Thursday, December 07, 2006

MONSTROPEDIA BRITANNICA M-W




FIREHEART SAGA




A HUNTER’S GUIDE TO
ETERNIA – THE MAKING




 




MONSTROPEDIA




Monsters, Wild-Special
and Magical Beasts of Eternia – A Study




 




Based on the game Ultima VI – A Bestiary by Lord Britain




Produced by ORIGIN (tm)




Recorded for Andry Chang’s research only, not to be
published commercially.









M - W




 




Mimic:




Disguised as abandoned
treasure chests, these masters of illusion wait patiently for passing
adventures whose greed exceeds their wisdom (Christopher will be a sitting duck
for them!). If you take a moment to observe questionable chests from a safe
distance, the mimic may reveal its true nature by spitting venom in your
direction.




Habitat: Dungeons in Lore, Arcadia
and Escudia-Corazon, and throughout Aurelia Continent.




 




Mongbat (Dark Imp):




Resembling a monkey as much
as a bat, these winged anomalies are swift and powerful in their attacks.
Though seldom encountered except in the deepest dungeons, encountering one in
the dim subterranean light can unnerve even the stoutest among you.




Note: Forest Imp is a
wingless, carnivorous monkey-like monster dwelling in Yggdrasil’s Forest.




Habitat (Dark Imp): Dungeons
and the Underworld, especially in Sylvania.




 




Rat, giant:




These voracious, overgrown
rodents have evolved over the centuries in the dank, inhospitable sewers that
honeycomb the levels below some castles. Having grown immune to most poisons,
they are difficult to exterminate. Even a single bite from one of these giants
can cause disease or plague.




Habitat: Sewers, dungeons,
underground caverns. Commonly found in Eternia, an in-city monster.




 




Reaper:




A remnant of an ancient
enchanted forest swallowed up long ago in a cataclysmic upheaval, the reaper at
first appears as a solitary tree trunk rooted in the dungeon rock. Closer
examination reveals a grim intelligence which lashes out with long, gnarled
branches and magical bolts of destruction. But, the resourceful adventurer can
turn the threat of the reaper into the evening’s campfire, ofttimes uncovering
hidden treasure in the process.




Note: Another original
modification from Lord Britain. It’s for my note only, for now.




Habitat: Some dungeons.




 




Rotworms (Carrion
Worms):




Born of decaying detritus
which carpets the swamplands, these loathsome invertebrates are more nuisance
than threat – a pass of your torch across their path will usually keep them at
bay.




Note: Same definition for Carrion Caterpillars, only they live in
mountain valleys and have legs like ordinary caterpillars, but they are giant
caterpillars, actually.




Habitat: Some swamps,
especially Jigdha’uthul.




 




Scorpion, giant:




Is there anyone who has not
flinched at the sight of an angered scorpion, is stinger poised to inject its
victim with deadly venom? You are advised to keep moving when confronted by one
of these armored nightmares, lest you perish where you stand.




Habitat: Deserts, dungeons,
valleys. One of Vordac’s favorite monsters including giant spiders.




 




Sea Serpent (Sea
Wyrm):




Like its land-bound cousin,
the dragon, a sea serpent will attack the seagoing traveler with magical
fireballs and violent physical swipes of its long tail. The wise sailor avoids
this nasty beast.




Habitat: Petravia Ocean,
Centromare Sea, Ergyla Sea (for common sea wyrms).




Legendary: Leviathan Petra in
Petravia Ocean.




 




Skeleton:




The expressionless, hollowed
eyes of the skeleton belie the malice that animates this otherwise lifeless
latticework of bone and sinew. Conjured up by malcontented mages bent on
mischief, these creatures – the restless remains of fallen warriors – are both
fearless and tireless in battle.




Habitat: Graveyards,
Dungeons, Sylvania




Legendary: Ugar’khosl the
Skeleton King




 




Slime (Slime Monster):




This shimmering, amorphous
mass seems more an oddity than a threat when first encountered.




Constantly dividing and
recombining, it seeks to surround the traveler who happens upon its swamp or
dungeon lair. Though susceptible to damage from ordinary weapons, the
experienced adventurer is always ready to use fire against the ooze’s subtle
maneuvers.




Note: It’s the same thing
with Flob (Jelly Monster) who lives
in the forests and plains.




Habitat: Most dungeons and
caves.




 




Spider, giant:




Though they spin their lethal
webs deep inside dark lairs, spiders of this gargantuan variety often venture
forth in search of prey. They are capable of inflicting painful bites or
spitting their toxic sputum from great distances. But they are not invincible,
and can be killed with a few well-placed blows.




Habitat: Forests (mostly),
caves, dungeons (almost any place on land).




 




Squid, giant (and
Octopus, giant):




The dreaded scourge of all
mariners, this horror of the high seas is legendary for its ability to destroy
a large sailing vessel with its dextrous tentacles and crushing beak. It being
exceedingly strong and durable, one should avoid confrontations with this
nemesis of the deep.




Habitat:




Giant Octopus: Northern seas
near the North Frozen Continent (Antarctic in our world).




Giant Squid: South Pole Ocean
(the Arctic Sea in our world)




Legendary: Kraken, the Giant
Octopus Lord in Western Petravia Ocean, originally from the Northern Seas and
often named as the Polar Kraken.




There’s a legendary tale of a
clash between the Kraken and the Leviathan that lasted three years and ended
with the two withdrew from each other and never came close again ever since.




 




Tangle Vine (Choking
Vine):




Though this plant resembles a
common hedge of briars and thistles, wary adventurers take care to avoid tangle
vines. The sharp thorns that adorn this creeping foliage radiate from a
well-protected central flower pod. As if the swiftly growing limbs weren’t
threat enough, the flower pod gives off a sleep-inducing fragrance whenever it
is threatened.




Habitat: Meadows, plains, woods
and forests.




 




Troll:




The brutish troll takes
perverted pleasure in hiding beneath bridges so it can terrorize the
unsuspecting traveller. Fortunately, trolls are relatively weak and they lack
endurance, so they pose only a moderate threat when encountered.




Habitat:




Forest Troll: Forests, he can
regenerate severed limbs and heal wounds slowly. Green-skinned.




Mountain or Rock Troll: Mountains,
hills. His skin is very hard and stone-like, and usually larger than other
troll species.




Common Troll: Usually wears
simple clothes like prehistoric humans, it always uses stone club as weapon and
its stupidity is legendary. Usually lives in mountains or hills.




Night Troll: Forests, he is
extremely powerful at night, but dreadfully weak at day.




 




Wisp:




Often mistaken for a
harmless, forest firefly, the nocturnal wisp can both mystify and antagonize
the adventurer. Though only causing minor harm in any single attack, its
uncanny ability to dance about the field of battle, striking at will, can lead
to serious cumulative injury.




Note: Sometimes it’s called
‘The Spirit of the Forest’. The wisp can be very intelligent as though it’s
really a spirit or some faerie.




Habitat: Forests, especially
Yggdrasil’s Forest and the forests near Terranova.




 




Wolf (also Dire Wolf
or Warg):




Both revered and feared, this
canine lord stalks the high plains and forest alike on its quest for survival.
Never, ever put this wary beast in a threatening situation! Its bite is far
worse than its mournful howl.




Note: Dire Wolf is bigger and stronger than common wolf. In Gremion,
sometimes a wolf is a goblin’s ride, and a dire wolf (or Warg in Tolkien’s
novels) is an orc’s pet and ride, being equally wild and harboring mutual
thirst of battle and fight.




Habitat:




Common wolf: high plains,
forests




Dire wolf: hills, mountainous
terrains. Mostly found in Gremion.




White dire wolf: Northern Ice
Barrier highlands and mountains in Fjorn.







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