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



Monsters - Category C
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 C Monsters represent the most common kind of beasts and creatures that are more dangerous than the standard wild animal. These monsters are either naturally occurring apex predators in their habitats or malignant creations gone awry.
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These creatures should be afforded a great 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!
"Not a fan of those parrots... Reminds me of the Shrikes."
- An unfortunate soul


Shrike


Introduction
The Shrike, also known as the New World Butcher or just as The Butcher, is a murderous creature that finds enjoyment in carving up the flesh of animals and people alike. - They have been found all across the New World, indiscriminately attacking almost everyone or anything that has flesh it can carve into.​​

Appearance
Do not be fooled at first sight of the Shrike. They are often mantled with colourful feathers that betray their sinister nature. A good look will reveal that these large, wingless raptors seem permanently hunched, their limbs long and thin, with sharp talons forming their tips. They appear to wear a skulled helmet, but this is actually their own exposed skull. Set deep are dark brown eyes accompanied by the ashy greys of their own skin. Their form does not seem muscular or fatty, yet their speed and strength are undeniable - their muscles sinewy and defined.​​

Behaviour
Shrikes most often prey upon smaller animals that they can also outrun. This has made them particularly devastating to farming communities whose livestock fall prey to these attacks regularly. These attacks often happen in daylight, as the Shrike prefers the light and tends to sleep in the evening.
Shrikes are known to kill cows, sheep, pigs, goats and various other easy farm animals. In the wild they are known to hunt deer, slaughter boars and even tangle with lions. Their prey gets bigger and more ambitious based on their hunger. They are smart, however, and prefer easier targets. When they do kill, it is often a messy affair. They prefer to play with their prey in such a way that the sane find abominable. It is not uncommon to see victims of a Shrike attack alive but disfigured, including Farm animals.
They have an unfortunate preference for those on the edge of society, or those who do not appear to be able to protect themselves. However, they are not likely to eat people unless truly starving, and are more likely to injure them in order to scare them away.

Habitat
Shrikes are mostly found in warm areas of the jungles or in places with ease of access to water. They are becoming a more common sight in more temperate zones as they move into farmlands for more prey - a direct result of them over-hunting in their natural regions.
A Shrike nest is often small and difficult to find. Usually higher in a tree to avoid their young falling victim to other predators, or of themselves being stalked in the night by large jungle cats or poachers. They don’t tend to have much, just thatched nests, carcasses of recent meals, and the occasional shiny trinket they’ve scavenged or stolen.

Monster Hunter Notes
The Shrike is known to have a tough exterior, more resistant to stabs and thrusts. Their feathers also act as a layer of extra padding, weakening blunt strikes. They are leathery and almost scaled when it comes to their exposed flesh, akin to the legs of larger birds
They are considered quite fast, and hard to avoid should they target someone. Armour is recommended for protection when fighting them, and fleeing is a longshot. When hunting them, it is typically beneficial to skin them after victory, as their hide is quite useful.
"Nothing good comes from blue eyes flashing in the dark."
- Words of wisdom from one with experience


Craver


Introduction
The Craver, so named for its love for fighting, has been a terror upon the lives of those living in the northern half of the continent for over a hundred years. Few have been found wandering further south, but reports of such travels are becoming all the more frequent as all regions of Awenasa are agitated by war.​​

Appearance
Cravers are tall, hairless, humanoid figures that coat themselves in trophies of defeated enemies. Their eyes are bright blue, their skin a slickly grey, and they move as though their body is permanently troubled by their form. Their backs are littered with bone protrusions and spikes that appear to have been forced out as they have grown larger - hooks of bone and cartilage that grow grotesque, often causing those of a more delicate constitution to vomit.
They are often found wearing various pelts, clothing, jewels and whatever else they have deemed a trophy on their person - they are collectors, plucking things of distinct appearance from the fallen.

Behaviour
The Craver is known to seek out those it considers strong opponents, and then throw itself mercilessly at them until one of them is defeated. They do not appear capable of fearing death. This creature will then claim a prize from those it has defeated, adding it to its expanding collection upon its person, or occasionally in hoard at their ‘home.’
They seem to care little for the injuries it sustains, and will even fight through loss of limb or blood - they seem to fundamentally lack self-preservation, and hold their magpie ambition above all else. They roam almost endlessly, and typically only rest when forced to by exhaustion. They are known to speak in very basic terms, seeming to struggle with words, phrases and sentences. Their intelligence is often likened to that of a child, as well as their temperament - though lacking all possible innocence.

Habitat
Cravers are not known to have a preference for weather, other than milder conditions being easier to endure. They are known however, to inhabit caves or natural shelters, or previously abandoned home. They don’t construct much and will spend days or even weeks rambling away, but larger trophies can be laid in a hoard in these locations. They typically do not understand locks and keys, and barely organise their prizes.

Monster Hunter Notes
Cravers are generally fearful of fire, and this can either make them flee a situation or become extremely aggressive towards the fire itself, depending on their personal temperament. They are uneasy around torches, but fortunately, have developed brilliant vision; able to pick out movement in the darkness as well as a fox or cat can.
Cravers' unnatural biology has made them resilient to most types of weaponry, though arrows and spears seem to fare best against their hides - their skin is rough and tough, their bones resistant to breaking.
"You'd think the heat would make the desert bad enough... But no... No, it gets worse."
- A trader with a tale to tell


Ushabti


Habitat
​Though unnatural in nature, they are naturally suited to the desert and warm climates. They typically haunt ruins, and stand sentinel rather than sleep in the traditional sense. Often they will choose a territory, or perhaps have been charged with the duty of a specific region, but they almost never bother to roam outside of the sands. They have no desire to decorate homes or build - it seems likely that once they were decoration, themselves.

Introduction
Emergent from sand and desolate wastes, these stone statues drag themselves and their weapons from the Deshret and into the greater world to the north. Sentinels of a lost era, these peculiar warriors are made for one thing, and one thing only: Defense.

Appearance
The Ushabti are humanoid in appearance, at least from the shoulder downward - with exceptions most often for their heads. Typically, they have been sculpted to a likeness from the Pantheon of Amu-Tep, The House of Itet, or from a range of myths and legends, local or national. This means they have the heads of animals; frogs, birds, jackals, crocodiles and snakes. Their skin is black and has the appearance of brushed stone, despite having all the details of mortal flesh.
What clothes they have are usually decorative rather than armoured, or ceremonial in the case of metals - their toughness instead comes from their very bodies, but they are not incapable of donning other garments. Most often, they use pikes, spears, or halberds to fight with - which are typically quite gilded in design.
It is somewhat obvious that they are alchemically created, though some theorise there must be some sort of ritual involved. The method of creation is either lost or kept deeply secret by most scholars; Amu-Tep swear, to this day, that no one is creating these creatures anymore; that they are remnants, and eventually, they will all be dead.​​

Behaviour
The Ushabti are not quite like other monsters you find in the frontier. They have a certain sophistication, an evident design behind their movements. There is some long-forgotten creators responsible for these horrors.
They are aggressive to those they come across in the southern regions of the world; specifically, the Deshret, and its former territory; extending all the way to Nahas, even though Amu-Tep now charts the Deshret as much smaller. They are fiercely protective of the land and the Amuran people, even if the specific Amura they encounter reject their brutal, murderous aid. They can speak, though only Amuran, and seem incapable of learning other languages or understanding Common.
They usually leave warnings at first, to encourage people out of the sands - but when met with refusal, they seek to best their enemies in combat in order to bully them northward. They have a particular ire for Elves, but are ultimately indiscriminate to non-Amura. They do not have a desire to steal from nor capture their enemies.

Monster Hunter Notes
Rather than blood, their bodies weep sand, and it often comes out of their mouth when they speak. Their stone-skin is most susceptible to blunt weaponry, and slashing swords deflect off of them quite easily. As they fight like mortal men, only stronger and more resilient, it is advised to employ civilised tactics against them.
"C'mere you little bastard!"
- A man about to have acid spat at him


Liraxi
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Initial Design By: Azula36

Introduction
A highly aggressive and territorial predator native to the southern-half of Awenasa. The Liraxi are vicious creatures who rarely show fear and instead replace it with even more aggression. They are known to chase down prey for miles and their characteristic relentless pursuit of invaders of their territory have earned them the nickname of Jungle Hounds by Asturian settlers.​​

Appearance
These lizard-like creatures often camouflage in various patterns depending on their surroundings. Most blend into their environments and are difficult to see or track when within them. Others instead contrast against the colours of their environments and are noticeably more aggressive than their jungle coloured counter-parts.
Their scales are known to be covered in feathers and sometimes tufts of fur for better protection against other predators, though with few actual hunters capable of taking them down it is often both is minimal. Offensively, they are commonly seen with horns used for ramming and spiked appendages which are known to use to cut and pierce prey with.

Behaviour
The liraxi is a dangerous animal to encounter, but more importantly it comes with two overarching kinds of beast. Both are known to spit a form of acid at those who aggravate them, leap great distances and are able to inject hallucinogens through their bites.
The camouflage liraxi blend into their surroundings and prefer to hunt, stalk and move with stealth before killing its prey. These are the less well known versions of the Liraxi as they have been much more successful in killing those entering their domains. Higher number of this kind is also an indication that there is a quetzl nearby.
The brightly coloured Liraxi that contrasts against their common jungle surroundings is even more aggressive. These will pursue an invader for miles from its own territory and give little indication to its own exhaustion during the ordeal. It is not until they are satisfied that the invader is ‘defeated’ will the creature then calm down.
Liraxi have been known to fear quetzsl, and can be found protecting the larger predator as it defends the liraxi from the ever expanding humanity.

Habitat
Liraxi are found primarily in jungles and swampy areas. They are known to take up residence in old ruins and construct their own homes within caves or in trees. They generally settle near water access for drinking and bathing.

Monster Hunter Notes
The liraxi can spit acid from a considerable distance when provoked and on top of this their bites are infused with a toxin that can create hallucinations and adverse effects in the victim, leaving them more defenceless against the fury of the animal. To top it all off, the creature’s great speed is matched with scales that make it resistant to most damage.
Despite these advantages, they are known to not be resilient enough to take much damage from attacks that do strike true.
"You've heard the rumours right? About the Emperor Worm?"
- A common myth


Lamprey
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Initial Design By:
Swiggity Swooty

Introduction
A true menace like no other, the Awenasa Lamprey, or Awenasa Worm, is a versatile hunter that has been found swimming in the waters or burrowing through the sands of the Deshret, the jungles of the south and even into the agricultural fields of Ritan. Most of the time they are ignored, due to their small size, but once they reach the size of a child or a larger person they begin to prey upon people too.
Rumours circulate of a roaming hill within the Deshret, the largest of its kind and dubbed The Emperor Worm by those who believe it exists and tell tales of the creature. Though many professional hunters deny the thing exists.

Appearance
The lamprey is an eel or worm-like creature from a maw of many teeth upon its front. Their hide ranges in colours but most often take the dominant shade of the floor of the environment it finds itself in. Browns and sandy colours are common.
The more they eat the larger they become, and the larger prey they will then seek out to continue its consumption cycle.

Behaviour
The Awenasa Lamprey is a ravenous hunter and will constantly look for food to eat. Little is off the table for the bottomless stomach of this creature, as they are known to at least try everything once before realising if it is suitable food or not. Large bite marks on wooden tables and even teeth scratch marks in stone often mark the beginning of a lamprey’s visits, if it could not find something more suitable for food like cattle.
The creatures are also naturally swimmers. It is not uncommon for them to have leapt upon ships seeking food only to have come across an angry crew. Often the results are quite bloody.
When threatened they often try to quickly burrow into the ground or ‘dive’ deeper into the waters to avoid being harmed. Normally, they will not flee owing to the need for food. Instead they will leap out of the ground or water to latch upon a victim and feed on them.

Habitat
The lamprey is often found around bodies of water, making its home around areas witha lot of wildlife and lying in wait to strike. Larger lampreys are known to travel further afield to seek greater bounty where they eventually will prey upon livestock, other monsters and even people. They have a preference for jungle environments and even deserts where water is plentiful.

Monster Hunter Notes
The lamprey’s hide and underlayer is its greatest defence against attacks as it is highly resistant to blunt strikes and makes them near useless against it. The most effective way to cut one down to size is through the use of axes and deadly rends that cause the beast to bleed out.
These creatures are known to attach themselves to a target and begin draining bodily fluids in the process to sustain itself. If not quickly detached from its victim, they will fall unconscious soon and die quickly after.
Author: Hokan & Oakbug
Contributions by: Sly, Azula, Swiggity Swooty & Snuffles
Page Created by: Hokan
