Fae Creatures

Fae creatures probably account for the greatest number of sightings and encounters that people have with otherworldly beings. They come in a dizzying array of forms and temperaments -- the only thing they all have in common is that most sages agree that they all originate in the Fae Realm.

It could also be said that most of these creatures are only encountered in the wilds, for the majority of fae are most comfortable in places less occupied by humankind.

Fae creatures have a high resistance to our magics, with the typical fae having a Conscious Will roll of 60% and an Inactive Will roll of 40%.

For Chimera, Dire Wolves, and all other bite and claw type creatures, see Fighting Animals under Combat  for additional combat information.

Centaur

Merfolk

Chimera

Nightfae

Daetaur

Nymphs

Dire Wolves

Nyrmer

Elementals

Pegasi

Elves

Pixies

Fae Dragon

Selkies

Fetch

Sereg

Goblins

Sujia

Gryphon

Trolls

Harpies

Tyver

Unicorns

 

 

 

 



Centaur


Damage Points- 50-70
Defense - 20%
Reaction - 7
Weapons             %    DB     Type     Range

Northern Bow    90     8         P           200
Spear                   80     7         P             30
Hooves                70     6         C             --
Fists                     70     2         C             --
Bite                      45     2         --              --
Armor Rating P- 1 S- 2 C- 1
Number of Attacks- 2 (see below)
Speed Rating - 19


Appearance and Description -
The race of centaurs has only been seen upon the large landmass east of Moraithe. Little is known of their habits, except that they are a tribal people, shy of human contact. One adventurer reported being taken captive and used for sport and games before he escaped, so it might be that they are a rather brutal people. They will usually be encountered in groups of four or more, though lone scouts can also be found. They will typically flee contact, but are reported to be fierce fighters of great strength. With the bodies of warhorses and the torsos of humans, centaurs make an imposing sight. The males are thickly muscled and heavy bodied, while the women are full breasted and sleeker bodied. Centaurs have fiercely beautiful features and sharp, tearing teeth. They attack with either a weapon or a bite, (one attack), or with their hooves or fists (two attacks).
Centaurs speak Old Tongue. ***

Chimera


Damage Points- 200
Defense- 20%
Reaction- 9
Weapons     %     DB     Type     Range

Bite              50     7            S             --
Claws          70     9            S             --
Tail              60     5            S             --
Armor Rating P- 6 S- 12 C- 8
Number of Attacks - 2
Speed Rating - 15


Appearance and Description-
Perhaps the most feared of monsters, the Chimera come into our realm through some shifting of the barriers between Carador and Fae. They are huge beasts, the size of a carriage, with various appearances, all quite horrible. Usually they have been described as a combination of dragon and cat. Quick, voracious, and keen of senses, Chimera are awesome predators capable of swimming, climbing trees, and leaping great distances. They fight with two attacks each quint, using either their ferocious bite, tearing claws, or their slashing tail which is usually equipped with a sharp, bony ridge. Their meat is said to be delicious. ***

Daetaur  
See Daetaur Treatise for more in-depth information.

Damage Points- 20
Defense- 40%
Reaction- 9
Weapons             %     DB     Type     Range

Hooves               70         2         C             --
Antlers (males)   60         3         P             --
Armor Rating P- 0 S- 0 C- 0
Number of Attacks - 2
Speed Rating - 23


Appearance and Description-
The elusive daetaur is a strange crossbreed of deer and human. Their human tops are slight-bodied and delicately featured, with large dark eyes quite capable of seeing in near total darkness. Daetaurs have been sighted on most provinces, but are nimble and very swift, and avoid human contact. Little is known of their society or habits, but they have been known to come to the aid of humans at times, and are also said to occasionally lure humans into the fae realm with their enchanting beauty.
Daetaurs speak Old Tongue. ***

Dire Wolves


Damage Points- 80
Defense- 60%
Reaction - 8
Weapons     %     DB     Type     Range

Bite             80         5         S             --
Armor Rating P- 3 S- 7 C- 5
Number of Attacks - 1
Speed Rating - 17


Appearance and Description-
Huge and shaggy, these wolves can reach the size of ponies. They are rare, but muchly feared by huntsfolk, for a number of reasons. First, it is well known that they can assume a human form, and often do so to enter cities and lure out people who will then be attacked, often by the entire pack, and feasted upon. Secondly, they can easily shift back and forth from the fae realm to our own, and even seem able to exist in a half-state between the two (hence their high defense). Most dangerous of all, however, is their high level of intelligence, for they are said to be more intelligent than most humans, and will often use cunning or traps to ensnare their prey. They seem to enjoy the hunting of humans, who prove to be a high challenge, but will also take other animals as prey.
Dire Wolves can speak Old Tongue when in human form, and will usually be able to speak the area human languages as well. ***

Elemental Animals


Damage Points- differs by type- ST discretion
Defense- differs by type- ST discretion
Reaction- differs by type- ST discretion
Weapons     %     DB     Type     Range

differs by type- ST discretion
Armor Rating P- S- C- differs by type- ST discretion
Number of Attacks – differs by type – ST discretion
Speed Rating – differs by type – ST discretion


Appearance and Description-
It is said that each type of animal has an Elemental, a sort of "father" or "mother" animal from which the entire species springs. These creatures appear as large versions of the normal animal (about twice the size), and are seldom seen outside the fae realm.
They are said to be benevolent and wise creatures, and will often be in attendance at important fae gatherings. Most can speak, usually in the Old Tongue.
Almost godlike, these creatures seldom fight, but it is said that no mortal weapon can pierce their flesh. ***

Elementals


Damage Points- 20-300
Defense- variable, ST decision
Reaction- variable, ST decision.
Weapons     %     DB     Type     Range

Variable.
Armor Rating P- S- C- variable, but most weapons will do only 2-3 damage per blow.
Number of Attacks - 1-3
Speed Rating - variable, ST decision


Appearance and Description-
The elementals are human-like manifestations of the elements - earth, air, fire, or water. They can be summoned using magic, and will occasionally be encountered in the fae realm. They possess a primal personality, and a human-like shape which ranges in size from pixie-size to larger than a troll. Some are docile and friendly, while others are unpredictable. Most appear with smooth flesh which seems to be made of the elemental substance that comprises them.
Earth Elementals are strong and powerful for their size, and tend toward friendlier personalities.
Fire Elementals are quick and agile, and often capable of flight. Their personalities are reported to be playful or temperamental.
Air Elementals fly as often as they walk, and appear silverish, as if they are condensed wind held under glass. They are often the most intelligent of elementals, and are often used as servants by Summoners.
Water Elementals are graceful and usually rather calm.
All elementals are capable of using their mind to shape their own element as if it were clay, and can use this ability in combat. Fire elementals can also heat their flesh to nearly any temperature, but such action depletes their energy and vigor and thus they prefer to shape nearby fires (even a candle flame can be caused to burst into a larger fire, and the larger it gets, the more fire the elemental has to work with). The best defense against an elemental is to confront it with its nemesis element. Even a small amount will be quite harmful, doing 1-20 damage with each successful strike. Fire elementals are so affected by water, water elementals by loose soil, and air elementals with fire. Earth elementals seem unperturbed by most anything, though electrical attacks or blunt attacks with hammers and such seem to disturb them (1-10 damage). Normal attacks do only half damage against an elemental.
Elementals will usually speak Old Tongue. ***

Elves


Damage Points- 20-40
Defense- 45%
Reaction- 9
Weapons         %     DB     Type     Range

Shortsword     75      2           S             --
Rapier             80      4           P             --
Bow                 80      4           P             --
Armor Rating P- S- C- As armor type
Number of Attacks - 1-2
Speed Rating - 14


Appearance and Description-
The elves are crossbreeds of human and fae who have their mothers as their human parents. Most are stolen by the fae at birth, often left with a changeling child who is pure fae, and will usually (but not always) run off into the woods when they are old enough to walk on their own. Elves also can breed with each other.
Often called wood elves, these crossbreeds live in small communities deep in the forests, and usually associate only with the faerie races. They often hold gatherings, which include tyver and various types of nymphs, and shy away from human contact. A very few will brave the human cities, often disguised as a child, to keep abreast of human happenings, for there have been too many instances of provincial rulers hunting down the fae. As elves are bound to the realm of Carador, they cannot escape as easily as some of their kin.
Elves have an almost cute fae beauty and a slighter build, and usually stand no more than four feet tall. They will defend their territory if necessary, and are cunning in the use of poisons and traps. Many also befriend animals, and will have deer, wolves, bears, or even forest dragons as steeds.
Elves who breed with humans create a crossbreed, which is nearly indistinguishable from a human, but, will usually be gifted magically or perceptually.
Elves may speak Old Tongue or the area human tongue. ***

Fae Dragon


Damage Points- 30
Defense- 40%
Reaction- 7
Weapons     %     DB     Type     Range

Bite             70       D         --             --
Claw           60      -2          --             --
Armor Rating P- 2 S- 2 C- 5
Number of Attacks - 1
Speed Rating - 6, 12 when flying.


Appearance and Description-
These resilient little beasts are the size of cats or smaller. Most can fly, and a few, especially the darker colored ones called Mottled Fae Dragons, are poisonous (Virulent or Deadly). To poison a victim, the dragon must score a bite that does actual damage. Quite cunning, most fae dragons can shift back and forth to the fae realm at will, and a few possess a powerful glamour (as Domination spell). Victims get their normal Conscious or Inactive Will roll to resist domination. Fae dragons can be friendly, but most are all too willing to take advantage of humans, especially if they can bargain for or steal sparkly things such as gemstones. They usually have a weakness for fruit, and so a ripe pear can also be a good bargaining tool. Fae dragons usually have their own territory, and so can serve as excellent guides in unfamiliar locales. But characters should beware, for they might just as easily be led into the clutches of a troll or nymph.
Most Fae dragons can speak, and will talk in Old Tongue or the area human language. They are very resistant to crushing damage. ***

Fetch
(In its natural form)

Damage Points- 30-50
Defense- 30%
Reaction-7
Weapons     %     DB     Type     Range

As per weapon type 85%
Armor Rating P- S- C- As per armor type
Number of Attacks - 1-2
Speed Rating - 13


Appearance and Description-
The fetch is among the most difficult of creatures to detect, for it can assume the form of others in a most complete fashion, down to having the memories and preferences of its victim. The fetch gets a form by giving something to the intended victim - if the victim accepts the object freely, the fetch establishes a connection which allows it, at some time in the future, to assume that form. A fetch will be an exact duplicate of its victim, and in combat will fight as they did, complete with the ability to cast spells or utilize psychic powers the victim might possess. Most fetches can only possess one form at a time, but they can switch as often as they like by giving something to another victim. A fetch can always return to its natural form.
In its natural form, the fetches possess a deep fae beauty, with large, clear eyes and finely crafted features.
An old spell is used as a defense against these creatures (see the Tome of Shadows), and if uttered, the fetch will be bound to obey the every command of the utterer. This bondage lasts until the person releases the fetch or the person is killed, so the fetch will often, if bound, do all it can to twist events to lead to its captor's death.
Still, the captor of a fetch wields great power, for in effect, they have command over the form of any person the fetch gives something to. Luckily, fetches are rare, and many people don't even know they've been "fetched" - they just come home to find a bunch of things missing, or find out that their girlfriend was with them last night when all they remember was being down at the tavern. ***

Goblins


Damage Points- 30
Defense- 40%
Reaction- 6
Weapons             %     DB     Type     Range

Short Sword       70      1           S             --
Nets                     50      ensnaring       10 feet
Blowgun             35      -3          --         20 feet
Armor Rating P- 4 S- 6 C- 8
Number of Attacks - 1
Speed Rating - 10


Appearance and Description-
These small, tough-skinned, night-dwelling fae live underground, but pass over into Carador at night for raids. They will eat almost anything, including humans and horses, and have a great love of backpacks, swords, cups, and all manner of 'treasures'. They will almost always be encountered at night, when they will fall on a camp very late, coming in numbers of twenty to forty. Using nets, poisoned blowguns (Sedatives or Paralytics, both of Strong variety), and swords, the goblins will fall upon the camp and capture everyone they can. They'll often make much noise in an effort to frighten off those they can't catch.
Victims are taken back to underground lairs to be eaten at leisure (often the goblins will entertain themselves with the victims first).
Goblins speak Old Tongue and sometimes the area human language. ***

Gryphon  
See Gryphon Treatise for more in-depth information.

Damage Points- 80
Defense- 35%
Reaction- 8
Weapons     %     DB     Type     Range

Bite             80     10         S             --
Claws         75       8         S             --
Armor Rating P- 3 S- 4 C- 5
Number of Attacks - 2 (see below)
Speed Rating - 14, 30 flying.


Appearance and Description-
These large, ferocious predators haunt the lonely, high places of most temperate lands. They can stand six feet at the shoulder, and possess the hind legs and body of a great cat, and the head and talons of a bird of prey.
The gryphon is a hunter who swoops down from the air, often without warning, to capture its prey of deer, wild horses, or other large game. They have been used as steeds by wood elves, but it is doubtful that a gryphon could bear the weight of even a light human.
The gryphon is famous for its bravery, and indeed, even dragons will shy from a gryphon's territory, for the lion-bird is extremely swift and agile in the air, and its sharp beak rends with cruel efficiency.
Gryphons are said to tame well if caught when very young, and ancient texts tell of gryphons that resided in palaces as pets for old nobility. But a tame gryphon has not been seen for a very long time, and doubtless the undertaking of capturing one would prove difficult at best.
When swooping to attack, the gryphon gains a +6 on its damage base for all scored attacks. On the ground, it will attack with two claws or a claw and a bite. ***

Harpies


Damage Points- 25
Defense- 30%
Reaction- 6
Weapons     %     DB     Type     Range

Claws         75        2         S             --
Bite             50       D         --            --
Net             45 (see nets under Weapons)
Club           75        1         C             --
Dagger       75        1         P             --
Armor Rating P- 0 S- 0 C- 0
Number of Attacks - 1
Speed Rating - 3, 20 flying.


Appearance and Description-
Harpies come in both male and female varieties, both of which are strange to behold. They have large, dragonlike wings which emerge from an upper torso that much resembles the form of a man or woman. Their legs are long and thin, ending in sharp talons, and their arms, though thin, appear human save for their sharp claws.
The harpies bear a savage beauty, which they often use to lure human prey, and their look will be of most any variety, from black flesh to pearly white, with hair that is usually straight but comes in all colors. All harpies have long, sharp fangs and sharp, tearing teeth.
Harpies most often live in communes of ten to twenty, either all male or all female (the sexes do not reside together), and hunting will also usually be done in groups of three to five. Mostly, harpies take small prey, like squirrels or rabbit, but they go out of their way to lure humans, who they will often keep for entertainment before devouring them alive. They will resort to all manner of trickery and cunning to catch human prey, but will avoid combat whenever possible. They are quite adept at setting traps.
Harpies speak the Old Tongue, and a few will speak a small amount of the area human language which they will have picked up from captives. ***

Merfolk


Damage Points- 30-40
Defense- 50%
Reaction- 7
Weapons     %     DB     Type     Range

Spear           75       4          P         30 ft.
Claws          60       0           -             -
Bite              55       1           -             -
Armor Rating P- 1 S- 2 C- 1
Number of Attacks - 1
Speed Rating - 14 swimming


Appearance and Description-
Mermaids and mermen have been common sights on the seas for as long as ships have sailed. Most of them inhabit desolate areas far from human habitation, and they are most often seen near land, for they are fond of perching and sunning. With the bottoms of sleek, smooth fish and the tops of lithely powerful men and fully endowed women, these creatures make an alluring sight.
All varieties have been seen, with various hair colors and flesh colors, as well as fish-halves of all descriptions, from striped to mottled to pale to bright. It has been theorized that there are many races of merfolk, but if this is so, they must freely mingle, for sightings are usually of a variety of appearance types.
Merfolk are not considered malicious, and are more elusive than anything else. It is said that they collect treasures from the deep, and that they are quickly drawn to sunken ships, but they are not thought to lure ships to their demise, as do Sirens or Nyrmer.
This leaves us with little knowledge of these mysterious beings. They commune freely with various sea creatures, and are known to speak their own language, an odd derivative of Old Tongue. Humans who have encountered them up close often report that at such proximity, the creatures are emboldened, and only then will they try to tempt humans down into the depths. ***

Nightfae


Damage Points- 30-40
Defense- 45%
Reaction- 8
Weapons     %     DB     Type     Range

Claws         65         2         S             -
Bite             55         1         -              -
Sword         80         3         P             -
Armor Rating P- 0 S- 0 C-0
Number of Attacks - 1
Speed Rating - 14


Appearance and Description-
The title 'nightfae' covers a broad category of creatures that are largely unknown due to their stealthy nocturnal habits. Many are black or grey of skin and dark or snowy white of hair. Some are quite pale. Most have large eyes which readily reflect light, as does a dog's or cat's, and most are sharp of teeth and claw. After that, their appearance becomes more difficult to describe. Some are winged, and move through the night air, while others are reported to be thin and almost emaciated, capable of clinging to walls or ceilings. Some have poisonous bites.
Their purpose is more difficult to decipher. Often they do little more than watch, but they tend to do so for prolonged periods of time, instead of only for a single night. And stories are told of them carrying people off or drinking of their blood like a vampire. Many of them steal.
Most have powerful glamour, and can easily confuse the senses -- thus few have been captured, and so little is known of their ways. All that is clear is that those fae who tend to come out at night are more alien and weird than the diurnal varieties, and they move about their own purposes with stealth and elusive secrecy. ***

Nymphs


Damage Points- 25
Defense- 50%
Reaction- 8
Weapons     %     DB     Type     Range

Bite             45       0            -             -
Unarmed   45      -2            -             -
Armor Rating P- 0 S- 0 C-0
Number of Attacks - 1
Speed Rating - 15


Appearance and Description-
Ah, nymphs. The catchall for the huge variety of female-appearing fae creatures. The typical stories regarding nymphs tell of dim-witted and strikingly curvaceous women, ever young, who frolic in wild places are all too eager to have the company of men. The truth, however, is that although possessed of almost unearthly appeal, these creatures can be quite dangerous, especially because the various types are uncatalogued, and it can be impossible to distinguish between a friendly, curious nymph and one more sinister.
In appearance most nymphs are similar, ranging from short to the height of the average Caradorian woman, possessing a wide variety of hair colors which are usually worn long, and having bodies which stir the thoughts of men. Nymphs are usually 'attuned' to a particular place, natural object, or element, and thus there are grotto nymphs, tree nymphs, stone nymphs, valley nymphs, stream nymphs, ocean nymphs, beach nymphs, wood nymphs, fire nymphs, mountain nymphs, and so on. Each variety has a name (for instance, tree nymphs are called Dryads and ocean nymphs are called Selieds), and also something of a reputation. Dryads, for instance, are wise, intelligent, and fond of capturing humans, whom they will keep imprisoned for prolonged periods. The smaller wood nymphs, traveling in bands, are famous for seducing travelers and stealing all their belongings while they are occupied, leaving the love-struck and luckless traveler naked and alone.
While many varieties can be quite charming, fen nymphs are fanged and have a taste for all flesh, including human, and mountain nymphs often shun men altogether. There are literally hundreds of varieties, and little can be done to distinguish them.
Although apparently defenseless, all nymphs possess powerful glamour capabilities, and can shift their appearance or the appearance of a person's surroundings. Many can also open a gateway to the fae realm -- if a human steps through, it might prove difficult indeed to return to Carador.
Nymphs are often pursued by Tyver and Trolls, but being slightly faster than either, they prove a difficult catch. Nymphs speak the Old Tongue, and usually nothing else. ***

Nyrmer


Damage Points- 35
Defense- 35%
Reaction- 6
Weapons     %     DB     Type     Range

Sword         80       3           P            -
Spear           75      4            P         30ft.
Bite              60      2             -            -
Armor Rating P- 2 S- 3 C- 1
Number of Attacks - 1
Speed Rating - 14 swimming


Appearance and Description-
Very rare and highly steeped in legend, the Nyrmer are black-skinned merfolk who frequent rivers and areas where large rivers outlet into the sea. Some have also been found in sea caves which are carved from underground springs. It is thought that they have some need of fresh water.
The Nyrmer are well known as being all too eager to utilize their dark and alluring beauty to lure men and women to strange fates. As no one has ever been captured and then escaped, it is not known what purpose they have for us, but one can only assume that we are eaten. Long-fanged and glistening-skinned, the Nyrmer still possess an enticing appearance, and those who have been tempted say that the creatures will emerge only halfway from the water and beckon to humans to enter in.
Tales are also told of these creatures sliding up onto the decks of ships at night, where they will pull themselves over to sleeping humans and bite at their necks in an attempt to wound them and then pull them back over the edge.
Reports of nyrmer with octopus bottoms rather than fish bottoms have been reported, but these reports likely represent another, unknown type of creature.
Nyrmer speak their own language and are not known to communicate with any other fae. Some are thought to be venomous. ***

Pegasi


Damage Points- 60
Defense- 35%
Reaction- 7
Weapons     %     DB     Type     Range

Hoof            80      6         C             -
Armor Rating P- 3 S- 5 C- 5
Number of Attacks - 2
Speed Rating - 25 running, 70 flying


Appearance and Description-
Among the fastest of flyers, the legendary Pegasi are swift upon the ground, as well. They are beautiful horses, usually snowy white or black, just like Unicorns, and have a similar reputation of being loathe to keep the company of all but specially chosen humans. Their feathered wings are extremely broad, extending impressively out to either side.
The Pegasi are immensely intelligent, and many can communicate telepathically, which makes the consideration of language differences unimportant.
The Pegasi live in herds in the wild, frequenting high and lonely steppes, and have very little contact with the civilized world of humans. Still, parties of adventurers perennially make journeys to their roaming grounds in the hopes of glimpsing one of these fantastic creatures, whose agile flight is a sight to behold. ***

Pixies


Damage Points- 10
Defense- 70%
Reaction- 9
Weapons     %     DB         Type     Range

Knife          70      1 total        -             -
Armor Rating P-0 S-0 C-5
Number of Attacks - 1
Speed Rating - 3 running, 13 flying


Appearance and Description-
The tiny Pixies are diminutive men and women who possess feathered or butterfly-type wings. Most are no more than eight inches tall, with many not reaching six. They are well known as thieves and mischief-makers, and in fae-rich areas they will even come into houses to steal morsels or shining objects.
Most Pixies live in loosely-joined communities which stretch over a round league or more of forestland, each Pixie having his or her own small abode and joining together with other members of their community for festivals or other gatherings.
They are fond but wary of humans, and will use their limited glamour to confuse a person's balance or blur their vision with mist if they are in danger. Mostly they are considered a nuisance, but they know their woodlands well, and have often been known to lead humans to ruins in exchange for a few choice bits of any treasure found.
Pixies speak Old Tongue, and may also speak the area human language. They are especially resistant to being crushed, and thus blunt weapons do little damage. ***

Selkies


Damage Points- 35
Defense - 40%
Reaction - 7
Weapons         %     DB     Type     Range

unarmed         60       1         -                -
bite (as seal)    70       3         -                -
Armor Rating P- 1 S- 1 C- 2 (as seal, none as human)
Number of Attacks- 2
Speed Rating - 11 on land, 20 swimming


Appearance and Description -
These legendary creatures are seals with the ability to take human form. As humans they are sleek and beautiful, with a smooth, soft, pleasant appearance and a kindly demeanor. They most often live in colonies on lonely shores, sometimes setting up small villages with simple huts. They will flee if trouble arises, but they do possess a form of glamour that induces a deep, dreamless sleep (resist at 1x Willpower).
Selkies are magical, mysterious, and seldom make themselves known to humans, but when they do, strange or beneficial influences often enter the person's life. Likewise, those who harm selkies often find odd and baneful things happening to them.
They are said to know much of secret places of the shore and shallow waters. ***

Sereg 
See Sereg Honor Treatise for more in-depth information.

Damage Points- 60
Defense- 30%
Reaction- 6
Weapons     %     DB     Type     Range

Sword         80      6           S             -
Bow             80      5           P       100 yards
Axe              75      7           S             -
Armor Rating P- S- C- (as armor type)
Number of Attacks - 2 (1 with bow)
Speed Rating - 13


Appearance and Description-
The word 'Sereg' strikes fear into the hearts of all but the most citified of us, for in rural towns, Sereg raids mean much death, the loss of captured females, and many stolen goods.
Brutally beautiful, these greyish-skinned, black-haired and dark-eyed creatures live in small clans and make their living off raiding other Sereg or humans. Many live by the sea, and build powerful, low ships with which to conduct their raids. The Sereg are overly fond of our goods and foods, and keep human women (and very, very occasionally, usually as a husband's gift to one of his wives, a particularly handsome man) as slaves.
Though they possess no glamour, the Sereg are greatly feared as powerful, resilient fighters, and the men, who do the raiding, stand taller and much broader than the average Caradorian man. They are legendary, as well, for being able to take a lot of punishment, and have little fear of injury.
Sereg usually raid in groups of ten to twenty, and are generally much more concerned with loot and women than with fighting -- that is to say, they will not stop to kill a defender, but will wound them enough so that they no longer pose a threat and then forget about them. Indeed, when Sereg raid each other, it is said that deaths are extremely rare.
Still, the brutal and passionate ways of these creatures has given them a reputation as being evil and hateful, and captured Sereg are usually killed immediately.
Those who have found abandoned villages say that there is much evidence that the Sereg have a defined social structure, and are concerned with such things as cleanliness and status. Still, anger runs high among slighted humans, and most consider them vicious predators who are only worthwhile when they are dead.
The Sereg do not communicate with other fae on a regular basis, and seem bound to the realm of Carador. They speak their own tongue. ***

Sirens


Damage Points- 30
Defense- 35%
Reaction- 5
Weapons     %     DB     Type     Range

Dagger        70      D         P             1
Armor Rating P-0 S-0 C-0
Number of Attacks - 1
Speed Rating - 14 running, 12 swimming


Appearance and Description-
Appearing as beautiful females, the Sirens are renowned for their song, a powerful glamour ability that draws all who hear it (give characters a willpower roll of 2 times their willpower to resist).
The song is indescribable and haunting, and it is said that those who hear it never forget its feeling, but never after can capture it long enough to hum it or sing it. The Siren's beauty, as well, is said to be just as indescribable, but none can truly know, for they swiftly draw their victims beneath the waves to an unknown fate.
Entire ships have been known to shatter themselves on the rocks approaching Sirens, and if a bay is sighted with numerous wrecks sticking up from the waves, sailors would do best to steer wide. ***

Sujia  
See Sujia Treatise for more in-depth information.

Damage Points- 50
Defense- 35%
Reaction- 7
Weapons         %     DB     Type     Range

Claws             75        4         S             -
Bite                 65        3         S             -
Bow                80        5         P     100 yards
Dagger           80        2         P             -
Armor Rating P- 3 S- 4 C-3
Number of Attacks - 2 (1 with bow)
Speed Rating - 25


Appearance and Description-
The powerful Sujia have human tops and the lower bodies of great cats. They will resemble the native cats of a province, and so Moraithe will have tiger or leopard varieties while in the Old World we have cougar varieties.
Most are thought to dwell deep in desolate woodlands or mountains valleys, where they hunt rabbit and deer and take their prey back to their cave-lairs. But, increasingly, they have been noted near civilized areas, using their glamour (which allows them to appear as a human man or woman) to lure victims close.
Fast and excellent with the bow (their favored weapon), these Sujia will hunt humans and take them back to their lairs, where they will keep them weak, sometimes for weeks, by drinking of their blood before they finally devour their victims.
Sujia are known to be rather vicious and ill tempered, but a few stories tell of humans befriending one and learning the secrets of the forests from them. They seem to have little lust for treasure, but eagerly partake of our foods and candies (some humans have suggested that such poisoned treats might be left out near the haunts of civilization-preying Sujia, but huntsfolk have hotly opposed the idea, fearing that animals might be poisoned as well).
Sujia speak Old Tongue, and occasionally the language of area humans. Oddly enough, all survivors of encounters in which the Sujia took human form have reported that they speak the survivor's own language -- this is probably an effect of the glamour. ***

Trolls


Damage Points- 70
Defense- 35%
Reaction- 8
Weapons     %     DB     Type     Range

Sword         80       6         S              -
Axe              80       6         S           20 ft.
Spear           80       5         P           60 ft.
Fists             75       3         C             -
Armor Rating P- S- C- as armor type.
Number of Attacks - 2
Speed Rating - 13


Appearance and Description-
The huge, powerful trolls are the essence of manliness, standing a head taller than most Caradorians and being twice as broad. They are handsome and wear their dark hair long, and often wear furs. They consider other types of armor bulky and stiff, and probably couldn't fit their muscles into it anyway.
Fond of chasing nymphs, trolls are best known for suddenly appearing upon a roadway and demanding a toll for passage. They will sometimes accept a fair offering, for they have no more wish than anyone else to get hurt, but if women are present and the odds look good, they'll often attempt to provoke the travelers into a fight, hoping that they can injure the men and carry off one or two of the women. Trolls are most fond of keeping such damsels as prolonged captives in their lairs, which will often consist of old ruins or an abandoned cabin or hunting lodge.
Benign toward their women, the troll will make all attempts to keep them happy, showering them with gifts from their stolen loot, cooking them fresh game, and serving them faerie wines they get from nymphs, tyver, or pixies.
Most captives, of course, are quite resistant to the troll's romancing, wanting only to get home, and so the relationships seldom last overly long. If the troll is fairly certain that the woman will not be able to lead avengers to his lair, he'll let her go, but if he fears that she will seek revenge, he'll often trade her to tyver or set her loose in the deep woodlands to fend for herself.
Against men, trolls are terrible opponents, strong enough to pick most men up off their feet and able to withstand tremendous punishment. Even Sereg men fear trolls.
Trolls are primal and passionate in their personalities, but are not without humor or reason, and are much easier to deal with than, say, Sereg men. If a captive woman (or women, for trolls will keep as many as they can manage) proves liking of her situation, she will be showered even more graciously, and will often be asked to bear a troll-baby. Thus, a few happy trolls have found their wives and live peacefully in their old ruins, always bringing their mistress gifts and encouraging her to raise up the troll-child until it reaches adulthood (in about 6 years), after which time the young troll must go off to seek its own hunting grounds.
Trolls are solitary in regards to their own kind, but associate freely with nymphs and tyver. Trolls speak Old Tongue and usually the area human languages, as well. ***

Tyver


Damage Points- 30
Defense- 50%
Reaction- 8
Weapons     %     DB     Type     Range

Sword         80       3          S             -
Bow             80       3          P             -
Armor Rating P-1 S-2 C-1
Number of Attacks -1
Speed Rating - 14


Appearance and Description-
The male equivalent of nymphs, the Tyver are male fae creatures which range over a broad spectrum of appearances and types. Most are long-haired, agile, and lithe, with lighter builds and bright eyes. They are quite handsome, and will use their charms to entice women into capture.
Like nymphs, Tyver come in a vast array of forms which seem to correspond to various locales or natural elements, though they tend to be more civilized than nymphs, being more prone to wear clothing or jewelry and carry weapons with which they hunt. Keenly cunning, the Tyver will steal any goods that they fancy, and are very fond of the pleasures of human women, who they will entice by any manner of means. They have a weak glamour which allows them to blend into their surroundings, but they rely mainly on their speed and agility (most are like squirrels in the trees, and have no fear of heights) for protection. A few tyver, especially swamp dwelling ones, tend to be more dangerous, traveling in groups and seeking to enslave any women they might find out gathering herbs or lichens. It matters little what age or beauty the woman possesses, for such tyver will take any woman eagerly and keep her as a slave until they tire of her, after which they will trade her to a troll or else simply eat her with a nice mushroom sauce.
Most tyver, however, are quick to flee from men and eager to approach women, and are more than ready to speak and make deals if they think it will get them what they desire.
A few Tyver have been known to enter cities or towns, where they can often pass as a human. But their fae appetites usually quickly lead them to trouble.
Tyver speak Old Tongue and typically the language of area humans as well. ***

Unicorns


Damage Points- 50
Defense- 30%
Reaction-9
Weapons     %     DB         Type              Range

Hoof            90      5     S(50%) C(50%)       -
Horn            96     12             P                     -
Armor Rating P-3 S- 4 C-3
Number of Attacks - 2
Speed Rating - 26


Appearance and Description-
The stuff of legends, the Unicorn is the most beautiful of equines, with a light conformation and pure white or pure black coloration. The black variety is often golden of eye and black of horn, while the white is dark of eye with a white, brown, or swirled caramel horn.
Swift and elusive, little is known of these creatures, except that they occasionally favor a human and will meet with the person in the woodlands for long periods of silent communication. Recipients of such an honor tell of a feeling of utmost peace and an intuitive knowledge of the goodness of the world when in the creature's presence, and such people usually go on to make great changes in the world.
Unicorns dwell almost exclusively in the fae realm, and come to Carador, it is thought, only to bestow their blessing upon specially chosen people. It should be remembered, then, that Unicorns can disappear at will into the fae realm.
Though they do not speak in any form, as the Pegasi do, they seem quite aware of our presence in the world, and have been known to suddenly appear and aid humans against Chimera, Sujia, dragons, or other threats, especially if the humans are good of heart and mean to do well in the forestlands.
The Unicorn horn, of course, is a priceless treasure, for the Unicorn can use it to heal any wound or disease (even lycanthropy). Although the severed horn does not possess such qualities itself, there are those who believe that if it is powdered, it will cure any ill, make the drinker immune to disease, and ensure long youthfulness. Because of such misunderstandings, a few tragic tales are told of hunters who have shot and killed such a magnificent beast, often selling the horn for hundreds of thousands of silver coins. Because the horns are powdered, they are, of course, lost, and more Unicorns must die to feed the superstitious desires of the very rich.
The Unicorn itself is hardly defenseless, it should be remembered, and if it chooses to stay on the realm of Carador and fight instead of disappearing, it fights ferociously with its sharp hooves and horn, which is said to be unbreakable upon a living Unicorn. ***

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