Town-Level 0 to 65
Loremaster Maya and Nel are getting the Lorepedia all filled in. Get scrolls from monsters and you can go read them inside the Librarium!
Monsters:
- N/A
NPCs:
Quests:
Shops:
Map Name: librarium
Room Limit: 6
Access Points:
- /join librarium
- Battleon Town - Enter the Librarium building on 2nd West Street
- GardenQuest - Enter the Librarium building on 2nd West Garden
- Akiba - 'To the Librarium' button from Ai No Miko
- Town of Battleon Map
Notes:
- Having Lore Scrolls in your inventory which drop from Monsters will provide entries to that respective scroll which can be accessed on the right shelf.
- Also see Za'Nar Lobby.
A Moment of Remembrance
The Final Light
- Pages 1 and 2
- Pages 3 and 4
- Pages 5 and 6
- Pages 7 and 8
- Pages 9 and 10
- Pages 11 and 12
- Pages 13 and 14
Lorepedia Entries
- Binky
- Blue Dragon
- Chair
- Dwakel
- Elementals
- Frogdrake
- General Porkon
- Green Rat
- Green Slime
- Grizzly Bear
- Horc Warrior
- Kezeroth
- Legion Fenrir
- Lurkers
- Mosquito
- Red Dragon
- River Fishman
- Seed Spitter
- Skeleton
- Sneevil
- Stalagbite
- Treeant
- Wisteria
- Zardman
Binky
Equus ferus caballus immortuarum
Grimskull Dungeon, Doomvaults
Binky the Magical Man-Eating Unicorn is an unfathomably dangerous creature born from the mind of the professional dungeon-smith Grimskull.
Appearance:
Presumably undead, Binky most resembles a Clydesdale horse, with long silver hair that makes up its mane and tail. Instead of the characteristic feathering running the lower legs of a well groomed Clydesdale, Binky is covered with multiple onyx-colored human skulls emitting an eerie green glow.
Said skulls also run the length of the chest and neck, ending just below the jaw. Binky's body hair is of an onyx shade, identical to the skulls that run its legs.
Binky is clearly distinguished from other Pegasi or Unicorns, as Binky wears the unmistakable emblem of Grimskull on both of its shoulders.
The necrotized monster pulsates with dark energy, occasionally flickering with shades of darkness, as if it were lightning. Binky snorts a toxic chemical concoction that is lethal in large doses if inhaled. Binky's horn is made of the strongest ivory, magically enchanted sharper than the usual Lorian broadsword.
Lore:
Binky the Magical Man-Eating Unicorn is exactly what Grimskull's moniker proclaims it to be. Binky was originally found in a vacant cave, near Grimskull's lair- while it was still under construction.
Binky, as I heard from a mortally wounded Pactagonal Knight, was accidentally set free due to negligence by Grimskull's workers. The evil entity killed all the workers in sight, and then fled to a nearby cave.
Weaponry:
Binky's horn is decorated with an impaled human skull, with barbed chain wrapped around the base. A fine prize for any hero's inventory, Binky's horn is as deadly as the creature itself. The horn copies itself upon defeat of the monster, so that all who participated in its slaughter shall know what brave soul dared to do the unthinkable…and triumphed.
In Battle:
Binky wields otherworldly power, which is obvious from its appearance. The killer Unicorn can and will mimic the abilities of any; Chaos Lord, Chaos Beast, Monster, or even strong enemy personnel (such as Chairman Platinum).
With this power alone, Binky is as unpredictable as it is dangerous- only those most prepared would ever hope to win a fight with Binky.
With a strong party of only the most hardened fighters among me, we were able to stay one step ahead of this evil creation. I provided the group with strong magical healing as well as high-powered, precise, defensive oriented attacks- all of which I learned as a Paladin High Lord under the teachings of Artix.
Warning: Training as a Paladin High Lord is crucial to the success and survival of the group.
Blue Dragon
Drakus Salamanderus
Island of Yokai
This legendary beast can fly even without possessing wings, causing it to be not only a monster terrestrial, but also aerial.
Habitat:
The Blue Dragon is a rare species of dragon, he lives in caves near Akiba, in appearance like a huge lizard, its appearance is formed by scales similar to a sea serpent and has high regenerative power. He can usually be found congregating with other exceptional creatures such as the Black Tortoise, Red Bird, and White Tiger.
Behavior:
A monster quite aggressive and not afraid of anything they eat eat almost everything that moves, with their sharp teeth destroy easily prey and their fire shall not conventional semi-solid mass with a burning acetylene and oxygen flame explodes its target on impact.
Miscellaneous:
A loner, which can live for centuries. All Yokai dragons have control over an element of nature; the Blue Dragon has the power to control the clouds, causing rain at any moment.
His vision, like a hawk, allows it to see from miles away. His whiskers are sensors that can detect a heartbeat from over 100 feet away. In some cases, they may feel victim's blood being pumped.
Approach cautiously. If lucky, the Blue Dragon may grant wishes.
Chair
Situs downium
Sleuthhound Inn
The chair (Situs downium) is a piece of furniture seated within SleuthHound Inn, related to the table (J. hetron fieldus) and the Hamoire (Closeta sinistera).
Appearance:
It appears to be an ordinary wooden chair with a red cushion and backing. However, do not be fooled by its comfortable appearance; it is said to be animated by the spirit of a hero who foolishly decided to take a seat.
Behavior"
The chair is not aggressive unless provoked; in this sit-uation, one will face deep seated rage, a myriad of uncushioned blows, a chair-ity of slashes, a pew-erful backstab, and complicated assembly instructions from Die-kea (a subsidiary of EbilCorp) that may easily render a hero chair-alyzed!
Diet:
The chair is born a scavenger, with a diet comprised of dust elementals, lost popcorn, and scattered change. E-bench-ually, it develops a craving for blood (and couch potatoes).
Miscellaneous:
Should a hero conquer the chair and send it to daybed, he/she will receive a Skull Key, which will aid in the solving of the SleuthHound murder…
Dwakel
Greenguard Forest:
Crash Site and Willowcreek
The Dwakel are a race of lizard-like creatures that first appeared on Lore when their spaceship crashed in the Greenguard Forest. It is said that they come from the ninth galaxy, commonly known as "The Rutherion Way".
Appearance:
They have a form of wet, turquoise skin that consists of micro cells which pull mucus from the insides of the body. Spikes of what appear to be bone can be seen on their heads and backs.
Each type of Dwakel has different armor and weapons depending on their skill level and place within their society.
Behavior:
After crashing into the area of GreenGuard, they now rely on spare parts and ominous technology, never-before seen by the people of Lore, that they have created with the vast abundancy of Lore's materials. they usually stay out in the open in plain sight not caring who, or what, sees them.
Diet:
They have been seen to eat the fallen leaves from trees around them, but mostly eat meat like rabbits or frogzards that inhabit the area that they cook by using the weapons contained in the spacesuits of the Dwakel Blaster.
Historic Ex-Lore Events:
After interrogation, we have found that before pollution to their world, there was peace throughout the continents of their planet, but when pollution started to overwhelm their planet, a complete world war had broken out sending millions of Dwakel to their doom. those who could escape did so in the various spaceships they had at their disposal. The one that crashed in Greenguard Forest is an example of this.
Miscellaneous:
All Dwakel that have been interrogated have said the same thing: they are planning to eventually rebuild their ship with the technology from materials that Lore has provided. Once they have done so, they will return to their planet, better fix their ship, and search for a new "host" planet to take control of due to their rules made by their world leaders and I quote, "to never take over a planet with visible life."
Elementals
All throughout Lore
There are many different types of Elementals found throughout Lore. As the environments changes, so do the Elementals.
Behavior:
Their origins are unknown, although most say they are born when a magician uses elemental magic. Another theory is that they are reincarnations of the elements itself, small avatars of life. They are mostly neutral to the living beings around. The Elemental will only attack if offended, threatened or if they feel the need to defend their territory.
Communication:
Only magic practitioners can communicate with them, some taking this chance to convince the elementals to serve their purposes. Most elementals refuse to take sides, as long as they do not have to hurt their own kind. even oppositing elementals can join forces under the same goal, although such an event is very rare and unusual.
Elementals can control not only their own element, but also the elements in their surroundings. A gathering of Elementals can permanently change the landscape and even the weather nearby, in theory. creating the perfect habitat to live.
Miscellaneous:
Although considered living and sentient beings, Elementals are not affected by necromancy, and so far, their "souls" are not detectable, meaning that an undead Elemental is yet to be seen, if not impossible.
Sub-Species:
The number of Elemental's sub-species are nearly infinite, as Elementals are born from elements from nature, magic and sometimes, even artificial craftings and alloys.
The main elements are well documented - Air (or wind), Earth, Fire, and Water, but some very specialized elementals have been found. The Heart (or Love) Elemental has been spotted in Lore during Heroes Heart Day. The Light (or Sun) Elemental has also started appearing in hot, dry areas of Lore.
The Litter and Muck elementals are believed to have evolved from the combination of Earth and Water elementals, however they also incorporate various inanimate items from their environment. There is also a very specialized Mana Elemental that occurs in high-magic zones, and the Twisted Undine form has incorporated stone as a type of self-armor.
Weaknesses:
Although it would make sense for the Elemental to be weak to its opposite, Water does seem to have a slight upper hand. Fire is weak to water, and water wears away stone. When working together, however, Air and Water Elementals can combine to create the waterspout causing untold damage to seaside locales throughout Lore.
There have been sightings of a tornado-type of elemental, including some reports of lightning being thrown by these tornadoes, but it has not been determined if these are indeed true Elementals. Until such a determination can me made, further writings on that form cannot be done.
Frogdrake
Froggus drakus
Sewers, swamps, Willowcreek
Despite their names, Frogdrakes are not descendants of dragons, being more closely related to bats and frogs than anything else. The mistake is an easy one to make, taking into account their membranous wings and horns.
Behavior:
Frogdrakes depend on their long tongue for hunting mosquitos and other insects, and their horns for intimidating larger predators. More apt to flee, rather than fight, they will defend themselves when attacked.
Despite their amphibian ancestry, frogdrake biology is not at all set up for proficient swimming ability. Frogdrakes go underwater only to run from landbased predators, lay their eggs, and cool themselves.
Miscellaneous:
Frogdrake legs are considered a delicacy in some parts of Lore, and they are indeed edible, though they require much preparation in order to remove all of the mucus that frogdrakes store in glands beneath their skin.
General Porkon
Horcus porkus imperator
Greenguard Horc Camp
Horc generals are chosen, perhaps surprisingly, for their cunning as well as their strength. A general must be able to outsmart his opponents strategically and tactically on the field of battle, and General Porkon is no exception.
He is strong, clever, and merciless beyond reason. Porkon runs a tightly fortified camp on the outskirts of GreenGuard. His warriors regard him with the utmost respect, but there are still whispers among the camp that he's going soft.
He keeps and item of unknown purpose at his side at all times, bundled away in a ragged puch. Occasionally, a flash of bright yellow rubber can be seen through a hole in the bag, but nothing more.
General Porkon's weaponry is much better maintained than that of the regular Horc warrior - he did not get to where he is by having a dull axe! He also has stronger armor covering more of his body.
Any Horc warrior attempting to move up by disposing of General Porkon will not have an easy fight of it, not matter how 'soft' he's getting.
Green Rat
Rattus verdi
Farms
Green rats are scavengers and opportunists, preferring to use their cunning over brute strength. They once lived in the forest, but now primarily inhabit human cities and settlements, making their dens in abandoned buildings, boxes, sewage tunnels, basements, and wherever else they can keep out of sight.
Main food source: larger animals or humans. Whatever predators don't eat or throw away usually ends up in a Green Rat's belly.
Weapons:
As a result of their diet, the saliva of these creatures is incredibly toxic. A single untreated bite could easily become infected.
Sociology:
Green rats live in packs with no real alpha, united only by a common need for survival. These packs are highly unstable, as Green rats are individualists who instinctively put their own needs ahead of others.
Green Slime
Throughout Lore, Cellars / Volcanoes / Crownsreach, Necropolis and Environs, Heroes Heart Day / Pink Events, Heroes Heart Day / Volcanoes, During EbilCorp Takeover, Battledoom and other Spooky Places, Living Dungeon
Slime is a common name for a translucent ooze monster found regularly throughout Lore. While mainly green in color, its can also be pink, purple or brown.
Behavior and Appearance:
Characterized by two slimy eyes and a gooey gaping maw, Slimes are known for their voracious appetites, and their ability to eat anything that can be absorbed into their squishy membranes. Due to the Slime's slow absorption rate, the remains of it's last meal is often seen suspended and/or sticking out.
Slimes are usually docile creatures, and will attack only when provoked. However, slimes will occasionally attempt to absorb dawdling adventurers. Though a gooup of slimes are considered formidable for beginner Heroes, for veterans, they are deemed an annoyance.
Uses:
Though not all slimes are desirable for consumption, some species of slime are sought after for the making soups, sauces, and pizzas. Also known as a reagent of significant power in alchemy, dried slime, harvested for various tonics, potions, and elixirs.
Slimes are a source of hair gel as well, the rejuvenation and hydrating properties of the slime make it especially popular among the ladies of Fotia.
Popular as pets in the town of Battleon, they are known as slow but hassle-free, non-picky eaters. However, through intense training, a Slime can be tamed to be a gooreat battle pet.
Sub-Species:
Although slimes are similar in appearance, they are actually are quite diverse in species.
The most common slime found in Lore is the "Common Slime" (Slimus limus).
The "Lava Slime" (Slimus magna), "Purple Slime" (Slimus purpura) and "Violet Slime" (Slimus hyancinthum) are often mistaken for the other because all have yellow irises, purple colouration, and the floating brain suspended within.
However a key difference between the three species is that the "Lava Slime" has the ability to withstand extreme heat. This tolerance to heat is needed for the "Lava Slime" as its habitat is the innermost workings of a volcano, whereas the "Purple Slime" resides in cellars and Swordhaven bridges and the "Violet Slime" inhabits Crownsreach.
The "Slime Skull" (Slimus calvarium) are found scattered throughout the Necropolis. Similar to the "Common Slime", these have a green colour and red irises, and a skull suspended within. Due to the dark energies of the Necropolis, the strength of this slime fluctuate accordingly to where they are found.
The "Mood Slime' (Slimus modus) and second "Lava Slime" (Slimus incendium) are seasonal slimes that appears once a year on Hero's Heart Day. The "Mood Slime" has a rosy pink colouration and a fondness for romantic sunsets. The "Lava Slime" is a blushing red colour, and prefers candlelit dinners.
The "EbilCorp Slime" (Slimus malum turba) appeared when Ebilcorp attempted to take over Artix Entertainment for their 10th anniversary. Easily identifiable by their dull grey colouration, glazed red eyes, and Ebilcorp symbol, these slimes replaced the "Common Slime" until the heroes of Lore overthrew Ebilcorp.
The "Shadow Slime" (Slimus umbra) appears in Battledoom, and is grey in colour. The most notable affectation of this slime is the use of a hockey mask to cover all host of deformities.
Perhaps the worst slime of all does not go by the name "slime", but is commonly known as "Lil' Poot" (Slimus stercus). This horrifying example of slime appears in the Living Dungeon along with the grossly oversized "Epic Drop" (Slimus epicus stercus). Both of these slimes are characterized by their brown color and the hideous stench that rolls off of them.
Grizzly Bear
Ursa grizzlus
Pinewood forest, citadel
Grizzly Bears are terrible, awful creatures. I realize that the Lorepedia is supposed to be an unbiased document, but this is where I break. I've ascended to the greatest mountains, and plumbed into the deepest depths. I have seen great beauty and horrendous, sanity-taxing evil. I have fought for my life against the many creatures I have studied, and I have coexisted with them as if were one of their own. I have been humbled by the unimaginably vast world. And so, it is with conviction that I can muster say to you, dear reader: Smoke the grizzly bears.
They are fiends, sent from the deepest, most heinous part of the abyss to make our lives miserable. I hate them so much. I can't describe to you the depth of my loathing; words have not been made that can properly express my all-consuming antipathy.
When I think about grizzly bears, my mind goes blank in a white hot flash of pure rage, and I wake up three hours later in the middle of the woods, armor missing and covered in what looks like moglinberry juice.
And I do not drink moglinberry juice.
As a naturalist, and someone with the utmost respect for the lives of Lore's creatures, I urge you to hunt down and kill every grizzly bear you can find with extreme prejudice. I…I can't talk about this anymore. I'm starting to feel the bloodrage rising.
Horc Warrior
Horcus bellator
Forests throughout Lore
Horcs, like Zardmen, are tribal creatures by nature, although Horcs seem to have a much more advanced social structure, with tribes being united under the common banner of a greater Horc nation.
Language:
Horcs have a developed language and can communicate in the human tongue as well, though few choose to do so.
Sociology:
Horc society is very wrapped up in pride and tradition. Warriors use a mixture of clay and berry dyes to make a blue warpaint, which they paint onto their bodies just before combat.
Battle Practices:
Their axes are stoutly-crafted but go unmaintained, as Horcs believe that every notch in their weapon signifies greater prowess in battle, Though they have the capability and facilities to do so, no Horc warrior wears armor above the waist. The reason for doing this is to ensure an unrestricted range of movement in their arms and torso when fighting.
Kezeroth
IceRise Keep
Known as the "World Ender", Kezeroth is an omnipotent entity. The Slayer of Chronomancers. The Destroyer of Time.
Lore:
He planned to fulfill his title by freeing the ancient beast Quetzal from its long imprisonment in a frozen comet; however, Kezeroth was thwarted by the Legendary Hero Elim. Making a deal with the ChronoCorruptors, they froze Kezeroth in an icy glacier so he could not attempt to free Quetzal.
It is once again time to rise up and defeat this all-powerful and seemingly undying being!
Rumors:
More information has come to light about the origins of Kezeroth and Karok. These two coldhearted villains from the planet Glacera have destruction on much of the southern continent. Choose a side, and hope that you can find the Crystal of Glacera to save Lore!
WARNING: DO NOT APPROACH! Kezeroth is a Class OMG!! boss.
Legion Fenrir
Canus lupus legionem
The underworld, dark woods and caves
Named Legion Fenrir for their loyalty and fierceness, these werewolves were created using Dage The Evil's blood, fenrir skulls and Death's breath. They will not hesitate to attack so remain cautious when approaching once.
Behaviour:
There are only 3 words to describe this species, and they are bloodthirsty, venomous, and cruel. They are carnivorous and hunt prey in packs, preferring the meat of Nulgath's minions.
They will fight like the animals they are instead of fleeing. They walk upright and do not run on all fours, unless they have no weapon and are chasing prey.
Origin:
They have a strong hatred for Nulgath, which is only to be expected as they are born from Dage's blood.
Reproduction:
They do not breed like normal species: they simply howl at the Legion Altar and throw armour into its fire. They return the following morning to find several of their kind resting with weapons in hand.
Society:
Though known to create large cities deep within the darkest and most dangerous woods, none have been discovered.
Notes from the Encounter:
Up to now there have been only 5 human encounters with Legion Fenrirs. Only one person survived to describe the encounter. Here are his notes:
I had been traveling for days on end, not knowing where I was going, only following the smell of burning wood in hope of finding some warmth. Then as I came to a clearing in the forest I saw it…
An entire tribe of Legion Fenrirs, living as civilised as we do and doing things the same as us. They all wore armor, even the little ones.
I didn't know how to react. I couldn't react, I was shell-shocked, that here, right in front of me was a tribe of legion fenrir. I scanned left and right to see the ending of the encampment.
I could not see one. Whether it was my eyesight or their mass numbers, I will never know. Once thing that caught my eye was a large banner in the front of the encampment that said, "THE END OF NULGATH IS UPON US."
At that moment I collapsed to my knees, in awe of how much power they must have to be able to write those words, hang it up, and still be alive. Luck was not with me when I collapsed, as I disturbed some rocks which caused several of them to look up and catch my eye.
What I saw in those eyes will haunt me forever. I saw blood, pain and power. I immediately turned around and ran as far away as I could, I found a cave where I am right now writing this with my own blood, hoping my own species will find this writing.
Lurkers
Swamps, Marshes, Waterstorm, Pockeymogs
Lurkers are a large and powerful distant relative of the lungfish.
Sub-Species:
There are two kinds of lurkers, the stronger Swamp Lurker, located only in the swamps of Mudluk Village, and the more common Marsh Lurker, located in a variety of area. The two closely resemble each other and are often mistaken as the same creature, however, one soon realizes the great differences in strength, speed, and stamina.
Diet:
The Swamp Lurker's diet consists of swamp Frogdrakes, and even an unfortunate Mudluk villager from time to time.
The Marsh Lurker's diet is harder to trace, because of their diverse locations. It has been recorded that they feast upon Frogdrakes, and possibly even giant spiders!
Appearance/Size:
Both types of Lurkers can grow up to be five foot six, and weigh nearly 400 pounds. Their bodies are covered in thousands of small, light, oily but strong scales.
Lurkers must be in water at all time, as they lack the ability to survive on land. Lurkers attack and hunt for food by burrowing themselves in shallow parts of their watery home, their long eyes sticking out of the water, resembling the nearby vegetation. Once their prey nears, they burst out of the water, ripping it to shreds with its large mouth and teeth, or, for smaller prey, simply eating it whole.
Both types of Lurkers are savage fighters, and their swimming ability is unmatched. Lurkers have only one fun, a large and powerful caudal fin.
Fighting one in its natural habitat is dangerous and often fatal. They are able to come out of seemingly nowhere, severely damage its target, and then swim away before its target retaliates. Their gills are located on the inside of their throat, eliminating the chance of a foe cutting off their oxygen supply.
Despite their numbers, they are usually loners, coming together only to lay eggs and rear young. A recent discovery of the so-called "PockeyMogs" has added another lurker to the Swamp and Marsh family - the MogLurker. This Lurker has evolved Moglin-like ears, the better to hear its prey approaching.
Miscellaneous:
After death, a Lurker can be used for many purposes. Their scales and skin can be used to set broken bones, or give nutrition to plant life. Their teeth are commonly used as jewelry by the Mudluk people, and its eyes can make a powerful compass.
It is suspected that a Lurker's glands produce a toxin that goes through its scales, and poisons the water around it, making the water toxic for many creatures.
Mosquito
Culicidus bitus
Farms
Mosquitos, though generally docile, are regarded as a nuisance due to their large size and somewhat predatory taste for blood.
The Mosquito's proboscis is long and exceedingly durable, as it needs to be able to suck the blood of Zardmen, Horcs, and other thick skinned creatures in and around its native GreenGuard.
It relies on "hit-and-run" attacks to feed from unsuspecting prey. It will fly around in search of food and, while the prey's attention is elsewhere, the mosquito will rush as fast as it can, proboscis out, and ram into the intended target.
During the few moments of shock, the mosquito sucks as much blood as it can from the host, and flies away before retribution can be visited upon it.
None of the various species in Lore (to this date) have been found to be of the Anopheles sub-grouping, so they are not disease-bearing.
Red Dragon
Vermiculus draconum
Vasalkar's Lair
The epitome of ferocity and an unparalleled trophy-beast, the head of a Red Dragon is one of the most sought-after prizes across Lore.
Behavior:
Red Dragons are naturally aggressive and hostile towards other creatures and they will attack trespassers on sight. The only instance in which a Red Dragon will choose not to attack is when the foe is noticeably stronger than itself.
Diet:
Contrary to popular belief, Red Dragons depend on an omnivorous diet. Although their diet consists mainly of elf, dwarf, and cattle, scribes have noted that Red Dragons also ingest the leaves of the Tanglewort bush along with large amounts of meat when injured or diseased.
Certain parts of the Tanglewort bush have medicinal properties and act as a natural antitoxin for most poisons. It also induces the growth of dragonscale and has an analgesic effect on the user.
Locomotion:
Red Dragons use flight as their main means of locomotion. The great physical strength of their wings propels the dragon and it is able to attain a remarkable speed of 1000 miles per hour. The tail is used to stabilize the body weight and change direction during flight.
Social behavior:
Red Dragons are by far the most isolated and aggressive type of dragon in terms of social behavior. Unlike other dragon sub-species, the Red Dragon is solitary upon gaining adulthood. They do, however, gather in large groups every 700 years to find a mate and procreate. This congregation is known as a Renascentia and usually lasts for a period of ten days.
The relationship between two Red Dragons is purely reproductive and there are no emotional bonds between the partners whatsoever. After Renascentia, each Red Dragon returns to their respective territories and it is unlikely that a Red Dragon should ever again meet its previous mate.
Early Life:
Only one egg is produced after copulation and it is usually hidden underneath an avalanche of boulders or a deep gorge for its protection. The baby Red drakeling takes 630 days to fully develop within the egg and it takes another day to hatch out of its shell and emerge from its stony confinement. The newborn drakeling is not offered any guidance from adult Red Dragons and it is responsible for its own survival.
Habitat:
Red Dragons are highly territorial creatures that dwell in caverns, deep mountain crevices and volcanic cores, such as Vasalkar's Lair.
Society:
Red Dragons have few enemies and their incredible stamina and virtually limitless reserve of raw magic makes them a formidable match for the most experienced dragonslayer.
The only true danger for a Red Dragon is another dragon. Conflicts between dragons are caused when more than one dragon target prey or hoard of treasure.
Such conflicts may cause damage on a gargantuan scale and should be well avoided.
Uses:
The fire-resistant dragonscales can be used to forge armor and life-prolonging elixirs can be concocted using powered dragon horns.
River Fishman
River, Shallows, Port of Lolosia
Many innocent fishermen have fallen prey to this species of River Fishmen. Fishmen attack all who enter their territory with trawling nets and baited hooks, fearing their homes are under attack. Repeated diplomatic efforts have failed. Now, signs are posted to warn heroes entering Fishman lands.
Even with posted signs and repeated warnings, some local fishermen still disregard territory markings. Dozens disappear each year.
Appearance:
River Fishman are a very interesting species. It retains the body of a regular fish, but also has the ability to breathe air and survive for extended periods on land. They are humanoid, with arms and legs that allow them to move freely out of water.
Behavior:
A River Fishman usually attacks with a three-pronged trident weapon formed with cheap and low-quality metal. However, this can be enough to dispatch an unsuspecting fisherman. Heed this warning and pack a defensive weapon if you intend to fish in fishman waters or you could possibly have just knocked on Death's door. The River Fishman is a peaceful creature of the wild. They will, however, attack if one was to fish in their presence, eat or cook or otherwise harm an aquatic animal.
They believe themselves to be soldiers of the sea; protecting other Aquarian creatures from the grasps of other creatures, especially Humans. Oddly enough, there have been reports if them idly standing by as Zards fish from their protected waters, without signs of aggression.
Miscellaneous
Many newer, more green adventurers hunt this species for their trident weapons. Many have spent hours killing Fishman by the River only to be unaware that only the Fishmen Soldiers located in Lolosia port can drop them,
Various species
There have been other types of Fishmen spotted throughout Lore. The "Tune-A-Fish" (Pisces musicorum) has been spotted in the Mythsong areas. Scientists surmise that the longtime exposure to heavy metal (music) has caused this evolution.
Shark Bait (Pisces pistris) are found in Lolosia, where scientists believe the amount of fresh 'food' being dumped into the waters by pirates caused the massive growth spurt of regular fishman. They are unable to explain the growth of the armor plated scales.
Kuro (Pisces kuroii) has been affected more seriously by the pollution from certain factories, causing the growth of tentacles and even more plating. Captain Lore continues to try and stop General Pollution and Totengeld, but they return year after year.
Seed Spitter
Arcangrove
Seed Spitters are extraordinary earth creatures of magic, and so they grow in like areas such as the Tower of Magic in Arcangrove. They are plant-based monsters and so use photosynthesis to retrieve its nutrients, and do not require consumption of other creatures due to their nutrient rich environments.
Appearance:
The Seed Spitter has a greenish pigment throughout its roots and body and has yellowish teeth. The Seed Spitter stands at about 3 feet tall as an adult and can be very harmful despite its height.
Behavior:
Although they do not eat other creatures for survival they are predacious and territorial so if one invades their space and the Seed Spitter sees it as a threat, it will immediately turn hostile and will use its weapons to protect itself.
The Seed Spitter is a friendly monster when it comes to other plants because it allows several different types of parasite type plants to use it as a host, but their parasite-host relationship does not harm either party.
Seed Spitters allow other plants to grow on them in a mutually-parasitic relationship:
Deadly Knightshade
Paladaffodils
Pansies
Snapdrakes
Blood Lilies
Jagged Cherries
Shard Cabbages
Weaponry:
The Seed Spitter's weapons consist of its enormous teeth which are fundamentally as hard as bone teeth but are made out of a hard plantlike material, which it uses to chomp down its prey if need be.
Its vine-like whips that sprout from its abdomen are also very hard but not as deadly.
And of course the Seed Spitter's namesake ability, to spit its huge and painful seeds at a high velocity at the threat.
Uses:
Once a Seed Spitter is slain, it can be used for many things across Lore which show how valuable the Seed Spitter is. Its willingness to coexist with other flora makes it a popular target for Alchemists and Wizards.
The Seed Spitter also has amazing Seeds that can be used for making clothes or bowls. Their shards are also used as food for other creatures. The Seed Spitter is very well known in Arcangrove for producing the rare and exquisite Arcane Thread, used by Magic users to create robes and other clothing.
Alchemists use the unique qualities and features of Seed Spitters to produce their own potions such as Sparrow Blood Potions and Viper's Blood Potions.
Miscellaneous:
The Seed Spitter has been known to engulf the unwary human whole, with no part of them seen again. The most famous of these was the Gardenmage Seymour who thought he could harness the Seed Spitter's power by raising one from a small seedling. The Spitter, named Audrey, is though to have turned on Seymour and devoured him, as he has not been seen for many years.
Warning:
Although the Seedspitter is idle, it is still very deadly. The Seedspitter is born from a properky-watered and nutrient-nourished seed.
Skeleton
Graveyards, Battlefields, Towns without Paladins…anywhere, really.
Never born naturally, always having a magical background to how it came to un-live. The skeleton always has been a relative simple creature to analyze yet so much mystery surrounds it.
The reanimation process is very hard on a soul unprotected by a physical form, so most undead contain only the mere husks of their former consciousness. As a result, they are slaves to their basest instincts, and cannot speak much more than the most basic "oooeeerrrr".
Behavior:
The skeleton has many forms. From the standard humanoid, to the tri-bipedal, quadrupled armed, double headed cluttered in slime form. They also come in a puzzle package for the young necromancers among us.
Skeletons, by pretty much definition, are not very talkative, on account that they generally lack a funtioning tongue. Despite their lack of heart, they will never flee from battle because of their fierce loyalty for their cause (or is is because of their fierce lack of brains to comprehend the meaning of 'retreat'?)
Combat:
Aside from the regular hacking, slashing and stomping, skeletons also have the ability to cast spells though their source has yet to be discovered due to the secrecy of necromancers… and the devotion of paladins taking the necromancers down before we can talk to them.
Enemies:
Obviously, anyone that does not like the undead is their enemy though most run away from them due to their bone chilling silence. Dogs are a different matter alltogether. These horrible four-legged fiends keep stealing limbs of this poor species, burying or gnawing on the bones afterwards. However, the random adventurer is their worst enemy. Large in numbers and the uncontrollable urge to smash a skeleton on sight makes it hard for a skeleton to survive long enough to actually start any communication with them.
Allies:
Anything not bent on destoying undead could be considered an ally. Necromancers could be seen as an ally as well since they create more skeletons yet they also put them into slavery to do their bidding so their role is yet to be discussed.
Uses:
The skeleton is useful in a wide variety of ways. They can guard places, serve, an the Liches can even reanimate more dead for you! They also make an excellent decorations in haunted houses. They can lay still for a long time, making it easy to scare children.*
When you cannot restrain yourself, skeletons remains are also useful to create bone armors, bone ladies, skeleton head cups, bone shields, bone weapons and anything else you can think of.
*We are not responsible for any accidental bites, thefts of bones and strike actions.
Sub-Species:
There are many categories of Skeleton to be found throughout Lore. The most basic form of necromancy is the raising of skeletal minions. The less of a soul the necromancer allows to inhabit the corpse, the less powerful the corpse is, the tradeoff being an easier to control servant. The various types of warriors are the most common.
Skeletal Soldier:
Skeletal Soldiers are stripped of any trace of a soul, allowing any necromancer to raise one, and a powerful necromancer to raise an army. They are the staple of any undead host, outnumbering other units by a large factor.
They're equipped with whatever weapons they died with, though hastily crafted or heavily used weapons are given to them if they are raised with none.
Skeletal Viking:
Skeletal Vikings are a slightly more powerful variant of the common Soldier. And little more of their sould have been allowed to them, so Vikings remember some of their combat training. These minion are equipped with large 2 handed weapons to make them effective shock-troops. Oaklore's huge coastline has a history of Viking encounters, leading to a bumper crop for Necromancers.
Skeletal Warrior:
Like Vikings, Skeletal Warriors are a variation of the Skeletal Soldier. Warriors differ from Vikings geographically, being raised with more frequency in the heartlands such as Doomwood and SkullHome.
Warriors are more heavily armored than Vikings as well, making them more defensively inclined than their quicker cousins. This makes them a mainstay among most undead forces. There have been rumors in Doomwood and Darkovia of self-raised Skeletons, but as no-one can translate "oooeeeerrrr", we may never know.
Undead mages of any variety are dangerous to raise, as a large portion of their souls need to remain intact for the act of spellcasting to be feasible.
Skeletal Ice Mage:
These mages carry an ice orb to channel their mana and cast spells more efficiently. This orb is dangerous to hold for a living being, but it can be made into a staff.
Skeletal Fire Mage:
These mages carry a fire orb to channel their mana and cast spells more efficiently. This orb will burn any living tissue, but like the Ice Orb, it can be made into a staff.
Ectomancer:
Not much is known about the Ectomancer. They are found only in Doomwood, and some surmise that they are not under the control of any one necromancer. They use an orb created of ectoplasm to focus their attacks, and have been known (at last resort) to throw the orb at their foe, splattering them with goo.
Big Jack Sprat:
Jack is an anomoly. So old that he's passed into Battleon folklore, no one knows how he was raised, what his purpose is, or even if Jack Sprat is his real name.
Only conjecture is available about his origins. The mausoleum in which he makes his home is quite large, so it's possible that Jack may have been someone important.
This would explain how an enchanted spear of such quality wound up in his possession. Jack's body is appears to be more or less human with the exception of the legs and jaw, which look as though they come from completely different creatures. In his many countless years of unlife, Jack Sprat may have taken these parts from animals and monsters unfortunate enough to cross paths with him.
Sneevil
Boxes, warehouses, forests throughout Lore
Sneevils, a box-loving goblin-type race, are disturbingly humanoid. Rumors abound as to how this beast evolved. Most adventurers choose to leave this species alone after trespassing dangerously close to their boxy habitat.
Habitat:
Sneevils have been reported to live among the fields near GreenGuard Forest, and are said to have taken over a storage room in the SwordHaven inn. Whenever they move in, they take over the area and fill it with boxes. It is believed by some that the Sneevils have a hidden camp somewhere in the GreenGuard forests.
Appearance:
The Sneevils wear leathers that may have been created from the hides a Wolves, Zards, and whatever they can salvage from the forest's depths. They are between 3 and 4 feet tall, weighing about 55 pounds (before armor). Most Sneevils have greenish skin, however there have been blue Sneevils spotted as well. They have pointy teeth and long beaked noses, but do not appear to have a good sense of smell.
Mentality:
Sneevils seem to revolve around their productivity and mains goals around collecting boxes of any shape or size. We have still to determine the exact purpose for this, but earlier studies seem to suggest that their main bulk of fortifications are constructed from the boxes they gather.
However as I have stated already, the purpose or reasoning behind this is still unclear. The only way to really find out is to capture and interrogate a live specimen, which has not been accomplished as of yet.
Behavior:
Sneevils have proven to be pranksters of Lore, popping out of boxes and corners to scare others. While being jokesters Sneevils have proven to be serious at time, especially if it includes boxes.
Sneevils have shown a particular interest in boxes, large or small - a Sneevil doesn't care. No one truly knows why these creatures love boxes so much, just that if it's a box and in a storage room of an Inn, be wary, Sneevils may lurk there. Sneevils tend to talk in third person.
**Weaknesses:*
Their height leaves the Sneevil at a disadvantage in many forested environments, as it is difficuly for them to climb over large trees or rocks. It is surmised that the creation of the Box fortresses is a way for them to level the playing field as it were.
They can manouever quickly in small, enclosed areas, wheras the invader is usually larger and is thus hung up trying to make their way through the boxes.
Sneevils as a whole are not fond of fire, probably due to the extreme flammability of their favorite building material.
Weaponry:
Sneevils tend to use short swords in poor quality. The Sneevils average sword would be a small dagger to a grown person. These blades can be very dangerous at close range especially in the hands of an experienced Sneevil that has trained as a rogue or assassin.
Sneevils use small wooden shields to protect their torso. These shields offer little protection when it comes to human weaponry.
Society:
The Sneevils, aside from their box collecting obsession, seem to revolve around a sort of hierarchy. The Lesser Sneevils seem to obey more experienced and older members of their society. An example we have observed are the small group which have established themselved in SwordHaven Inn.
The Lesser Sneevils seem to obey a larger one, named "Grizzle Spit" by various heroes we have questioned. Other groups seem to skirmish for various individuals. This could suggest that some Sneevils act as mercenaries or paid servants.
Notable History:
In one instance, a large influx of Sneevils attempted an invasion on Battleon, where Knights of the Pactagon & heroes alike intercepted them. Nearing the end of their war, they unleashed a great war machine, designated "Sneeviltron",
Though it was quickly dispatched, it is worrying that such a seemingly simple race could contruct something so advanced. This instance has been since referred to as the "Sneevil War."
The Sneevil race has been identified as being from the oldest of timelines. Now, even though Lore Masters have proven this theory, they do not truly know how these box loving creatures came to be. Some posit evolution, while others put forth that they are a cross-breed of a Goblin and some other creature.
Side Notes:
Sneevils have been seen moving further from their boxfort homes, being seen in the Underworld and various factories throughout Lore. There is purportedly a 2nd "Sneeviltron" residing in the attic of the SwordHaven Inn, the "Smurvil" has been seen in GreenGuard Forest, and most surprising is the discovery of the "Aqueevil" during Pirate Day.
Stalagbite
Draconis Exaltio
A certain section of mountains near Dwarfhold
Stalagbite is a dragon of some renown. A prideful red dragon, he chose to ignore the nuances of civilization to focus on amassing wealth and knowledge. While his territory was not vast, he protected it fiercly from all those who chose to enter it. Unfortunately, Stalagbite's entire life changed when a mysterious stranger known as Vath approached him…
Behavior
Stalagbite was known for being very passive compared to his other draconic kin. He did not seek out new territory, nor did he plunder villages and towns. He was very protective of his territory, however, and would often challenge even those with the most innocent of reasons.
Above all, Stalagbite valued knowledge as a source of power. He was known to trade wealth and protection for tomes of magic or works left from older eras. In the darker nights of Dwarfhold, flashes of magic can be seen around his lair.
Miscellaneous
Stalagbite's original name was Rendfang. He changed his name when he heard a dwarf mention "You'd better stay away from there mountains! There lives a fierce beastie with wings of wind, a tongue of flame, and a mouth like… like… you know, them pointy things on the tops and bottoms of them caves!"
Treeant
Farms
Treeants are theorized to be the oldest species on Lore, remaining unchanged in their living habits for mant thousands of years. Younger treeants are easier to identify, as they are mobile and actively interact with the forest around them. Older treeants, while still maintaining a capacity to move, rarely do so. As a result, an exceptionally old tree bears such a resemblance to an ancient treeant that it is nearly impossible to tell them apart.
Treeants are solitary creatures, with only four or five young, mobile ones living simultaneously in an entire forest.
The only instances of treeant gatherings occur when there is a percieved threat to the forest that they call home.
A treeant overall disposition depends upon its geographical location. For instance, a treeant from Oaklore might be a little more tolerant of outsiders in its forest than, say a Darkovian treeant.
Treeant wood is inherently magical in quality, and is used in the contruction of most wands and staves.
Treeants usually give their branches and boughs freely to wand crafters who give them something in return, but occasionally a treeant will not part with any of its wood, regardless of what's offered to them
There are various forms of Treeants, however they all act in the same manner, leading to the various names to distinguish them by look and location.
Wisteria
Forested areas throughout Lore
The Wisteria is an enormous, carnivorous, humanoid plant with a ferocious attitude towards obnoxious adventurers who defile the nature around them. It is known to release a highly poisonous spore that causes anyone passing to hallucinate, making them view it as a beautiful yound woman lost in the forest.
Dangers:
Her alluring visage has tricked many into getting close to help her which results in their untimely demise, as they are eaten alive by the Wistera's blood-thirsty abdomen.
Habitat:
Guru Forest is home to many strange and wonderful creatures, being a favoured breeding ground for Trobbles and Leatherwings, as well as the occasional 'Potion Master' Death Doll. It is unmistakable however, that the true heart of the forest lies within the Wisteria's lair. The contamination of the various forested areas of Lore by Chaos and more recently the Rift, new species of Wisteria have appeared.
Sub-Species:
The "Wisterrora" has appeared in those areas contaminated by the Gaiazor, and the most recently discovered sub-species, the "Toxic Wisteria" has been sighted in the Forests nearest to The Rift. During the Mogloween season yet another form of the Wisteria can be seen - the Stalkwalker.
It is unknown whether this is a seperate evolution of this creature as its feeding habits and locale are completely seperate. The Stalkwalker seems to exist solely on sugary candy, and it seems to lure the wary for no reason other than to steal any sweets they may have with them.
Ecology:
The Wisteria is said to be connected to the source of all living plants, and has been called 'Mother Nature' herself. Her body is composed of every flower, bud, root, plant etc. knwon to mankind, meaning if you're lucky enough, you can potentially pick an extremely poisonous leaf from her as well as the antidote needed to cure it. (She is also the number one source of 'Paladaffodil' which is used in restoring Artix's Blinding Light of Destiny).
Folklore:
It has even been said that a hopeless Bard fell in love with the Wisteria's fake appearance and when he was assured a long and happy life with her; until he was ultimately devoured by the bride at the wedding altar.
She is considererd sacred among Botanists, and is avidly sought after by PotionMistress Alina, as a single scraping from Wisteria's exterior can be equivalent to an entire store house of Alchemical ingredients.
Miscellaneous:
Their tentacles have grown enough strength to bring down a fully grown gorrillaphant, and the claws that she spouts on the end of them are not actually nails, but are instead the over-grown and rotted teeth from her mouth, which she plucks out when they need replacing. I mean, a lady's gotta care about her look, even if she IS a monstrous plant, right?
Zardman
Riversides and damp forests
A further evolution of the ever-present Zard, the Zardman tribes are one of the most intriguing scientific oddities in Lore. They are definitely related to the many species of Zards that inhabit Lore, however they have serparated frm the main branch.
Appearance:
As these zards are now bipedal with arms (that are used in tool-making and weaponry), they have been granted the sub-species tag of 'sapiens'. Unlike their cousins the Zards, however, the Zardmen can be found in only a few areas of Lore.
The Zardmen have the basic greenish skintone of the regular Zard or Smeevil, leading to some further speculation on their origins. They have the oversized heads peculiar to the Zard family, and the large, strong tails. They have large teeth suited to their mainly carnivorous (and piscatorius) diet as they do not seem to have created the basic utensil as of yet.
Social Structure:
The Zardmen have evolved to the level of a hunter-gatherer society. They roam throughout Lore following their dietary sources.
They utilize a tribal system - traveling together in large family groups as they follow their prey. There are various jobs assigned within their society based on size and fighting ability.
The different caste of a Zardman is easily identifiable by the weapons that they carry or the armor that is worn by the individual Zardman. The lowest (other than the children) class of Zardman is the Zardman Fisher.
Sub-Species:
The Zardman Fisher is easily identifiable by the long spear, and panniers that they carry. Their sole duty within the tribe is to obtain seafood for all to eat. This makes them very territorial when it comes to their fishing spots, and have been known to attack if one wanders too closely to a favorite fishing hole. Remember to take care near water!
The warrior class, or "Grunt", is the next on the class pyramid. These Grunts have rudimentary armor created of the hides and bones of their adversaries. Their favoried weapon is the giant bone club or stone hammer.
Zardman tribes are united under an Alpha Grunt, who serves as the chieftain. The Alpha is known as the Boss.
Ranks:
At any time the Boss of the tribe may be challenged by one of his Grunts for leadership, in which case a ceremonial battle ensues. These contests of strenth are usually to the death. As such, Bosses must remain strong and ruthless for as long as they possibly can, to avoid these challenges to their authority. Bosses are given first pick of all the tribe's food and loot, leading to their larger size.
Battle Tactics:
There does not seem to be any unifying tactic when battle is joined by a Zardman tribe. The entire tribe will fight to keep intruders out of their clan lands. During battle, the Zardman Boss gets first pick of the weapons and armor looted from his fallen enemy's corpses. As a result, they tend to have vastly better equipment than their Grunts. While it is possible for Boss Zardmen to choose from their enemies, they tend to favor blunt weapons such as mauls or morning stars.
Thanks to Harrison, Rainha das Trevas and Tendou no Mazo
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