GASOLINE is a post Tresspasser Dragon Age: Inquisition roleplay set in 9:50 Wintermarch, Dragon. The Inquisition has been disbanded, refusing to bend knee to the Chantry. Solas knows to much about the inquisition anyways- their weaknesses, fears, names, who their families are. He could use this information to his advantage if they were to revolt against him. He plans on destroying the world, creating a new one in his perfect image. Release the Evanuris, bring the world back to the time of the elves. But, unknown to most of the world, Solas is slowly becoming corrupted- and rumors of the sixth blight and a new archdemon emerging are lose on the tongues of spies and maids alike. The new Inquisition, under it's new alias, works diligently from the shadows and away from the eyes of nobility and the hierarchy of Orlais and Ferelden to gain information and armies to combat this new threat on the horizon. The fate of Thedas is in your hands- what role will you play in it's future? Will you be the light in the storm, or the gasoline that helps it to burn?

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all the people say You can't wake up, this is not a GASOLINE. dream You're part of a machine you are not a human being

 
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 thedas bestiary.
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ANIMALS
BEARS

Bears are wild animals common to the forests of Thedas. They are rarely seen during the day don't attack travelers unless provoked. Enraged bears are remarkably dangerous and can strike massive blows, capable of knocking a man off his feet. Some rangers are known to summon bears to fight on their side.

BLACK BEARS: Black bears are the most common type of bears.

GREAT BEARS: A great bear is far larger and more powerful than the black bear.

DRAGONS

Dragons are extremely large and powerful reptilian animals which are capable of using elemental breaths. Dragons prefer to live in old ruins and cave complexes.

ABYSSAL HIGH DRAGON: Abyssal High Dragons have long been thought to be extinct, with the existing exemplars often being confused with Hunterhorn Shrikes or Stonejaws that migrated in the search for prey. Only recently has the return of this special sub-species of High Dragon been confirmed in the Western Approach. Their fiery breath is described as hotter than a forge.

ATAASHI: Ataashi which means "glorious one(s)" in Qunlat, is a colossal High dragon. This dragon is a poison elemental high dragon.

DRAGON THRALL: A dragon thrall is a dragon that has been corrupted by the darkspawn taint, and thus been turned into a ghoul.

DRAGONLING: Dragonlings are critters that use Flame Breath.Newly hatched dragons are roughly the size of a deer and voraciously hungry. They live for a short time in their mother's lair before venturing out on their own. The slender, wingless creatures are born in vast numbers, as only a few survive to adulthood.

DRAKE<: Drakes are mature male dragonlings. They are commonly found guarding dragon lairs. They do not develop wings like female dragons. Drakes are intelligent, almost sly, yet ferocious beasts. Drakes never develop wings, unlike female dragons; at most, their forelegs grow vestigial spurs where wing membranes might have been. Drakes fight with sharp claws and crushing bites. They can spit gouts of flame and strike pulverizing blows with their tails. Drake Scales form a tough natural armor and their hides are prized for making suits of highly effective armor.

FERELDAN FROSTBACK: The Fereldan Frostback is a variant of High Dragon that is native to the Frostback Mountains. Even when compared to other High Dragons, Frostbacks are viciously territorial. They often claim a large swath of territory where their numerous offspring are allowed to roam, under the protection of their mother.

GAMORDAN STORMRIDER: The Gamordan Stormrider is a popular subject in Orlesian art; numerous depictions show standoffs between Chevaliers versus the lightning-spitting beast. Gamordan Stormriders prefer swamp type regions to claim as their territory, thus rarely crossing ways with human civilizations.

GREAT DRAGON: A Great dragon is a powerful ancient dragon. In modern times they have been awakened from their slumber by Yavana, an Antivan Witch of the Wilds. They appear physically similar to High dragons. The blood of Great dragons can confer enormous power.

GREATER MISTRAL: In 9:20 Dragon, a great flight of Greater Mistrals emerged from the Emerald Graves. They have been described as "showy" for the colorful scales and for taking extended flights at dawn near human settlements with bellowing shrieks.

GUARDIAN OF MYTHAL: Guardian of Mythal is a colossal fire elemental High dragon residing in the Arbor Wilds, south of the Dales in Orlais. The spectacular beast tends to reside near the Altar of Mythal, which it is allegedly bound to protect, supposedly at the bidding of the Elven goddess, Mythal herself.

HAKKON WINTERSBREATH: Hakkon Wintersbreath is a unique High Dragon. This High dragon is an ancient beast which during the Divine Age was bound and forced to serve as the vessel for the Avvar god Hakkon Wintersbreath. Sealed by Ameridan within the Old Temple in the Frostback Basin for ages, it is finally freed in the Dragon Age by the re-formed Jaws of Hakkon.

HIGH DRAGON: High dragons are fully mature adult female dragons, the rarest of all dragonkin. High dragons hollow out massive lairs for themselves, for they need the space to house their harem of drakes as well as their eggs and the dragonlings. Living for more than a thousand years, they are seldom seen and spend most of their time sleeping and mating, living off the prey their drakes bring back.

HIGHLAND RAVAGER: In contrast to other High Dragons, the Highland Ravager can be surprisingly social, occasionally willing to share her territory with other High Dragons. Ravagers are known for their especially disastrous rampages, in which they consume entire herds and incinerate whole settlements, which increase in destructive enthusiasm if the Ravager is sharing her territory, possibly akin to "showing off to one's peers" or a way of establishing dominance.

HIVERNAL: The Hivernal was once a coveted hunting target, thanks to the thick layers of fat beneath her skin which helped the early human tribes of the Orlesian Highlands to survive the harsh winters. Several Orlesian houses still proudly display stuffed Hivernals as trophies. During the age when hunting the Hivernal was a matter of necessity, a triumphant party would return to a feast, following which meat from the Hivernal would be salted and the hide would be turned into weapons, clothing and potions. The "Hivernal Feast" is still celebrated in some villages, although few recall its origin.

KALTENZAHN: The Kaltenzahn originated in the Hunterhorn Mountains, but in 9:30 Dragon, an entire flight of them migrated south and settled in lonely and isolated places. Some believe that the darkspawn are responsible for driving them off, while others believe that only an Archdemon could have caused such a flight, as the Kaltenzahn are legendarily stubborn. The Kaltenzahn's piercing scream, freezing breath and thick scales make it a challenging foe even for the most experienced of dragon hunters.

MATURE DRAGON: A mature dragon is an adult female dragon stage between a normal dragon and a high dragon.

NORTHERN HUNTER: Even when compared to other High Dragons, Northern Hunters are voracious eaters, who eat everything from nugs to wyverns to human foodstocks, like vegetables and cheese.

QUEEN OF THE BLACKMARSH: The Queen of the Blackmarsh was once a large dragon, but after her death she returned to the realm of the living as a spectral dragon.

RED LYRIUM DRAGON: The red lyrium dragon is a high dragon corrupted by red lyrium and is used by the Elder One as a personal servant. Prior to its corruption by red lyrium, this creature was a high dragon of unknown origin.

SANDY HOWLER: Sandy Howlers are native to the deserts, where they seek out warm, sandy basins as nesting spots. As nocturnal hunters, they spend most of their time sleeping, waking only to hunt, mate or defend its home. Sandy Howlers mostly hunt Gurns and have a preference for cooked meat, in contrast with other high dragons. If a Sandy Howler hunts using claws and teeth, she will roast her prey before consuming it.

VINSOMER: According to legend, an especially large Vinsomer was the last dragon felled by the hand of Caspar Pentaghast. In Nevarran poetry, its breath alone caused thunderstorms and its wings formed hurricanes. Modern Vinsomer no longer grow to the same length, but are wary, dangerous and usually prefer isolated, high and rocky coasts.

SPIDERS

Spiders are creatures encountered underground or in large forests. They feed mainly on large bats they catch in webbing, but have been known to attack larger prey. Also called "deep crawlers" by the dwarves, they originally grew in the depths of the dwarven Deep Roads, once having been encouraged by the dwarves to multiply to feed on the numerous species of large bats that the dwarves considered pests.

CORRUPTED SPIDER: Corrupted spiders are giant arachnids which grow in the depths of the Deep Roads, and feed on numerous species of large bats. When the Deep Roads were lost to the darkspawn, they started feeding on genlocks, and their numbers began to grow exponentially. Some moved up to make their lairs in surface forests, but most remain underground, close to their blight-tainted meals which make them larger and fiercer than they have ever been.

CORRUPTED SPIDER QUEEN: The Corrupted spider queen, as the name implies, is the queen variation of corrupted spiders, found mostly in the Deep Roads. The species is generally faster and stronger than their untainted cousins, an effect of feeding off smaller darkspawn.

GIANT POISONOUS SPIDER: The Giant poisonous spider is a cousin to the Giant Spider which has developed a venom sack.

GIANT SPIDER: Giant spiders typically appear in small numbers, but have been known to gather into larger groups for ambushes. Their primary ability allows them to throw their webbing, causing the victim to become encased and immobilized unless they pass a resistance check. Spiders can also use the Overwhelm ability, wherewith the spider tackles its victim, repeatedly inflicting physical damage and stunning the target for the remainder of the attack.

GIANT SPIDERLING: Giant spiderlings are no longer afraid to leave the queen spider, having grown in size they take up spots in hunting groups alongside fully developed giant spiders until such a time as they become accomplished hunters themselves.

MONSTROUS SPIDER: Monstrous spiders are massive relatives to giant spiders. Immense in both power and size, these behemoth arachnids are not to be trifled with. Fortunately, these creatures are very rare.

POISONOUS SPIDER: A relative of the giant spider, poisonous spiders favor attacking from a distance with spit attacks.

QUEEN SPIDER: Queen spiders are huge spiders capable of webbing its opponents. They are queens of the spiderlings, giant spiderlings, and giant spiders.

SPIDERLING: Spiderlings are newly birthed giant spiders, still learning the tricks of ambushing their prey. They tend to remain near the queen spider for protection, until such a time as they grow into giant spiderlings.

THAIG CRAWLER: A common sight infesting the ruins of Ortan Thaig. Many subsist on the remains of darkspawn, eventually becoming corrupted.

VENOMOUS SPIDER: The Venomous spider is a variety of spider which has evolved to develop a venom sack allowing it to poison its prey.

OTHER ANIMALS

BLOODCROW: Bloodcrows are crows that have been infected by the taint of the darkspawn, turning them into ghouls. Infected by darkspawn, these black carrion birds gain a thirst for the blood of the living along with a savage nature and cunning. Bloodcrows are larger than their mundane kin, with a dark reddish sheen to their black feathers and blood-red eyes. They have sharp beaks and snake-like tails with small spikes or spines along them.

BOGFISHER: Bogfishers are animals that inhabit southern Ferelden. Bogfishers favor dark, moist habitats like caves, swamps or marshes. Although their appearance has given them a somewhat monstrous reputation, they are shy creatures that only hunt eels, frogs, and fish.

BRONTO: The Bronto is an animal living mostly underground. It is herded by the dwarves but some also live in a wild state underground, the Frostback Mountains, and other parts of southern Thedas. This hulking beast was originally bred by the dwarven Shaperate as a beast of burden and food source, the rough equivalent to surface oxen and cows.

CAVE BEETLE: Also known as "rock beetles", cave beetles are black, hard-shelled scavengers that live in underground caverns and in the Deep Roads and typically consume carrion.

CETUS: Cetus is a rare marine animal inhabiting the warm waters of the Boeric Ocean, occasionally migrating south to the Waking Sea. Cetuses' diet consists of fish and whales. Their smooth-scaled skin conducts electricity and they can issue bursts of electricity at their prey. Cetuses are longer than most sailing ships and are known to coil around both people and boats. The largest of cetuses dwell on the ocean floor. The tales say that they are attracted to the surface during lightning storms.

DEEPSTALKER: Deepstalkers, called tezpadam by the dwarves, are small lizardlike creatures found throughout the Deep Roads. They are vicious predators of the dark that carve small tunnels through the stone in search of prey, usually nugs.

DEEPSTALKER LEADER: The deepstalker leader is a larger variant of the deepstalker. You can distinguish it from the normal deepstalkers as it is slightly bigger, has a darker color and a striped pattern across his back. The leaders often are accompanied by the smaller deepstalkers, and will freely use all the deepstalker abilities.

DEEPSTALKER MATRIARCH: The Deepstalker matriarch is the largest variant of the deepstalkers.

DRUFFALO: The druffalo is a creature that common to southern Thedas. They possess bovine characteristics, resembling a bison with large down-turned horns. There are domesticated and wild druffalo, with the domesticated ones being far less aggressive than the wild ones; which will turn hostile if they feel threatened for their territory. They are considered more dangerous than bronto.

FENNEC: They have the appearance of a fox, with very long ears and a light brown body. Fennecs prefer mountainous regions, and can often be found in Orlais and Ferelden. Their diet appears to consist of rodents such as voles. A group of fennecs is known as a tangle.

GHAST: The Ghast is a short goblinoid creature that dwells within the mountain caverns of Thedas. Though individually small and timid, they are surprisingly vicious when encountered in large numbers.

GHAST BRUTE: Ghast brutes are a type of ghast that are somewhat tougher and more durable than the average Ghast, but otherwise behaves similarly. Visually, they differ from other Ghasts in that they use rusted gauntlets as helmets.

GHASTLING: Ghastlings are a type of ghast that utilize a blowpipe-like weapon to fire upon enemies from afar. They can be differentiated from regular Ghasts by their white bodypaint and their hoods that are adorned with the painted imagery of a skull.

GIANT RAT: Giant rats are most commonly found in the Deep Roads, but they breed quickly enough that they inevitably spill into the surface world. They belong to several longtailed rodents of the family Muridae, of the genus Rattus; distinguished from the mouse by being larger.

GURN: A Gurn is a large beast found in southern Thedas. They are quite large with extremely thick hides and are quite aggressive. They are found throughout the harsh desert of western Orlais.

HALLA: The halla are a type of horned stag. Some of them are herded by the Dalish elves who used them to pull the aravels, or landships. Their milk is also made into cheese and butter. The Dalish do not consider them beasts of burden but noble companions.

HYENA: Hyenas are predatory mammals that thrive in the harsh deserts of western Orlais. They are canine in appearance, with a coat pattern of brown, yellow, and white.

MABARI: Mabari war hounds are a breed of dogs magically bred by the Formari. Each mabari chooses their master for life in a process called imprinting. Although fierce combatants, a mabari companion is shown to be a highly sociable animal, and though not capable of speech, they can clearly respond to speech with growls, whines, barks and several other actions that demonstrate intelligent comprehension.

NUG: Nugs are animals that populate the underground locations of Thedas. They are small, hairless, nearly blind creatures with pointed snouts for digging.

PHOENIX: Phoenixes are large dinosaurian creatures found in inhospitable places. They are dangerous to travelers for their foul bite and aggressive nature.

QUILLBACK: The Quillback is a four-legged beaked creature found roaming the desert landscape of the Western Approach in western Orlais. Its body is burgundy in color, with feathers protruding from along the spine.

RAM: Rams are animals that roam throughout southern Thedas, particularly Ferelden. They are a species of sheep, notable for their large, curved horns, resembling that of a bighorn sheep. Their coat color is a mix of white, grey, and brown.

RED LION: Red lions are giant felines native to the Frostback Mountains. One of the famed predators of the Frostbacks, red lions are massive felines capable of bringing down cavern bears. They have no fear of the various tool-using species, consuming them as readily as anything else they can catch in the mountains.

SILENT CRAWLER: Silent Crawlers are a type of snake. Silent Crawlers live mainly in the Korcari Wilds of Ferelden, though they may be found occasionally beyond them. Crawlers can reach at least the length of a man's arm in size, and are poisonous.

TUSKET: Tuskets are pig-like animals that inhabit various regions of Ferelden and Orlais. Tuskets are characterized by their hairless body, upturned snout, and two pairs of backward-curved tusks. Their horns are also used in a widely-known folk remedy.

VARGHEST: Varghest are creatures that are found throughout the Western Approach in Orlais. The varghest is now known to be a distant relative of wyverns and dragons, but in ancient times, it was believed to be a spirit manifest in the world.

VELGHAST: Velghasts are a type of ghast that utilize magic in combat. They can be differentiated from regular Ghasts by their gladiator-esque masks, their shields and their usage of magic.

VELGHASTRIAL: Velghastrials are ghasts with magical abilities, and they play the role of pack leaders among their kin. Called velghastrial, these ghasts quickly rise up in the pack's social structure, and often become its leader.

WOLF: Wolf is a wild animal common to forests and plains of Thedas. They hunt in packs and take advantage of large numbers to take down tougher targets. They are rarely seen by civilized folk and usually attack people only in times of desperation.

WYVERN: The wyvern is a member of the dragon family and is especially important to Orlesian culture. Wyverns lead solitary existences, stubbornly defending their territory against trespass by other creatures, including other wyverns. Bullish wyverns even defend their turf against dragons that might well be able to best them in battle.

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BLIGHT CREATURES
DARKSPAWN

ARCHDEMON: Archdemons are the Old Gods manifested in the form of powerful and terrifying dragons and tainted by darkspawn. Archdemons possess an intelligence far beyond the average dragon and are purely evil creatures.

GENLOCK: Genlocks are a stocky, numerous breed of darkspawn. Most numerous of the darkspawn by far, genlocks are tough and stocky fighters with a penchant for wickedly hooked axes. Unlike the majority of their brethren, they are swift to take up the more complicated weapons of their enemies, employing siege engines in battle and using clever traps to defend any terrain they control.

HURLOCK: Hurlocks are taller and more muscular than genlocks and often form the strongest part of darkspawn armies. They are known to excel at using two-handed weapons. Hurlock alphas are among the best of the darkspawn shock troops, and are particularly fierce in close combat. A single berserking hurlock can often be a match for numerous opponents at once. They are known to adorn themselves with roughly-carved tattoos to keep track of their kills and deeds, though it is unknown whether or not there is a uniform standard to these markings.

OGRE: Ogres are the massive, brutish shock troopers of the darkspawn horde. Dwarfing their darkspawn brethren, ogres attack opponents with brute force and monumental strength, acting as living siege weapons. Standing above even the normal ogres are the ogre alphas; these monstrosities are no larger, but are far stronger, and are usually accompanied by shrieks.

SHRIEK: Shrieks are lithe, clawed darkspawn that specialize in ambushing their prey. Shrieks were originally known as Sharlocks however in time the colloquialism they acquired from their screeching cry, "Shriek" came to supplant their original name. Shrieks are feared for their tremendous speed and agility as well as their capacity to stealthily move through enemy ranks. Shrieks serve as the Darkspawn's closest approximation to a traditional Assassin, penetrating well behind enemy lines and tearing their foes apart using the long, jagged blades attached to their forearms.

BROODMOTHER: A broodmother is a giant sessile ghoul capable of spawning vast numbers of darkspawn in a manner reminiscent of an insect queen. Broodmothers give birth to a large litter at once, between twenty and fifty children. They emerge from her womb as toddlers, often already able to walk, and grow rapidly in their first few weeks of life. A broodmother will birth thousands of darkspawn young in her lifetime.

EMISSARY: In the darkspawn armies, the few toughest and most intelligent of the darkspawn become alphas, the commanders and generals of the darkspawn armies. Of these alphas, a few become emissaries, the spellcasters of the darkspawn with abilities similar to blood magic. However, these emissaries rarely appear outside of a Blight, and when they do appear; their purpose is to ensure that the generals and commanders of the darkspawn armies serve the Archdemon's interests and not their own.

CHILDREN: The Children are a unique variety of darkspawn birthed by the Mother. The Children are mutated hurlocks born by the Mother, an unusually intelligent broodmother. Its believed that the ability of the Mother to use magic, that is unique among broodmothers, is what allows her to change the nature of her offspring.

THE DISCIPLES: The Disciples are awakened darkspawn hurlocks, capable of speech, free will and tactical warfare. The Disciples are the creation of the Architect. During his research and experiments with the taint, he discovered that the darkspawn can gain immunity to the Call of the Old Gods by ingesting the blood of a Grey Warden. Since these Disciples are sapient beings, they have developed their own personalities, with the ability to speak, strategize and choose for themselves. They also possess the ability to hold influence over non-awakened darkspawn.

BLIGHTED CREATURES

GHOUL: A ghoul is a living creature who contracts the darkspawn taint and manages to survive. Humanoid creatures develop a blotchy look and a sickly tone to their skin, while the effects on animals are somewhat more drastic.

BERESKARN: Bereskarn are bears corrupted by the blight. They have lost their sentience and became ghouls, much like the blight wolves and corrupted spiders. Bereskarn are slothful creatures when left alone, but fierce and unyielding when they attack. They are often enraged and prodded into battle by the darkspawn.

BLIGHT OWL: A Blight owl is an owl corrupted by the darkspawn taint, thus making it a ghoul. It has black feathers and large, blood red eyes. It hoots and hisses, its beak segmenting into four parts, revealing many rows of jagged teeth inside.

BLIGHT WOLF: Blight wolf is a wolf that is inflicted with the darkspawn taint and has turned into a ghoul. Blight wolves are always found in large groups and will tend to overwhelm a single target if they can, using their numbers to their advantage. It is fortunate that these creatures rarely survive their corruption for long.

BLIGHTED WEREWOLF: Blighted werewolves are werewolves tainted by darkspawn. They appear as a werewolf with pitch-black fur with the flesh and muscle around their head gone, giving them a skeletal head.

REVENGER: Revengers are fairly unique creatures, in that they are Dalish ghouls possessed by rage demons, created by Mythallen. They are somewhat jackal-like in appearance, and they are fond of issuing wheezing and mocking laughter when they close in on their prey.

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CREATURES OF THE FADE
DEMONS

A demon is an oft-malicious spirit from the Fade that embodies a sin or negative emotion and that feeds on the darker parts of the mortal psyche like rage, hunger, and desire. A spirit becomes a demon when it is denied its original purpose.

DESIRE DEMON: Desire demons use the yearnings of the victims – lust, wealth, power – to their advantage. Their abilities to affect the mind allow them to assume disguises and even alter the environment to their purposes. As a result, many who become their prey never realize it. While desire demons may resort to an outright mind control, they seem to take greater pleasure in more subtle deceit.

DESPAIR DEMON: Originally thought to be variants of sloth demons, despair demons have been classified as perverted spirits of hope. They are not the antithesis of justice or valor, but rather of hope. They form nightmares tearing away the foundations of self and purpose. When brought into the world, they are most attracted to places the downtrodden populate: alienages, slums, prisons, and the like. The miasma they spread can lead to extreme behavior.

ENVY DEMON: Envy demons are one of the rarer varieties of demon. They are consumed by the need to not only emulate mortal beings, but become them. Envy demons are equal parts arrogance and cowardice. They isolate their victims to study them at length, seeking to become them. Once the demon is satisfied it knows its chosen subject, it takes on their form, leaving the poor soul to rot. Envy is never satisfied, however. The demon's bottomless cravings to be more—more powerful, more skilled, more inspired—cause it to seek fresh prey, leaving a trail of stolen identities behind.

FEAR DEMON: Fear demons are the more powerful variety of fear based demon. They rule over Terror demons as well as Fearlings. A demon that preys upon fear is not the most sophisticated sort of creature. They mimic forms they see in the nightmares of mortals, hoping to elicit the response they crave. Some of these demons, however, stumble upon terrors that are much more deeply rooted: fears of the future, of chaos and disorder, of failure. This sort of demon develops a far more refined palate, attacking the psyche of their target rather than seeking a simple scare.

HUNGER DEMON: Hunger demons are characterized by a compulsion to consume everything they encounter, including other demons. They are extremely rare, even in the Fade. In the real world, they are most often encountered when possessing a skeleton (fanged skeletons) or a mage (hunger abominations). Powerful hunger demons can take human form.

PRIDE DEMON: Pride demons are incredibly powerful demons, the corrupted form of wisdom and faith spirits. They are among the most powerful demons known to Thedas, and most insidious. Pride will use mortals' own best nature against them. They turn corruption and ruin into an art.

RAGE DEMON: Rage demons are one of the most common types of demon. They are fueled by and attracted to rage, but are ultimately simpler and less devious than their other kin. The abilities of such a demon center on the fire it generates. It burns those who come near, and the most powerful of its kind are able to lash out with bolts of fire and even firestorms that can affect entire areas.

SLOTH DEMON: Sloth demons are malefic spirits that can take various forms. Being one of the most insidious creatures from the Fade, these entities alter their form and sometimes their environment to their will, they deceive their victim to generate the feeling they feed on: sloth.

TERROR DEMON: Terror demons are a weaker variety of fear based demon and come in both a lesser and greater form. They are subservient to demons of fear. Terror Demons also possess the ability to phase in and out of the fade, allowing them to surprise their enemies by seemingly bursting forth from out of thin air.

DEMONIC POSSESSION

ABOMINATION: An abomination is a creature created when a demon possesses a living being with magical abilities. Abominations are rare and usually created when a weak mage enters the Fade and is exposed to a demon's influence. Most of the world does not know, however, that the strength of an abomination depends entirely on the power of the demon that possesses the mage. Thus, the magnitude of threat an abomination can pose is dependent on the type of demon that possesses the mage.

ARCANE HORROR: An Arcane horror is created when a pride demon takes control of a mage corpse. Although they appear to be little more than bones, these are fierce creatures, possessing not only all the spellcasting abilities of a living mage, but also the capacity to heal and even command other animated corpses.

CORPSE: When unable to distinguish between the living and the dead, some demons end up possessing the bodies of the dead. This leaves them unable to return to the Fade, as corpses lack the lifeforce required for the demon to breach the Veil. Trapped in the physical world with death as its only future, the demon goes insane; the corpse will try to kill any life it encounters with no concern for its welfare.

FEARLINGS: Fearlings are lesser demons in service of a Fear demon. They take the form of the viewer's fear. Fearlings are manifestations of our anxieties and deepest fears. Born in the Fade, they are simple spirits that occasionally slip into the waking world where the Veil is thin.

GIBBERING HORROR: The Gibbering Horror is a small but vicious vermin Demon, born from the Fade. Its appearance resembles a Deepstalker but a gibbering horror is significantly larger and has a small coarse mane of fur around the neck. It's head is largely vestigial and mostly consists of a set of gnashing jaws. They are frequently found scavenging battlefields to feed off corpses.

REVENANT: A revenant is a form of undead that is created when a powerful demon, usually of desire or pride, possesses a corpse. They have access to some forms of magic, usually of utilitarian nature, which assist its primarily-martial fighting style.

SHADE: According to the various sources, shades are either the true form of demons when they appear outside of the Fade without a host or the spirits of the dead who have come back from the Fade into the mortal world. Some shades may be content to float as shadows, assaulting the minds of anyone they encounter. The living are weakened when a shade is near.

SKELETON: Skeletons are exactly what they sound like: animated piles of bone driven by a rage demon. They are mindless creatures that wander aimlessly, or lie dormant near the site of their “first death” till living beings walk near. Their unreasoning fury can be terrible to behold. Skeletons simply attack all living targets and continue to do so, never wavering until they are smashed to pieces. If they originally came from a battlefield and have a weapon, they will attempt to use it. Otherwise, they’ll simply claw at their foes with broken finger bones, gouging away any flesh they can reach.

SYLVAN: Sylvans are trees possessed by demons or spirits. Generally, only rage demons become sylvans. The demon will spend considerable time and effort twisting and molding the host to make it mobile. A sylvan is a walking tree and if violent can prove very dangerous. Other, more intelligent, spirits have also been known to become sylvans. These are rare, but generally much less threatening.

WISP WRAITH: Wisp wraiths are demons that were either destroyed – often by other demons – or existed in a waking world without a host for too long, losing their power as a result. While they have more consciousness than an average wisp, the only thing that clings to their mind is a hatred of all things living. Wraith wisps often mindlessly attack when encountered in the Fade. In the living world, they are often mistaken for lanterns and are known to maliciously lead the living into dangerous areas. This does, however, seem to be the very limit of their cunning.

WRAITH: Wraiths are a weaker variety of Demon. They cannot shape the Fade around themselves, nor are they capable of mimicking forms they see in the minds of dreamers as many weaker spirits do. Instead, they are the scavengers of the Fade, dwelling in the shadows of stronger beings, feeding on scraps of thought and emotion.

SPIRITS

A spirit is a natural inhabitant of the Fade. Spirits embodying virtues may be considered benevolent (or at least not malevolent). Such spirits characteristically do not wish to cross the Veil. They may instead comfort visitors of the Fade by dreams that strengthen the soul, or visions that promote epiphanies.

Known Benevolent Spirits:

SPIRIT OF COMMAND

SPIRIT OF COMPASSION

SPIRIT OF FAITH

SPIRIT OF HOPE

SPIRIT OF JUSTICE

SPIRIT OF LOVE

SPIRIT OF PURPOSE

SPIRIT OF VALOR

SPIRIT OF WISDOM

SPIRIT OF DUTY

SPIRIT OF HONOR

SPIRIT OF LEARNING

FADE RIFTER: The Fade Rifter is an assembled consciousness given form in the moment of the ritual which summons it. Its appearance is intended to frighten the summoning apprentice, ensuring they respect the Fade.

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MOUNTS
HORSES

FERELDAN FORDER: A proud animal, the Fereldan Forder ranges well beyond its namesake, at home in stables and armies across Thedas.

TASLIN STRIDER: A refined breed common in the warm climes of Antiva. Suited to long distances and spirited charges.

GREEN DALES FERAL: A fine example of a breed rarely seen on the field. Descended from stock that escaped during the Qunari incursions in the north.

DALISH ALL-BRED: A hardy and sure-footed mount. Fiercely loyal, fully trained examples are highly prized, despite the breed's humble origins.

ORLESIAN COURSER: Spirited, with a lineage longer than most noble names. The pride of many a chevalier.

AMARANTHINE CHARGER: Spirited but not unruly; an uncommon mount sure to impress.

FREE MARCHES RANGER: A recently recognized breed coordinated by several Free Marchers city-state; the largest numbers pass through Tantervale.

ANDERFEL COURSER: Originally bred for the Grey Wardens, this uncommon breed is highly prized across Thedas.

IMPERIAL WARMBLOOD: An imposing mount descended from stock and spread across Thedas during the height of Tevinter expansion. INQUISITION BARDED CHARGER: Best of breed, clad in the barding of a master. Mount and armor are tailored for each other. One of a kind, and it knows it.

FROSTBACK MOUNTAIN HORSE: Fierce, loyal, and not quite tame; just the way the Avvar prefer.

ASAARASH: Fast and resilient, these horses of Rivaini stock are used by the Qunari military for carrying messages to outposts across the war-torn island of Seheron.

DRACOLISKS

Dracolisks are powerful animals that can be used as mounts. The earliest known use of dracolisks was by hunters in the Donnarks, but during the Steel Age they came into prominence as part of the Tevinter Imperium's cavalry where they are still used. To ensure the dracolisk was suitable for battle, they have been magically and selectively bred resulting in an animal that is stronger and larger than its ancestors. It has been rumoured that they may share blood with dragons or wyverns.

HUNTER SHADE DRACOLISK: Rarely seen, the Hunter Shade Dracolisk is hardy and powerful. It requires a disciplined rider to take advantage of its skittish nature.

ABYSSAL HANG-TOOTH: At home in the Western Approach, none of its kind can be called "common." Responsive, but not shy about testing the reins.

BASKING LONGMA: A rare northern variant. Tevinter made efforts to breed them, but found them too spirited for riders without the will to match.

BLUE RIVER BANE: While others of its species can be too wild to approach, this mount has been expertly trained while losing none of its spirit.

DESERT LIGHTNING: Uncommon, fierce, and fast. An incredible find.

SHARP-TAIL: Rare coloration for a Dracolisk. A particularly hardy mount.

MOUNTAIN DRACOLISK: Teeth sharper than winter wind, but a steady beast for a bold enough rider.

HARTS

RED HART: A great hart of impeccable health and ability. Such mounts are a triumph of breeding and careful training.

BRECILIAN SURE-FOOT: Silent when it wishes; fearsome when demanded.

TIRASHAN SWIFTWIND: Unnervingly intelligent; willing to "correct" its rider. It will not suffer fools.

PRIDE OF ARLATHAN: Wide ranging along what may have been the route of Elven exodus before the Tevinter expansion.

WILD HART: Tamed but not broken. Nor could it be.

ROYAL SIXTEEN: Southern Lineage. Impressive points, but regal by any measure.

GREATER FROSTBACK ELK: Once thought to be only a myth, now here in the flesh.

EXOTICS

GREATER NUGGALOPE: Stubborn and hardy, the Greater Nuggalope - or "Deth Nug" - makes a statement, and that statement is "hands."

KNUCKLED THUNDERER: Some say thunder is the sound of distant Nuggalopes Rutting. Six of one, really.

GWAREN LAND-HAMMER: Fairly self-explanatory as breeds go.

BATTLE NUG: Avvar-harnessed and trained for war. Somehow.

TIDDLES MAJORIS: Powerful, but forever branded by similar coloration to a storied regent's lapnug.

AVVAR MIXED DRAFT: A proud and adaptable variant of the breed, this horse is uniquely trained by a master.

PRIMAL-TRAINED LONGMA: An impressively trained steed, stronger by half than other examples of the breed.

LIGHT-TORN STEED: More construction than breed, a wondrous creature built by careful hands.

BOG UNICORN: Once belonging to an evil marauder, this unique mount has returned to inspire fear into those who would oppose you. It was killed by a sword piercing its skull. The sword stuck in its head looks similar to a unicorn horn.

AVVAR WAR NUG: Famed for its ability to strike fear into those unfortunate enough to face them in battle.

OATH-BOUND STEED: Promise-bound by an augur long ago, it will not depart this world with its oath unfulfilled.

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OTHER CREATURES
CREATURES OF THEDAS

WEREWOLF: The werewolves are humanoid creatures that resemble a wolf. They possess higher intelligence than other animals, however their bestial nature usually overcomes them. Werewolves either lack the opposable thumbs to wield weapons or refuse to do so, instead engaging opponents with nothing but claw and fang. A werewolf is taller than humans and elves, and their strength far outmatches that of either race.

ASH WRAITH: An ash wraith, sometimes referred as dust wraith, is a powerful version of a shade, a spirit that has entered the physical world but does not possess a physical body. The spirit has formed a quasi-material body for itself out of ashes (usually the ashes of burnt corpses but not necessarily). This allows it to interact with and affect the physical world, but the ash wraith is not dependent on the ashes to survive. If wounded, it can disperse at will and reform later. Such wraiths occasionally use other materials to form their physical bodies such as bones, mold, and even blood.

AUGUST RAM: August Rams are a type of horned-ungulates. With their long, curved horns, slim bodies, and quick speed, they resemble an antelope - though this resemblance ends at their blue-and-orange coat and red eyes. They are found roaming around the Hissing Wastes of western Orlais, and the Emerald Graves and Emprise du Lion of the Dales.

CRETAHL: Cretahl are ancient war beasts encountered beneath the Deep Roads. Possessing the might of three brontos, the cretahl charged their prey, using a rock-hard frill to smash their targets to a bloody pulp. The cretahl held down their prey with four strong legs, quickly stripping their victim's flesh from the bone with powerful jaws. Despite their brutality, some cretahl were domesticated as fierce weapons in battle.

FIRESPRITE: Firesprites are a diminutive race of faerie-like creatures that only dwell in the Korcari Wilds. Only a single colony of them remains by the time of the Fifth Blight. The firesprites are an ancient, dying race of minute proportions - about four inches tall. They are humanoids with yellow skin and insect wings, and close inspection reveals that they have compound eyes, like a housefly.

GIANT: Giants are gargantuan creatures which tower over most living creatures in Thedas at tall heights, and are described as being very much like a "Troll". Giants are omnivorous creatures, as they can be found eating foods ranging from meat, grain, and leaves, but do not seem to be picky when it comes to what they eat as it is noted they will eat nearly anything digestible, no matter the texture or taste.

GLOWING SLIME: Glowing slime is a vicious and reactive slime mold existing in underground caverns and the Deep Roads. It is neither intelligent nor sentient, merely responsive to stimulus like warmth.

GOLEM: Golems are creatures of hewn stone or sheets of metal animated with a spark of lyrium. A magical, not mechanical, process animates the golem, making it more of a living "iron/stone creature". Most commonly made of rock, they rarely speak. A magical control rod can be used to gain complete command of a golem. A golem which lacks a control rod retains free will.

THE GRAND OAK: The Grand Oak is a large talking sapient tree, a sylvan, that lives in the West Brecilian Forest. It is different from the other sylvans in that it is not immediately aggressive towards the Warden, and it can talk. For unknown reasons it only talks in rhymes when speaking. It jokingly suggests that this might be because it was fused with the soul of a poet, and is thus a poet-tree. It does appear to be a little lonely, and its desire for companionship has led it to place tremendous value upon its acorn.

GRIFFON: Griffons, sometimes known as "aerials," were giant flying creatures with the bodies of lions and the heads, wings, and talons of eagles. They became extinct during the Exalted Age. Griffons were expressive in their emotions. The eyes of griffons were bright gold and they would close them halfway when pleased. They also purred when content.

GURGUT: Gurguts are brightly-colored creatures predominantly found in wet, marshy regions, whose diet consists mostly of fish and marsh weeds.

HARVESTER: Harvesters are monstrous golems made from corpses. They sustain themselves on the dead, whether long-deceased or freshly killed. Harvesters set about gathering the flesh of the dead to add to their bodies to create a sort of flesh golem which they use like an armor. It seems that the Harvester is capable of manipulating the Lyrium Wells and using them to its advantage.

LURKER: Lurkers are predatory creatures found roaming though the Hissing Wastes of western Orlais, and in the Frostback Basin. Lurkers are actually omnivorous, capable of surviving on root vegetables and carrion, but have a preference for live prey. For ages, their method of spotting their victims has been a mystery, as they seem to track by sight, despite a lack of eyes.

ROCK WRAITH: Rock wraiths, also known as the profane, are legendary creatures that inhabit certain sections of the Deep Roads. Doomed to wander the Deep Roads in an undying half-life, these creatures are known as rock wraith, and they are creatures of hunger, wrath and little more. This belief is also shared for other shades found in the Deep Roads, such as Phantasmal warriors and Forgotten spirits.

SAND STALKER: Sand stalker is a small creature similar to deepstalkers which hunts in packs and they can surround their targets with small numbers. They tend to live in coastal or sandy areas and burrow just beneath the surface, often ambushing unwary travelers.

TITAN: The Titans, also known as "the pillars of the earth", are ancient beings that dwell deep beneath the earth. They are massive creatures who sing in the Stone, shaping it.

VARTERRAL: Varterral is a huge spider-like creature that stands on five massive legs and can move at surprising speed. Varterrals thrive in secluded places and hunt elk and bears. They have a rocky carapace, attack with fast strikes and spit caustic poison.

CREATURE VARIATIONS

ANCIENT ROCK WRAITH: The ancient rock wraith is a particularly old and powerful rock wraith. It had dwelt within the Primeval Thaig for an untold amount of years.

ANCIENT SYLVANS: Ancient sylvans, as the name suggests, are very old sylvans. The only ancient sylvans that can be encountered inhabit the Wending Wood.

BEHEMOTH: A Behemoth is a monstrous creature comprised of red lyrium. They are often seen fighting alongside Red Templars. Behemoths are actually Red Templars whose overexposure to red lyrium has completely consumed their bodies. They are barely recognizable as having once been human, and exist in constant agony; they are little more than living siege engines.

CHARMED TEMPLAR: Charmed Templars are Templars who have fallen under the influence of a desire demon, but retain all of their regular talents. They may be armed with either a longsword and shield, or a greatsword, and will be versed in the use of either.

CHARRED SYLVAN: Charred sylvans are a variation of sylvans that are continually on fire. On rare occasions, demons possess trees almost completely destroyed by fire but that still retain a spark of life. This union often rekindles the fire that first damaged the tree, resulting in a sylvan that burns continuously without being destroyed.

DEVOURING CORPSE: The devouring corpse possesses a ravenous appetite and will seek to feed on any living thing it finds. Many of these creatures have also demonstrated the ability to drain the very life force from their opponents.

DEVOURING SKELETON: The Devouring Skeleton is possessed by a Hunger Demon and fights with sword and shield. A skeleton is exactly that: a corpse animated by a possessing demon. Upon finding itself trapped within a body that cannot sustain it, the demon is driven insane... it seeks to destroy any life that it encounters, attacking without thought to its own welfare.

EMISSARY APPRENTICE: Emissary apprentice is a variety of darkspawn Emissary. They possess the notable Elven ears suggesting they may be related to Shrieks.

ENRAGED CORPSE: Corpses possessed by rage demons go berserk and simply wade into their opponents mindlessly. Enraged Corpses lack the spellcasting abilities of other corpse types. Their rage is such that they prefer strangling their victims.

ENRAGED SPIRIT: Enraged spirits are shades resembling dwarven warriors in the Deep Roads. It is believed that the unworthy dwarves are rejected by the Stone so that their failings may not weaken her. They are unable to rest, and after their death they become rock wraiths or other shades.

ETHEREAL GOLEM: The ethereal golem is a powerful shade which can assume the appearance of a stone golem.

FANGED SKELETON: A fanged skeleton is a skeleton possessed by a hunger demon. They are dual weapon warriors, always fighting with two daggers. Fanged skeletons are probably the weakest skeleton type, their skills limited to Dual Striking. They are immune to flanking, nature and cold damage, and vulnerable to fire.

GENLOCK ALPHA: Genlock alphas are the tallest, strongest, and smartest of the genlocks, serving as the generals and commanders of their kind.

GENLOCK ARCHER: Genlock archers provide support fire with ranged weapons. Genlock archers are generally armed with a Darkspawn Shortbow and have a Darkspawn Dagger for close combat.

GENLOCK ASSASSIN ACOLYTE: Genlock assassin acolyte is a genlock which employs assassin tactics.

GENLOCK CONJURER: The Genlock conjurer is a unique genlock. It is able to summon creatures of the Fade and turn invisible at will.

GENLOCK EMISSARY: The Genlock emissary is a genlock that wields magic. This emissary derives from a particularly cunning genlock alpha. These alphas develop magical ability, usually in entropy.

GENLOCK NECROMANCER: The Genlock Necromancer is a darkspawn with magical powers, specializing in reanimating corpses.

GENLOCK ROGUE: Genlock rogues tend to wear strong leather armor and wield two one-handed weapons or alternately use a crossbow. They can attack from hiding and can be deadly foes.

HURLOCK ALPHA: Among their ranks, hurlocks are differentiated by their abilities. The hurlock alphas are stronger and have significantly more hit points than the basic hurlocks and higher strength statistic, as well as some group-effect skills.

HURLOCK ARCHER: These Hurlock Darkspawn provide support fire with ranged weapons and are capable of utilizing longbows, shortbows or crossbows. Hurlock archers can be deadly depending on their talents.

HURLOCK BERSERKER: Hurlock Berserker is a hurlock alpha which specializes in a berserker-style combat, a discipline that originates from the dwarves. It is unknown how it learned this.

HURLOCK BOLTER: Hurlock Bolter is a variety of hurlock darkspawn. Rather than bows and swords, these hurlocks utilize crossbows as their weapon of choice. They supplement the darkspawn hordes with ranged fire to cover the advance of the common hurlocks and ogres.

HURLOCK EMISSARY: Hurlock emissaries have also been known to appear during a Blight. These darkspawn are the only ones recorded as being capable of human speech and are often capable of employing magic.

HURLOCK GENERAL: Hurlock generals are elite warriors and the leaders of the darkspawn horde.

HURLOCK GRUNT: Hurlock grunts are a type of hurlock. They are armed with a sword and a shield. Hurlock grunts are a weaker version of the "standard" hurlocks and genlocks.

HURLOCK VANGUARD: Hurlock vanguards are bred for the dual purpose of leading the thralls of the darkspawn army and serving the Archdemon. As one of the leaders of the main assault, the vanguard hears the Archdemon's whispers directly, and can show up in its defense in a moment's notice.

INFERNO GOLEM: The Inferno golem is a heavily armored and heavily modified steel golem, that was designed by Paragon Hirol. This golem is at least four times the size of a normal steel golem and is covered in liquid hot magma. It can easily rip a person in half.

NOX MORTA: The Nox Morta is a large white bogfisher found in the Frostback Basin.

OGRE ALPHA: Ogre alphas are ranked above the normal Ogres. These monstrosities are no larger than their Ogre kin, but are far tougher, and may be accompanied by Shrieks.

POSSESSED TEMPLAR: Possessed templars are Templars who are under the influence of demons and have thus lost their own free will. They may wield either a longsword with a metal kite shield, or a greatsword.

SENTINEL: Sentinels are one of many defense mechanisms in the Amgarrak Thaig. They become hostile if they sense intruders wandering too close.

SHAMBLING CORPSE: A Shambling Corpse is an undead being possessed by a sloth demon. True to their wellspring, they like to debilitate opponents by casting Weakness before charging.

SHAMBLING SKELETON: A "shambling skeleton" is a slower-moving skeleton possessed by a sloth demon, able to bring entropic powers against its opponents, slowing them and even putting them to sleep.

SHRIEK ALPHA: Shriek alphas are deadly combatants on the battlefield. Their ability to use stealth to sneak behind enemy lines and cause havoc has earned them the reputation of the "darkspawn assassins". They live up to their title, as their ambushes have turned the tide of battle many times.

SKELETON ARCHER: These skeletons are possessed by an undetermined demon and fight at range with a longbow. If forced into melee, they will fight with a single-handed sword. Like all undead, they are vulnerable to fire, but are immune to flanking attacks, nature damage and Blood magic, as well as being resistant to cold damage.

SKELETON MAGE: Skeleton mage is a rare type of skeleton, possessed by an unknown type of demon and able to use magic. Not nearly as powerful as arcane horrors, but far more dangerous than other skeletons.

STEEL GOLEM: Steel golem is a variant of the golems that Paragon Caridin used to create. These are made entirely of steel and are presumably stronger than their stone golem counterparts.

STONE GOLEM: Stone golem is the most common variety of golems. Stone golems were manufactured by Paragon Caridin on the Anvil of the Void. However, after their disappearance, golems were no longer made and thus they are more valued than any quantity of gold.

WATCHER: The Watchers are automated golems which form the basis of Amgarrak's defenses. They are usually formed into squads which are led by a Sentinel golem, and will activate if anyone considered an intruder comes too close.

WILD SYLVAN: Slow but immensely powerful, wild sylvans prefer to lay in ambush, waiting for a victim to become lost, tired, or trapped before closing in for the kill. They hide among regular trees, nearly undetectable until they begin to move and to reach. When they do "come to life" as some travelers say, they stand tall, roots forming into legs and feet and branches stretching out into lashing arms.

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