Anyways I promised to start putting up a bestiary and since I'm away from my laptop I might as well work on this right now. I'll link this post in the OP and update as necessary. First entry is Wild Pixies!
Encyclopedia Albionia- AKA Bestiary of ALfheim: Don't Worry its Argo's Bestiary.
[<Draconic]>
[<Archeopterror]>
Appearance- General body shape resembles a cross between the common barn owl and an emu. (Techincally classified as an Avian/Draconic cross, they are differentiated from common dragons and serpentine dragons by possessing only four limbs. - Argo)
Type-Large Ambush Hunter
Height- 1.8 m (Avg)
Wingspan- 8 meters
Weight- 120 kilograms (Avg)
Diet- Carnivorous, favor fresh meat but will eat carrion.
Reproduction- Egg Laying, Clutches of two to three.
Intelligence- Low, solitary save for during mating season or when caring for young.
Behavior-Highly Aggressive (You don't even have to try to agro these things. - Argo)
Spell List-
Unknown
Ability List-
Sonic Scream
Common Varieties-
Down Archeopterror - Baby
Lesser Archeopterror - Common Variety, male and female.
Greater Archeopterror - Common Field Boss Type, much larger and much more intelligent. (We haven't had any confirmed sightings since the transitions but rumors have been going around about a 'Giant Talking Owl' peacefully interacting with the isolated mountain villages in Northern Tristain. Any corroborating reports would be appreciated. -Argo)
A common land and air predator in Northern ALfheim/Tristain. The Archeopterror is an extreme threat on the ground against inexperienced Faeries and commoner foot soldiers. Its ability to travel swiftly across land and fly at reasonable speeds also makes it a threat to airborne Faeries.
This mob has been spotted frequently making its nest at the edge of its forest hunting grounds. Though solitary at most times, mated pairs of Archeopterrors have already been spotted tending to the first clutches of eggs. (Lady Alicia would like it very much if some of these eggs could be retrieved for study and possible taming - Argo)
The Archeopterror's preferred hunting grounds are forests and adjacent fields. In the forests, the Archeopterror will generally hunt by stalking prey along the forest floor or climb through tree tops until it finds a good ambush position along an animal trail from which it can drop down to dispatch its target swiftly. If noticed by its prey, the Archeopterror's high running speed, strong beak, and razor like wing tips allow it to pursue and dispatch humans, lesser mobs, and even Faeries with ease.
In the open fields this mob hunts much more conventionally, circling high in search of unaware animals before swooping in for a swift kill. (Farmers in the Northern Regions have lodged complaints about the loss of livestock. This needs to be addressed! -KoKo)
On the ground the Archeopterror shows a predisposition for slashing attacks with its wings and biting attacks with its beak. Once airborne the attack pattern tends to emphasize the talons in order to avoid damaging the wings in mid flight.
By warned, the Archeopterror is known to have a powerful sonic attack. While not known to do physical damage, this attack extends in a wide AOE and is known to disorient and daze humans and Fae alike. (Because of our hearing, Sylphs are especially vulnerable, so stay on guard! - Leafa)
Though powerful, the Archeopterror is classified as only a medium threat mob. With low overall intelligence and relatively simple behavior, its is fairly easy to Kite the Archeopterror into prepared ambushes and if not caught by surprise, most Faeries can out fly this mob with little difficulty. (Just be careful, their low intelligence and high aggression means they can't be driven off like smarter predators. If you agro them, they'll almost always pursue you until they're dead. My advice is to hit this type of mob with several people, the Archeopterror almost always goes after the last person to hit it, so it can be kept confused that way. -Recon) (Jk. Is this something learned from experience? -Argo)
[<Feathery Dragon]>
Appearance- Small feathered dragon, basic body type is of the traditional European variety. Feathers scene in a variety of colors. Most commonly white, blue, or orange. More rarely, black.
Type-Support
Length- 40-50 cm (Avg)
Weight- 4 kilograms (Avg)
Diet- Omnivorous, insects, small mammals, fruit, and nuts. (Advice. They're very fond of Peanuts. -Silica)
Reproduction-Live Birth, Litters of one or two.
Intelligence-Medium/High, social with other feathery dragons, matriarchal social groups. (Suggestion. Since they're so much like cats, lets call these Prides, okay? -KoKo)
Behavior-Mildly Aggressive.
Spell List-
unknown
Ability List-
Paralysis Breath
Healing Breath
Common Varieties-
Down Dragon-Baby
Feathery Dragon-Standard
Feathery Dragon Male-Either solitary hunters or protectors of the nest.
Feathery Dragon Matriarch-Elder Feathery Dragon with more powerful breath abilities.
A semi common mob found throughout the Sylph, Cait Syth, and Puca territories. These are among the smallest breeds of dragon, however, they should not be underestimated. Though they will generally take flight if attacked, Feathery Dragons are fiercely loyal to one another and will attack with almost suicidal tenacity if their nests or young are threatened.
Feathery dragons usually form small social groups around a single Matriarch and several additional females who gather together to raise their young. Most frequently, males are solitary unless they have been adopted into a group. There is usually only one dominant male in the group at a time, though other males will often be accepted into the group in an ad hoc role. (Jk. So, Kii-bou's life story? -Argo.)
Feathery dragons have no known casting ability, but they do posses innate magic in the properties of their salivary glands. These dragons are known to be able to secret additives to their saliva that promote healing or cause a mild paralysis effect. Other than this, they have very sharp teeth and claws which they will use to aggressively attack. (Note. Mages have been seen hunting Feathery dragons to harvest them for reagents, please don't participate in this practice! -Silica)
As social animals, Feathery dragons are extremely intelligent. (We're pegging them as at least as smart as Parrots, minimum, but more research is needed. -Argo) Domesticated Feathery Dragons have been confirmed to be able to understand many spoken commands and seem to possess a high level of sociability with humans, easily learning to understand and replicate human social cues. (Seriously, has anyone else seen Pina's Gunbuster pose? -Argo)
The sociability, loyalty, and intelligence of these dragons makes them an good choice for young Cait Syth tamers honing their [<Taming]> and [<Familiar Communication]> abilities. The Down Dragon variety is usually very easy to tame and will closely bond with its master. It should also be noted that Feathery Dragons crave social interaction and will sometimes 'allow' themselves to be domesticated in order to form a new 'Pride'. There have been confirmed sightings of these dragons nesting in many human and Faerie settlements where they keep watch at night and hunt pests.
[<Lhamthanc the Steel Toothed]>
Appearance- Two forms.
1st Form- Giant Serpent, pale white scales, conical head, six large green eyes.
2nd Form- Feathered serpent (Correction, Quetzalcoatl!- KoKo), large wings protrude from body approximately one quarter body length from head.
Type- Legendary Beast
Length- 40 m
Wingspan- 80 meters
Weight- 50 tons
Diet- Carnivorous, requires tremendous amounts of food and thus spends much of its time dormant.
Reproduction- Unknown (We hope not! - Argo)
Intelligence- Low?
Behavior- Hyper Aggressive. This mob will go after anything that moves and knows no fear.
Spell List-
[<Grand Tornado]>
Ability List-
[<Poison Spit]>
[<Corrosive Breath]>
[<Hibernation]>
Common Varieties-
(Just the one, but we think it might be related to the lesser serpent species or maybe the legendary Quest Boss [<Jormungand]> -Argo)
A legendary serpentine Dragon originally from Northern Alfheim. This mob is classified as a highest priority threat. (Though believed to be a unique named boss, any sighting of another Lhamthanc type has highest priority for Fae and Tristanian joint force deployment. -Dragoon Commander Gaius, 3rd Provisional Dragon Cavalry)
Lhamthanc is notable for having both a ground based and aerial form reflecting its former existence as a multistage boss. The trigger for this change is unknown at this time but believe to be related to the availability of food or to result from sustained attacks weakening the outer carcass. (Basically, we're helping it to transform? This just gets better and better. -Klein)
In its ground stage, Lhamthanc's preferred habitats are deep forests where it will rest in a dormant state until mob density reaches a level sufficient to feed. (This is believed to be triggered by some sort of seismic sense. - Argo)
Upon awakening, Lhamthanc will make best speed towards the nearest concentration of prey, usually a heard of native animals or mobs which it will then swallow whole. Observation of Lhamthanc in this stage confirm that it is capable of tremendous land speeds for its size. Estimates clock the serpent as having a cruising speed of 60 kph with brief bursts to over twice this speed. (No wonder it has to remain dormant most of the time, Lhamthanc must expend a tremendous amount of energy per unit of time. -KoKo)
In this form, Lhamthancs attack patterns are fairly simple, approaching and attempting to consume anything within its reach. The boss has a limited poison spit attack which allows it to defend itself from aerial threats, but its primary defense in this stage is its amazing resilience. Lhamthanc's scales are impervious to all but the most powerful magic and conventional attacks. (Tests with a dropped scale against cannon fire have yielded impressive results. -Argo) The only known weak points in this form are the eyes and inside of the mouth. (Good Luck - KoKo)
In its second stage, Lhamthanc reveals itself as an aerial serpent (Quetzalcoatl - KoKo) shedding its outer carapace and taking to the skies with a pair of large wings. In this form Lhamthanc is still quite resilient to magical attacks and gains wide area poison breath and wind attacks. (Samples of this poison have been difficult to obtain due to its tendency to corrode anything but high purity glassware. -Argo) Lhamthanc's aerial speed and maneuverability is also considerably greater, approaching the unladen speed of an average Fae. (Considering the amount of food such a creature would require, Lhamthanc class Mobs would need very large ranges to hunt in their aerial form. This renders them a danger to all of Tristain. -Gaius)
Little is known about Lhamthanc's intelligence, but for its size it appears to possess a very small brain. (It's dumber than a sack of rocks. -Klein) However this has not been confirmed given its use of wind magic. What is known is that Lhamthanc possesses a fairly high level of threat prioritization and will consistently attack whichever immediate threat poses the greatest risk to its survival, pursuing it to destruction.
As a former boss it should be noted that the components of Lhamthanc's body are highly prized for crafting and reagents. Chiefly the poison glands (Handle these with extreme care! -KoKo), scales, feathers, and teeth. ('Steel Toothed' isn't a joke, Kofu and I wore out a grinding stone trying to shape one of these things! -Lisbeth)
[<Humanoid]>
[<Wild Pixie]>
Appearance- Small humanoid female.
Type-Support
Height-10 cm (Avg)
Weight-10 grams (Avg)
Diet- Omnivorous, plants, fruits, and insect meat.
Reproduction-Symbiotic with [<Yggdrasil]>
Intelligence-High, Communal, Advanced Tool Users.
Behavior-Normally Passive or Friendly, Extremely Aggressive if Threatened.
Spell List-
-DEF Enhance
-AGI Enhance
-ATK Enhance
-DEF Debuff
-AGI Debuff
-ATK Debuff
-Light Stun (3 second Duration)
-Light Heal (10 second Duration, Single Target)
-Light Shield (5 second duration)
-Light Fire Ball (1/3 strength)
-Light Wind Shrike (1/3 strength)
Common Varieties-
Wild Pixie-Standard
Pixie Shaman-Enhanced Buffs/Debuffs
Vespid Knight-Enhanced Attack Magic, buffs to 'mounts'.
A related subspecies to the domestic navigation pixies seen around Arrun and the other settlements. Former game fluff claims that they are the 'wild' born variant of domestic nav pixies. Wild Pixies are among the smallest and most intelligent of the humanoid type mobs. Lacking significant physical abilities, the Wild Pixies belong to the "support" mob variety, assisting allied mobs with magic based 'buffs' and 'debuffs' as well as limited offensive magic.
As "support" type mobs, pixies are allied with several other common mob groups including small mammal, small avian, small draconic, and medium and large insect type mobs, with which they have a symbiotic relationship with. Medium mammal, medium and large draconic, and large avian mobs are neutral towards pixies. Wild Pixies are harassed and hunted by small insect, medium avian, and small and medium lizard type mobs. All other humanoid type mobs, except golems, are actively aggressive to wild pixies. (But that doesn't mean you should be! -Silica)
Wild Pixies are highly social and will collect into tribal or hive groups centered around a communally tended garden. Tribes can be quite large possibly consisting of dozens of members, usually lead by a Vespid Knight or Shaman. (Much larger groups have been spotted after the transition to Halkegenia, probably because they're not limited by processor resources, we need to check this out -Argo) Be advised, agroing any pixie in a hive will cause the other pixies to become agroed in short order. (Advice. If you haven't made them too angry, giving them something sweet, like honey, will usually calm them down -Silica)
Wild Pixies are found around the [<Yggdrasil Shoots]> found all over Tristain. The pixies maintain a symbiotic relationship with the [<Yggdrasil Shoots]> by means of the [<Yggdrasil Blossoms]>. Yggdrasil Blossoms will sprout only in close proximity to [<Yggdrasil Shoots]> and it is from these blossoms that new pixies are occasionally born. The Wild Pixies tend to the [<Yggdrasil Shoots]> and blossoms and in return the shoot nourishes the blossom seedlings. (Speculation. I wonder if this relationship implies some sort of deeper connection between the Pixies and the World Tree. -Argo)
As mentioned previously, Wild Pixies are usually neutral or friendly. Though distrustful of strangers, they've been known to approach people who frequent their forest, though they will grow aggressive if their gardens are threatened. (Note. Pixies usually won't be agroed if players only defend themselves against their allied mobs but will agro if their allies are attacked first. Unconfirmed. Pixies will ally with humans and Faeries against enemy mobs. -Argo)
[<Insectoid]>
[<Terrorantula]>
Appearance- Large mottled tarantula with black and bone white facial markings. Notably large lensed eyes in a configuration similar to a jumping spiders. (Possible binocular vision? - Argo)
Type- Medium Insect, Ambush Predator.
Length- 1.2 m (Measured from forward to rear leg tips.)
Weight- 2-3 kg
Diet- Carnivorous, preys on small to large insects. Nests of multiple Terrorantulas are capable of working together to subdue larger pray, including Faeries.
Reproduction- Lays an egg pouch containing several thousand eggs, only a handful will reach maturity.
Intelligence- Low.
Behavior- Passive except when food is snared. Will only actively attack small pray. Lives either alone or in a social nest with others.
Spell List-
Unknown
Ability List-
Toxic Venom
Silk Spinning
Common Varieties-
Widowkin- Immature, seen with soft white carapace, unable to spit venom.
Garden Terror- Common Variety
Black Widowmaker- Larger and more often solitary. The web spun by this species is laced with a powerful paralysis agent.
One of the more common mobs found throughout the temperate regions. The Terrorantula is a common ambush predator in dense forests where it uses its incredibly strong and nearly invisible silk to weave traps for passing animals.
Though preferring small prey when hunting alone, in large packs Terrorantulas are more than capable of using their webs to subdue humans and Faeries. Once pray is snared, the Terrorantulas will work together to completely cocoon the target, asphyxiating the prey before injecting their digestive juices. (A word to the wise, read the attached victim reports on an empty stomach. -Argo)
Highly territorial, but generally passive unless threatened, Terrorantuala's are usually only a threat to those traveling in the deep forests and will opt not to attack larger pray that is not already caught in their web. However, their tendency to string their webs across roadways has made them an ongoing nuisance for travelers and Royal Army Foot Patrols. (Elimination of Terrorantula nests that move outside of the deep forest is considered a medium priority at this time. Faeries volunteering for Self Defense Force training must complete a mandatory shift on 'Spider Watch' -Mortimer)
Regardless of the exact type. When traveling through areas infested by these mobs it is advised to move cautiously and travel in groups of at least three or four, maintaining good separation and traveling in a straight path. If a group member is snared, do not panic and be ready to use ranged spells to drive off the mobs before cutting them loose. Remember, these mobs can also string their webs high up in the trees, flight is not advised below tree top level and take offs and landings should be performed from wide open clearings.
Terrorantula silk is highly prized as a crafting material for both tools and clothing. (This stuff makes great rope! -KoKo) At this time the Cait Syth have begun a breeding and taming program in an attempt to domesticate some of these spiders for harvesting purposes. (The domesticated ones are sort of cute once they're defanged. -Silica) (Does this make them Terror-Ranch-Ulas? -Alicia).
[<Willow Wasp]>
Appearance- A large insect resembling a bloated wasp with an abdomen roughly the size of a basketball. Body is striped in danger colors, usually yellows, reds, and blacks.
Type- Hive Insect
Length- 0.5 meters
Wingspan-1.2 meters
Weight- 5-6 kg
Diet- Omnivorous, prefers rotting meat, fruit, and starches.
Reproduction- Form small hive groups, generally one fertile female and six or seven sterile drones.
Intelligence- Low, Social Insect.
Behavior- Semi-passive. Grow agitated when the nest is approached.
Spell List-
Unknown
Ability List-
Venomous Sting
Common Varieties-
Willow Larva- Flightless Baby Grub
Yellow Jacket- Common Worker
Black Jacket- A more powerful worker bread by mature nests. Black and red markings.
Drone- A male roughly the same size as a Black Jacket with more decorative facial markings.
Queen- A flightless mob about twice the size of the drones. Trades flight for enhanced digging ability and much more robust carapace.
Found in almost all of the Forest of Tristain after the Transition. The Willow Wasp is a common ALfheim mob and formerly one of the most frequently encountered flying type mobs for beginner players. (Which now makes them one of the most common types of mobs fought by newbies in the mob patrols -Argo.)
Communal insects, Willow Wasp groups care for a queen who digs and maintains an underground nest and also lays and cares for the young. The other Wasps will lay down their lives to defend the queen and can often be seen traveling far afield, foraging. (They're pretty passive when they're away from the nest. Me and Pina found one sunning herself next to the lake and she was perfectly fine as long as we left her a little space. Unless they've infested some place and need to be removed, please don't hurt these mobs! -Silica)
When Agroed, Willow Wasps will attempt to attack in a group using their large stingers to drive away threats or to hunt small animals. These stingers are usually no more than 5-7 cm in length, however, they contain a powerful venom that can cause debilitating fever and even death. (I know it's gross, but if you kill any of these, bring them back to the nearest settlement so we can harvest the venom. The anti-venom for this species is very potent and works against the venom of all varieties. -KoKo)
In combat, don't let these insects surround you. They aren't very smart but they know enough to take advantage of any openings and will usually try to feint to the front while launching a surprise attack from behind.
The common nature of the Willow Wasp, combined with its generally passive temperament makes them the most common mounts for the so called 'Vespid Knight' type pixies. (Wonder where they got that name - Argo)
[<Mammalian]>
[<Dagger Dog]>
Appearance- Large sleek blue or gray furred canine with narrow, pointed muzzle.
Type-Pack Hunter
Length- 1.5 m (Avg)
Weight- 50 kilograms (Avg)
Diet- Omnivorous but favor carrion. Have been seen to use plants and herbs to medicate themselves. (The term is Zoophamacognosy - Arrun Library Head Librarian Bishop)
Reproduction- Live young, litters of three to five. Tended in small pack groups.
Intelligence- Medium high. Pack animals and highly social. (With some taming I bet they'd make good pets. -KoKo) Known to attracted to metallic objects.
Behavior-Moderately Aggressive. Usually shy away from areas of human or Faerie habitation.
Spell List-
Unknown
Ability List-
Dagger Handling
Sword Handling
Common Varieties-
Dagger Pup - Baby
Dagger Dog - Common Male
Dagger Dog Matron - Common Female
Dagger Dog Patriarch/Matriarch - Elder, stronger version of the previous two.
Dagger Wolf - Highly aggressive and large variety, frequently seen wielding stole short swords.
A medium rarity mob. Dagger dogs are a species of land based pack hunters most often found in the forest areas. Distinguishing characteristics of this species of canine are a large, wolf like physique, pointed ears, and surprisingly muscular and dexterous lips which combined with their high bite strength and a set of specially flattened molars near the rear of the mouth, allow them to wield simple tools such as knives and daggers with impressive precision. (Hence the name - Argo)
The intelligence of this mob species is very high, consistently demonstrating the ability to reason at a near human level. Notably, the group reasoning ability of this species is exceptional. Dagger Dogs have been seen to teach each other new skills, orchestrate complex and dynamic hunting strategies, and self organize to accomplish complex tasks. (Seriously, if we can start a breeding program and train them from pups, I think the Tristanian farmers would love these guys. -KoKo)
Extreme caution is advised in battle. Though Dagger Dogs lack any ranged ability (Unless Mortimer's plan to train them to use specially modified pistols goes through . . . -Argo) and are a land bound mob, their speed and pack tactics make them more than capable of chasing down a grounded and unprepared Faerie. Notably, Dagger dogs appear to grow more intelligent and motivated in groups. (A high pitched clicking and wining has been reported when fighting packs. This may be some artifact of ALfheim. The Dagger Dog's mob AI possessed a director AI function to coordinate multiple mobs. This could be some sort of pseudo hive mind! - Argo) It is advised these mobs be treated for purposes of battle as an melee enemy of near human intelligence.
The threat posed by these mobs aside, other than their lack of flight ability they make excellent pets for first time Cait Syth tamers. Sociability when raised from infancy is similar to that of domesticated canines and intelligence allows them to be trusted with complex tasks mostly unsupervised. (Though some aggressive tendencies have been reported if the tamer isn't strict! -Silica)