Help Tip

Armour is very important to help a golem win a combat, but did you know you can also stack different types for better protection?

| Creature List | |||
| There are currently 82 monsters to fight in Muelsfell! Below is a summary of their names and descriptions, organized by level. | |||
| Level 1 | |||
| Alchemical Deer | Harperdale | Though merely one of many poor beasts warped by the alchemists during Kern's civil war as potential weapons, alchemical deer proved to be one of the very few that were able to reproduce on their own. This is unfortunate, as they are not at all timid and will howl with both their mutated heads before bounding in for a kill. A sad species, they are thankfully growing smaller in size with every generation. | |
| Black Rat | The Old Capital Ruins | A common pest near cities and towns, black rats such as this one often find their ways into homes and grain storage to make a mess of things. | |
| Blood Fox | The Icerush | Scholars claim that a unique pack of foxes in this area have been touched by daemonic blood. Judging by the shining eyes, the red-stained fur, and the oversized maw filled with canine teeth, it would seem that this is one such example of such a beast. | |
| Crazed Ermine | Longsreach Tundra | Normally a shy and rather docile tundra creature, the ermines in this area have been taken over by murderous intent. At first this may seem a ridiculous threat, until one realizes that being slaughtered by a pack of crazed ermines ranks up there with such ignoble deaths as drowning in a vat of butter. Something magical in this area is driving these little white furies insane. | |
| Death Monkey | The Nehtaku | Prone to blood-curdling shrieks and coloured a pale, deathly white, death monkeys often infest old ruins and derelict buildings. They drive off people whenever possible, though one can only guess at what nefarious things a death monkey pack will do in seclusion. | |
| Dire Scorpion | The Wastes | Every desert traveler's nightmare is to find a scorpion within their bedroll. The dire scorpion is a nightmare made real terror, for it dwarfs its normal sized kin. Though known for catching lizards and the occasional large rodent, this scorpion is not above snipping a chunk of flesh from a man-sized foe with its eight inch long claws. | |
| Dust Rat | The Ruins of Old Fellin | Dust rats are much like their common city-dwelling cousins, but the lack of interaction with humans means they're more likely to assault whatever startles them rather than scurry beneath some convenient cupboard. | |
| Dybbuk Welp | The Southmount Foothills | Practically otherworldly with their twisted mockeries of life, dybbuks infest the upper regions of the Southmount. Such are their numbers that the smaller welps are pushed over the cliffs. Those that survive the fall do not live for long, as they prove easy prey for hunters brave enough to face these foothills. | |
| Flightless Willerowl | Spire Valley | Having all the grace of a blindfolded toddler, the willerowl is a bizarre owl-like thing with immense talons. No one knows how many willerowls exist in the world since there seems to be a never ending stream of them making their way south from beyond the Northern Wall. | |
| Forest Rat | Talonwood | Notable for their excessively large teeth and grey-green colouring, the forest rat is not unlike its city-dwelling brethren. A hideous and potentially rabid pest, the best thing a magus could do is stomp it out of existance with his or her golem. | |
| Frost Dryad | Bossenwelle Valley | Thousands of varieties of dryad and fae have been documented by scholars. Of these, very few are actually as helpful as fairy tales would claim. Amoung the most notorious are the frost dryads, who have earned a place in a fable that warns of unfaithful spouses. In reality, this particular breed of dryad doesn't seem too caring about whether its victim is married -- any victim will do. | |
| Frost Weasel | The Glacial Rifts | Though commonly referred to as weasels, these ferocious little things are more obscure in their heritage. Beneath bristly white fur is the glimpse of ruddy brown scales of reptilian likeness, and its eyes reveal a rage that is normally born of sentience. Yet these foul weasel things appear to lack entirely in intelligence; or rather if they do have conscious thoughts, they are well buried within a furious insanity. | |
| Giant Stag Beetle | Arbrook Forest | Stag beetles in the Arbrook Forest grow quite large, easily dwarfing the average house cat. They're fairly stupid insects, however, often prone to quickly scuttle towards prey (their rather sad version of a 'charge,' one presumes). | |
| Midget Kobold | Scrie Point | One of the least intelligent of the kobold species, midget kobolds seem incapable of fashioning even basic weapons. Other kobold races press them into service as slaves or labourers. When not guided by other kobolds, these runts tend to suicidally throw themselves against just about any foe, armed only with dirty fingernails, as if they wished for death. | |
| Minor Wolf Spider | Yul's Marsh | About the size of a man's fist, the minor wolf spider often nests in rotting tree stumps, waiting for prey to stumble past before greedily rushing out for a meal. | |
| Mountain Welkin | Mount Kestrel | Small horrors that seem as much a random assortment of limbs as a fae, the mountain welkin has been known to descend from above with murderous screams. | |
| Muck Toad | The Zaulfung | Flat and round like a cobblestone, the muck toad is large, surprisingly voracious, and not above attacking those which disturb its murky home. Often discovered quite by accident as an adventurer steps upon what seems to be sturdy ground, it is sadly all too easy to disturb these amphibians to rise in wart-covered rage. | |
| Mud Hound | Mosswash | Small and hideously opportunistic, mud hounds hunt the fringes of The Zaulfung for easy prey. They're not smart by any means, so what a mud hound considers 'easy prey' might be a squirrel, a stump, or a fully armed iron golem. There's just no telling. | |
| Pygmy Goat | The Southmount | Old wives claim that pygmy goats were magically created by city-bound mages who wished to raise more convenient livestock, but something went wrong. While their size had been reduced, they were highly tempermental creatures, willing to attack anything larger than themselves. Whatever the truth of such stories, these angry little goats are completely feral, and no one would cry if one or two were smashed beneath some golem's fists. | |
| Pygmy Leucrotta | The Necropolis | Not nearly as large as the more notorious beasts of its ilk, the pygmy leucrotta bears an ugly badger's head and the hindlegs of a small deer. It yelps in cryptic human-like phrases, parroting words overheard from previous victims. Luckily, not as much of a threat as its more massive cousins, though it can be deadly in a pack. | |
| Pyramid-backed Rattlesnake | The Vastings | Well known for being venomous, this breed of rattlesnake somehow manages to grow quite large despite the relative scarcity of prey in the arid desert. Luckily, poisonous bites mean very little to a golem. | |
| Red Dybbuk | The Southmount's Eye | Weaker than any other dybbuk species, the red variety tend to be more stable and often boast a pair or two of antlers and a mere five to six eyes. Their teeth are every bit as deadly as the more horrific dybbuk sorts, but are fortunately locked in an awkward set of jaws. | |
| Redcap | The Miner's Belt | A terrible breed of goblin, the redcap is reviled for fashioning crude hats and scarves from the bloodied scalps of its victims. They breed like rabbits, infest old tunnels, and prove themselves a complete nuisance even when they're not plotting murder. | |
| Scavenger Ghoul | Graynsfell Ruins | About the size and shape of a monkey, no one can say for certain what stock scavenger ghouls were when they were alive. Whatever awful method it is that their numbers increase by, they aren't sharing. What they do willingly impart are painful cries, mad gnashing of teeth, and trembling twitches of outstretched claws. | |
| Shrieking Wolf | The Southern Barricades | Small but fairly fast, shrieking wolves use their size to their advantage in the mountainous regions. Many believe they have been moving in from the north and east, driven here by some more terrible threat, but no one has dared venture out to prove this allegation. Still, these wolves must be put down lest their numbers threaten human populations in the region... plus that shrieking is really annoying. | |
| Skeletal Rat | The Cairnfields | Who can guess whether a foul necromancer has been practicing his dark art on plentiful rat corpses or if the Cairnfields are naturally so repugnant that the dead can not lay still, but in any case skeletal rats seem unendingly numerous. Hideously silent but for the clattering of bone on bone, they'll swarm their target and reduce it to skeletal remains if you'll let them. | |
| Spined Rat | The Ironwood | Brought to this continent by careless sailors, spined rat populations have been growing for nearly a century. They were never a true threat until the alchemical exploits of the Kernian civil war, where seepage has generated some bizarre mutations. The spines are not poisonous, but nobody in their right mind would keep one as a pet. | |
| Swamp Hog | The Upper Zaulfung | Testy and aggressive, swamp hogs fill the wetlands of The Zaulfung. They are not magical beasts, not tormented by alchemy, nor horrors from beyond the mountain barriers. No, it is mother nature alone that is to be blamed for their horrible dispositions | |
| White Sky Hound | Old Forge Mountain | Amazing leapers, sky hounds often manage to snatch small birds that fly too low. Ravenous things, they have been known to clear a mountain top of all eggs, rodents, and birds within a matter of weeks before moving on. | |
| Level 2 | |||
| Ambulatory Mushroom | The Ironwood | No one is quite sure if the alchemists and their magic are responsible for the walking mushrooms of the Ironwood. If not for their high pitched wails, they would be little threat since their crude limbs are soft and spongey. Sadly, the Ironwood often echoes with the sonic attacks of ambulatory mushrooms. | |
| Black Stone Brigand | The Ruins of Old Fellin | The group that call themselves the Black Stone range from the merely ne'er-do-wells to those who are outright sociopathic individuals. Not ordered enough to be a clan, nor large enough to be a political concern, these roving renegades prey upon whatever easy targets they can. Certainly no merchant who has been on the business end of a Black Stone dagger will call a magus 'murderer' who takes down a few of these hoodlums. | |
| Black Stone Raider | The Wastes | The group that call themselves the Black Stone range from the merely ne'er-do-wells to those who are outright sociopathic individuals. Many of the more disturbed individuals have taken to lying in wait in the deserts, looking to rob caravans and traders of everything precious. Since these encounters often end in the death of the merchant, few would cry if the raiders were beaten to a pulp by some magus' golems. | |
| Blue-banded Mountain Lizard | The Southmount Foothills | Some varieties of mountain lizards can be domesticated, but the largest of the all -- the blue-banded mountain lizard -- resists all attempts. This is a shame, for it's likely that the massive tail would provide plenty of excellent meat. As it is, the blue-banded lizard's tail is only good for smashing prey and adventurers. | |
| Bone Wolf | The Cairnfields | Packs of normal wolves are often seen in the northern regions, but more common in the Cairnfields are groups of their animated skeletons. These boney mockeries of life silently stalk the tundra, dragging down prey and feasting upon it, only to have their meals drop in bite-sized chunks through empty ribs. | |
| Brimstone Stalker | The Nehtaku | Made of hoops of interlocking black stone, the brimstone stalker might be nothing more than a ceremonial carving or statue from an ancient empire were it not mobile. What likely drives its animation is the obviously magical blue fire raging within its core, but from what source its motive to destroy arises, none can guess. | |
| Bronze Dwarf | Old Forge Mountain | Crafted in another age, dwarves assembled from bronze and iron still roam Old Forge Mountain. Likely these constructs were once used to peacefully mine for precious ore, but their behaviour is now erratic and dangerous from the passage of time. They seem capable of reassembly once destroyed, so perhaps these small golems shall outlive all modern magi as they did their original masters. | |
| Clay Hulk | Mosswash | Years ago, magic was so heavily used that it saturated the water, the ground, and the sky. Though those days are long gone, its effects linger still. In the Mosswash, some wetlands have gained a semblence of mobility and malice, and deformed caricatures of men known as clay hulks still roam, seeking to drown the unfortunate beneath their muddy fists. | |
| Fungal Goblin | Bossenwelle Valley | A strange malady infects goblins of various breeds on occasion, clogging up their skin with patches of tiny mushrooms. In addition to its repulsive modifications to the goblins' appearance, it also debilitates their small minds. Goblins with this sickness tend to stand around drooling until movement catches their bulging eyes and they attack. | |
| Gaunt Barghest | The Southmount | Normally barghest prefer carrion to hunting, but since competition on the Southmount for food of any sort is fierce, packs of these hounds will often run down whatever prey comes within earshot -- and these canines supposedly can hear the beating of a heart. | |
| Goblin Bandit | The Old Capital Ruins | While intelligent men become craftsmen, mages, or even respected leaders, those goblins that pass for intelligent tend to turn to lives of crime. Often these foul little creatures will shout out an ultimatum (failing to realize that few speak goblinese), quickly grow frustrated, and then rush in to attack with crude weapons. In the end, the only thing that distinguishes a goblin bandit is the black headband. | |
| Horned Leucrotta | The Necropolis | As if the normal gestalt of a badger and deer weren't distrubing enough, this variety of leucrotta also sports a series of small, bumpy horns across the top of its head. These horns are probably not much use as a weapon, though its powerful, muscled backlegs must certainly prove to be enough to take down its prey. | |
| Ice Elemental | The Icerush | In places of great natural power, beings from other worlds tend to slip into the realm of Muelsfell. Sometimes these are ominous events, but most magi tend to accept small elementals as a fact of life and treat them as they would any wild and dangerous creature. Ice elementals are no exception. | |
| Ice Worm | The Glacial Rifts | Ice worms are writhing, hideous things that glow from within with an intense internal heat. It is this blistering ability that lets the worms burrow through the thickest ice and snow as though it were liquid water. While their very touch is capable of generating a scalding burn, they also have a scorpion-like stinger used to pin and immobilize prey. | |
| Kobold Archer | Scrie Point | From birth, each kobold is given a path, whether that be warrior, miner, or mage, and expected to excel (by kobold standards) in that profession. Those that take up the mantle of archer have been known to hit rather small targets and sometimes even remember to bring enough ammunition to last a entire battle. Usually these are murdered in their sleep out of jealousy, and their bows taken by less adept kobolds. | |
| Leatherhead Boa | The Upper Zaulfung | Few serpents are as thick or muscular as the leatherhead boas, and their powerful coils can bring down even boars. Typically that lie in wait beneath the murky water, eyes and forked tongue on alert for prey. When they spot something suitable, they can spring out of the water half their body length to strike. | |
| Minor Firedrake | Harperdale | Firedrakes are brilliant red and orange spotted lizards that exhale small gouts of fiery breath. Not directly a result of alchemical experiments, it's been postulated that normal drakes acquired a flame affinity after drinking from poisoned lakes and became the first firedrakes. | |
| Needletooth Goblin | Talonwood | Not especially smart, strong, or fast (or in fact at all suited to life beyond lurking in scum-covered ponds and eating field mice), this breed of goblin has one thing going for it: a mouth filled with sharp teeth. They're also fairly capable at fashioning crude bows and spears, and love hording anything shiny. | |
| Rock Squid | The Southmount's Eye | Like ocean squid that fishermen sometimes bring back or find washed upon a shore, the rock squid has multiple tentacles and wide saucer-like eyes. The similarity ends there, however, for this is a beast from some other place and does just fine breathing air. Its grey rubbery skin is dusty rather than moist and slick, and seems capable of nesting in the most unsettling places. | |
| Skeletal Warrior | The Vastings | Perhaps in ancient years past, this was a shining - and still breathing - example of a proud warrior. Now this sad corpse is nothing more than a mindless killing machine. Luckily, it's not a huge threat to a golem. | |
| Small Rock Elemental | Spire Valley | In places of great natural power, beings from other worlds tend to slip into the realm of Muelsfell. Sometimes these are ominous events, but most magi tend to accept small elementals as a fact of life and treat them as they would any wild and dangerous creature. Rock elementals are no exception. | |
| Snowfield Wight | Longsreach Tundra | Gaunt, vicious, and tireless, the snowfield wights of the northwest are a mystery. The heraldry of their aged attire matches no known region, yet their numbers are such that they must have spawned from a numerous people. It may forever remain a mystery, as the nearly mindless wights are not forthcoming about their origins. | |
| Twin-scale Amphisbaena | The Zaulfung | Infesting the Zaulfung in awful numbers, amphisbaena - commonly known as two-headed serpents - have long been rumoured to be related to the Cataclysm. Though no proof of such a connection can be found, their very nature seems to imply a magical origin. A favoured tactic of these bizarre and temperamental snakes is to wait in the trees and drop upon passing creatures. | |
| Undead Gnome | The Miner's Belt | Every once in a blue moon, a redcap prodigy with the powers of wizardry is born. When this happens, the normal killing sprees do not end when the bodies hit the floor. Rather the bodies are fashioned crudely together and animated; a favoured foe to meet this fate are gnome miners. | |
| Woolly Mastiff | The Southern Barricades | Prized for their thick, woolly coats, these mastiffs are not the easiest to hunt. They tend to lurk in somewhat inaccessible areas of the mountains, though their considerable bites are not to be ignored. | |
| Zombie Soldier | Graynsfell Ruins | Though sluggish, zombies are difficult to damage and tend to strike with superhuman strength. They spontaneously arise in the old tombs and cemeteries of western Muelsfell, perhaps due to rogue necromantic influence, alchemical seepage from the last war in Kern, or a combination of both. | |
| Level 3 | |||
| Acid-borne Cougar | Harperdale | Though predominately natural creatures, cougars have fallen victim to the alchemical disasters that sully the natural splendors of Kern. In exchange for the pain of scarred skin and flesh, they are all but immune to flame of any sort. Never predictable before, acid-borne cougars are as likely to flee as they are to vent their alchemical-induced pain on anything or anyone. | |
| Fae Banshee | Arbrook Forest | All that lives can potentially end up as a tortured undead, and the Faeries of Muelsfell are no exception. It takes remarkably corrupt magic to raise a Fae into hideous unlife, but when one does arise its once beautiful twittering song becomes a terrifyingly powerful scream capable of shattering bone or metal with equal ease. | |
| Frostwight | Longsreach Tundra | Coated in thick ice of a greenish tint, the frostwights are slightly less common than the snowfield wights. It's likely they are spawned from the same group of people as those lesser undead, but they give no further clues as to their shared origins. Sometimes the sun will glint just right through the frostwight's icy covering, however, hinting at bracelets and necklaces, rings and finery -- the attire of a nobleman. | |
| Giant Swamp Leech | Mosswash | Like their smaller cousins, leeches are oily creatures with thick green and brown stripes running down their length. The giant ones are a common swamp-dwelling problem, and the sizes they can attain make them a dangerous threat to an unprepared traveler. Though obviously unable to draw blood from a golem, they're still drawn to the heat of a power source and have been known to do severe damage from their tooth-ringed suckers alone. | |
| Red-banded Wolf Spider | Yul's Marsh | Though much like the terrible little things that often scurry in the night, this spider is massive in size and could probably drag down a large dog or small pony. | |
| White-hair Serpent | The Southern Barricades | In a land of magic, creatures spawn and adapt to their local environments in bizarre ways. Sages might cite the white-haired serpent as one such oddity, for it is highly unusual for a reptile to sport a coat of warming fur. Despite this mammalian adaption, these serpents still lay in the sun whenever possible and are practically inactive during true winter. Even though, they keep more than enough energy reserves to strike out at prey -- or the occasional golem. | |
| Level 4 | |||
| Blight Roach | Arbrook Forest | Iridescent blues and green mottle the waxy shell of this tremendous roach, a visitor one would find most unwelcome in a wood or open field, nevermind the kitchen. Voracious and almost impossible to stamp out, the blight roaches might forever plaque magi the world over. | |
| Bog Mummy | Mosswash | Before the Cataclysm, the Mosswash covered a far smaller area. Farmers from that time cut blocks of peat from the bogs to burn in their fireplaces. Alas, many were lost in this somewhat dangerous task, presumed drowned and lost forever. Now the magical glop of the Mosswash brings back these old souls in the form of bog mummies who mindlessly vent their rage on anything nearby. | |
| Death Scavenger Beetle | The Cairnfields | Drawn to death like buzzards, death scavenger beetles are massive insects around the size of a large dog. Normally they're merely annoying opportunists, but feeding on the undead has caused them to be more aggressive toward living prey. Some researches feel that the corrupting energies of the undead here in western Muelsfell are especially virulent and will continue to have unexpected effects on local fauna and flora. | |
| Half-golem Abomination | The Old Capital Ruins | By force or unethical choice, some souls have taken golem research to heretical limits. Patchwork grafts of iron, bronze, and brass have turned these men into powerful lunatics, resistant to damage but at the cost of their sanity. Groups of these things now stalk the ruins, venting their aggression on any available target. | |
| Kobold Nightshade | Scrie Point | Generally thought of as 'touched' even by their fellows, some kobolds decide to wear strips of black clothing and use exotic weapons like nunchuku. Despite taking the influence of certain human cultures too far, they can sometimes prove surprisingly adept in combat. | |
| Yellow-fang Yeti | Mount Kestrel | Villagers have often spoken of wise old hermits who perch high upon mountain cliffs, awaiting a time to impart epiphanies to some determined traveler. Upon Mount Kestrel, there are no such wise men, but rather terrible, hairy beasts perched and waiting upon those high cliffs. What these yeti might impart upon a traveler would only involve blood, screams, and unbridled fury. | |
| Zombified Alligator | Graynsfell Ruins | Stitched, sewn, and wrapped in leather bandages, the zombified alligators are no native to the area of Graynsfell Ruins. Someone cared for them, doted on them, and then released them into the wild for reasons and purposes disguised. Needing not for water, the alligators are a menace to would-be salvagers in the woodlands. Though perished, they seem to retain some hint of their prior lives, being often found drying like slabs of spoiled meat upon the hot copper surfaces of wartime wreckage. | |
| Level 5 | |||
| Dire Unicorn | Bossenwelle Valley | Its head crowned by not one but a pair of twisted horns, dire unicorns charge their victims with gleeful evisceration upon their minds. Were the twin horns not enough of a clue, this villainous equine is easily spotted by its dismal dark grey coat and blood-red speckled patterning. | |
| Dust Mummy | The Wastes | Wrapped in funerary dressings with bits of archaic jewelry visible underneath, the dust mummy is an unsubtle combatant. Many an unfortunate caravan has encountered one of these simple-minded undead and been forced to flee while the monster vents its fury upon a single wagon and team of horses left behind. It's unclear which is more unsettling -- the coarse cry of a mummy somewhere out in the desert or the silent, sand-coated remains of a ruined wagon and slain horses. | |
| Horned Scorpion Lizard | The Zaulfung | Though as bizarre as any mad alchemist's terrible dreams, scorpion lizards are a naturally occuring monstrosity -- or rather, if they are in fact abnormal creations, their origins are buried so far in the past that no one could guess what spawned them. With a long, blackened tail tipped with a deadly stinger, no one could mistake these for some other fauna. | |
| Six-eyed Lurker | The Ironwood | An ambush predator if ever there was one, the six-eyed lurker waits out of sight until prey nears, then launches itself forward in a stunningly swift attack. | |
| Level 6 | |||
| Cave Bear | The Miner's Belt | Though they can be more ferocious than a grizzly, most cave bears prefer to keep to themselves. Unfortunately, since adventurers tend to delve into caverns in search of gemstones and other precious secrets, provoking a cave bear into a fully raging assault is all too easy to do. A swipe of a cave bear's claw can send a flesh golem to the ground. | |
| Pale Draconauga | The Nehtaku | There have been tales since before the Cataclysm of intelligent spellcasting snakes known as Nauga. None have ever been spotted alive or dead. An all too real alternative are the beastial things known as the draconauga, a half-breed combination of massive serpent and crocodilian jaws, but lacking any intellect or magic. Living fossils from another age, they tend to nest in ruins and feed on monkeys. | |
| Snow Bear | The Icerush | The antics of a snow bear might seem playful when swatting salmon from a frigid stream, but they are not a threat to be trifled with. Despite the concealment of a thick coat of white fur, the presence of a powerful, muscular body beneath is all too obvious. With the amount of food the average bear must consume to survive, they are quite testy and tempermental creatures, prone to charge and smash first, then sniff the remains for something edible. | |
| Spined Troll Skeleton | The Vastings | Legends speak of an ancient, sprawling empire that once ruled all of Askari and enslaved all manner of foul monster. Though silent, animated remains offer tantalizing clues to the truth: undead trolls, their slave collars still worn, prowl the sands eternal. | |
| Level 7 | |||
| Grey Swamp Ogre | The Zaulfung | Perhaps twice as tall as the average human, ogres are violent, brutish creatures known for intense bouts of rage. They would be a serious threat if they could only bear the company of their own kind. As it is, swamp ogres only leave the swamps as lone raiders intent on stealing a horse or two for dinner and smashing anything they can't carry. | |
| Level 8 | |||
| Spined Troll | The Upper Zaulfung | Foul and brutish, a variety of troll dwells in the wetlands of southern Kern and Dimitra. They are unsubtle creatures, simply charging up to prey and striking it as hard as they can with a large club. Rumours claim that they were once dominated by the armies of an ancient empire. | |
| Level 9 | |||
| Clockwork Elephant | Old Forge Mountain | That beasts of burden must be fed and maintained must have been the impetus for some gnome inventor in the creation of clockwork elephants. Surely these tireless workers were a boon when hauling massive quantities of mined minerals. Yet these creatures, too, must be fed, even if such are diets of oil and maintained with shiny new gears. Centuries with no caring owners have resulted in unstable behemoths wandering the mountains, smashing those they encounter. | |
| Level 10 | |||
| Female Mountain Giant | The Southmount Foothills | For as long as anyone can recall, the mountain giants were the undisputed rulers of the Southmount. Something unspeakable has been driving them down into the valleys, and even their matrons and womenfolk have taken to desperate raids and violent combat as a result. | |
| Level 12 | |||
| Mountain Giant | The Southmount | For as long as anyone can recall, the mountain giants were the undisputed rulers of the Southmount. While encounters with these behemoths were always deadly affairs to say the least, they usually kept to themselves in the upper reaches. Lately, rumours have trickled down that the giants have met something tougher than they are -- though since the giants are easily capable of demolishing an iron golem, what that threat could be boggles the mind. | |
| Level 14 | |||
| Runic Bonewalker | The Necropolis | In the eldest parts of the Necropolis prowl chthonic evils known as the runic bonewalkers. Whatever necromancer created these skeletal things was (or still is) a powerful being. His creations bear the detailed etchings of obscene magic and use massive flanged swords. | |