Dangerous Creatures
Jun 29, 2019 23:21:03 GMT -5
Post by DENNY on Jun 29, 2019 23:21:03 GMT -5
While the Hills surrounding Annuminas are home to a number of typical creatures; hare, boar, elk, foxes, deer, wolves and a host of song birds, however some creatures of a more Dangerous Nature are present in the area.
Barghest. A warg type creature which takes the form of a large black dog but at times is said to seem invisible, though perhaps it is just stealthy. The barghest is an omen of death. It is said to appear and follow a person who is meant to die, howling and barking, and summoning other dogs behind it. A barghest may seem to stalk a lone traveler. If anyone is to get in its way, it will strike out with one paw, leaving a wound which never heals but by elvish medicine.
Barrow Wights. Shapshifting beacons of darkness, the wights are wraithlike creatures which inhabit burial mounds, particularly those of the Edain barrows on the bluff aside Caras Edain where they travel through deep tunnels and avoid the light of day. Long ago the Witch King encased the evil spirits of orcs, turned men, and fallen Avari into the bones and corpses of Dúnedain Kings. In the darkness they are powerful spirits which can only be held at bay by strong incantations. They kidnap victims who wander too near the barrows after dark. Only destroyed by light, when exposed they fade into a mist, the tortured souls gone forever.
Bog Lurkers. (Male Huorns). Walking on all fours, the body of the bog lurker seems to be made of root and bramble, with marsh plants growing upon its back. They live solitary lives though are occasionally found in the company of forest huorns which they once helped the ents tend. They do not like to draw attention to themselves and generally do not care for the affairs of men, but darkness has corrupted even the forest creatures, and some may be deadly and find themselves stalking mortals like their cousins the willow hags.
Ettins. Two headed giants which live in the in the mazes and tunnels of the Emyn Uial which were left behind by ancient elves. Their twin heads make them difficult to surprise, each one capable of independent thought, though it would take several of them to rival the intelligence of the average human. Their heads each control half their body, and they disagree constantly, but they work together under threat. They have incredibly thick pink to brown skin. More often they’re simply covered in dirt. They have stringy hair, yellowish teeth, and a very bad smell, a haven for parasites. Like the normal giants of the eastern moors, they are turned to stone by the light of day.
Ghosts. The spirits of those who have passed on, left behind. Ghost have been seen at night on the Lawn of Heros.
Limrafn. Also known as a corpse candle. A small ball of light which glimmers or flickers and may hover near the lake or forest during the darker hours ofnight, or drift across the graveyards and barrows. Said to be an omen of death of a close relative or in a nearby residence, the lights will sometimes fade in and out and lead one into utter confusion before vanishing.
Orcs. Though less prevalent than once they were, the humanoid creatures still dwell in the hills and forests, traveling solo or in packs. Miserable beings, they hate everyone including their masters and themselves. They design cunning devises intended to hurt and destroy, and their minds. Many of them have long arms like apes, crooked backs, and tend to jaunt on all fours, with much variety from one to the next.
Stone Giant. A single Stone Giant lives in the Emyn Uial on Amon Ithil, the Hill of the Moon. While not a danger in himself as he does not care for the affairs of men, he throws rocks, finding sport in the sight and sound of them crashing into the forest below. He carved the Moon arch in his play, which is a sight to behold, though one should be careful to venture near the Hill at all in stormy weather when the Giant grows restless.
Wargs. An evil breed of demonic wolves, suggested to contain evil spirits.
Willowhags. (Female Huorns). By day time they appear as scraggled willows growing over the edges of Evendim, or along the outlet of the Brandywine. By night, they move themselves, stalk and shadow people on the streets and reach thin fronds through open windows to strangle. They can stretch their arms, legs, fingers, toes, hair, and they work in dream weaving. If someone wakes in the night from a nightmare of strangulation, it is likely a willowhag has passed by their home. One would recognize a Willowhag from a true Willow by taking notice of it’s location. They rarely sink their roots in to the same ground they pulled them from the day before, and they tend to travel in groups. Though the people fear them, they dare not cut them down or burn them, as they often take revenge. The shores of Evendim were theirs alone for thousands of years, and they are not fond of the return of men.
❈ Dangerous Creatures ❈
Barghest. A warg type creature which takes the form of a large black dog but at times is said to seem invisible, though perhaps it is just stealthy. The barghest is an omen of death. It is said to appear and follow a person who is meant to die, howling and barking, and summoning other dogs behind it. A barghest may seem to stalk a lone traveler. If anyone is to get in its way, it will strike out with one paw, leaving a wound which never heals but by elvish medicine.
Barrow Wights. Shapshifting beacons of darkness, the wights are wraithlike creatures which inhabit burial mounds, particularly those of the Edain barrows on the bluff aside Caras Edain where they travel through deep tunnels and avoid the light of day. Long ago the Witch King encased the evil spirits of orcs, turned men, and fallen Avari into the bones and corpses of Dúnedain Kings. In the darkness they are powerful spirits which can only be held at bay by strong incantations. They kidnap victims who wander too near the barrows after dark. Only destroyed by light, when exposed they fade into a mist, the tortured souls gone forever.
Bog Lurkers. (Male Huorns). Walking on all fours, the body of the bog lurker seems to be made of root and bramble, with marsh plants growing upon its back. They live solitary lives though are occasionally found in the company of forest huorns which they once helped the ents tend. They do not like to draw attention to themselves and generally do not care for the affairs of men, but darkness has corrupted even the forest creatures, and some may be deadly and find themselves stalking mortals like their cousins the willow hags.
Ettins. Two headed giants which live in the in the mazes and tunnels of the Emyn Uial which were left behind by ancient elves. Their twin heads make them difficult to surprise, each one capable of independent thought, though it would take several of them to rival the intelligence of the average human. Their heads each control half their body, and they disagree constantly, but they work together under threat. They have incredibly thick pink to brown skin. More often they’re simply covered in dirt. They have stringy hair, yellowish teeth, and a very bad smell, a haven for parasites. Like the normal giants of the eastern moors, they are turned to stone by the light of day.
Ghosts. The spirits of those who have passed on, left behind. Ghost have been seen at night on the Lawn of Heros.
Limrafn. Also known as a corpse candle. A small ball of light which glimmers or flickers and may hover near the lake or forest during the darker hours ofnight, or drift across the graveyards and barrows. Said to be an omen of death of a close relative or in a nearby residence, the lights will sometimes fade in and out and lead one into utter confusion before vanishing.
Orcs. Though less prevalent than once they were, the humanoid creatures still dwell in the hills and forests, traveling solo or in packs. Miserable beings, they hate everyone including their masters and themselves. They design cunning devises intended to hurt and destroy, and their minds. Many of them have long arms like apes, crooked backs, and tend to jaunt on all fours, with much variety from one to the next.
Stone Giant. A single Stone Giant lives in the Emyn Uial on Amon Ithil, the Hill of the Moon. While not a danger in himself as he does not care for the affairs of men, he throws rocks, finding sport in the sight and sound of them crashing into the forest below. He carved the Moon arch in his play, which is a sight to behold, though one should be careful to venture near the Hill at all in stormy weather when the Giant grows restless.
Wargs. An evil breed of demonic wolves, suggested to contain evil spirits.
Willowhags. (Female Huorns). By day time they appear as scraggled willows growing over the edges of Evendim, or along the outlet of the Brandywine. By night, they move themselves, stalk and shadow people on the streets and reach thin fronds through open windows to strangle. They can stretch their arms, legs, fingers, toes, hair, and they work in dream weaving. If someone wakes in the night from a nightmare of strangulation, it is likely a willowhag has passed by their home. One would recognize a Willowhag from a true Willow by taking notice of it’s location. They rarely sink their roots in to the same ground they pulled them from the day before, and they tend to travel in groups. Though the people fear them, they dare not cut them down or burn them, as they often take revenge. The shores of Evendim were theirs alone for thousands of years, and they are not fond of the return of men.