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Guard towerHere you start your adventure, speak to the guard to alter your chances
Adventurers may request assistance from locals
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4 MovesNew Pridian - Gloomy pinnacle= 4
New Pridan - Burial mounds= 3
New Pridian - Snow fields= 3
New Pridian - Bright glade= 2
New Pridian - Serene pond= 2
travel to snow field and Burial mound requires two moves in the forest.
You can use moves to explore the forest.
You can return safely to New Pridian after using all your moves
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LootYou have a chance of finding ruins in the forest or special events that lead to acquiring loot.
Loot can be kept after reformation.
There are potions with unknown effects
Loot can be traded in New Pridian
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Monster encounterEach area has different kinds of monsters that you may encounter.
These creatures need to be defeated or incapacitated in order for you to advance.
However, there are rumors of monsters that cannot be defeated by any man or woman...
You may also discover a new creature allowing you to name it and research it.
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CursesBe careful when exploring, some of the items you may find are more undesirable and could alter your character. You do have the option of not using something.
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ChanceEach move I will perform a roll of dice determining your encounter, ruins, event, monster, safe travel.
You can affect your chances by telling the tower guard what you desire from your adventure, exploration(normal), treasure(loot), good fight(monster encounter), discovery(special events and new creatures)
Hammerhead Beast | Information | Behavior and physiology |
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Found by: Coeurl Found in: Wild forest Tough shell, can deflect magic and bullets. Very low intelligence Do not stand in front of it! Territorial |
Hammerheads roam the wild forest looking for new land to conquer, these creatures are extremely territorial and will attack their own kind without hesitation. Adventurers should exercise extreme caution when approaching one from the front because their speed of acceleration is amazing. They capture their prey by knocking them unconscious for easy consumption. There is a time window after it charges. If an adventurer were to approach the Hammerhead, it will stand on its hind legs and attacks with its claws or grabs the prey swallowing them whole and alive |
Unnamed beast | Information | Behavior and physiology |
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Found by: Drizzit and Talana the syren Found in: Wild forest Protected from thermal vision Highly intelligent creature Scales that allow perfect invisibility Prefers to stay near calm spots and singles out prey |
This 11 meters long and incredibly dangerous cobra tends to move near the calmer spots of the wild forest. It approaches its prey silently using its invisibility, usually it is too late for the prey to notice it as it has already surrounded them. It applies strong pressure on its victims body were they to resist and can easily break bones this way. |
Squigs | Information | Behavior and physiology |
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Found by: Drizzit and Talana the syren Found in: Bright glade Peaceful |
These strange creatures can be found in the bright glade hiding in nearby bushes. The Squig prefer the strange fruit growing in the three at the center of the glade. Not much is known about them yet except for the fact that they are very cuddly and make cat like noises when pleased |
Giant sand worm | Information | Behavior and physiology |
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Found by: Oraxis Found in: Burial mounds |
A giant worm that hides underground in the burial mounds. It has a shell that is capable of withstanding even the most strongest of blasts and magic. However its insides are very vulnerable to damage. If you ever visit the burial mounds and hear rumbling you should keep moving constantly |
Wallophant | Information | Behavior and physiology |
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Found by: Jay Sword Found in: Snow field agressive on first glance |
These large creatures can be seen traveling around the Snow field, their fur is soft and warm and makes for excellent protection against the harsh climate. It seems that normally these creatures show hostile intent and try to attack anyone approaching, however they will calm down when offered tribute in the form of food. They use the spikes on their trunk for eating and combat. |
Unnamed species | Information | Behavior and physiology |
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Found by: Culex Found in: Wild forest Peaceful tribe |
A tribe of anthros that hold a village deep inside the wild forest. These people have lived here for a long time and after some conflict in the past have grown very peaceful and accepting of all visitors. Women should be wary of their rites of courtship. Males of the tribe claim females who do not have any previous signs of marriage but will stand down if they see resistance, to avoid awkward interactions it is recommended to wear a ring or a collar around your neck to signal that you are taken. The elder is currently the only known tribe member to speak the language of humans |
Comper | Information | Behavior and physiology |
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Found by: Akamaru Found in: Wild forest |
This large plant monster hides in the secluded parts of the wild forest. It attacks suddenly by snapping its vines around the legs of adventurers passing by, dragging them off their path |
Mimy the Mimic | Information | Behavior and physiology |
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Found by: Francis Found in: Wild forest |
This special variant of slime inhabits an old looking chest filled with treasure from past prey. She has grown a very volatile temper over adventurers in the past hitting her home to test for mimics. |
Endur the ancient darkness | Information | Behavior and physiology |
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Found by: Francis Found in: Gloomy pinnacle Ancient and wise creature Offers teaching in dark magic |
An ancient dragon that has grown bored of the surrounding world. It hunts for foolish adventurers entering the pinnacle. But he does not do this immediately. First he will pose the adventurer a choice. "Amuse me, offer tribute or just run away." He also offers teachings in dark and horrible magic that has plagued nexus from times long before humans inhabited it. |
Unnamed species | Information | Behavior and physiology |
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Found by: Francis Found in: Wild forest |
The size of a regular house cat. These creatures are extremely fast and inhabit a vast area of the wild forest |
Will leech | Information | Behavior and physiology |
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Found by: Emil Viamorow Found in: Serene pond Parasitic creature |
A strange worm that inhabits the wild forest, this creature will latch onto anyone passing its nest and injects them with some kind of venom that causes hallucinations showing the demise of its victim. The victim will also suffer gradual rising heat that limits their combat capabilities |
Ushug the orc | Information | Behavior and physiology |
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Found by: Emil Viamorow Found in: Wild forest Belongs to the Orcish_Clan Huntress |
A huntress of a nearby orc clan that roams the forest, as a weapon she utilizes an axe and a variety of sharp traps. |
Vypess the champion of nature | Information | Behavior and physiology |
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Found by: Drizzit and Talana the syren Found in: Gloomy pinnacle Guardian of a hidden garden Only dangerous to hostile minds Speaks trough minds. |
Vypess is an ancient dragon that guards a secret garden on mountain gloom, she holds this as a proud duty and will attack if given the reason. |
Ichthyodons gigas | Information | Behavior and physiology |
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Found by: Diggy dwarfs Found in: Serene Pond |
Sleeps somewhere along the bottom of the pond, perhaps even behind the waterfall. When the giant fish begins to move the pond water turns murky due to the disturbed bottom. It will only move when it notices something entering the water, the fish can easily devour many adventurers at the same time. |
Knightbane | Information | Behavior and physiology |
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Found by: Honor Glory and Duty Found in: Serene Pond |
Knightbane, like something out of the moat of a medieval castle, this creature rests at the bottom of the Serene Pond. Double the size of a grizzly bear, the crocodile like creature lurks in the water and waits for someone to approach, this one however won't wait and will launch itself out the water to devour adventurers on its hunting grounds. |
Player | Loot |
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Francis | Texts of the dead= A single use book that can cancel permavore |
Oraxis | Key of lunacy= Every door opens to a world of madness |
Jay Sword | Firestone= A stone that constantly emits fire when dry. |
Culex | Goblet of Protection= Grants the drinker a shield that responds to their mind |
Dolmund |
Cube of the Dead= Stores the soul of someone dead Faith's Urn= Cures any curse and grants use of holy magic Tranquility Horn= Nearby creatures calm down |
Akamaru | Runed Grimoire= Grants reader the ability of copying magic |
David | Enigmatic Goblet= Turns water into healing potion |
Jomba | Unholy Book= Grants the use of dark magic but may corrupt the user's mind Bracelet of Repelling= The supernatural cannot approach the user. |
Ayla | Gems of blessing= Increase the natural ability of someone holding one. |
Talana Drizzit |
Box of gods= Grants the opening person holy magic |
Ziana Rivasier |
Firestone= A stone that constantly emits fire when dry. Symbol of sanctity= Boosts holy magic and acts as a mark recognized by the gods Ring of Animalism= The user can shift into an animal form |
Glory |
Lamp of the gods= Keeps the unholy at bay. |
Karl Morgan |
Runes of storm= Allows the user to cast lightning magic along with a boost |