Bestiary

Repository of everything Dagrun here.

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Fortuna
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Dagrunian Wurm
Overview
White in color, this gigantic Wurm’s face is covered in tiny, beady, black eyes. Its maw is small and filled with circular teeth which turn around as if in a centrifuge. It uses its mouth to dig holes in the rock and find food, its primary source being the white fungus which lights up much of Dagrun. No one is sure how many there are and these creatures are highly rare.

Appearance
Pale, sickly white the Wurms flesh is cold and clammy to the touch. Its skin is soft and made of blubber, which protects it from most damage as arrows and blows stick right into it, unless deeper than the blubber it will not bleed. The jiggly, hulking thing is as large as a medium sized airship and squat, with a tiny tail tapering at the end. It drags itself through the passageways chewing through stone to get to its prize, the glowing white fungus of the Mount Lorscha caverns. Its eyes are vast and many, teeny-tiny things that are no bigger than a human thumb. They are used barely, and may be more cosmetic and an evolutionary trait that is being slowly erased by time. The maw of the beast is proportionally small on its body, when fully open its lips pull back revealing a million rotating teeth used for grinding up stone. The beast bleeds a deep, sickly, glowing orange.

History
They say the Wurm has always lived in Mount Lorscha. That it was unaffected and perhaps never even noticed the Bleeding. Much of the opinion is that there is only one, though no one can be truly sure. The Wurm is unbothered by time, it moves forward as if in a trance. Always on the hunt for its next meal.

It has never attacked Dagrun or any of the suburbs or businesses outside the Din. The beast is afraid of loud noise. The hum and drone of the many electrical currents in the city is enough for the creature to be completely deterred. Outside the city, in the wild caves surrounding Dagrun, it haunts and chews its way through rock, always moving, never sleeping, always meandering aimlessly. Following the creature's tunnels may lead you to interesting antechambers if you are brave enough to traverse a dark hole.

It is a local superstition that if you see a Wurm that you will have bad fortune upon you and your family. This creature is bathed in fear and myth, a common Kaedic curse is “from the Wurm’s maw” used like “oh my god”. Sometimes when things go wrong in the city gnomes may attribute it to someone seeing the Wurm.

Behavior
Attracted by bright lights it’s drawn in like a moth to a flame literally. While generally docile and unbothered should it be provoked the Wurm will defend itself. These creatures are highly rare but known, while it's an unlikely encounter the mode of action is generally to let the beast pass you by. Generally silent when it’s enraged it will make a high pitched noise like an evil scream that can frighten or stun those who aren’t ready for it.

Capabilities
Sheer Size;
Smashing, twisting, writhing, this thing is huge and you do not want to be caught underneath it.

Endurance;
The blubbery skin is hard to break through. This will be a long fight, the creature is hard to take down, seemingly unable to be beaten at times for less skilled individuals.

Biting;
Its teeth can be deadly should it get you in its grasp. While not interested in eating people's flesh it will still consume and mulch a person in its maw should the unlucky traveler be caught in it.

Resonance;
It is documented that the Wurm is able to use resonance-like abilities as it has been seen using both ethersonography, aural burst, and rattle on its enemies. Aural burst is typically used personally by the wurm to get around, hence why wurm tunnels tend to be dead ends. These abilities though are decidedly weak and last for very brief times. The ethersonography, when used on a person, will put them into a deaf and trance-like state after berating them with sound and gives the wurm enough time to attack. Rattle only comes from its flesh passively which makes any blow harder to cut through the blubber and hit, it does not use rattle consciously. These are the only abilities it has, you may reference the article for more information about these abilities here.

Weakness
Slow;
These creatures don't move very fast even when enraged and rely heavily on aural burst to get around.

Loud Noise;
Will flee from loud noise, be careful not to enrage it.

Mostly Blind;
Its eyes are a pain point and weak spot despite being mostly useless-- this is where they will be most likely to bleed.

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Fortuna
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Dyst Mutes
Overview
These creatures appear as thick swirls of glowing rust colored dust. Usually appearing near Squik in a symbiotic relationship. These are formidable foes. They are only able to be damaged by magic or magic items. The dyst mutes can deal damage of the physical kind, being touched by these will create a type of “road rash” on the affected body part should it be exposed. They also deteriorate metals. They are found in the caves and wuld passages of Dagrun.

Appearance

When inert they appear as piles of rust colored dust. Once riled up, dyst mutes can be anywhere between two feet high and six feet high, with a span that is about half as wide as it is tall. They are larger at the top and meet at a point on the way down, similar to a tiny tornado. Rocks and debris get caught in their bodies. They are often seen shivering and shaking on their axis towards those unfortunate enough to get caught by them. The color of the dyst mutes is an orange which pulses brightly at intervals throughout, it is a deep rust color that sparkles in its glow.

Creation and History

Fauna of pure earth and wind, these magic beings have been in Mount Lorscha since the Sundering of the Planes. Essentially animated dust piles given life by corruption, they are mostly sentient. Through their mind control abilities, Squik keep these creatures around them for reasons mostly unknown. It’s logical to think that the reason would be they are good sentries, any movement is enough to rile them up from their respite. Common in the Wulds even without Squik, they almost always come in groups of three or four.


Behavior

Extremely aggressive. They will attack any and all who disturb them from their rest. They attack by ramming their body into their victims. Without their bane you will have to run for a long time, hide, or sneak past these as they don’t give up chase for some time.

Capabilities
Corrosive;
Able to erode any grade metal armor or item it comes into contact with.

Road Rash;
The movement of their wind will give rashes and rub the skin off of travelers it attacks.

Safety in Numbers;
The sheer number of them at once can be enough to overtake parties.

Only Affected by Magic;
The sole ability of magic is able to kill these beasts.

Weakness
They are only able to be injured by magical or non-physical means. Especially susceptible to lightning and water. Actually weak if you have the ability to attack them, able to be slain in a few hits. Can’t climb.
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Fortuna
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Memen
Overview
Snail people created from corruption. Mindless blobs with long peering eyes and a shell on their back. It's said they are the souls of gnomes left behind from the corruption, a mutation and curse worse than the Tok. It's said some are still able to speak in broken garbled Kaedic and gestures. They favor bones, this is because the gnomes say it's from the wish of having their own. They inhabit the secret places and stack gnome or other bones in high passageways like mazes. Not inherently evil, they are but more inquisitive and prone to their own nature, which is quite the mystery to others. Some say the memen will be helpful and aid travelers in the Wulds, but most accounts end in slaughter of either party, Dune-delver or memen.

Appearance
Short-statured bipedal snail people, similar in height and shape to gnomes. They range from light brown, to dark black, to bright reds, and whites. Their skin is slimy and covered in goo. The shell on their back tends to be the same color as their skin, though slightly metallic, with a black or white inclusion around the spiral as uncommon. On top of their heads are two protruding black eyes from an extended eye shaft that is capable of swiveling and seeing in all directions, even two places at once. They are dexterous enough to wear suits and brandish weapons, but only the most intelligent of them are able to do so, and even then there is no creation, they merely loot bodies from the fallen, foe or friend.

Creation and History
It is said that when the Bleeding happened and corruption seeped into the mountain, toppling all but Dagrun, there were still a few survivors trapped in the caves all around Mount Lorcha. These gnomes were melted and forced to take on and use the deep metals and rubble to protect themselves from the harshness of the environment in their new state. Their eyes distended and raised up, easier to see in the total darkness and capable of seeing all things around them. Eventually they became like snails, born with a spiral on their backs. The Wulds are home to these beasts and they make fortresses of bones. Rumor has it they hoard items in great piles as well, ferreting away goods with no purpose-- they do not use them. Their collections are rarely seen and heavily guarded.

Behavior
They form small village-like bone labyrinths in certain parts of the Wulds. These labyrinths are not truly uncommon, but rather held deep in the mountain where it becomes coldest and damp with water. These monsters are found among streams or lakes found within the caves. They are merely passive towards individuals or groups who travel the Wulds but the closer you are to a labyrinth the more aggressive they will become to guard their hordes.

Capabilities
Stealth;
Memen are light on their feet, quiet, and dexterous. These are not slow moving snails, they are agile and able to apply acrobatics to their attacks or dodging. A common trick is that they will stick themselves to ceilings and fall from above onto unsuspecting travelers.

Stealing;
Able to wear simple tunics, leather, or even metal armor as well as use melee and ranged weapons these beasts will take from sleeping people and ferret away their goods. Memen will take everything and anything, throwing them in piles in their labyrinths.

Speech;
Only able to use simple, cave man like Kaedic at best, and rarest, most can use gestures to people in order to communicate. These gestures are, more often than not, rude. They are social creatures and form bonds with other Memen you will never find less than groups of three together even away from their bone homes in the Wulds.

Shell;
Their metal shell is able to slid up and down on their body, attached by the slime which holds the moisture in the skin as well as sticks things to them.

Darkness Vision;
They are able to see perfectly in total darkness, as well, their are able to see all directions around them, depending on where their eyes are swiveled.

Weakness
Need Water;
Without access to constant humidity, moisture, or constant partial submersion in water these creatures will shrivel up and die.

Light;
Will flee from a light source, they fear this the most. Even a simple candle will keep the worst away.

Squishy;
Their skin is soft and easy to pierce, if you can catch them they are easy to slay.
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Fortuna
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Squik
Overview
Mushrooms with tentacles for legs and arms, use mentalism abilities. They have one eye and a huge mouth of sharp teeth, the tentacles shoot out rays of energy on travelers. Said to use mentalism abilities fling people and get in the minds of others to control them. Fierce and feared by all, they are unable to be bested by none less than master. Once revered, images of these beasts can be found all over Dagrun's halls in metal and stone. Some even have tattoos or art works of them in their homes. The most well known monster in the Cauren Wulds, though also the most rare-- even more so than the Wurm. Many a tale and myth is told about these beasts, a favorite scary story by bards in and around Dagrun. They keep dyst mutes like pets and mind control them to do their bidding. They will sometimes also mind control memen or tok as well.

Appearance
Appearing in its dormant state like a giant mushroom, the squik will open up its great maw which makes up the cap of the mushroom. Once opened the mouth will peel back like a fruit to reveal layers of teeth and a large tongue. Tentacles will come out beneath it covered in ooze and try to grab the unsuspecting traveler if they are in reach, if not it will shoot out purple rays of mentalism using one of four abilities detailed below. The flesh of the squik is supple purple, when it's dormant the cap will be a lighter pink. It looks similar to the most common Cauren fungus and delicacy among Dagrun only multiplicative the size. These beasts are anywhere between four feet to twelve feet tall and always thick in diameter, two feet to six feet respectively. Their tentacles are darker purple reach as long as they are tall, sometimes even longer, when dormant they will be hidden as the stalk of the mushroom. The singular eye is always a bright gold with a large pupil. It is closed when dormant and barely visible, when opened it is under the mouth in the middle of the body.

Creation and History
Evolving deep beneath Dagrun the squik have a massive history. Known well for their myths and fables they are still the least seen monster in the Cauren Wulds. All fear them. It's said any who gaze too long in the eye of a squik will have their memories rendered from them from sheer terror and fear. The voice of the squik is known for being silky and horrific at the same time, as if it wishes to seduce its foes. Those who go up against the squik rarely live to tell the tale but in honor of those who have there is an entire section of the Academy dedicated to squik encounters, some written by the beholder themselves or the bards who embellish second hand. A popular recent account goes like this...

"I was sitting around the fire while I was out looking for the next place to mine dunarium when, low and behold, dyst mutes come from no where. As I was preparing my spell from right behind the dyst mutes came a squik. I never hightailed it out of somewhere so fast, and yet if I could have been driven insane inside its eye I would-- for it was hauntingly beautiful. I think it was looking for a new place to bury its roots."

Behavior
Solitary and shy you will likely never encounter a squik in the wulds. Said to be nearly extinct these creatures only live in the deepest, dankest caverns in the wulds. Known to root for long periods of time you will pass them and not even know, as they are not aggressive outright. Their seeming transformation from dormant mushroom state to full on squik will happen should it be disturbed in any way. Once agitated it will kill and eat any foe who cannot best it. Cowards, they will often run away from a fight. They bury their roots among fluorescent moss piles where the common mushroom it replicates takes it name, here they will feed for some time in a symbiotic relationship with the flora around it. Feeding them nutrients and taking some for its own. They will stay dormant for ages if left alone.

Capabilities
Mentalism;
Vindicate, Scarecrow, Unravel, Apprehend. These are the only abilities it is able to use. Please read here from the Mentalism write up to find out further information. These abilities are used as written in the write up found in the wiki. The only difference is its cosmetic use is by purple rays of energy other than only Unravel which still must be by touch in order to use the ability.

Strong;
Able to pick up even those clad in armor they will devour any who they catch.

Telepathy;
Sentient they are able to speak and will do so rarely with what they consider lesser beings to them. This will always be done mind to mind. The most they will really ever say is to strike fear in their opponents.

Mind Control;
They will mind control lesser beings to do its bidding.

Weakness
Singular Eye;
Squishy and filled with ooze, you will find its greatest weakness here.

Magic;
Despite being of magic they are weak to it as well, this will be the easiest way to defeat them.

Cowards;
When the going gets tough, the tough get going.
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The Tok
Overview
Brain damage to cyborgs from the swell in Dagrun. It is said to have started with the Bleeding. Early gnomes had to resort to cannibalism. This fried their brain eventually through kuru mixing with their circuitry, putting them into overdrive and essentially melting all parts of their brain similar to rabies. This which rendered them nothing more than shambling, seemingly eternal shells of their former selves. They do not die without severing the head. They are still able to use any augment on their body, albeit weakly at best most common. This means some have the ability to see in the dark, run extraordinarily fast, read body temperature, even still speak in a frantic jibber, as well as other augments. The Tok can be contracted through many bites from an effected person, though note it can take many. As well eating the flesh of a gnome may give you this disease if you as well have an augment. The disease is held in the saliva only of the Tok, though. Which is why the head must be destroyed to finally end them. The brain is a separate entity from the body after the process has begun.

Appearance
Depending on the longevity of the diseased they may be in decent shape. You may not be able to tell at first until closer inspection, frothing mouth, bulging eyes, sweating, are the first things you would notice about these creatures. They are no longer your friend at this point if someone who you know was affected. Later on, if the body has been around for weeks or months, it will become emaciated until eventually only bones and shreds of clothing remain.

Creation and History
When the first gnome sat to eat his brethren he set in motion the shackle that would haunt gnome history for its end of days. This disease starts as kuru, but once in the brain overloads all of the mechanical parts which then melts the same sections of the brain as rabies virus, like cooking the brain in massive waves of radiation contained in the skull. It's a terrible thing to behold and started from a long line of people having to resort to cannibalism to sustain their society. It is because of this disease cannibalism is strictly outlawed and you will be murdered in Dagrun should you cannibalize anyone from there. No matter the race or creed, all may get the Tok from eating a gnome's flesh if they have an augment upon consuming the flesh.

Behavior
Varying dependent on augment. If you are unsure if a gnome can have the augment first look on the Race Page, then consult a mod.

Capabilities
Insatiable;
While it desires to eat it cannot fill itself on any sustenance. It will be drawn by the smell of cooking food, especially mushrooms and herbs which are native to the wulds of the caverns of Mount Lorscha.

Unreachable;
They are erratic and eccentric. Sometimes parts of personalities have stayed in the Tok. Causing them to act as if on autopilot and repeat the same action or phrase over and over.

Weakness;

Flame;
They are dry like thin paper, unable to quench any thirst no matter how much they drink.

Light;
Will flee from a light source, they fear this the most. Even a simple candle will keep the worst away.

Severing the Head;
The only way to kill them, the head must be completely destroyed.
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Brass Dragons
Overview

Appearance


Creation and History

Behavior

Capabilities

Weakness
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Skinimaen
Overview
Part myth, part menace.

Appearance

Creation and History

Behavior

Capabilities
Physical

Weakness

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Fortuna
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Lytning Bug
Overview
Common swarm beast in the Wulds. Once used as torches and companions, now malfunctioning and reproducing with mitoses-like artificing. Gathers up metals and consumes them, transforming each into a new bug which catalyzes and swarms. Essentially, gold piles-- gone, precious ore-- gone, the worst kind of termite to any refinery.

Appearance

Creation and History

Behavior

Capabilities
Burning

Weakness

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Fortuna
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Dagrun Snails

Overview
At first glance one they may ask themselves "Did that rock just move?" But on closer inspection one will realize they have seen a similar creature in their garden, just this is much bigger. The Dagrun Snail is a large snail that Gnomes use like other races use horses. There are three main types of Dagrun snails. Falabella Snail, Dagrun Draft Snail, and the Volbloed Snails. These snails rarely can travel outside Mount Lorscha because the conditions are either too hot or dry, they have to be kept in special terrarium like conditions to thrive outside of Dagrun.

The snails are saddled by their shell, you sit on the top. Depending on the size and shape of the shell it can be positioned in different ways. Often a bit is used to hold the reins, nothing is tied to their sensitive eyes stalks, it’s recommended for young snails to be led by food on a stick, this is a common sight in Dagrun. They can all pull various types of carts filled with heavy items such as cogs, poles, ores, and rocks.

Appearance

Falabella Snail

Color: Typically white with spots though some can be solid brown, black, white, or purple. The shells tend to be gray or brown and shaped like a cowry.
Weight: 50lbs to 80lbs, 18kg to 36kg
height: up to 10 hands (42 in)

The Falabella Snail has a circular shell that it can completely retract into. These shells tend to be solid colors though some can be spotted. The body of the snail is covered in short fur but the foot and face remains slimy. A mane that runs from the top of its head to the base of its shell.

Dagrun Draft Snail

Color: Light gray, purple, or dark brown. The shell is like a conch and the color is always black.
Weight: 160 lbs to 200 lbs, 726 kg to 908 kg
height: 28 hands (80in)

The Dagrun draft Snails have a short bulky spiral shell that they can retract into for safety. The entire body is a solid color except for the longer fur around the foot which is typically black or brown, fluffy, and curly.

Volbloed Snail

Color: Solid black, purple, or dark gray. It has a small spiral for a shell that is always the same color as its skin.
Weight: 100 lbs, 450 kg
height: 18 hands (72 in)

The Volbloed Snail was bred for their speed. As such they have evolved to have smaller, less bulky shells. They are thin, long and always solid in color. The most unique thing about this snail is that they slither.

Creation and History
Wild variations of these snails once roamed the caves of Dagrun. At first these giant snails were seen as pests that could wipe out entire fields and were hunted to near extinction. That was until a young farm boy tamed one easily and used it to make deliveries. They were easily made docile by food and have been bred for hundreds of years. The gnomes will also make leather from them. These snails have been bred into many variants for various purposes. The Falabella snail in particular was bred for their small size and pull strength, the Draft snail was bred for size and intelligence, lastly the Volbloed Snail was bred for its speed.

Behavior

Very food driven. So much so that one breeder once said, “All it takes to tame one is a small handful of mushroom. After which it will never leave your side!” They are mostly docile herbivores. In most cases though some will eat meat if it is decaying.

Avoid the stallion during mating season as they tend to bite. Breeding usually takes place twice a year, once in early spring and once in late fall. Soon after they will lay a clutch of eggs ranging between 20 and 60 eggs though half the clutch usually won’t come to full term.

Training the Snail takes time and lots of food but honestly one of the easiest pets you will ever tame. Some will argue that the snail's favorite food is moss. But anyone that uses them in the mines will tell you that their favorite food is a rare glowing fungus that only grows in the deepest parts of the mines.

General:

Capabilities;
Slimmy; A gross yet special ability that allows it to climb walls and steep slopes with ease.

Bioluminescence; Some snails of all breeds can be born with spots on the top of the head and shell that glow in the dark. The color of the spots are always white.

Weaknesses;

Heat; Due to its slimy nature this creature must stay damp. If it gets too dry or hot many painful foot and skin problems will occur. If left in these conditions too long it will wither and die.

Sensitive Skin; Salt and limestone can cause bubbling and burning of the foot and skin. This causes the skin to melt off and is a very painful way to die.

Falabella Snail:

Capabilities;

Strong; Known for dragging up to 125 lbs straight up cliffs. Mostly used to pull carts through the mines.

Small; Allows for use in almost any area a gnome can fit or larger.

Smart; Allows it to find and remember up to 10 locations by name, no farther than 10 miles. Also makes it easy to train

Weaknesses;

Small; Due to its size or lack thereof, this creature is too small to ride unless you're a younger gnome child.

Curious; “Smart” doesn't mean wise unfortunately. It is very hard to keep a Falabella snail in its pen as it is often smart enough to get out of everything. When they get free they immediately get into everything, even the deadly things like salt. (effects can be minimized by hanging fresh veggies near the pen to use as a distraction.)

Dragrun Draft Snail:

Capabilities;
Stamina; Can work up to 10 hours without growing tired, when it comes to short distances (50 ft) the Draft snail can pull up to 15x its body weight.

Large; Makes it rideable by most races. Allows it to carry 350 lbs weight long distances of 10 miles.

Weaknesses;
Large; Can only fit in large or open mines, not suitable unless the tunnel is made wide enough which is tons of labor.

Dark; This particular breed does not like the dark.

Volbloed Snail


Capabilities;
Fast; Can reach speeds of over 40 mph.

Geolocation; Has the ability to find its way back from almost anywhere, stranded or lost, based on a homing ability that lets them claim one location as home.

Weaknesses;
Small shell; Does not provide protection as it can not fully retreat into its shell.

Blind; The draft snail can only sense basic outlines of light and shadow.

Created By Vinsue
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