
It is Ambrodas, 8th of the Month of Amber, in the year 96



Monsters - Category B
The Category system that is commonly used throughout Nahas and the wider Awenasa area was devised by the shrewd Quarry-Hunters of the Custodes. These specialist roles were often used by the Company Captains to scout and secure employment for their company's service.
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The aim of the system was to price-tag monsters based on their known level of danger. Every monster the Custodes have brought down was assessed and assigned a category and that information was then dispatched through the Regiments to make their monster hunting services price-consistent.
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Category B Monsters represent an uncommon kind of beast or creature that are more dangerous than the the category below. They are often remarkable in their particular kind of horror they sow and plague the good people with.
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These creatures should be afforded a greater deal of caution and fear as they present a serious challenge to any who crosses their path or tries their luck to join the ranks of Monster Hunters.


Notes for Monstering!
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Monsters are considered alts and are not expected to last over a longer period.
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When applying for a Monster, your first must be a Category-C and you may apply for Category-B if creationists permit it. (Monster numbers are limited)
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Your Monster will last until it has been in 10 encounters, win or lose. It will die on its next loss afterwards. In which case your main character will get some rewards from the time spent monstering.
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Treat your Monster like a DMNPC and act in accordance with aiming to enrich the world for players.
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You must open a Storyteller ticket so your progress and encounters can be tracked for reward & balance purposes!
"Look... There is someone in those woods and they're following me, I swear it!"
- An unsuspecting victim


Haunter


Introduction
According to the Elves, the Haunters are an imported problem from the Old World. However the Old World has little to no record of such creatures existing in the numbers that they do in the New World - and of course, are glad to blame Awenasa for the problem. They have most often been spotted in central and southern areas of the continent, but worryingly, no one is certain of their exact origins. Fear fills in the gaps, as it so often does, with rumours that Haunters are humans driven by insatiable ambition, and a dark lust for power - who have then been stricken with this affliction by the Twenty-One and One Gods of the Elves.​​

OOC NOTE
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Haunters are not undead.
They are a result of the Aetheric alchemy. Very few could be aware. If you believe your character should know this, open a Stroyteller Ticket first.

Appearance
The Haunters are humanoid in appearance, they have rounded ears like humans, dwarves and amura, and either black or grey hair. Their skin is dark, usually with a hint of blue, grey or green in a manner that is reviled - they are unnatural to behold, reeking of corruption and unnerving even the sturdiest of warriors with their alien appearance. The clothing they wear is typically reminiscent of the poor or prisoners. They are not well looked after and seem to just cling to their frames only because they do not care to remove them - remnants of a past life, or shreds of fabric they have picked up in their tormentous years. Similarly, they sport poor hygiene, broken and mangled nails, imperfect teeth and filth ridden hair. They are generally uncaring of self cleanliness - their priorities, their deep-seated drives, do not allow focus for such petty, mortal things.​​

Behaviour
The Haunters are particularly aggressive towards beings that smell of Aether. That is to say they can detect those who are touched by Aether - it is the very power, latched upon these people’s souls, that draws them in. Once encountered the Haunter will try to seize them with full force, to drag them off to their den and begin the Rite of Ending - A ritual which grants the creature the peace it seeks, and drains the soul of the victim. This is their ultimate goal, driven by a will to die, which is a long and arduous road for both them and the poor aether-touched folk they come across.
Those who seem not Attuned to the Aether do not often have a much better time, in the occasions where their paths are destined to cross.. Instead the Haunters will stalk them for hours, days or even weeks to stave off their own boredom, an intermittent task to keep their bones shambling along. They are likely, throughout the fear-inducing haunting, to attack them in a manner not to kill or maim, at least to start with, before retreating and repeating the process once more.
They are not fast to act - Either savouring the hunt or the fear and tension before the violence. They like to learn and witness from their victims, Aetheric or mundane, perhaps to get a twisted taste of what life had once been for them.

Habitat
These lamenting ghasts are drawn largely to mild conditions, as they do not have the awareness for self-care to artfully survive ice or desert. Drab, dark, foggy moorland - deep, earthen woods, caves, ruins all draw them in - they cannot build for themselves, rather seek places to inhabit, even if that means terrifying the previous owners away. Haunted shacks in the highlands, caves with the barest shreds of home or hearth dragged into them, or even manors that now stand silent barring the Haunter and old ghosts.
In the rare occasions that they may encounter another Haunter in their territory, they do become territorial; though they do not gain anything from fighting each other, they also cannot share the soul they hope to rend from an Attuned, and thus cannot hunt the same grounds. An occasional encounter, with it made clear that they will avoid each other's scope, would be as ships passing in the night.

Monster Hunter Notes
Haunters are a difficult enemy to to pin down, often moving faster than humanly possible and can almost effortlessly move through most terrain.
They are not remarked for being particularly resistant to any particular weapon, but do have an incredible level of tenacity which warrants a greater deal of care when facing them.
"We do go into it's land. It does not like trespassers."
- Komanali referring to the Beast That Lies.


Wisakdaga

Initial Design by: Corvus

Introduction
The Wizakdagai have plagued the forests and tundra of Awenasa for millennia. Illusive, and dangerous, those that know them best are the Komanali, who frequently find themselves intruding upon these creatures' territories, and thus invoking their ire. It was the Komanali who gave them their name, Wizakdagai, meaning, ‘Great Liar’ or ‘Beast that Lies’’, for their tendency for deception, ambushing and their innate cunning. Rarely will they intrude on the civilised world, and rarer still do hunters live to tell tales of the antlered monsters, lurking in the dark.​​

Appearance
Wizakdagai are large bipeds, with a distinctly exposed skull and head of many, many antlers. Their pelts range in colour from black, to brown, but most commonly, they are white to match the snows they often stalk. They possess claws on both their hands and feet, which they often put into use, marking their territories with symbols carved in wood and upon stones and attaching the detritus of their victims upon trees.

Behaviour
Perhaps the most distinct behaviour of the Wizakdagai is their ability to mimic the sounds and expressions of other creatures. In hunting deer, they are able to bleat, in hunting wolves, they may howl, and in hunting men, they are able to call for help, or scream. This has earned them them a fearsome reputation and has stopped many would-be saviours in their tracks when they consider the unfortunate potential.
Though few understand this, for only those that live long enough to notice the symbols carved upon trees could ever know, the Wizakdagai are deeply territorial, and view those that trespass upon their territory as competition. Competition that must be made an example of. Often, victims of a Wizakdagai, beaten unconscious, may awake to find themselves tied to a tree, surrounded by the parts of their former companions as a bloody warning never to return. The Komanali understand these behaviours, and these creatures, in a variety of ways. Some see them as hounds, cursed by the spirits for some aeons old trespass. Others see them as guardians of sacred woods, and heed the warnings of their markings before it is too late.

Habitat
These creatures are attracted predominantly to woodland where they may find plentiful game, and thus often remain distant from cities and civilisation. The snowy woodlands often camouflage them best, and thus it is not uncommon for explorers to report ‘antlered things’ in those regions before their expeditions vanish. Their preference for forests and need for consistent food prevents them from spreading to far into the Savannahs, Plains and Deserts. Though they may prefer to hunt alone, the Wizakdagai can form packs, dividing their territories between one another, whilst maintaining, and defending, a single nest.

Monster Hunter Notes
When hunting a Wizakdagai, heed not the cries of anyone you cannot immediately see. They prefer to ambush, and thus an effective tactic to hunt a Wizakdagai may be to provoke it into attacking a well-prepared party. Their bones are hard, and resistant to blows from maces and hammers, and likewise their fur is tough, and the antlers on their crown can often get in the way of a slashing blow, however a common trend in those that survive Wizakdagai attacks is that they possess spears, and, most recently, firearms.
"They saved us... Leaping from the roof top down upon the Scourge. They slaughtered them."
- Dendardum Expedition re-telling the encounter with Mahakâl


Mahakâl
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Introduction
The Angels of Dendardum.
The Angels, or Mahakâl in Dwarven, were almost exclusively seen within the Great Roads or stalking the great city of Dendardum after its destruction. In more recent times they have been seen stalking the lands above. Little is known about these creatures beyond those who serve within the Bronze Helms.
The Bronze Helms are aware of what the Mahakâl are, for they are Bronze Helms. With vengeance on their tongues and a rite given in blood, Fik is beseeched and his gift of retribution given. The wars against the Scourge, the anguish, the desperation and the misery has driven many stout defenders to seek boons of the Renegade, thereby becoming an engine for violence.
Initial Design by: Nexus

Appearance
The Mahakâl appear much unlike any dwarf, they are tall, spindly, and what was once their flesh has been turned into hardened stone. The bones of who they once were often protrude from their rocky formation and their eyes are turned into gems, often becoming a singular larger gem, through the transformation.
They can still hold onto pieces of their armour or weapons they once had, though they have little need for them.

Behaviour
Violence. These creatures are known to give it in droves, so much so that many Bronze Helms will leave them to their own devices rather than tackle their once-kin. Their violence does not come without priority, as at the top of their list it is the Scourge to be preyed upon and beset by the Mahakâl foremost.
Failing to find the Scourge, the Mahakâl will seek out those with foul taints. The Aetheric and the Demon are high upon the list before eventually they will turn on the general populace and even each other.
Mahakâl are deadly ambushers; they know little rest from their oath and the litany of havoc they leave in their wake. They are known to hide within buildings, atop walls or on ceilings and linger for days, weeks, months and even years to spring a trap upon their prey. Despite their stoney nature, they are also unnaturally dexterous and able in their movements.
During their attacks, they are known to scream and shout violent and sometimes obscene threats in Dwarven as they tear their prey apart.

Habitat
Most often they are found within abandoned settlements in a sort of waiting trance to stir and engage in a spectacle of combat. They are able to adequately blend into caves and caverns ready to ambush the next thing to come across their path.
They have no climate that is too hostile for them, no surroundings where they cannot wait.

Monster Hunter Notes
Mahakâl are notoriously difficult to kill.
Their formations make them near immune to blades and other weapons that would be perfect for chopping. Instead, the best bet is to use tools otherwise suited formining against them. Though due to their speed and nature, they are still a hard fight.
"This? This?! My... Friend... This is the best scorpion in the city!"
- Scorpions, and their giant cousins, are a delicacy among some Elves


Giant Scorpion
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Introduction
The Giant Scorpion is commonly found in and around the Deshret and the jungles of southern Awenasa where it has a notorious reputation for being difficult to deal with.
Sometimes known as Dune Terrors, the scorpions can be relentlessly vicious towards those who have entered into its territory.

Appearance
Sharing a lot of similarities to their smaller cousins, the giant scorpion can sit at the size of a large dog to the size of a small horse. This mass innately makes them fearsome to encounter.
Their shell commonly has the colours of dark browns, dark tans and other dark earthy colours other than green. The most dangerous parts of the creature are their pincers and stinger tail.

Behaviour
Although various efforts have been made in the past to cull the numbers of the giant scorpions, to make travelling and more rural areas safer, the beasts are known to make reprisal attacks against nearby towns and villages when mercenaries have been sent into its territory.
They are known to tear down doors and some are rumoured to break open gates should they stand in the way of the scorpion’s warpath. What is more startling is that they often exhibit a higher level of intelligence in combat, being able to prioritise its aggression and evade bad situations.

Habitat
The scorpions are known to find themselves right at home in either the desert sands, jungles or even sandy waterways. Although they are known to make nests far from the invading eyes of elves, amura or dwarves, it is not uncommon for these creatures to make their home in their former homes after it has driven them out.

Monster Hunter Notes
Scorpions are known to be particularly resilient to attacks that don’t seem to exploit gaps in their shells. Wide arcing swings often do very little to deter the creature, and blunt force does not offer a much quicker path to bringing it down. Even when properly applying one’s skill to harm the monster, it is still a tough beast to take down and will require care or large numbers to bring down without injury.
Author: Hokan, Afric & Oakbug
Contributions by: Corvus, Sly, Nexus & Snuffles
Page Created by: Hokan
