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A number of unusual creatures live in the world of King's Gate. Some are local to specific areas; others can be found almost anywhere. While the list below is by no means complete, it should provide a beginning for those new to the land.
Barrows
Gravesites and yards often suffer from infestation of these moderately large lizards. Resembling huge iguanas, the barrows have a nasty bite and thick, scaly hide, but they rarely attack humans and other sapiens. Most often, barrows frequent places that the dead are buried, where they often dig up corpses and tear them limb from limb, presumably for scavenging. Interestingly, the barrows have functional clawed hands, so they can rake attackers and dig very quickly but also have the ability to manipulate objects.
Blights
Until recently, these dangerous forest manifestations were largely unheard-of. Most common in deep woods, especially areas near swamp or forbidding, haunted lands, the blights rise up from the ground in a vaguely humanoid tangle of knotted vines and husks. Their only motivation seems to be to lash out at any living creature nearby; they neither communicate nor show any quarter.
Ancient legends acribe these characteristics to entities known in the past as "wicker men," but the most recent encounters, at the site of the treaty of Albonne, saw them dubbed "blights" by the various luminaries in attendance. Recently, travelers have told disturbing tales of a rise in the formation of these creatures. Due to their mysterious and dangerous nature, it's sure that the Royal College would handsomely reward anyone with concrete information regarding the blights' true origins and capabilities, but thus far nobody brave and foolish enough to study them closely has successfully returned.
Howlers
While these creatures are far from ubiquitous, forested mountain and hill areas seem to be the most common respites of the angry simians. Their name comes from their tendency to jape, shriek, scream and dance about in a threatening fashion. Typically, howlers stand slightly shorter than humans, with a stooped posture and broad shoulders. Covered in fur ranging from orange to dark brown in color, they have apish features but are far more dangerous and cunning than simple monkeys. With their brute animal strength they've uprooted small trees or sometimes even waited on cliff sides and thrown large rocks at passers-by. On rare occasions people have reported them as using bone clubs or scavenged weapons, in the fashion of men.
Although howlers don't often approach settlements, they remain a nuisance to travelers. Bands of howlers, sometimes led by a large and ferocious individual, swarm out of the forests at a moment's notice to descend upon small groups, tearing into people with their incredible strength. On rare occasions individuals have distracted them by fleeing while leaving food behind, but the howlers do seem malicious and cunning enough to give pursuit as long as they outnumber the quarry. When cornered and outnumbered, they tend to revert to threatening gestures and screams, unwilling to charge.
Despite their occasional tool use and their tendency to roam in bands, howlers lack any true language or civilized culture, and don't recognize the value of coin or gems. All of the nations consider them a danger of travel and a menace to be eliminated. Some areas occasionally post bounties for howler hides, especially during years where the pests descend from their mountains in large bands and threaten outlying farmsteads.
Oubliettes
In parts of Andrynn, wayward travelers have occasionally reported strange grayish creatures wandering the woods. These mysterious and fearsome humanoids appear to dwell primarily near the stone circles which dot the landscape, and are known to attack hapless victims on sight.
Many of those attacked claim that during the fight, and sometimes even long after, they were unable to remember even the most basic skills they were taught in grammar school. The commonly used name of the creatures comes from the legend of Sir Jules d’Arbeignier, a questing knight of Dechaine, who went seeking the monsters in the ancient barony of King’s Gate. Months later, he was returned to court by a kindly young couple who had found him sleeping in their stable. D’Arbeignier could not recall who he was, where he was from, or how he had gotten to the stable. The only thing he could remember was seeing the terrible vision of the gray creatures swarming down upon him. The couple had nursed him back to health, employing him as a farm hand until his family could be found. Their surprise at discovering D’Arbeignier’s identity from a traveling Dechaine merchant was matched by the knight himself. Back at court, the King questioned D’Arbeignier about the quest to no avail. D’Arbiegnier’s amnesia persisted until he died, as did the Dechaine fear of the creatures they now called Oubliettes.
Local Andrysh legends of the Oubliettes stretch far into the past. In more remote locations of the kingdom, they are still known as Amryvi or Amryfi, the ancient Andrynn word meaning “forgetful.” Peasants in these small villages claim that the Amryvi are fair folk who are trapped in the mortal world, having lost the magic to use the stone circles as gateways between Andrynn and the fairy realms.
Having never encountered Oubliettes, many Salcenians and Gondals may think these tales mere myths to keep children from playing near the stone circles. Most Dechaine children of nobility learn the legend of Sir D’Arbeignier as historical truth and might be inclined to differ. To a greater extent, the Oubliettes or Amryvi are still feared in Andrynn, where occasional sightings are still reported. Andrynn duergar in particular are wary of areas in which they may encounter Oubliettes, for their memories are some of their most prized possessions.
Redcaps
Of the legends of Fair Folk from Andrynn, perhaps the most bloody and dreadful concern the redcaps. So named for their signature hats, which are said to be wet with the blood of the redcaps' victims, these malicious creatures delight in killing and torture. Stories tell that the redcaps descend upon individuals or groups without warning and poke, prod, beat and torture the hapless victims to death, then dip their hats in the blood and eat the flesh of the poor souls.
Redcaps are most common in Andrynn, although they are not often encountered even there. Unfortunately, when redcaps do appear, they most often come in large bands. On rare occasions they've been known to talk or even to deal with adversaries but they seem to have an almost insatiable thirst for blood, even leading them to betray uneasy truces and throw away more complex objectives in sudden storms of violence.
Scholars from the Andrynn Royal College of Magic speculate that the redcaps are magical creatures serving a greater lord of the fae, although rumors and speculation remain rampant as to who or what would create such despicable little beasts and how. Redcaps also vanish upon their deaths, making further study highly improbable.
Risalka
Risalka are creatures of legend. They are believed to dwell in the oceans throughout the known world, though there are even some tales of them living in large lakes. Most of the legends are found in the southern parts of Salceny.
The stories of the risalka are often confusing for in some tales they are beneficent and, in others, murderously cold. The most popular tale of their generosity takes place shortly after the Sundering. Much of the magic of the world was lost during this time. The risalka brought a bit of it back by granting a small group of mortals the ability to heal and a minor affinity to water. No one fully understands why they made this gift, but the school of the Lirités have revered the risalka ever since. In deference to the risalka’s love of music, the school uses much of its funds to sponsor gifted musicians. Few Lirité have claimed to have seen a risalka since that original gifting, but most all hope they someday will. Since it is rumored that music charms the risalka, bards believe that they can safely meet with a risalka and that the touch of one will lend a bit of magic to their art.
Most other legends of these unusual creatures are the fearful tales of sailors who believe that the risalka lead men to their deaths. Much of a risalka’s magic lies in her voice and its ability to charm a man or drive him mad. It is a rare sailor that will spend time idly gazing out to sea for fear of catching a risalka’s eye. Though she might love him dearly for a time, she will inevitably tire of him and leave him to perish on the sea floor.
Murrow are terrified of risalka and many of their more frightening legends concern the casual cruelty of these creatures. Oddly enough, the murrow also have tales of the risalka being good omens. If a man spots a lone risalka and it does not react to him, it is a sign that the man’s life is about to improve, perhaps because he has been spared her deadly interest. Spotting three together, however, is a sure sign that death is approaching, while seeing two indicates that a choice must be made.
Spiders, Giant
Giant Spiders are rare but dangerous creatures. Standing somewhere between three and five feet tall, their entangling webs have been known to entrap even the strongest of men.
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