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Against the Shadow  |  Creatures

New Familliar for Channeler Characters.

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Stone Ogre
A new creature, Stone ogres are hideous creations made from normal ogre stock and the soul of an earth elemental. The processes is difficult and requires a lot of resources, so thankfully stone ogres are very rare, in fact at the moment they’re only deployed as the bodyguards and personal troops of grial the fey killer at Fachtendom. Author: Tom+J.

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The Great Salamander of Zurkir
A unique creature that inhabits a ruined dwarven holdfast. Author: Nifelhein.

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The Guardian of the Deep
A unique creature that came out of ancient ruins from the depths of the Kaladruns, originally designed as a tie-in to the Zurkir dwarven holdfast ruins. Author: Nifelhein.

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New Familiars: Hexcat, Spellmynah and Burrower
Three magical Eredanean creatures to be used as unique familiars for channelers. Hexcat, Spellmynah and Burrower.


Author: unknown.

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Mountain Hound, Harrier, Hardukan, Darkin, Nightling and Grak
Here you will find creatures that were cut from the 1st editon Midnight core book, written by Wil Upchurch updated to the revised edition by Dirigible they are the Graks, a new race that the shadow employs to enforce its will, featured in both monster and race format, then come possible creatures for an astirax to possess: Mountain Hound, Harrier, Hardukan, Darkin, Nightling.

Author: Wil Upchurch & Dirigible

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Goblins of Eredane
With the rise of the Last Age, the goblin race has evolved into six distinct racial types, lesser goblin, goblin, greater goblin, sniffers, worg riders, and slavers. This details each kind of goblin and gives them benefits, detriments, impact on Eredane, size changes, favored feats, weapons and armor.

Author: Kane

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The Horsha
A particular view of the white creatures of Asmadar with story, adventure plot ideas and new mechanics. Authors: Nifelhein and smeagol.

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The Darguul
A particular view of the mysterious creatures that lurk in the depths of the kaladruns, with detailed information on their society, values, an adventure idea and game mechanic suggestions. Authors: smeagol and Nifelhein.

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The Greater Spirits
    If you look at your MNCS, you will find a “Religion” section. Most people worship spirits instead of the Lost Gods, as these Gods are not heard of since the Sundering, which occured 8000+ years ago.

    But the religious of Eredane have discovered that, although the Gods could no more be reached because of the Veil, there remained on Aryth powerful entities: the spirits. These are the spiritual representation, the “soul” of a place or a region. They are unique beings, that hide because they fear Izrador’s wrath, yet who wield considerable power, limited to the area they are devoted to.

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Cave Troll
The Cave Troll is a favorite siege weapon of Izrador’s forces. Large enough to smash down walls, yet small enough to move within caves and corridors, this creature is a fearsome foe. Bred and raised for war in mired earthen pits in the far north, these creatures reach full size in a short span of time. An adult Cave Troll stands about 10 feet tall and weighs over 1000 lbs.; its mottled grey skin giving it a semblance of rock.

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Raven Swarm
A swarm of ravens is rarely naturally formed rather, on the world of Aryth, a powerful Legate with the aid of his astirax companion will gather a flock of ravens to himself for his astirax to possess. Whether formed naturally or by the actions of a Legate, a swarm of ravens is a terrible thing. Although they are only animals with animal-level intelligence, there seems to be a cunning malice that drives such creatures, separate to the possessing astirax. It is not for nothing that they are sometimes referred to as, “the Shadow’s eyes”.

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Morda-Worgs
The legate Morda is a brilliant but despicable man, a master of the arts of selective breeding and necromancy. When he turned his incisive mind towards the halfling problem facing the Shadow, he determined that the best course of lay in turning their precious friends against them; corrupt the wogren, and the halflings lose hope. Morda constructed dire breeding pits souh of the Pellurian, horrible place where wogren were herded and dragged and then mutated with mate selection, breeding them with direwolves, worgs and hellhounds, and using dark corpomorphic spells, changing them into abject monsters. These morda-worgs ('worg' is itself a corruption of the word 'wogren') are shock troops and terror-bringers, used to demoralise and destroy free halflings and cause total despair in the slave population.

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Fade
Fades (also known as: Eyeless, Walkers) are another abomination brought to this world by the Shadow in the North. These creatures are created with Dark Magic and infused with a portion of Izrador himself, giving them the ability to walk through shadows, control orc, and bring fear to their enemies. It is unkown how many of these creatures exist, but surely not many. They are extremly loyal to their masters, whoever these may be.

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