to their previous forms. It is unknown exactly why people turn into Reapers. Theories vary from those who pray to be Reapers, to those transformed temporarily who gain a lust for the power, and to those who serve as Reapers for a time to atone for their sins. They vary in appearance but generally look like decaying figures with soul cleaving scythes. Reapers are known to be half in and half out of the austral plane, and because their means of collecting a soul is usually unpleasant, they are mainly sent to collect particularly dark souls on behalf of Grimora. There are no records of someone fighting and defeating a Reaper, as most would never try and anyone who has either lost or didn't live to talk about it when Taydar found out.

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Skeleton:

Skeletons, as the name implies, are the reanimated bones of a long dead warrior. Skeletons are a favorite of those that practice the dark arts, as they are readily available and can be re-enchanted should they fall. Skeletons, unlike Zombies, have intelligence, and can team up, lay in ambush, and use weapons. Skeletons move with surprising speed, and their bones are usually strengthened by whoever or whatever reanimated them. Firearms have little significant effect on them, and bladed and piercing weapons are all but useless without a lot of force. For significant damage, try blunt weapons and attacks. Do not despair should a skeleton reform after being broken apart. Doing so draws energy from the magic that animates them, and will not last forever.

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Zombie:

The walking dead, zombies are the decaying, shambling remains of former men or women. The world of Terra Dolor has no shortage of corpses, and dark magic users and necromancers often use zombies as mass servants, attackers, guards, and distractions. Unfortunately, the curse that causes the zombie to rise can take years to decades to wear off, even after the caster’s death, and especially if they are the result of a body being cursed by a corrupted lay line. The only way to deal a killing blow is to either disrupt the magic that animates them or destroy their brains. Zombies are slow and mindless killing machines unless directly controlled, so a single zombie is easy to deal with, but you will rarely find one alone. If the curse that made them is strong enough, their limbs will move with a mind of their own when severed. Be wary of any who fall to a zombie. This will transfer the curse to the victim, causing them to add their number to the walking dead.

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ZombieSplitter53

Game Master
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Basilisk:

Reptilian monsters resembling lizards the size of dogs. Fast and nimble, these creatures often gather in groups and attack swiftly before their targets know what hit them. Basilisks exhale a noxious gas that petrifies their prey. The smaller and weaker the prey, the less gas they need to be exposed to. Basilisks have a liquid form of this toxin in their fangs, and can petrify in only one or two bites. Once a victim has been halted, the reptiles swarm them and suck the fluids from their body, often while the victim is still alive. Antidotes to their toxin can be made from their fangs, and should be purchased should one plan to pass through Basilisk territory. Coincidentally, Basilisk bites look very similar to vampire bites, and have resulted in false reports of vampire activity.

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Night-gaunt:

Night-gaunts are demonic-looking beings inhabiting the realm of dreams. They have smooth, oily, whale-like skin colored a deep black, inward curving horns on their heads, bat wings that beat silently, prehensile paws with long, slender fingers, and long, barbed tails. Their most distinguishing feature is, ironically, the feature they lack. Where a face should be is just smooth, black skin, how they eat or see a mystery, though likely their existence in the dreamscape help make these things unnecessary. They are loyal servants of the Methos, goddess of dreams, and act on her will. While there have been reports of these creature being seen in the waking world, no record of anyone successfully engaging one of them, in the waking or the dream realm, have been both reported and substantiated. All those who have claimed to have fought them in a dream have claimed they have the ability to turn to smoke when attacked, making the only chance to hit them being when they themselves attack. Either way, fighting them should be avoided, lest one earn the wrath of their master.

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Vampire:

Vampires are an extremely uncommon sight, these beings behind the great gates of their megacity for the past 300 years, but it is best to prepare you just in case you ever face one. This is what we know of them, though our information might be out of date. Vampires are extremely strong and agile. In a one on one fight of pure strength, they will win almost every time. Vampires have their weaknesses, however. They have an extreme aversion to sunlight, so much so that they will die within minutes of being caught in it. They are just as weak to magic as anyone else, and this is especially true of Light and Celestial magic. If a caster of such magic is not on hand, water magic is (or was) effective on them too, as they have an aversion to pure water. They are averse to certain holy objects and are perturbed by certain plants including juniper, wolfsbane, and the wild rose. One final note; if someone is bitten, the vampire can mesmerize and control them. However, one cannot turn into vampire unless they are killed by a vampire, so it is not necessary to kill someone simply for being bitten.

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Ghoul:

A ghoul is a man or a woman who has ingested the blood of a vampire. Ghoul's inherit some of their Vampire master's abilities, such as their healing abilities, enhanced strength and speed, and enhanced senses. Vampires often use ghouls to guard them in the daytime or to run errands they couldn't otherwise do themselves as Vampires. Ghouls came about during the Noctorum War when magic was created to expose Vampires, eliminating their ability to blend in. Note that, while ghouls are stronger then they were before becoming ghouls, they are not nearly as strong as an actual vampire. Being a ghoul comes with two major drawbacks. First is complete servitude to the vampire that gave them blood, and quickly growing obsessed with them. Second, the vampire blood is like a drug, giving them a sense of euphoria when ingested that leaves them desiring it more and more each time they have it. The longer a ghoul remains a ghoul, the harder it becomes to go back to a normal life.

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Bandit:

Since man first took hold of something as a personal possession, there has been another man wishing to take that possession for themselves. The world is littered with such people, and thus on one's journey between large settlements, there is always a chance of running into bandits, a single one, a few, or an entire force. Bandits often patrol main roads, looking for easy victims to rob. Many are violent, and will not hesitate to kill if opposed. Many organizations made for the sole purpose of armed escorts between towns can be found in all but the smallest of villages, and hunter's guilds have even been hired for this purpose, or for the purpose of cleaning out bandit-littered areas that have grown too troublesome. Not what they signed up for, but occasionally necessary. To counter the growing forces against them, Thieves Guilds have been formed to help instill a sense of cooperation amongst bandits. One may say there is no honor amongst thieves, but when faced with enough danger and a big enough score, some bandits are willing to put their greed aside to work together.

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Harpy:

Winged beasts of the realm of demons, but not exactly demons themselves. They have the appearance of women in their upper bodies, but their lower halves are feather covered talons, and their arms are wings with claws. The appearance of their humanoid parts vary in age with no discernible reason, varying from young and fetching to old and decrepit. There are two breeds of harpy besides the normal one. One appears to have a more bat-like visage, while the other seem to be a breed that has evolved in the realm of man, and have wings on their backs (though their arms and hands are talon-like, similar to their legs). Harpies are swift and vicious, swooping in on high to rip prey apart. Some are quite intelligent, and have the ability to command other harpies. You will need speedy weapons to deal with these beings. Firearms are good for hitting their wings and forcing them to the ground, then going in for the kill before they can escape. Just be careful if you are going where harpies are known to prey. They can be surprisingly quiet, and you might find your throat ripped out before you have time to react.

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Golem/Construct:

Golems and Constructs are beings made of non-living materials, given form and life by magical means. The term 'Golem and 'Construct' are often used interchangeably, but Golem usually refers to a being made naturally from mana pools and lay lines in the wild, while Construct usually refers to a man made being purposely made for servitude. These artificial beings are living weapons and servants. There is only so much intelligence that can be given to stone and metal. Wild Golems act on instinct, and usually take a humanoid form, like an oversized man made of rock, while lab made Constructs are loyal to the wishes of their creator (or whoever they were made for), can be made into a number of different shapes and forms, and can be infused with magic to increase their versatility. The Netzi are experts at making Constructs, and employ them to battle in their place.

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Imp:

The most common form of demons seen in the realm of man, mainly because they are the weakest ones that have enough intelligence to want to come to Terra Dolor (or be useful if summoned). They have red skin and come in various sizes, but are usually the size of your average Human or Elf. Their eyes glow a bright red, and they commonly have horns and claws. The most common magic they have is fire magic, though some stronger ones have been known to use Earth and Dark magic. They are adept at fighting hand to hand with claws and teeth, but prefer to attack at a distance with magic. One must match numbers with numbers when facing Imps, as they tend to move in groups and attack together. It is unknown what purpose Imps have when they come to the realm of man on their own. No one has ever tried to see if they can even talk our language, let alone sat down and tried to ask one.

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ZombieSplitter53

Game Master
Staff member
Lost Soul:

Individuals who have had their very mind shattered by overexposure to pure chaos or pure Celestial magic. Similar in that regard to Mad Ones, though Lost Souls are empty shells. They act with no will of their own, simply standing, simply waiting for the day that they die. One with strong enough magic of the kind that broke them can control them, using them as a servant that will do whatever they wish. Research and tests have been done for centuries in an attempt to return these broken beings to some semblance of a normal person, but so far, all attempts have failed. As it stands now, the best solution for a Lost Soul is a merciful death.

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Mad One:

Men and women who have been exposed to dark and chaotic forces beyond what one can normally handle. They have lost themselves, and are now empty shells, wishing for little more than chaos and destruction. They are comparable to Zombies, both brainless beings who are driven to kill. Mad Ones, however, are far more vigorous. Still technically alive, they are motivated by pure hate, rather than being driven by hunger, and they simply try to kill anyone or anything they see. Sadly, the only exception to this seems to be others sharing this madness, so no luck with them eliminating each other. They will attack relentlessly with whatever weapons they have, or with bare hands, and will not stop until their target is dead, or they are. They shrug off all but the greatest of pains, and will pursue their targets unless they find a new target.

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Lycan:

Lycans are believed to have once been Thropes, specifically Wolf Thropes, that were cursed in such a way to bring out the beast within to its fullest extent. Lycans are hulking beasts with Thrope-like features like four limbs (exceptionally long limbs), fingers, and toes, but are otherwise canine in nature. They attack suddenly and with little warning, ripping their victims apart and feasting on their flesh. Feral though they may be, they are not brainless. They can wait for openings when facing difficult foes. They can dodge. They can target vitals. Evolved Lycans that have been exposed to dark energies and corrupted lay lines are larger and stronger then normal, and are resistant to damage, especially from magic. Either way, slashing and piercing weapons are the way to go, as Lycans tend to shrug off attacks from blunt weapons. Firearms are not very useful unless using silver or quicksilver bullets.

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Nightmare Arachnid:

The dark forces of the world play on the fears of men, and this an example of a direct stab at arachnophobes. Nightmare arachnids are, quite simply, spiders the size of dogs. Fast and nimble, they hang from ceilings and trees or hide in dark corners, waiting for prey to wander near. While some put up webs around corners or in narrow corridors, these spiders seem to prefer a more direct approach, charging foes, hitting them with their front legs or pouncing on them and going for a bite. Aside from the 'normal' versions of Nightmare Arachnids, there are small versions (the size of cats) that swarm, gigantic versions (the size of large vehicles) that overpower, and versions with human-like faces that have greater intelligence and occasionally the ability to speak. Be wary of the hardened exoskeletons of creatures. Blunt weapons work better than slashing and stabbing weapons, and the penetrating of firearms can be quite effective.

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Witch:

The infrequent nature of magic, especially in humans, usually means magic is a supplement to an individual's otherwise weapon-based fighting abilities. Those who instead focus mainly on increasing their magical prowess are known as witches (sometimes called warlocks if they are male). Witches guild's made for the purpose of teaching magic users to increase their power exist all over the world, and there are laws that specifically govern witches. Most commonly, especially in human nations, one needs a witch’s license to use magic freely if your power is above a certain level. However, most of these places only test those who get in trouble with the law, so there are plenty of individuals who can be classified as witches without a license. When facing a witch, you need to get in close. Most witches are at their strongest from a distance, and if you can get close enough to force them to use their usually underdeveloped physical fighting skills, you can ensure a win. Note that battle witches, witches that have enhanced magic but can still fight hand to hand, do exist, however this is a hard title to master, and there are very few true battle witches in the world.

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Chimera:

Chimera are monsters made from infusing two or more creatures into one. The magic needed to perform such an act is tricky, and with few exceptions, making Chimera is considered immoral by many governments. Of course, that doesn’t mean it isn’t done anyway (including by some of these governments). Many Chimera turn out as useless abominations, but on occasion one comes about that is quite deadly, such as a lion with the ability to fly and the like. It is hard to give any kind of advice in fighting them since they are all so different. What can be said is, again with few exceptions, the creation of a chimera is never publicly endorsed, so you never have to worry about getting in trouble (publicly, at least) for putting one down.

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Cthulhi:

Creatures with a general humanoid shape, but with green tinted skin and and octopus-like head. They live in a great city deep below the ocean, and are the natural enemies of the Merfolk. The two have been at war for centuries, the best the two ever coming to is an uneasy ceasefire. Cthulhi occasionally explore the surface world for 'specimens' to bring back home. It is believed the Cthulhi have bodies composed of non-ordinary matter, and can alter their bodies at will. They use this to offset the superior fighting skills of the Merfolk, thus the stand still between the races.

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Merfolk:

Aquatic beings of the deep ocean, little is known about Merfolk. Their upper halves are fairly humanoid, but they have lower halves of various aquatic animals, from also being humanoid fish to sea serpents, blue, green, and bluish-green skin, and often have a number of other aquatic parts, from fins to webbed fingers. For the most part, Merfolk stay out of the affairs of the surface world, though there have been conflicts, and even a war, when they have felt the surface world was threatening the sanctity of the water in which they live. As one might imagine, magic using Merfolk are usually skilled with water, as well as wind, earth, and light magic. They have no equals in combat under the water, and fight with spears, tridents, and crossbows. Their bodies can take a beating and the tend to be very strong, as they have been hardened by their existence under the pressures of the oceans and seas. If you must fight one, your best bet will be to get them onto dry land, but do not drop your guard. They have magic that allows them to survive great lengths out of the water, so they are far from helpless.

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