Gathering

Aside from combat and training, there are 5 types of daily tasks that involve mini-games. Some of these may also be used during class activities (Potions, Plants, Medicine, Sorcery, Weapons and Beasts) including Fishing, Hunting, Beasttaming, Foraging and Mining.
==Fishing==
*Fishing mini-game - /roll every 2 minutes dc60 or 80 then /roll1 for quantity. (On a 1, fish escapes)
*Each fish is worth 1g if sold or else it goes into inventory (Max. 80 fish per week or 20 per day)
*💧 Applying proficiency level in Poseidon's Wave aids in finding fish (+lvl). Pick any fish on 110+ success.
*🐟 House of Poseidon get x2 boon to quantity of fish caught at sea.
File:fish80b.png | 60 & 80. Chub Mackerel
File:fish81.png | 61 & 81. Silverside
File:fish82.png | 62 & 82. Salema
File:fish84.png | 63 & 83. Common Sole
File:fish85.png | 64 & 84. Bluefin Tuna
File:fish86.png | 65 & 85. Twowing Flyingfish
File:fish87.png | 66 & 86. Grey Triggerfish
File:fish88.png | 67 & 87. Parrotfish
File:fish89.png | 68 & 88. Yellowtail Amberjack
File:fish90.png | 69 & 89. Small Red Scorpionfish
File:fish91.png | 70 & 90. Piked Dogfish
File:fish92.png | 71 & 91. European Seabass
File:fish93.png | 72 & 92. Common Seabream
File:fish94.png | 73 & 93. Dusky Grouper
File:fish95.png | 74 & 94. Mediterranean Moray
File:fish96.png | 75 & 95. Octopus
File:fish97.png | 76 & 96. Swordfish
File:fish98.png | 77 & 97. Cuttlefish
File:fish98b.png | 78 & 98. Lionfish
File:fish99.png | 79 & 99. Blue Shark
File:fish100.png | 100. Ocean Sunfish
21 Types of Fish in the oceans of New Athens (Edit in your haul to google sheet inventory, if not selling)
*/roll 60 & 80. Chub Mackerel
*/roll 61 & 81. Silverside
*/roll 62 & 82. Salema
*/roll 63 & 83. Common Sole
*/roll 64 & 84. Northern Bluefin Tuna
*/roll 65 & 85. Tropical Two-wing Flyingfish
*/roll 66 & 86. Grey Triggerfish
*/roll 67 & 87. Parrotfish
*/roll 68 & 88. Yellowtail Amberjack
*/roll 69 & 89. Small Red Scorpionfish
*/roll 70 & 90. Piked Dogfish
*/roll 71 & 91. European Seabass
*/roll 72 & 92. Common Seabream
*/roll 73 & 93. Dusky Grouper
*/roll 74 & 94. Mediterranean Moray
*/roll 75 & 95. Octopus
*/roll 76 & 96. Swordfish
*/roll 77 & 97. Cuttlefish 6x
*/roll 78 & 98. Lionfish 5x
*/roll 79 & 99. Blue Shark
*/roll 100. Ocean Sunfish
==Hunting==
*Hunter mini-game - /roll every 2 minutes dc60 or 80 then /roll1 for quantity. (On a 1, animal escapes)
*Each animal is worth 1g if sold or else it goes into inventory (Max. 80 animals per week or 20 per day)
*🐺 Applying proficiency level in Artemis' Beasts aids in hunting (+lvl). Pick any beast on 110+ success.
*🦁 Hunters of Artemis get x2 boon to item quantity from game.
File:game80.png | 60 & 80. Red Deer
File:game81.png | 61 & 81. Squirrels
File:game82.png | 62 & 82. Wild Turkey
File:game83.png | 63 & 83. Pheasant
File:game84.png | 64 & 84. Ruffed Grouse
File:game85.png | 65 & 85. Bobwhite Quail
File:game86.png | 66 & 86. Cottontail Rabbit
File:game87.png | 67 & 87. Sea Ducks
File:game88.png | 68 & 88. Snow Geese
File:game89.png | 69 & 89. Mallard Duck
File:game90.png | 70 & 90. Northern Pintail
File:game91.png | 71 & 91. Wood Duck
File:game92.png | 72 & 92. Raccoon
File:game93.png | 73 & 93. Weasel
File:game94.png | 74 & 94. Muskrat
File:game95.png | 75 & 95. Gray Fox
File:game96.png | 76 & 96. Coyote
File:game97.png | 77 & 97. Frogs
File:game98.png | 78 & 98. Snapping Turtle
File:game99.png | 79 & 99. Bobcat
File:game100.png | 100. Black Bear
21 Types of Game on Themiscyra & New Athens (Edit in your haul to google sheet inventory, if not selling)
*/roll 60 & 80. Red Deer
*/roll 61 & 81. Squirrels
*/roll 62 & 82. Wild Turkey
*/roll 63 & 83. Pheasant
*/roll 64 & 84. Ruffed Grouse
*/roll 65 & 85. Bobwhite Quail
*/roll 66 & 86. Cottontail Rabbit
*/roll 67 & 87. Sea Ducks
*/roll 68 & 88. Snow Geese
*/roll 69 & 89. Mallard Duck
*/roll 70 & 90. Northern Pintail
*/roll 71 & 91. Black Duck
*/roll 72 & 92. Raccoon
*/roll 73 & 93. Weasel
*/roll 74 & 94. Muskrat
*/roll 75 & 95. Gray Fox
*/roll 76 & 96. Coyote
*/roll 77 & 97. Frogs
*/roll 78 & 98. Snapping Turtle
*/roll 79 & 99. Bobcat
*/roll 100. Brown Bear
==Mining==
*Mining - /roll every 2 minutes dc60 or 80 then /roll1 for quantity. (On a 1, broken rock is unusable)
*Each mineral is worth extra 1g if sold or else it goes into shared inventory (Max. 80 rocks p/wk or 20 p/day)
*⚡ Applying proficiency level in Zeus' Lightning aids in Elysium (+lvl). Pick any rock on 110+ success.
*💀 Applying proficiency level in Hades' Darkness aids in Hades (+lvl). Pick any rock on 110+ success.
*💎 House of Zeus get x2 boon to rock quantity mined in Elysium.
*🪨 House of Hades get x2 boon to rock quantity mined in Hades.
(Info from: https://classicgems.net/index.html ICly at Lucy's Library - 'Minerals of the Gods' by Jemima Cass)
===Hades===
File:rock80.png | 60 & 80. Alabandite
File:rock81.png | 61 & 81. Berzelianite
File:rock82.png | 62 & 82. Campbellite
File:rock83.png | 63 & 83. Chalcopyrite
File:rock84.png | 64 & 84. Copper
File:rock85.png | 65 & 85. Covelite
File:rock86.png | 66 & 86. Cubanite
File:rock87.png | 67 & 87. Freibergite
File:rock88.png | 68 & 88. Gold
File:rock89.png | 69 & 89. Kobellite
File:rock90.png | 70 & 90. Magnetite
File:rock91.png | 71 & 91. Marmatite
File:rock92.png | 72 & 92. Mohawkite
File:rock93.png | 73 & 93. Molybdenite
File:rock94.png | 74 & 94. Pallasite
File:rock95.png | 75 & 95. Platinum
File:rock96.png | 76 & 96. Pulsite
File:rock97.png | 77 & 97. Renierite
File:rock98.png | 78 & 98. Tellurium
File:rock99.jpg | 79 & 99. Aquaumbra
File:rock100.jpg | 100. Stellatenebris
21 Most Useful Minerals in the Hades (Edit in your haul to google sheet inventory, if not selling)
*/roll 60 & 80. Alabandite
*/roll 61 & 81. Berzelianite
*/roll 62 & 82. Campbellite
*/roll 63 & 83. Chalcopyrite
*/roll 64 & 84. Copper
*/roll 65 & 85. Covelite
*/roll 66 & 86. Cubanite
*/roll 67 & 87. Freibergite
*/roll 68 & 88. Gold
*/roll 69 & 89. Kobellite
*/roll 70 & 90. Magnetite
*/roll 71 & 91. Marmatite
*/roll 72 & 92. Mohawkite
*/roll 73 & 93. Molybdenite
*/roll 74 & 94. Pallasite
*/roll 75 & 95. Platinum
*/roll 76 & 96. Pulsite
*/roll 77 & 97. Renierite
*/roll 78 & 98. Tellurium
*/roll 79 & 99. Aquaumbra
*/roll 100. Stellatenebris
===Elysium===
File:rock80b.png | 60 & 80. Arsenic
File:rock81b.png | 61 & 81. Arsenopyrite
File:rock82b.png | 62 & 82. Aschamalmite
File:rock83b.png | 63 & 83. Antimony
File:rock84b.png | 64 & 84. Bornite
File:rock85b.png | 65 & 85. Chromite
File:rock86b.png | 66 & 86. Cobaltite
File:rock87b.png | 67 & 87. Galena
File:rock88b.png | 68 & 88. Goethite
File:rock89b.png | 69 & 89. Kamacite
File:rock90b.png | 70 & 90. Pyrite
File:rock91b.png | 71 & 91. Pyrrhotite
File:rock92b.png | 72 & 92. Romanechite
File:rock93b.png | 73 & 93. Silver
File:rock94b.png | 74 & 94. Ullmannite
File:rock95b.jpg | 75 & 95. Fulgurchronos
File:rock96b.jpg | 76 & 96. Cryospiritus
File:rock97b.jpg | 77 & 97. Aerosonus
File:rock98b.jpg | 78 & 98. Pyroatomus
File:rock99b.jpg | 79 & 99. Terralumen
File:rock100b.jpg | 100. Stellalucidus
21 Most Useful Minerals in the Elysium (Edit in your haul to google sheet inventory, if not selling)
*/roll 60 & 80. Arsenic
*/roll 61 & 81. Arsenopyrite
*/roll 62 & 82. Aschamalmite
*/roll 63 & 83. Antimony
*/roll 64 & 84. Bornite
*/roll 65 & 85. Chromite
*/roll 66 & 86. Cobaltite
*/roll 67 & 87. Galena
*/roll 68 & 88. Goethite
*/roll 69 & 89. Kamacite
*/roll 70 & 90. Pyrite
*/roll 71 & 91. Pyrrhotite
*/roll 72 & 92. Romanechite
*/roll 73 & 93. Silver
*/roll 74 & 94. Ullmannite
*/roll 75 & 95. Fulgurchronos
*/roll 76 & 96. Cryospiritus
*/roll 77 & 97. Aerosonus
*/roll 78 & 98. Pyroatomus
*/roll 79 & 99. Terralumen
*/roll 100. Stellalucidus
==Foraging==
*Gardening mini-game - /roll every 2 minutes dc60 or 80 then /roll1 for quantity. (On a 1, plant is dead)
*Each plant is worth extra 1g if sold or else it goes into inventory (Max. 80 cultivations p/wk or 20 p/day)
*🌿 Applying proficiency level in Demeter's Seed aids in foraging (+lvl). Pick any plant on 110+ success.
*🍃 Followers of Demeter get x2 boon to quantity of herbs picked in the forests.
File:herb80.jpg | 60 & 80. Aconite
File:herb81.jpg | 61 & 81. Anemone
File:herb82.jpg | 62 & 82. Elm Tree
File:herb83.jpg | 63 & 83. Asphodel
File:herb84.jpg | 64 & 84. Barley
File:herb85.jpg | 65 & 85. Olive Tree
File:herb86.jpg | 66 & 86. Chaste Tree
File:herb87.jpg | 67 & 87. Crocus
File:herb88.jpg | 68 & 88. Giant Fennel
File:herb89.jpg | 69 & 89. Grape Vine
File:herb90.jpg | 70 & 90. Fig Tree
File:herb91.jpg | 71 & 91. Oak Tree
File:herb92.jpg | 72 & 92. Ivy
File:herb93.jpg | 73 & 93. Grecian Laurel
File:herb94.jpg | 74 & 94. Madonna Lily
File:herb95.jpg | 75 & 95. Spear Mint
File:herb96.jpg | 76 & 96. Apple Tree
File:herb97.jpg | 77 & 97. Narcissus Daffodil
File:herb98.jpg | 78 & 98. Pomegranate Tree
File:herb99.jpg | 79 & 99. Wild Rose
File:herb100.jpg | 100. Manna Ash
21 Most Cultivated Plants in New Athens (Edit in total inventory count with a x#, if not selling)
*/roll 60 & 80. Aconite
*/roll 61 & 81. Anemone
*/roll 62 & 82. Elm Tree
*/roll 63 & 83. Asphodel
*/roll 64 & 84. Barley
*/roll 65 & 85. Olive Tree
*/roll 66 & 86. Chaste Tree
*/roll 67 & 87. Crocus
*/roll 68 & 88. Giant Fennel
*/roll 69 & 89. Grape Vine
*/roll 70 & 90. Fig Tree
*/roll 71 & 91. Oak Tree
*/roll 72 & 92. Ivy
*/roll 73 & 93. Grecian Laurel
*/roll 74 & 94. Madonna Lily
*/roll 75 & 95. Spear Mint
*/roll 76 & 96. Apple
*/roll 77 & 97. Narcissus Daffodil
*/roll 78 & 98. Pomegranate
*/roll 79 & 99. Wild Rose
*/roll 100. Manna Ash
===Info===
(From the book titled 'Mythological Herbs of Greece', by Theoidaisus. Available at the Library of Lucy Killinger)
80. Aconite
Also : Monkshood, Wolf's-bane. Greek : Akoniton, lykoktonon. Species : Aconitum napellus
Description : An herbaceous perennial plant with purplish-blue flowers which grows up to a metre in height. Its leaves and roots are extremely extremely toxic and were used by the ancients as a poison. The Greek's called it akoniton (without dirt) because it grows on rocky ground, and lykoktonon (wolf-slaying) because it was traditionally applied by their arrows when hunting wolves.
*Myth 1 : Spittle of Kerberos. Herakles was sent to fetch Kerberos forth from the underworld as one of his twelve labours. The spittle of the beast dripped upon the earth, and from it sprang the first aconite plant. (Source: Ovid)
*Myth 2 : Poison of Medea. Theseus once travelled to Athens to present himself to his long lost father King Aegeas. The king's wife Medea, recognised the youth, and persuaded Aegeas to let her offer him a cup of wine laced with deadly aconite. However, just in time, Aegeas caught sight of the sword which he had left Theseus to be a mark of his paternity, and dashed the cup from his hands. (Source: Ovid, Plutarch)
81. Anemone
Greek : Anemônê. Species : Anemone coronaria
Description : A perennial spring-flowering bulb with delicate blood-red flowers. Their seed is carried on the wind, hence the ancient Greek name for the flower, anemone (from anemos, the wind).
*Sacred to : Aphrodite (probably planted in the "Adonis-gardens")
*Mythology : Death of Adonis. Adonis was a handsome youth loved by the goddess Aphrodite. When he was slain by a wild boar, the goddess created the red anemone flower from his blood. (Source: Ovid)
82. Elm Tree
Greek : Ptelea. Species : Ulmus glabra
Description : A deciduous tree which grows to a height of up to 40 metres. It has large oval leaves.
*Sacred to : Dionysos (elm and plane saplings were used for the trellacing of vines) ; Haides (the tree was associated with graves of the dead)
*Myth 1 : Tree of Dreams. The Oneiroi, spirits of dreams, roosted on the branches an elm tree near the entrance of Haides. (Source: Virgil)
*Myth 2 : Barrow of Eetion. The Nymphs planted elms on the barrow of Eetion, the king of Trojan Thebes, who was slain by Akhilleus. (Source: Homer)
*Myth 3 : Metamorphosis Hesperides. When Orpheus and the Argonauts encountered the Hesperides in their garden, the three nymphs transformed themselves into trees: Erytheia became an elm (ptelea), Hesperiea poplar (aigeiros), and Aigle a willow tree (itea). (Source: Apollonius Rhodius)
*Myth 4 : Hamadryas Ptelea. The Hamadryad nymph of the elm tree. (Source: Athenaeus)
83. Asphodel
Greek : Asphodelos. Species : Asphodelus ramosus
Description : Spring-flowering perennial with grey-green leaves, pale pink-grey-white flowers, edible tubers.
*Sacred to : Haides (asphodel planted around tombs), Persephone & Hekate (statues of these goddesses were adorned with asphodel on the island of Rhodes)
*Mythology : Asphodel Plains. This ghostly grey plant was believed to dominate the fields of the land of the dead. It was regarded as the food of the dead. (Source: Homer)
84. Barley
Greek : Krithê. Species : Hordeum vulgare
Description : An important grain-crop in the ancient word, second only to wheat.
*Sacred to : Demeter (her sacred Eleusinian drink was made of barley, honey and mint)
*Mythology : Metamorphosis Askalabos. When Demeter was searching for Persephone, she stopped to rest at a farmer's cottage and quenched her thirst with a sweet barley-drink. A boy name Askalabos mocked her hunger and in anger the goddess cast the drink upon him, transforming him into a lizard. The flecks of barley became the creature's spots. (Source: Ovid)
85. Olive Tree
Greek : Elaia, moria. Species : Olea europaea
Description : The olive was the most important tree of ancient Greek horticulture. The fruit was used as a relish with bread, and its oil in cooking, lighting lampst, and as perfumed lotion for the skin and hair.
*Sacred to : Athene (the most sacred olive tree grew in her sanctuary on the Acropolis of Athens) ; Zeus (victors at the Olympian Games were crowned with wild olive)
*Myth 1 : Contest for Athens. Athene and Poseidon once engaged in a contest for dominion of Athens. Zeus agreed to award the city to the god who produced the best gift for man. Athene then created the first olive tree which she caused to spring forth from the rock of the Akropolis, whilst Poseidon produced a horse. The gods judged Athene's the better gift and awarded her the city. (Source: Apollodorus, Pausanias, Hyginus, Ovid)
*Myth 2 : Metamorphosis Moria. Moria was an Athenian maiden dear to the goddess Athena. At her death the goddess transformed her into a sacred olive tree (moria). (Source: tba)
86. Chaste Tree
Greek : Lygos, agnos. Species : Vitex agnus castus
Description : A small deciduous tree or large shrub with hemp-like leaves and branched clusters of purple flowers. Its stems were used to make wicker items. The plant was believed to calm sexual appetites and was used as a medicine for women.
*Sacred to : Hera (assoc. with marital chastity, sacred tree in her Samian temple), Hestia (virgin priestesses carried chaste-tree stems), Artemis (Spartan statue bound in withy stems), Demeter (matrons strew their beds with flowers of the tree during the Thesmophoria festival)
*Mythology : Birth of Hera. The goddess Hera was born and nursed beneath a sacred chaste-tree on the island of Samos. (Source: Pausanias)
87. Crocus
Greek : Krokos. Species : Crocus sativus
Description : A late-summer and autumn blooming perennial whose yellow stigmas are the source of saffron, a food spice and expensive yellow dye.
*Sacred to : Hermes
*Myth 1 : Metamorphosis Krokos. A boy loved by the god Hermes. After his accidental death the god transformed him into the saffron flower. Its red stems were desribed as his spilt blood. According to others Krokos was metamorphosed into the flower following the death of his love, the Nymph Smilax. (Source: Ovid, Pliny, et al)
*Myth 2 : Bouquet of Persephone. The goddess Persephone and her companion Nymphs were gathering rose, crocus, violet, iris, lily and larkspur blooms in a springtime meadow when she was abducted by the god Haides. (Source: Homeric Hymns)
*Myth 3 : Seduction of Europa. Zeus spied the Phoenician princess Europa gathering flowers in a spring-time meadow. He transformed himself into a bull and breathed a crocus from his mouth to drawn her near and so carry her away. (Source: Hesiod)
88. Giant Fennel
Greek : Narthêx. Species : Ferula communis
Description : A yellow-flowering perennial which grows 8 to 15 feet tall. Its slow-burning pith made it an effective torch. Travellers and sailors also used it to transport fire.
*Sacred to : Prometheus (fennel-stalk torches were used in Promethean torch-race festival), Dionysos (his thyrsos staff was a pine-cone tipped fennel stalk)
*Mythology : Fire of Prometheus. The Titan Prometheus stole fire from heaven for man, hiding the flame inside a fennel stalk. As punishment for the crime Zeus had him chained to a mountain and set an eagle to peck out his liver. (Source: Hesiod)
89. Grape Vine
Greek : Ampelos. Species : Vitis vinifera
Description : The grape was widely cultivated in ancient Greece for the production of wine.
*Sacred to : Dionysos (god of wine and viticulture)
*Myth 1 : Dionysos & Viticulture. The god Dionysos discovered or created the first grapevine and instructed mankind the arts of viticulture and winemaking. (Source: various)
*Myth 2 : Metamorphosis Ampelos. A Satyr youth loved by the god Dionysos. After he was slain by a wild bull the god transformed him into a grape vine. (Source: Nonnus)
*Myth 3 : Metamorphosis Ambrosia. One of the Mainas nurses of Dionysos. When she was slain by the impious Lykourgos, the god transformed her into a vine.
*Myth 4 : Hamadryas Ampelos. The Hamadryad nymph of the wild grape vine. (Source: Athenaeus)
90. Fig Tree
Greek : Sykea. Species : Ficus carica
Description : An important orchard in ancient Greece, eaten fresh and dried for out of season consumption.
*Sacred to : Demeter, Dionysos
*Myth 1 : Metamorphosis Sykeus. One of the Titanes who fled from Zeus and was transformed by his mother Gaia into a fig-tree. (Source: Athenaeus)
*Myth 2 : Hospitatity of Phytalos. A man who hospitably received the goddess Demeter when she was searching for her lost daughter Persephone. She rewarded him with the creation of the cultivated fig tree. (Source: Pausanias)
*Myth 3 : Hamadryas Syke. The Hamadryad nymph of the fig-tree. (Source: Athenaeus)
91. Oak Tree
Also : Evergreen oak, prickly-cupped oak and ilex (alternative names for the holm). Greek : Drys. Species : Quercus ilex, Q. ithaburensis macrolepis and Q. aegilops
Description : The oak was the dominant tree of the ancient Greek landscape. In fact the ancient Greek word for oak, 'drys', was also the word for tree. The two main commonly found in the region are the evergreen holm oak and the deciduous Valonian. Both range in size from thick low shrub (forming the basis of the modern-day Meditteranean scrub forests) to large trees. They were valued for their wood and for the autumn-ripening acorns. Tanin was also extracted from the acorn cups of the Valonian oak. This substance was a vital component employed in the tanning of leather hides. In Greek lore, the primitive, pre-agrarian tribes of Arkadia were said to have lived on a stable diet of acorns. In classical times it was a food only of last resort consumed in times of famine. Usually acorns were reserved for animal feed.
*Sacred to : Zeus (gave his oracles from the sacred oaks of Dodona)
*Myth 1 : Nymphai Dryades. Dryads or Hamadryads were Nymphs whose life force was irrevocably bound up with that of a tree, usually a mighty oak. At their birth, a symbiotic plant sprang up fully grown from the earth and when they died it withered away. The premature felling of the tree also brought about the death of the Nymph. (Source: Various)
*Myth 2 : Metamorphosis Byblis. Byblis was a Miletian princess who fell in love with her own brother. When the boy rejected her advances, she fled in shame, and cast herself off a mountainside. The Nymphs pitied her fate and transformed Byblis into a holm oak Dryad. Her tears became a spring which rose from the tree's roots. (Sources: Antoninus Liberalis, Ovid)
*Myth 3 : Metamorphosis Philemon. Philemon and Baukis were a pious couple who hospitably received the gods Zeus and Hermes when they were travelling amongst mankind in disguise. The gods destroyed those who had turned them away and rewarded the couple by making them priests of the temple and transforming them into a pair of entwined trees at death: Baukis a linden, and Philemon an oak. (Ovid)
*Myth 4 : The Golden Fleece. The golden fleece was nailed to the branches of an oak tree in the sacred grove of Ares at Kolkhis. The god sent a giant serpent (drakon) to guard it. (Source: Apollodorus, Apollonius Rhodius, Valerius Flaccus)
*Myth 5 : Sacrilege of Erysikthon. See Poplar, black.
*Myth 6 : Hamadryas Balanos. The Hamadryad nymph of the acorn. (Source: Athenaeus)
92. Ivy
Greek : Kissos. Species : Hedera helix
Description : A creeping vine which flowers in autumn and whose black berries ripen in late winter.
*Sacred to : Dionysos (ivy garlands were worn by celebrants of the god's orgies and ivy was used to decorate their thyrsos-staffs)
*Myth 1 : Nursing of Dionysos. After the birth of Dionysos his jealous stepmother Hera sought to destroy him. So his nurses, the Nymphai Nysiades, screened his crib with ivy-leaves to keep him safely hidden. Kisseis (the lady of the ivy) was the name of one of these Nymphs. (Source: Ovid)
*Myth 2 : Korymbos. The son of one of the nurses of Dionysos. He was the god of the fruit of the ivy (in Greek korymbos). (Source: Nonnus)
93. Grecian Laurel
Greek : Daphnê. Species : Laurus nobilis
Description : A small tree growing to a maximum height of 40 feet. It flowers in late spring and produces purplish black berries in the fall. The aromatic leaves of the bay are edible and are / were used in cooking.
*Sacred to : Apollon (the god and victors of his Phthian Games were crowned with wreaths of laurel ; he was titled Daphnaios) ; Artemis (she had sacred laurel groves and was titled Daphnaia)
*Mythology : Metamorphosis Daphne. Daphne was an Arkadian Nymphe loved by the god Apollon. When he pursued her, she fled and transformed into a laurel tree to escape him. The plant was ever after sacred to the god. (Sources: Pausanias, Ovid, Hyginus)
94. Madonna Lily
Greek : Leirion, krinon. Species : Lilium candidum
Description : A white-flowered spring perennial which grows to a height of up to 1.2 metres.
*Mythology : Bouquet of Persephone. The goddess Persephone and her companion Nymphs were gathering rose, crocus, violet, dwarf iris, lily (leirion) and larkspur blooms in a springtime meadow when she was abducted by the god Haides. (Source: Homeric Hymns)
95. Spear Mint
Greek : Minthê. Species : Mentha spicata (or viridis)
Description : An herbaceous perennial with aromatic leaves.
*Sacred to : Demeter and Persephone (the sacred barley-drink of the Eleusinian Mysteries was flavoured with mint), Haides (aromatic mint was perhaps used on the bodies of the dead)
*Mythology : Metamorphosis Minthe. Minthe was a Nymph loved by the god Haides. When she boasted that she was superior to his queen Persephone, the goddess, or her mother Demeter, transformed her into the mint plant. (Sources: Strabo, Ovid, Oppian)
96. Apple Tree
Greek : Mêlon. Species : Malus domestica
Description : An important orchard fruit of ancient Greece. It was associated with love and marriage.
*Sacred to : Hera (assoc. with weddings), Aphrodite (assoc. with love)
*Myth 1 : Wedding of Hera. The earth-goddess Gaia produced first apple-tree as a wedding-present for the goddess Hera. This tree of the golden apples was guarded by the three goddess Hesperides. (Source: Apollodorus, Hyginus)
*Myth 2 : Judgment of Paris. At the wedding of Peleus and Thetis, Eris the goddess of strife, cast a golden apple addressed to the fairest amongst the goddesses. Aphrodite, Hera and Athene all laid claim to the prize. They were referred by Zeus to the shepherd prince Paris, who awarded the apple to Aphrodite, goddess of love and beauty. (Source: Stasinus, Apollodorus)
*Myth 3 : Melanion & Atalanta. The beautiful-princess Atalanta was reluctant to wed, and insisted that her suitors best her in a race. Those who failed the contest would be put to death by her father. The youth Melanion (meaning he of the apples) prayed to Aphrodite for help, and the goddess presented him with three golden apples. These he cast before the princess in the race, slowing her down as she stooped to retrieve them and so won the race. (Source: Hesiod, Apollodorus, Ovid)
*Myth 4 : Nymphai Epimelides. The nymph-protectors of apple-orchards.
97. Narcissus Daffodil
Also : Poet's Narcissus or Pheasant's eye Daffodil, and Late Daffodil. Greek : Narkissos, leirion. Species : Narcissus tazetta, N. poeticus, N. serotinus
Description : A late winter, early spring flowering bulb with pale cream-petalled and yellow-trumpeted blooms. According to Plutarch, the plant was named for the numbing effect (narkê) of the ingested bulb.
*Myth 1 : Metamorphosis Narkissos. Narkissos was a hubristic youth who callously scorned all those who sought to court him. The goddess Nemesis exacted revenge by causing him to fall in love with his own reflection. The boy became obsessed with the image and slowly wasting away was transformed into a narcissus flower. (Source: Ovid)
*Myth 2 : Nymphe Leiriope. Leiriope was a Phokian Nymph, and the mother of the hubristic boy Narkissos (above). Her name means "narcissus-face" suggesting that she, like her son, may have been transformed into a daffodil flower. (Source: Ovid)
*Myth 3 : Rape of Persephone. The goddess Persephone and her companion Nymphs were gathering rose, crocus, violet, iris, lily and larkspur blooms in a springtime meadow when she was lured away by a cluster of bright narcissus flowers produced by Gaia the Earth. When she went to pluck them, the god Haides seized and carried her off to the underworld to be his bride. (Source: Homeric Hymns)
98. Pomegranate
Greek : Rhoa, sidê. Species : Punica granatum
Description : A fruit-bearing deciduous shrub or small tree which grows to a height of 5 to 8 metres. It produces a red fruit about the size of an orange, rich in seeds and with a juicy red fruit pulp. The tree was cultivated in ancient orchards alongside the apple, pear, fig and olive..
*Sacred to : Hera (the fruit was her attribute as goddess of marriage - the bloody red seeds representing female fertility), Aphrodite (for similar reasons)
*Prohibitions : Demeter and Persephone (the fruit was one of the foods prohibited in the Mystery initiations)
*Myth 1 : Metamorphosis Side. Side was the wife of the giant Orion who boasted to be more beautiful than the goddess Hera. In anger the goddess sent her to Haides. Presumably this was accompanied by a metamorphosis into her namesake fruit tree, the pomegranate. (Source: Apollodorus)
*Myth 2 : Rape of Persephone. Haides the king of the underworld abducted Persephone for his wife. She refused to eat while she remained with him, until he tempted her with the seed of the pomegranate. She tasted these and in so doing was condemned to spend a portion of each year in the underworld. (Source: Homeric Hymns, et. al.)
*Myth 3 : Orchadist Askalaphos. The keeper of the pomegranate orchards of Haides reported to his master that Persephone had tasted of the seed. As punishment for this Demeter turned him into a screech owl. (Source: Apollodorus, Ovid)
99. Wild Rose
Greek : Rhodon. Species : Rosa gallica.
Description : A deciduous thorny shrub with bright pink flowers, cultivated by the Greeks and Romans.
*Sacred to : Aphrodite (symbol of love)
*Myth 1 : Death of Adonis. The flower was said to have sprung or been coloured by the blood of Aphrodite's dying love Adonis.
*Myth 2 : Bouquet of Persephone The goddess Persephone and her companion Nymphs were gathering rose, crocus, violet, iris, lily and larkspur blooms in a springtime meadow when she was abducted by the god Haides. (Source: Homeric Hymns)
100. Manna Ash
Greek : Melia. Species : Fraxinus ornus.
Description : A small spring-flowering deciduous tree. It secretes a sweet sap known as manna in July and August which was harvested by the ancients. Manna was believed to be closely related to honey (the word for both was meli in Greek). The tree was said to have been first sprung from the blood of heaven, and its manna was often described as the sky-fallen juice of the stars. The stem of the young ash was in crafted spear-shafts.
*Sacred to : Zeus (manna juice), Kouretes & Ares (ash-spears)
*Myth 1 : Nymphai Meliai. The Meliai were the Nymphs of the manna ash-tree who were born from the blood of the castrated Ouranos which splattered upon the earth. They were entrusted with the raising of the infant Zeus whom they fed on the honey and the milk of the goat Amaltheia. The Meliai were also the ancestresses of mankind. (Source: Hesiod, Apollodorus, Callimachus, et al)
*Myth 2 : Pelian Ash Spear. The spear of Akhilleus, the great hero of the Trojan War, was crafted by the centaur Kheiron for his father Peleus from an ash growing on Mount Pelion. (Source: Homer, Apollodorus)
###. Legendary Loot Herbs
Greek : Pharmakon (singular), pharmaka (plural). Species : Various (some were purely mythical)
Description : In ancient Greek, the word pharmakeia referred to the use of herbal drugs, potions and charms. It included not only the physician's art, but also magic (i.e. the use of superstitious charms and spells by the average man), witchcraft (the harmful use of magic) and the concoction of poisons. The Greek word for witch was pharmakis. The ancient pharmacological writer Dioscurides describes the medicinal properties of herbs and other plants in great detail. Witchcraft is mentioned in passing by many poets, but the most descriptive account is surely to be found in the Golden Ass of Apuleius.
*Sacred to : Asklepios (god of medicine) ; Hekate (goddess of witchcraft)
*Myth 1 : Emetic of Kronos. The Titan Kronos devoured each of his children as soon as they were born, except Zeus, who was safely hidden away by his mother Rheia. When the god was grown he sought the aid of the goddess Metis or Gaia who served Kronos an herbal emetic which caused the Titan to disgorge his divine sibligns: Poseidon, Haides, Hera, Demeter and Hestia. (Source: Hesiod, Apollodorus, et al)
*Myth 2 : Herb of the Gigantes. The Gigantes were monstrous sons of Gaia the earth who once made war on the gods of Olympos. Gaia had heard from an oracle that her sons were destined to be destroyed and so searched the world for a magical herb which would grant them immortality. Zeus, however, forbade the Sun, Moon and Dawn to shine, and found the drug before her. (Source: Apollodorus)
*Myth 3 : Herb of Glaukos. Glaukos was a fisherman from the Boiotian town of Anthedon who found a magical herb growing near the shore. He ate it and was transformed into a fish-tailed sea-god. (Source: Pausanias, Ovid, Nonnus)
*Myth 4 : Medicines of Kheiron. Kheiron was a learned centaur who made his home on Magnesian Mount Pelion. He was the first to discover the use of medicinal herbs and instructed many heroes in the craft, including the famous Asklepios. (Source: Homer, Pindar, Apollodorus, Aelian, et al)
*Myth 5 : Medicines of Asklepios. Asklepios was the mythical founder of medicine. As a youth he was instructed by the centaur Kheiron in the use of herbal remedies, but went on to perfect the art. He became so skilled that he could even bring the dead back to life. The ancient guild of doctors, who were known as the Asklepiades, claimed descent from him. (Source: Homer, Pindar, Apollodorus, Aelian, et al)
*Myth 6 : Herb of Polyidos. Polyidos was a seer summoned to the court of King Minos of Krete to find his missing son Glaukos. He found the boy drowned in a vat of honey, and was then locked by the king in a cell with the body and commanded to bring him back to life. When a serpent crawled toward the corpse, Polyidos killed it, and watched as its mate appeared with a magical herb and restored it to life. Using this plant he then revived the Glaukos and was freed. (Source: Apollodorus, Hyginus, et al)
*Myth 7 : Herb of Moria. Moria was a Lydian nymph whose brother Tylos was killed by a giant serpent. The hero Damasen killed the beast, but afterwards, as Moria was watching, its mate appeared and restored it to life with a magical herb. She then used the same to revive her own dead brother. (Source: Nonnus)
*Myth 8 : Witchcraft of Kirke. The witch Kirke was titled polypharmakos (of the many herbs) by Homer. She was said to have been the first to devise magical herbal potions, and used these magical concoctions to transform men into beasts, including the comrades of Odysseus, the Italian youth Pikos, and the nymph Skylla. (Source: Homer, Ovid, et al)
*Myth 9 : Witchcraft of Medea. The witch Medea was skilled in the use of magical herbs. She made a fire-resistant salve for the hero Jason when he was forced to face the fire-breathing bulls of king Aeetes ; she put the serpent guardian of the Golden Fleece to sleep with a potion ; restored Jason's father and also the Hyades to youth by boiling them in a cauldron with magical herbs ; and various other magical wonders. Medea was said to have left her basket of Kolkhian herbs on Mount Pelion where they sprouted for the use of later Thessalian withces. She also later tried to kill the hero Theseus with poison aconite. (Source: Apollonius Rhodius, Valerius Flaccus, et al)
*See also : Aconite, Hellebore, Hemlock, Mint and Moly (separate entries)
*Hellebore. Also : Black hellebore, lenten rose. Greek : Helleboros. Species : Helleborus cyclophyllus (and H. orientalis and Veratrum album). Description : An herbaceous perennial with leathery leaves and winter-blooming yellowish-green flowers. The plant is toxic but was used by the ancients as a treatment for madness and certain other illnesses. Mythology : Cure of the Proitides. The daughters of King Proitos of Argos were driven mad by the god Dionysos as punishment for scorning his worship. The seer Melampos, in response to the plees of the king, found the girls wandering in the mountains and cured them with hellebore. (Source: Apollodorus, Pliny the Elder)
*Poison Hemlock. Greek : Kôneion, Species : Conium maculatum. Description : In ancient Athens hemlock poison was traditionally as the method of death for criminals. The most famous example was Sokrates. Ancient writers frequently associate hemlock with the magic of necromancers and witches, along with its deadly sister aconite.
*Moly. Greek : Môlu. Species : Unknown (perhaps entirely mythical). Description : A poisonous herb with black roots and milk-white flowers. Mythology : Witchcraft of Kirke. When Odysseus was travelling to the palace of the witch Kirke, the god Hermes plucked a moly plant from the earth and presented it to the hero for protection against her magics. (Source: Homer)
==Beasts==
Beasttamer mini-game (Collect all 66 animals for Artemis's legendary.)
- Beasts become loyal after taming and will appear whenever called to combat or for companionship.
- You may retry (different creature) hunts a day until successful then edit in your name as an owner.
- Train max 4 beasts per day for Beasttamer wages and droppings. Add number of drops into inventory.
- House Zeus get +2 bonus each hunting step on ⚡💨 type beasts, Hades for 🔥☠️, Poseidon 💧❄️.
*/roll2 on a d12 for Tracking your prey through the wild (3 tries, pick last roll) emote high/low success.
*/roll2 on a d12 for Surveying your prey using this information codex, emote your high/low success.
*/roll2 on a d12 for Feeding your prey from your bag, or food summon, emote your high/low success.
*/roll2 on a d12 for Bonding prey with kindness, intimidation or willpower, emote high/low success.
*- Add up all four totals against the required dice check (dc) for the creature you're taming.
*- Upon failing a hunt, the beast will attack you and flee. /roll2 versus dc6 to evade and escape.
*- Diet: Most creatures will respond if offered meat. Bird may eat grains or insects.
*- Mount: Any of equal or larger size can be mounted for sprinting, swimming, flying or teleporting.
 Beast Mastery:
 Earn a special Pact (by taming full sets) gains +1 mastery modifier to beasttaming steps and animal farm.
 Up to +3 mastery points can be earned after three Pacts. House bonuses can stack with mastery up to +5.
===Melee===
Any beast with physical features for melee attacks can also learn 'Fang & Claw' (1dmg. +bleed ST)
Summon 01 - Blink Dog (bonding dc 20) 
Fang & Claw: Blinking Bite
Droppings: /roll2 1-4 Dog Poop, 5-9 Blink Fur, 10-12 Blink Saliva
Beast owners:Creature Lore:
Blink dogs are mysterious, intelligent canine creatures with yellow-brown fur and large ears. They are well known for their ability to blink, a supernatural teleportation skill, as well as their powerful senses, acute scent detection, tracking and ability to see in the dark. Blink dogs speak their own language among each other and have a long hatred of displacer beasts, who they would attack on sight. Failing to bond a Blink dog results in a violent bite before it flees. (dc50 to escape or suffer -1hp)
Summon 02 - Cu-sith aka Cooshee (bonding dc 20)
Fang & Claw: Crushing Bite
Droppings: /roll2 1-4 Green Poop, 5-9 Green Fur, 10-12 Cusith Drool
Beast owners:Creature Lore:
Cooshee are dogs kept by Elves, almost as big as a pony, with huge forepaws and long curved claws. Cooshee have pointy ears and curved tails held high except when being scolded. They have thick green coats of fur with brown spots that help camouflage. In a fight Cooshee fall enemies with their large forepaws before biting. These bites are said to be bone-crushing, capable of felling an orc warrior. Cooshee mate for life and pups bond strongly with their parents. Failing to bond a Cooshee results in a violent bite before it flees. (dc50 to escape uninjured or suffer -1hp)
Summon 03 - Wolf aka Werewolf (bonding dc20)
Fang & Claw: Twilight Bite
Droppings: /roll2 1-4 Wolf Dung, 5-9 Wolf Fur, 10-12 Wolf Venom
Beast owners: Acolyte Archait, Flowergirl Flo, Faun Izzyibeth, Angel Lucyane, Siren Nerine, Hellhound Allice, Dragongirl LisaCreature Lore:
Werewolves are cursed shape-changing wolf creatures (non-human shaping) that are vulnerable to silver and can regenerate most wounds. Infected werewolves transform during the full moon involuntarily. Members of this race that are born with the curse can infect others and can control their shifting. Werewolves are the most common type of lycanthropes and are found both in the wild and hidden in civilization. Werewolf packs are organized similar to wolf packs, with a powerful alpha in command of the entire group. The morals and ethics of the pack tends to follow that of the alpha. Failing to bond a Wolf results in a violent bite before it flees. (dc60 to escape uninjured, or suffer -1hp, werewolf injection on crit fail.)
Summon 04 - Worg (bonding dc 20) 
Fang & Claw: Midnight Bite
Droppings: /roll2 1-4 Worg Dung, 5-9 Worg Fur, 10-12 Worg Saliva
Beast owners:Creature Lore:
Worgs resemble normal wolves but are larger, more intelligent, and have a wicked gleam in their eyes. Worgs are sometimes enslaved by orcs and goblins to act as mounts or attack dogs. Despite their evil traits, worgs tend to act like regular wolves and often hunt in packs. Lone worgs usually hunt smaller animals. They stalk humanoid prey for a number of hours or even days, choosing the best of time for the attack. When they do, they employ hit-and-run tactics to exhaust the victim, until finally the whole pack goes in for the kill. They attack with their teeth, biting to bear their down to the ground. They also have the benefit of stealth, keen senses, and the ability to scent prey. Their horrific growl is known to instill nightmarish terror. Failing to bond a Worg results in a violent bite before it flees. (dc80 to escape uninjured or suffer -2hp)
Summon 05 - Veil Cat (bonding dc 30)
Fang & Claw: Shadow Bite
Droppings: /roll2 1-4 Veil Dung, 5-9 Veil Coat, 10-12 Veil Mist
Beast owners:Creature Lore:
Veil cats are clever hunters that expertly use their magical abilities to their advantage. They have special organs that can produce thick white smoke, which they spread with the tentacle-like appendages growing from their lower back. When they find a target, they use the smoke to corral the victim into a suitable location to strike at an opportune moment. It is unknown how these beasts came to be, but some beastmasters believe they were once ordinary panthers twisted and corrupted by the energies of the shadow realms. Failing to bond a Veil cat results in a violent bite before it flees. (dc60 to escape uninjured or suffer -1hp)
Summon 06 - Hellhound (bonding dc 30) 
Fang & Claw: Bleeding Bite
Droppings: /roll2 1-4 Hound Poop, 5-9 Hellion Fur, 10-12 Magma Drool
Beast owners:Creature Lore:
Hell hounds resemble fiery monstrous dogs with powerful physiques, standing around 4 ft (120c m) high at the shoulder and weighing about 120 lb (54 kg). Their fearsome form is covered in short, rust-red or red-brown fur and their eyes glow red. The markings on their bodies as well and their fangs and tongues are the colour of soot, and they reek of sulfurous smoke. Hell hounds, being intelligent beasts of law, can be trained and commanded by various entities across the realms, but their inherent malice limits their versatility. Hell hounds can only be trained to kill, and can abandon or betraying their masters for not sating their merciless hunger and often steal items from deceased victims to use as playthings. Unlike ordinary dogs Hellhounds quietly stalk their prey and surrounding them in a ring. One or two hell hounds would immediately use their scorching hot breath to drive their quarry into the waiting, fiery fangs of the other pack members. Failing to bond a Hellhound results in a violent bite before it flees. (dc80 to escape uninjured or suffer -2hp)
Summon 07 - Girtablilu (bonding dc 30)
Fang & Claw: Pincer Claw
Droppings: /roll2 1-4 Scorpion Dung, 5-9 Girt Scales, 10-12 Girt Nectar
Beast owners:Creature Lore:
Girtablilu are barbaric, half-scorpion monstrosities who scavenged the Far deserts, aggressively defending their colonies from unwelcome intruders. Girtablilu have torsos of rugged, dark-skinned humans, and the bodies of giant scorpions from the waist down, complete with claws and stinging tails. These lower bodies typically have colors ranging from pure black, to shades of desert brown. Girtablilu. Despite an animalistic intelligence, Girtablilu can defend themselves with combat weapons if needed. On a fail the Scorpionfolk will strike with the long-ranged tail to sting you, long enough to flee. /roll to avoid injury dc50.
Summon 08 - Shadow Shark (bonding dc 30) 💧 +2 House Poseidon Bonus
Fang & Claw: Winged Maul
Droppings: /roll2 1-4 Shark Droppings, 5-9 Shark Fangs, 10-12 Shark Blood
Beast owners: Acolyte Archait, Flowergirl Flo, Amazon Chryse, Angel LuciCreature Lore:
These monstrous sharks sport massive wings allowing them to extend their hunting range to land and air. Storms provide them with ideal hunting conditions as the heavy wind and rain provide cover of shadow and darkness for their sneak attacks. Shadow Sharks are often summoned by sea Nymphs or Poseidon himself to unleash them upon mortals who foolishly believe they can avoid the ocean's wrath inland. Failing to impress a Shadow Shark results in a violent bite before it flees. (dc80 to escape uninjured or suffer -1hp)
Summon 09 - Crocodile (bonding dc 40)
Fang & Claw: Snapping Bite
Droppings: /roll2 1-4 Croc Droppings, 5-9 Croc Skin, 10-12 Crocodile Blood
Beast owners:Creature Lore:
Crocodiles are large carnivorous reptiles that reside in swamps, rivers, lakes, and other wetlands. Being reptiles, crocodiles are vulnerable to cold, becoming slow and sluggish if exposed to it. Their four legs, though short, are noted as being quite powerful in terms of propelling them rapidly through their watery habitats. Crocodiles ambush their enemies, sneaking up on them and using their powerful jaws to drag their victims below the water. While some would try to dismember their prey once below the waters, often times crocodiles attempted to drag prey back to their lairs before feasting upon them. When attacking in a group, crocodiles would take turns tearing off chunks of their prey's flesh. Failing to tame a Crocodile results in a violent attack before it flees. (dc80 to escape uninjured or suffer -1hp)
Summon 10 - Great Lion aka Leonin (bonding dc 40)
Fang & Claw: King's Maul
Droppings: /roll2 1-4 Lion Dung, 5-9 Lion Fur, 10-12 Lion's Mane
Beast owners:Creature Lore:
Leonin werelions are usually thin and sinewy while in human form, with deep, melodious voices. Males typically have long curly hair of gold or brown while females keep their hair cropped almost to the scalp. Both sexes are deeply tanned and well-muscled. Leonin lions prefer ambush attacks whenever possible. They hunt in packs and communicate effectively through their roars. Werelions can strike with their front claws and use a special rake attack with their rear claws. Leonin werelions can leap up to 60 ft (18 m) when attacking. These creatures are social lycanthropes. Prides usually have more female members than males and a female, or matriarch, always rule. Failing to tame a Lion results in a violent attack before it flees. (dc60 to escape uninjured or suffer -1hp)
Pact 01 - Viera aka Lapine Amazon (Befriending all 10 summons unlocks Pact)
Fang & Claw: Bleeding Flurry
Droppings: /roll2 1-4 Veira Drops, 5-9 Cottontail, 10-12 Viera Nectar
Pact allies:Creature Lore:
The viera have leporine features, including long ears and supple limbs, as well as long silver hair that are sometimes dyed. They generally wear stilettos, possibly due to the shape of their feet, although there have been exceptions. Their trademark long ears grant them exceptionally good hearing, but they also have excellent senses overall including superb eyesight to spot prey from as far as 10 km. Viera's ears also allow them to listen to the voices of the spirit world, either to communicate with the world around them, or to summon monsters from other worlds. The viera are sensitive to magic–if they are exposed to high concentrations of it, they will enter a berserk state of wild abandon and superstrength.
Bonus 01 - Laicost aka Rous (Locate the mouse in-game then dc10)
Fang & Claw: Tooth & Claw
Droppings: /roll2 1-4 Mouse Drops, 5-9 Bucktooth, 10-12 Rous Nectar
Bonus owners:Creature Lore:
Don’t assume that laicosts are gentle because they look like adorable mouse people. In fact, laicosts (colloquially called rous) are dangerously fast cutthroats, known to haunt under-patrolled backroads and dimly lit city alleys. While many who study the mousefolk argue about the true origin, most agree that there was some degree of magic involved. They posit that laicosts originate from other realms yet others believe they were created by gods themselves which would explain their wicked ways. The laicost are hardly a bunch of petty thieves. Laicost society organizes itself by nests, tight-knit clans of soldiers and their families. Each nest is lead by the fastest member, the laicost nest boss who expand their nest reach through ambushing wagons, raiding farms, and mugging pedestrians in city alleys. Looking for that rare magic item? Just find a laicost. They can tell you how to find no less than three of them; for a little coin, of course. Thanks to their close ties to other criminal organizations, mousefolk use their black market connections to funnel stolen magical items and precious artifacts. Failing to tame a Laicost results in a violent attack before it flees. (dc30 to escape uninjured or suffer -1hp)
Bonus 02 - Hydra (Locate the hydra in-game then dc40)
Fang & Claw: 12-Headed Bite
Droppings: /roll2 1-4 Hydra Dung, 5-9 Hydra Scales, 10-12 Hydra Fangs
Bonus owners:Creature Lore:
Multi-headed reptile with scales that range from grayish-brown to dark brown. Hydra grow two heads if one is severed, though this could be prevented by applying fire or acid to the injured neck stump. Until all heads are removed from their body, a hydra will not die. Hydra live solitary lives, gathering only for the purpose of mating. A pregnant hydra preparing to give birth will build a nest. It digs a pit beside a pond or body of water, then lines it with sticks and weeds. There are 5 subtypes of Hydra including the Cryohydra, Duergahydra, Lernaean, Pyrohydra and Sea hydra. Some individual hydras are servants of the dark Chultan demigod Eshowdow. Failing to tame a Hydra results in a violent attack before it flees. (dc80 to escape uninjured or suffer -1hp)
===Ranged===
Any beast with physical features for ranged hits can also learn 'Soaring Dart' 1dmg, -3lvl per turn ST, +distant)
Summon 11 - Corollax (bonding dc 20)
Soaring Dart: Rainbow Haze
Droppings: /roll2 1-4 Prismatic Poop, 5-9 Parrot Feathers, 10-12 Mist Dew
Beast owners:Creature Lore:
Corollaxes are sexually dimorphic. Males typically have bright red, orange, and yellow feathers while females have brown or grey plumage. Both sexes have a curved, black-grey beak and black eyes. As natural mimics, corollaxes could be trained to repeat words, but without understanding any of its meaning. Naturally curious and social, these birds will repeat new phrases to an annoying degree. Failing to bond a Corollax results in a slew of offenssive slurs and cheeky name-calling before it flees.
Summon 12 - Imp (bonding dc 20)
Soaring Dart: Tailsting Dart
Droppings: /roll2 1-4 Imp Dung, 5-9 Imp Feathers, 10-12 Imp Blood
Beast owners:Creature Lore:
Imps are vicious, manipulative fiends that are among the weakest in the infernal hierarchy. They are considered minor devils, whose job is to assist and corrupt mortals whom their masters wanted groomed to the side of evil. Although imps can take the form of various animals, their natural forms are 2 ft (0.61 m) tall humanoids with dark red skin, leathery, bat-like wings and prehensile tails that end in fearsome stingers. Their horns are small, sharp, and twisting, gleaming white along with their fangs. The mind of an imp is both insidious and duplicitous, delighting in the corruption of mortals through trickery and temptation. Imps are masters of flattery, coercing others into acts of lawful evil or engaging in unscrupulous mischief, such as swiping valuables. Imps fight with their venomous tails, piercing the skin and injecting a potentially fatal toxin into their assailants. Failing to bond an Imp results in a sudden tail sting and 1 item in your possession being stolen. (dc50 to escape without theft)
Summon 13 - Light Owl (bonding dc 20)
Soaring Dart: Celestial Gaze
Droppings: /roll2 1-4 Owl Dung, 5-9 Owl Feathers, 10-12 Starlight Dust
Beast owners:Creature Lore:
Owls are nocturnal birds of prey with excellent hearing and swift agility to move quietly. When flying, they typically make no noise. Their eyes are capable of seeing in total darkness and low-light conditions. They also are capable of seeing the ultraviolet spectrum, seeing things clearly from a range of 200 yards (180 m) and dimly out to 600 yards (550 m). Altogether these senses make it incredibly difficult to sneak up on or surprise owls, whether they be in dark conditions or outside at dusk. When hunting, owls swoop silently at their prey, attacking with both powerful talons at once, before flying easily out of reach. Light owls are said to be blessed by the goddess Athena with celestial light that burns when weaponised, but also enhances their spiritual connection between realms. Failing to bond a Light Owl simply causes it to flutter away with a hoot.
Summon 14 - Peryton (bonding dc 20)
Soaring Dart: Projectile Horn
Droppings: /roll2 1-4 Goat Dung, 5-9 Goat Hooves, 10-12 Peryton Blood
Beast owners:Creature Lore:
Perytons are twisted and depraved magical creatures that appear to be a cross between a giant eagle and a demonic-looking, fang-toothed stag. They are known and feared for tearing the beating hearts from their victims' chests. A peryton's feathered and winged body was about 7 feet (2 m) long and 5 feet (1.5 m) tall and was similar to that of a giant eagle with dark green or gray-green feathers. Its head, however, is covered in blue-black or purple hair and was roughly the shape of a deer's. Its maw is full of jagged fangs, and its talons are as sharp as razors. On the top of its head is a set of extremely sharp and strong antlers, which are as hard as steel and used as stabbing weapons. A male has light blue chest feathers, while a female's are pale brown. A peryton's eyes glow an orange-red color, and whatever magic created perytons granted them a deceptively strong hide that is nearly impervious to anything but magical weapons. A peryton's shadow appears as the outline of whatever creature whose heart it last ate, usually an adult human but legend tell that the deer-bird were once humans themselves, hence the human shadow. Failing to bond a Peryton results in a violent horn strike before it flees. (dc50 to escape or suffer -1hp)
Summon 15 - Abeil aka Mother Bee (bonding dc 30) ☠️ +2 House Hades Bonus
Soaring Dart: Beesting Dart
Droppings: /roll2 1-4 Bee Dropings, 5-9 Bee Wings, 10-12 Beeswax
Beast owners:Creature Lore:
Abeils are humanoid bee-like creatures that live in large hive-cities. They are divided into three castes: the laboring vassals, the fighting soldiers (stormwings), and the ruling queens. Abeils features are a mix of bees and elves with bristly fur colours in alternating bands of black and yellow over their bodies. Their heads are elf-like, though their eyes are black and faceted, and sport antennae. They have four-digited hands, translucent bee-like wings, and stingers. Vassals and queens have relatively slender limbs, while those of the larger soldiers are much more muscular. All abeils can emit a sleep-inducing droning sound by beating their wings. Every caste has its own kind of poison that can be injected through stingers. Failing to bond the Abeil results in a violent stinging strike before it flees. (dc50 to escape or suffer -1hp)
Summon 16 - Pteranodon (bonding dc 30)
Soaring Dart: Ancient Screech
Droppings: /roll2 1-4 Ancient Dung, 5-9 Ptera Leather, 10-12 Ancient Blood
Beast owners:Creature Lore:
Pteranodons also known as airdragons are ranked among the dinosaurs. They are large behemoths encountered in the wild and even occasionally trained for use as flying mounts, much like dragons, albeit with less intelligence. A pteranodon is a birdlike reptile with sharp talons and leathery skin. One of the few flying dinosaur species, this monster was able to fly quite aptly due to its 30 ft. (9.1 m) leathery wings. Combined with a long beak, the pteranodon holds the middle ground between a reptile and a bird, although its beak is beset with razor-sharp teeth. It has a thin headcrest, and its skin contains small patches of downy feathers. Its large eyes are yellow-colored. When attacking in combat, pteranodons use the same technique as when they swoop down on water to catch fish, diving steeply. If the victim is too large, the animal would spear its enemy with its 4 ft long beak or screech loud enough to bleed the ears. Failing to bond a Pteranodon results in a flying attack before it flies off. (dc50 to escape or suffer -1hp)
Summon 17 - Griffin (bonding dc 30) 💨 +2 House Zeus Bonus
Soaring Dart: Bladed Wings
Droppings: /roll2 1-4 Griffin Dung, 5-9 Griffin Skin, 10-12 Griffin Blood
Beast owners:Creature Lore:
Griffons are intelligent beasts with the body of a lion and the wings, forelegs, and head of an eagle. Adult griffons can grow to 8 feet (2.4 m) with a wingspan of 25 feet (7.6 m). The average griffon weighed about 500 lb (230k  g). Expectedly, griffons, and their lairs exude a mix of two smells: a musky odour of great cats and the scent of falconer's mews. Though intelligent, Griffons are known to have a penchant for aggression. Young griffons are known as fledglings and considered full grown after three years. A griffon can fly 72 miles in a day, broken up into three sets of three hour flights with one hour rests in between. They are carnivorous creatures and their favorite animal to prey upon are horses, often attacking them when within sight or smelling distance. Griffons are commonly tamed as mounts or combat allies, and can attack with sharp talons or trained to expel sharp blades of feathered wings as wepaons. Failing to bond a Griffin results in a violent territorial attack before it flees. (dc70 to escape or suffer -1hp)
Summon 18 - Harpy (bonding dc 30)
Soaring Dart: Poison Darts
Droppings: /roll2 1-4 Harpy Dung, 5-9 Harpy Feathers, 10-12 Harpy Nectar
Beast owners:Creature Lore:
Harpies are the spirits (daimons) of sudden, sharp gusts of wind. They are known as the hounds of Zeus and are dispatched by the god to snatch away people and things from the earth. They have humanoid female upper bodies and the lower body of a reptilian, with scaly legs, clawed feet, and clawed hands with knotty fingers. Harpies have coal-black eyes, with filthy hair that is, tangled, and crusted with old dry blood. They possess powerful leathery wings for flying or carrying away their victims. Harpies do not wear clothes but will adorn themselves with jewelry from their victims. There are no physical differences between male and female harpies as the males possess breasts and female genitalia just like the females.
Harpies are notoriously malevolent and sadistic, taking enormous joy in hurting, torturing and killing their victims, and always seeking more. They are fond of entrancing travelers with their songs and luring them to shockingly cruel dooms. When they were done playing with their captives, they slay them and finally devour them. They are not particularly intelligent creatures and are prone to cowardice in the face of superior power. The deadliest power of the harpy aside from their song is flying attacks. Failing to bond a Harpy results in a violent talons attack before it flees. (dc70 to escape uninjured or suffer -1hp)
Summon 19 - Couatl (bonding dc 40) 🔥 +2 House Hades Bonus
Soaring Dart: Matumbe, gravity bomb
Droppings: /roll2 1-4 Snake Dung, 5-9 Couatl Feathers, 10-12 Couatl Scales
Beast owners:Creature Lore:
Couatl resemble long serpents with a pair of rainbow-feathered wings. They live in solitary or in flights of 3–6 with intellect above humans and speak Common, Draconic or Celestial through telepathy. Couatls are known for their beauty, magic, and virtue. Due to their intelligence and devotion to good, they were sometimes worshipped by neighbouring peoples. They fought a war with the corrupted serpentfolk, the Yuan-ti over control of the Tabaxi land of Chult. See the tale of Oyai. Failing to bond a Couatl results in a derrissive condescending insult on your lack of faith to the goddess before flying away.
Summon 20 - Sphinx (bonding dc 40)
Soaring Dart: Enfeebling Pass
Droppings: /roll2 1-4 Sphinx Dung, 5-9 Sphinx Feathers, 10-12 Sphinx Nectar
Beast owners:Creature Lore:
Sphinxes are treacherous and merciless beings with the head of a woman, leonine bodies and great feathery wings. According to Greek myth, these beasts challenge those who encounter them to answer a riddle, and will kill and eats those who fail to solve the riddle. They are a race of intelligent, immortal magical beasts who once held a vast kingdom given to them by the gods in an effort to teach mortals the way of truth. The sphinxes have their own methods, however, by teaching mortals to think for themselves with riddles and parables. Four common subraces of sphinx included the androsphinx, criosphinx, gynosphinx, and hieracosphinx. Androsphinx are known for their good nature, while hieracosphinx are inherently evil. Sphinxes tend to be solitary creatures and territorial over their homes, with many making their lairs within the ruins of ancient civilizations or in isolated caves. Sphinxes speak their own language as well as Common and Draconic.
Androsphinxes are male sphinx, with the body of male lions, masculine humanoid faces, and massive wings. They are physically powerful with inherent magical powers and a terrifying roar. While they tend to be short-tempered and terse, androsphinxes possess good-natured ideals and always attempt to do the right thing. A gynosphinx is a female sphinx, with a winged female lion body and feminine humanoid facial features. They prefer to pursue intellectual ideals and love to collect knowledge and ancient lore, and delight in solving riddles, puzzles and mental challenges. While not as physically powerful as an androsphinx, the gynosphinx is still a capable combatant and possess a number of magical powers including dextrous skill with aerial attacks. Failing to bond a Sphinx results in a disappointed berating tone on your lack of wisdom before flying away.
Pact 02 - Aasimar (Befriending all 10 summons unlocks this Sentient Pact)
Soaring Dart: Holy Light
Droppings: /roll2 1-4 Angel Drops, 5-9 Angel Feather, 10-12 Angel Nectar
Pact allies:Creature Lore:
Aasimar are human-like angels, often, but not always, descended from celestials and other creatures of pure good alignment, but while predisposed to good alignments, aasimar are by no means always good. They bare the mark of their celestial touch through many different physical features that often varies from individual to individual, hair colour, eye colours, height, strength or feathered wings. Nearly all aasimar are uncommonly beautiful and often significantly taller than normal humans. Most aasimar have pupil-less pale white, gray, or golden eyes and silver hair, or even emerald skin, or have feathers mixed in with their hair. Some have pearly opalescent eyes, topaz eyes, silvery or golden skin and those of couatl or lillend lineage commonly have small, iridescent scales. Many aasimar also have a light covering of feathers on their shoulders, where an angel's wings might sprout. As in tieflings, aasimar bloodlines could sometimes run dormant for generations, reemerging after being hidden for some time.
Most aasimar grow up cautious around others. Even those raised by understanding parents could not escape their strangeness, or the curiosity (or even fear) that their unique nature sometimes provoked. Many aasimar even suffer prejudice, something that deeply hurts the soul of the aasimar since most have an inherent bent towards empathy for others. Though many aasimar are good in nature, thanks to their celestial ancestors, not all were, just as not all tieflings or fey'ri are evil. Some aasimar fall into the trap of evil, corrupted perhaps by experience or the counsel and aid of an evil god as so few of them receive direct counsel from their celestial ancestor. to impart the stereotypical virtues of a celestial. Generally, aasimar are a wise and charismatic race, possessed of strong insights and a powerful allure with which most races could not compare. Aasimar are also quite perceptive, noticing things that others do not, and many could see largely unimpeded in perfect darkness, while also possessing the ability to cast magical light. Aasimar are also, like many of their celestial forebears, resistant to certain elements.
Bonus 03 - Asperii (Locate the flying horse in-game then dc40) 💨 +2 Zeus
Soaring Dart: Cutting Winds
Droppings: /roll2 1-4 Asperii Manure, 5-9 Hoof Clipping, 10-12 Asperii Mane
Bonus owners:Creature Lore:
 Asperii, or wind steeds are highly intelligent telepathic horses with dun, gray, or white hides and long manes often light gray, silver, or white. They fly with levitation or ride the wind. Usually very gentle, except with their enemies, hippogriffs and griffons. Asperii young, known as doffs, are amenable to training as mounts by good-aligned individuals. Once a rider was accepted, an asperii became devotedly loyal to them, never accepting another unless asked to by their first. Failing to bond an Asperii results in a condescending gaze, belittling you as unworthy, before it flies off.
Bonus 04 - Ghaunadan Slime (Locate the slime in-game then dc20)
Soaring Dart: Venompod Missile
Droppings: /roll2 1-4 Slime Goo, 5-9 Slime Ooze, 10-12 Slime Pods
Bonus owners:Creature Lore:
 Loyal servants of Ghaunadaur ‘GON-ah-door’, the god of oozes, slimes, and jellies, the Ghaunadan are intelligent oozes that have full control of their semi liquid bodies and even change forms for over half a day, into a humanoid male or female drow. Ghaunadan's paralytic Coat of Slime could be neutralised with a healing touch to create a healing salve. Ghaunadan’s humanoid form is a unique individual that is always pleasant to those beholding it. Ghaunadan live in subterranean areas where prey is accessible and tend to live alone, though they often reside near and lead other slime- or ooze-based creatures. Failing to bond a Slime results in a feeding frenzy for lust and consumption as it tries to swallow you into its corrossive innards. (dc70 to escape uninjured or suffer -2hp)
===Support===
Only these healing beast can effectively perform 'Healing Cry' (1dmg, +1hp ST)
Summon 21 - Almiraj (bonding dc 20)
Healing Cry: Horn's Kiss
Droppings: /roll2 1-4 Rabbit Dung, 5-9 Rabbit Fur, 10-12 Almiraj Hornchip
Beast owners:Creature Lore:
An almiraj is a variety of fey rabbit-like creature with a spiral horn emerging from its forehead. Almiraj are quite common in the Feywild, and considered a garden-variety animal. They are usually timid creatures, considered stupid and unpredictable by some. However, almiraj are also fearless. They are easy to pet and tame, and incredibly faithful to their masters, for this reason, spellcasters often seek them out to make them their familiars. Their affectionate energy can be a healing aura or their unihorn used as a defensive weapon. Failing to bond the Almiraj simply results in it scampering off speedily.
Summon 22 - Light Dove (bonding dc 20)
Healing Cry: Healing Song
Droppings: /roll2 1-4 Dove Droppings, 5-9 Dove Feather, 10-12 Doveslight Mist
Beast owners: Acolyte Archait, Flowergirl Flo, Thunderboy Cody, Angel Lucyane, Siren Nerine, Acolyte Van, Sorceress Lucy, Godling AriesCreature Lore:
Light doves are often used in divination magic with their seemingly random flight patterns being read in certain augury rituals. Some have even devised a way to read the future in flights of doves though too often these doves are magically lured to into the kitchens for subsequent culinary use. Light doves are favored animals of several deities with their presence being seen as an indication of the god's presence or approval. Light doves emit a radiant light said to be a boon from the celestial heavens which grants healing to those who mean them no harm. For this, Light doves are commonly kept as radiant or holy familiars. Failing to bond a Dove simply results in it fluttering off.
Summon 23 - Faedragon (bonding dc 20)
Healing Cry: Healing Breath Weapon
Droppings: /roll2 1-4 Dragonfae Dung, 5-9 Fae Scales, 10-12 Glitterdust
Beast owners:Creature Lore:
Faerie dragons are extremely small in comparison to their large dragon cousins, about the size of a cat. Each have an iridescent coat of scales that reflects all colours of the rainbow, predominantly reflecting one particular colour which changes with age. They have a long, prehensile tail and platinum-colored, butterfly-like wings. The mischievous faerie dragons came from a branch of the dragon family tree, closely related to pseudodragons. They were intelligent and capable of using language. Like true dragons, faerie dragons grow stronger with age, but they mature much more quickly and live shorter lives. Like many dragons, they tend to be pranksters, but faerie dragons are especially mischievous. Faerie dragons prefer to deal with predators from a distance, using innate magical abilities to confuse and bewilder. Some could phase in and out of their plane to avoid danger and if seriously pressed, these dragons could strike out with their claws and teeth, but they prefer magic over melee. They rarely fought alone and are often quick to call upon allies when in trouble. A faerie dragon could exhale a cone of euphoria gas as a breath weapon which causes victims mental pain or allies a recuperating air of joy or even tantric pleasure. Failing to bond a Fae Dragon results in a breath of pleasure attack leaving you "suffering" in euphoria.
Summon 24 - Tressym (bonding dc 20)
Healing Cry: Karma (+ one-time retry)
Droppings: /roll2 1-4 Tressym Litter, 5-9 Tressym Feathers, 10-12 Karmic Whiskers
Beast owners:Creature Lore:
Tressym resemble small winged cats and are popular as familiars for good-hearted wizards, for their good luck charms. Tressym are fluffy with varied fur colours. They have the ability to fly, find or follow scent, can see in the dark, sense invisible creatures and through taste, touch, or scent, can detect poisons while being immune to all. Being highly intelligent, Tressym have their own language, "tressymspeak" based on purrs and growls. Some bond with races like elves and humans, forming close friendships even in tales of heroic Tressym sacrificing themselves to save beloved companions. Tressym may originate from experiments. Failing to bond a Tressym curses you with bad luck for the next 1 hour rolling everything with disadvantage.
Summon 25 - Light Dolphin (bonding dc 30)
Healing Cry: Healing Splash
Droppings: /roll2 1-4 Dolphin Dung, 5-9 Dolphin Teeth, 10-12 Dolphin Nectar
Beast owners:Creature Lore:
Dolphins are a peaceful species of aquatic mammal. In addition to their eyes, dolphins view their surroundings by means of echolocation. A natural process of sending out an array of soundwaves that are reflected back as three-dimensional representations of their surroundings. Dolphins are generally capable of carrying or pulling around 360 pounds or 160 kilograms without becoming encumbered. Dolphins generally would only attack if they or their young are threatened. When engaging in combat dolphins act as organized units, taking commands from a central leader. In some cases they are willing to sacrifice their lives to protect the rest of their pod. Light Dolphins have a deific aura to them that can be both healing or harmful when threatened. Light Dolphins have greater intelligence than usual. They are even intelligent enough that, with some training and divine inspiration from the gods, they could become priests of some deities, usually of Poseidon or Apollo. Failing to bond a Dolphin simply results in a playful splash before it flees.
Summon 26 - Pixie (bonding dc 30)
Healing Cry: Pixiedust
Droppings: /roll2 1-4 Pixie Droppings, 5-9 Pixie Wings, 10-12 Pixiedust
Beast owners:Creature Lore:
Pixies are mischievous sprites that enjoy playing pranks on people. Such pranks included leading travelers astray and tricking misers into parting with their wealth. They resemble tiny elves, with reports placing them variously at 2.5 feet (0.76 meters) to as little as 1 foot (0.3 meters) in height. Pixies have silvery, moth-like wings and prefer to wear brightly colored clothing. Pixies have a number of innate magical abilities, such as being naturally invisible. At will, they can polymorph self, dispel magic, create dancing lights, and can heal with sprinkled pixie dust or cause unsuspecting targets painful headaches by stinging and stabbing. Failing to bond a Pixie results in a cloud of pixiedust thrown into your face that causes violent itching for five minutes as they flee.
Summon 27 - Shadow Nymm (bonding dc 30)
Healing Cry: Kiss of the Pure
Droppings: /roll2 1-4 Nymmian Dung, 5-9 Nymmian Fur, 10-12 Nymmian Whiskers
Beast owners:Creature Lore:
Shadow Nymm appear as panther or house cat with inky black fur. They are as equal fey deities, immortal and existing outside of time. As such her knowledge is boundless. Nymm find it offensive to imply black cats are bad luck and will appear to punish those who inflict animal cruelty. Many arcanist seek their knowledge in exchange for quests, texts or rare delicacies, but only a few are deemed worthy. She values those who make themselves useful to her, and groom her pride. Shadow Nymm can also express a torrent of psychic energy to savage the minds of her foes or lend healing energy to good-natured souls. Failing to bond a Shadow Nymm results in a painful gaze of judgement that harms with violent headaches. (dc80 to escape or suffer -2hp)
Summon 28 - Dryad (bonding dc 30)
Healing Cry: Blossom
Droppings: /roll2 1-4 Dryad Roots, 5-9 Dryad Bloom, 10-12 Dryad Sap
Beast owners:Creature Lore:
Dryads are fey maidens tasked with the protection of the forests and trees of their realms. They appear as beautiful women with delicate features seemingly made of soft wood. Hair is made of leaves and foliage that change color with the seasons. They are described to be as beautiful and welcoming as a sunlit glade in high summer and if angered can be as terrifying and deadly as a winter gale sweeping through a barren forest. The ladies of the oaks wield one of the most powerful enchantments known to men. They like to use it on wanderers and in lands where passions run strong, it is easiest for these enchantments to succeed. All dryads are magically bound to a single tree. These trees serve as the dryad's life force and home. Dryads will fight to the death to protect their bonded tree as should it be cut or destroyed, the otherwise immortal dryad would die. A dryad cannot stray too far from her bonded tree without suffering the same fate, unless they cast a spell on an acorn harvested from their bonded oak tree. With the acorn of the far travel in her possession, the Dryad is considered to be in contact with her tree at all times, regardless of distance. Failing to bond a Dryad results in a territorial thrashing by vines before it vanishes. (dc60 to escape or suffer -1hp)
Summon 29 - Kitsune aka Spirit Fox (bonding dc 40) ❄️ +2 House Poseidon Bonus
Healing Cry: Kitsunetatchi
Droppings: /roll2 1-4 Fox Dung, 5-9 Kitsune Fur, 10-12 Kitsune Dew
Beast owners:Creature Lore:
Kitsune in their natural form are anthropomorphic foxes with coloured fur and bright eyes. They are born with a single tail, but gain more tails as they grow older, living up to nine-hundred years or more. As a race of fox spirits, they tend to hide their true form among people to avoid discrimination and hatred built up from many legends of notorious nine-tailed Kitsune. Powerful and wise, nine-tailed Kitsune have white or golden fur, tending to be powerful sorcerers. Kitsune are born tricksters and can achieve godly power by the time they are fully matured. Supposedly, the only way to kill a Kitsune is to cut off all of its tails, where it's power is stored, ans due to this, the Kitsune were nearly wiped out for their magical tails and most of them went into hiding. One of their greatest spells, Kitsunetatchi can teleport the fox past an enemy, fast enough to cut and heal an ally before the enemy keels over. Failing to bond a Kitsune results in being teleported up into the sky to fall and crash, or into random danger before fleeing. (dc60 to escape or suffer -2hp)
Summon 30 - Phoenix (bonding dc 40)
Healing Cry: From the Ashes
Droppings: /roll2 1-4 Phoenix Ash, 5-9 Phoenix Feather, 10-12 Phoenix Nectar
Beast owners:Creature Lore:
A phoenix, or phoenix nobilus conflagrata (sacred, or fiery phoenix), is a powerful elemental bird that embodies the wild and unpredictable nature of fire. They are enormous birds with brightly colored feathers ranging from orange to red and violet, and blue-violet beaks and claws. Their talons have the consistency of diamonds, their eyes are a glowing ruby color and their bodies are naturally bright, capable of shedding its own light. These bodies are almost immaterial, composed of flames in solid shape and incredibly resistant to severe cold and heat. Phoenixes are described by many sages as champions of good, and by others as random agents of destruction. Most accounts agree that phoenixes are reclusive creatures that did not seek out contact or conflict with other creatures, but, if disturbed, provoked, or properly motivated, showed relentless fury and destructive power.
Phoenixes have a fierce hatred toward undead and will attack them on sight. They are impossible to sneak up on or surprise due to supernatural senses and can instantaneously detect charms, evil, and magic. Their bodies radiate protection from evil in a melee radius and can travel either ethereally or astrally. The touch of their wings can cure light wounds and a touch of their comb can cure disease. If ever their blood is spilled, a phoenix can make its droplets act as fire seeds. By spreading their wings and uttering a call they can dispel illusion or dispel magic. By performing a fire dance they can unleash an incredibly powerful exorcism. Failing to bond a Phoenix results in a violent burst of flames that'll render a handler unconscious for disturbing the magestic bird. (dc90 to escape or suffer -all hp)
Pact 03 - Succubus (Befriending all 10 summons unlocks this Sentient Pact)
Healing Cry: Tantric Touch
Droppings: /roll2 1-4 Demon Dung, 5-9 Demon Blood, 10-12 Demon Nectar
Pact allies:Creature Lore:
Succubi (or Incubi) are a type of demon that exist to seduce and tempt mortals into evil. When uncovered in her true form, a succubus appears as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair, but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes are said to smolder with sinister desire and cranial horns or a tipped tail might also grow out. Succubi stand on average around 6 feet (1.8 meters) tall and weigh 125 pounds (57 kilograms). Succubi often use their shapechanging ability to assume a humanoid form, and can maintain it as a disguise for as long as they like. Thus mortals rarely see succubi and incubi in their true forms. With a kiss of her lips, an embrace in her arms, or something more intimate, a succubus could drain the life energy of a mortal who lacked stamina and perhaps grant it to another in a pact, though this is incredibly rare.
Succubi and incubi are lusty creatures. A fiendish succubus desires a corrupted soul like nothing else, feeling utter emptiness until they claim one. Their deadly kiss is an echo of this emptiness. Fiendish succubi commonly use their ethereal form to slip through walls to reach a mortal's bedside, and linger there as they sleep. Here, they fill their victim's dreams with debauched scenes and whispers of forbidden pleasures, tempting them to indulge in dark desires, appetites, and taboos. The more the succubus does this in their dreams, the more vulnerable the victim becomes to temptation in the waking world. Eventually, the succubus enters the mortal realm directly, in a pleasing form previously seen only in the dreams, and befriends or seduces their victim, so they can influence and indulge all their desires and would perform evil deeds of their own free will. For more virtuous victim, this corruption might take longer, but their downfall was all the more rewarding for the succubus. Finally, the succubus slays their victim with a kiss, and the corrupted soul falls to the afterlife as their prize. Charming spells is mostly used for self-defense and similarly, their lethal kiss is reserved as a final assault or a parting shot before escaping.
Bonus 05 - Shadow Octopus (Locate octopus in-game then dc30) 💧 +2 Poseidon
Healing Cry: Mending Tentacles
Droppings: /roll2 1-4 Octopi Dung, 5-9 Octopus Skin, 10-12 Octosecretion
Bonus owners:Creature Lore:
Octopus are a breed of multi-tentacled cephalopod that live within the ocean. Generally, octopi are not dangerous unless provoked, and in this case, they will try to escape. These octopus are inherently good creatures that dwell in the oceans of the Underworld, trying to avoid the more powerful races down there with which they share territory. Full grown shadow octopi, unlike regular octopi are more aggressively territorial and can have tentacles up to 10 feet (3 meters) long. These species are larger than an adolescent human in size that inhabits the oceans here around Themiscyra and can use their shade to hide from predators or secrete a healing ray that stimulates through vibrational electric jolts. Failing to bond an Octopus results in a moment of tentacle violation before it flees. (dc50 to escape uncaptured or "suffer" +1hp)
Bonus 06 - Mantrap (Locate the mantrap in-game then dc10)
Healing Cry: Drain Captive
Droppings: /roll2 1-4 Flytrap Root, 5-9 Mantrap Blossom, 10-12 Mantrap Nectar
Bonus owners:Creature Lore:
 The mantrap is a large bush with towering stalks of purple coloured blossoms and huge green leaves that hang close to the ground, resembling oversized venus flytraps. Creatures attracted to the odour of a mantrap's pollen voluntarily climb onto one of its large leaves, which then entraps them like the jaws of a beast. The victim inside is blinded, restrained and slowly digested with acidic secretions, unable to escape or be pulled free unless the plant is destroyed or they are released. Mantrap pollen takes a day to wear off, but can be counteracted by the fumes from burning a mantrap. Failing to bond a Mantrap results in a moment of nectar-coated vines violation before it flees. (dc50 to escape uncaptured or "suffer" +1hp)
===Tanking===
Any beast taller than their trainer's waist can effectively use 'Sacrifice' (soaks all dmg on ally +KB)
Summon 31 - Flail Snail (bonding dc 20)
Sacrifice: Deflective Shell
Droppings: /roll2 1-4 Snail Droppings, 5-9 Snail Shells, 10-12 Snail Slime
Beast owners:Creature Lore:
Flail snails are magical creatures that resemble large snails. The have about five tentacles that are kept in constant motion, swaying slowly if the creature is calm or fast if its agitated. They possess very colorful scintillating shells that have antimagic properties. These keep growing as the creature ages. Flail snails move slowly, consuming everything in their path, including vegetation, rocks, sand, and dirt. They are particularly fond of crystal growths and mineral deposits and take their time to savor them. They are generally completely non-aggressive until threatened. The slow metabolism of flail snails rendered them immune to poison, while their thick shells and the wet mucus that covered their bodies rendered them immune to fire, able to use this to deflect attacks, even to protect their allies in a sacrifice turn.
Flail snails are hermaphrodites and reproduce by going through a complex mating ritual with other flail snails they meet casually. They exchange love darts in order to initiate the ritual, mate, and then go their separate ways, later to lay about a dozen eggs. A flail snail's shell can emit an extremely bright, multicolored light that stuns or blinds and makes it difficult for it to be physically targeted. If the creature was targeted by a magical attack, the shell could either reflect the attack back on the caster or convert the spell energy into a destructive blast of force to knock attackers back. The club-like tentacles of flail snails has tips of hardened skin with several protrusions that could crush wood easily and are the creature's only form of attack. If a tentacle is sufficiently damaged, it would die, but the snail would remain alive and could regrow lost tentacles after a few days, as long as at least one tentacle remained alive. If all tentacles are killed, the snail retracts into its shell and cries out a loud wailing sound for several minutes until it dies or has its tentacles restored, such as through a regenerative spell. Failing to bond a Snail results in it retreating into its shell and emitting a blinding light and repelling force to blast you away. (dc50 to escape uninjured or suffer -1hp)
Summon 32 - Porcein aka Pigfolk (bonding dc 20)
Sacrifice: Porkbelly
Droppings: /roll2 1-4 Pig Dung, 5-9 Boar Leather, 10-12 Pig Milk
Beast owners:Creature Lore:
Failing to bond a Porcein only results in being splashed with fluids like mud or other before fleeing.
Summon 33 - Tortle aka Turtlefolk (bonding dc 20)
Sacrifice: Tortle Shell
Droppings: /roll2 1-4 Turtle Dung, 5-9 Tortle Skin, 10-12 Tortle Milk
Beast owners:Creature Lore:
Tortles are reptilian-looking humanoids with large shells on their backs capable of containing their entire bodies. They have animal-level intelligence, leathery greenish skin and can grow up to 6-7 feet tall. The dorsal portion of their shells is usually darker, while the ventral portion is lighter. Tortles rarely wear clothing, favoring instead belts and harnesses to carry their belongings. They have little tolerance for cold, and usually migrate away from temperate areas in winter. Although generally poor swimmers, tortles are capable of floating on water or living under the surface for brief time, as they can hold their breath for over an hour. Despite spending much of their lives isolated, tortles liked to form strong friendships. Besides being able to wield weapons and shields, tortles have claws and beaks that are effective as natural weapons. In addition, they can retreat into their shells for additional protection if necessary. And would use this skill to protect allies under attack. Failing to bond a Tortle results in a panicked fleeing underwater.
Summon 34 - Armordillo (bonding dc 20)
Sacrifice: Armorskin
Droppings: /roll2 1-4 Armadillo Dung, 5-9 Armadillo Shell, 10-12 Armadillo Milk
Beast owners:Creature Lore:
Armadillo-kins are a race of humanoid armadillos who typically live solitary lives, and some are nomadic. They prefer to make homes in hot habitats such as deserts. Nomadic armadillo-kins typically just dig a small nest in the ground to sleep for the night, while other armadillo-kin burrows are very hard to spot on the fly, for they typically build their homes underground. The thought of humanoid armadillos appear to never surprise people much, but when one meets an armadillo-kin in person, it is quite a startling encounter.
Every armadillo-kin are born with a soft skin that gradually hardens on the back as they grow. Most newborns walk on four legs, but soon learn to walk on two legs. They can develop very quickly, able to open their eyes and walk perfectly within days, if not hours. A fully developed banded armadillo-kin stand between four feet and seven feet, and weigh around 250 pounds. The giant armadillo-kin can stand from six feet to ten feet, truly giant, and can weigh up to two-thirds of a tonne. Most armadillo-kins' skin color is usually gray or brown, occasionally a little beyond that spectrum, but bright colors are rare, for they need to be able to blend into nature. Their eyes always appear to be squinting, and only the most perspective can see that armadillo-kins' eyes are black, blending the iris and the pupil. Armadillo-kin are cold-blooded reptiles, and bear no hair or fur, and must maintain their body temperature. The hard skin on armadillo-kins' backs are like armor and will use it to defend kin and allies, and their strength tp push away danger. Failing to bond an Armadillo trickers a slow-coming headbutt before it waddles off. (dc40 to escape uninjured or suffer -1hp)
Summon 35 - Ursine aka Bearfolk (bonding dc 30)
Sacrifice: Bearskin
Droppings: /roll2 1-4 Bear Dung, 5-9 Bear Fur, 10-12 Bear Milk
Beast owners:Creature Lore:
The stout and abrupt ursines go by many names, but few of them are insults, for the ursines are both honorable and incredibly strong. Sometimes known as bearfolk or mountainwalkers, ursine are bear-like humanoids with a thick coat of fur, clawed paws on their hands and feet, angular ears near the top of the head, and a massive bear’s mouth. Not easily hurt, the ursines are a very honor-driven race, and do not tolerate disrespect. Once bonded through honour, they will protect an ally with their life and body block as sacrifice.
Summon 36 - Minotaur (bonding dc 30)
Sacrifice: Bullhide
Droppings: /roll2 1-4 Cow Dung, 5-9 Bull Horns, 10-12 Minotaur Milk
Beast owners:Creature Lore:
Summon 37 - Girallon (bonding dc 30)
Sacrifice: Warhide
Droppings: /roll2 1-4 Gorilla Dung, 5-9 Leather Hide, 10-12 Girallon Milk
Beast owners:Creature Lore:
Girallons are aggressive, carnivorous apes with four arms. They are incredibly strong and territorial. An adult girallon is about 8-12 feet (240-365 cm) tall and weighs 800 pounds (360 kg). It resembles a four-armed ape with thick white or black fur and curved tusks in its mouth, distinguishing it from normal apes. These beasts live in groups led by a dominant adult, who tends to be the oldest of the group. Some primitive tribespeople are known to capture young girallons to raise them to be mounts, using many of the same techniques one would use to train an owlbear.
Summon 38 - Triceratops (bonding dc 30)
Sacrifice: Ancient Hide
Droppings: /roll2 1-4 Dino Dung, 5-9 Dinosaur Scales, 10-12 Dinosaur Fossil
Beast owners:Creature Lore:
A triceratops is a large, herbivorous, herd dinosaur, also known as three horn by the inhabitants of New Athens. Triceratops have especially short tempers for herbivores, and will charge, trample, and skewer any creature invading their territory. A trained Trihorn can body-block incoming attacks, using its unbreakable hide to deflect harm for its companions. Failing a bond with a Triceratops risks being trampelled by one as it flees. (Evade dc60+ or be trampled and require healing with magic, potion or go to hospital)
Summon 39 - Displacer Beast (bonding dc 40) ⚡ +2 House Zeus Bonus
Sacrifice: Decoy Mirage
Droppings: /roll2 1-4 Displacer Dung, 5-9 Electric Fur, 10-12 Tentacle Drops
Beast owners:Creature Lore:
The displacer beast, also known as a dirlagraun or omlarcat is a large predatory cat-like creature with six legs and a pair of horned tentacles as long as 5  feet sprouting from the shoulders. Displacer beasts use their innate magic to bend light, making them appear to be between 1 foot to 3 feet from their actual positions. The same ability makes them resistant to all ranged attacks and excellent at hiding. The creatures can be mounted or trained, but are more intelligent than other animals and can even speak Common. Displacers are notorious killers and hunters. Failing to bond a Displacer Beast results in a violent bite and tentacle bashing before it flees. (dc80 to escape or suffer -2hp)
Summon 40 - Owlbear (bonding dc 40)
Sacrifice: Indomittable
Droppings: /roll2 1-4 Owlbear Dung, 5-9 Owlbear Fur, 10-12 Owlbear Feathers
Beast owners:Creature Lore:
Owlbears are large magical or fey beasts with owl heads and the body of a bear. Fur coats their bodies, while feathers line their underarms and head which can rotate up to 270°. Highly aggressive and ferocious, Owlbears are among the most feared predators in the wilderness. Their screeches peirce the night and echo across the land as a warning to others. They hunt with an insatiable appetite, more than that of a giant owl and a bear combined, armed with strength and claws. A hungry owlbear fears nothing, with little instinct for self-preservation. However, a jar of honey was effective bait for owlbear hunters.
Pact 04 - Gorgon (Befriending all 10 summons unlocks this Sentient Pact)
Sacrifice: Stonewall
Droppings: /roll2 1-4 Gorgon Dung, 5-9 Snakeskin, 10-12 Medusae Nectar
Pact allies:Creature Lore:
 Typical medusae have scaly skins of pale or earthy color. Their eyes glow with an intense red color and, instead of hair, their heads are covered in a mass of 1 foot-long (30 cm) living venomous serpents. Some have the lower torso of a snake and entire body covered by thin scales. Anyone (living or ethereal) within a range of 30 feet (9.1 meters) of a medusa who looked at its eyes could be transformed into lifeless stone within seconds, at the medusa's discretion. If mating with a human, a female medusa produces a clutch of between two and six eggs that always hatch into female medusae. The fate of a human after mating with a medusa is usually death by petrification. If a medusa and a maedar mate, the eggs will produce human offspring in 99% of cases and the babies are immediately petrified upon seeing their mother. In only 1% of the cases, a maedar is born.
Bonus 07 - Froggoliath (Locate the giant frog in-game then dc20)
Sacrifice: Slippery Skin
Droppings: /roll2 1-4 Frog Poop, 5-9 Toadskin Leather, 10-12 Froggoliath Spit
Bonus owners:Creature Lore:
 Giant frogs are just frogs but giant. They can grow up to 6 ft (1.8m) with tongues as long as 18 ft (5.5 m). Giant frogs fear fire and try to get as far away from it as possible. Due to their extended size, some giant frogs can jump up to 30 ft (9.1 m) high and across gaps that were 20 ft (6.1 m) wide. These monstrous frogs are well camouflaged and can hide to surprise predators or use their large adhesive tongues to capture and restrain foes. Smaller creatures are bitten and swallowed whole. Some giant frogs were known to keep the company of bullywugs or grunts as they are able to communicate and form bonds to protect each other.
Bonus 08 - Aranea aka Spiderfolk (Locate spider in-game then dc30) ☠️ +2 Hades 
Sacrifice: Wallwide Web
Droppings: /roll2 1-4 Spider Drops, 5-9 Spider Silk, 10-12 Aranea Nectar
Bonus owners:Creature Lore:
 The aranea can transform between a human, half-elf, drow or giant spider, fixed at birth. These creatures are giant humpbacked spiders with a pair of short arms ending in many-jointed fingers and which extend from below their mandibles. Their brain is not located in their head segment but actually in a large hump on their back. In human form, Aranea can cast illusions, charms, poisonous bites or throw webs. Aranea are ruled by the queen and they occasionally go into other communities disguised as healers or barbarians to trade or take a new mate to prevent inbreeding. The aranea, in the disguise of human forms, trade silk, herbs, and poisons with nearby settlements.
===Ultimate===
Only other rare beasts can effectively use 'Call of Elements' (1dmg +elemental status, AoE, dc80)
Summon 41 - Pegasus (bonding dc 50)
Call of Elements: Windwall (+KU)
Droppings: /roll2 1-4 Horse Manure, 5-9 Pegasus Feather, 10-12 Pegasus Mane
Beast owners:Creature Lore:
Summon 42 - Unicorn (bonding dc 50) ⚡ +2 House Zeus Bonus
Call of Elements: Lightarc (+Shock)
Droppings: /roll2 1-4 Unicorn Dung, 5-9 Unicorn Mane, 10-12 Unihorn Dust
Beast owners:Creature Lore:
 Unicorns resemble horses with white coats and a horn on the forehead. Males have white beards and mate for life. They can sense evil and radiate an aura to protect from it or trigger fey step to teleport away. Touching unicorn horns could heal and cure poison. Other varieties of unicorns besides the 'regular' or sylvan unicorn includes the corrupted Black type. Unicorn horns are considered a status symbol by wealthy demons of the Abyss and due to poaching, they often dwell deep in their homes only showing to other fae or to defend their forests.
Summon 43 - Aboleth (bonding dc 50) ⚡ +2 House Zeus Bonus
Call of Elements: Psychewave (+Shock)
Droppings: /roll2 1-4 Aboleth Drops, 5-9 Aboleth Teeth, 10-12 Aboleth Membrane
Beast owners:Creature Lore:
Aboleths are a race of malevolent, eel-like aberrations with potent psionic abilities. They are both extremely cruel and highly intelligent. As a result, they are among the most dangerous foes that exist. Holders of many terrible secrets thanks to their unique genetic memory, aboleths are born fully aware and with all the memories of their ancestors. These fish-like amphibians can grow to immense size in adulthood, often reaching 20 feet (6.1 meters) in length and weighing up to 6,500 pounds (2,900 kilograms), though they continue to grow as they age and some fantastically ancient specimens might reach 40 feet (12 meters) in length. They resemble a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths are lamprey-like, filled with serrated, jawless teeth. Aboleth underbellies are often orange-pink, while their topsides are typically sea-green. A little bit back from the head are four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads are roughly triangular-shaped, with a spherical, somewhat beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies. Aboleth blood is green and thick, oozing like sap.
Aboleths breath through a thick gray mucus-like substance, which covers their body and which they exuded from four pulsating organs along their body as they move. If robbed of the ability to exude this slime, an aboleth would suffocate in water or on land alike. As such, an aboleth has to take care of its mucus. Out of the water, an aboleth's membrane-like skin dries out quickly, but this does not prove fatal in and of itself. Instead, the aboleth would eventually enter a state of suspended animation, called long dreaming, a fate considered far worse than simply dying amongst aboleths. During this process, the so-hampered aboleth forms a tough, waterproof membrane. However, if this membrane was pierced, liquid floods out and death is usually not far off for the aboleth. Aboleths do not die of old age and so live on indefinitely, barring violence or disease. Aboleths have powerful electric-based psionic powers and are natural psions like mind flayers. However, aboleths have a much more fearsome ability, the capacity to secrete a viscous gray fluid, much like mucus, which brings about a terrible transformation in air-breathing creatures so unfortunate as to be caught in the fluid. The skin of the victim is transformed into a membrane that allowed it to breathe in water, and changes the creature's consciousness to that of a mindless servant. This allows aboleths to keep slaves, known as aboleth servitors, which they dominate and keep captive through their mind. Only the most powerful aboleths could do this, however, completing the process through a powerful ritual. Failing to bond an Aboleth results in an immediate mind drain that absorbs your memory, skills, stats and health to 0 for one day.
Summon 44 - Frostbear (bonding dc 50) ❄️ +2 House Poseidon Bonus
Call of Elements: Avalanche (+Slow)
Droppings: /roll2 1-4 Frostbear Dung, 5-9 Winter Hide, 10-12 Crystal Saliva
Beast owners:Creature Lore:
Summon 45 - Ice Drake (bonding dc 50) ❄️ +2 House Poseidon Bonus
Call of Elements: Blizzard (+Slow)
Droppings: /roll2 1-4 Drake Dung, 5-9 Dracenscale, 10-12 Dragon Mist
Beast owners:Creature Lore:
 Ice drakes are a species of elemental drake with ivory-coloured scales in tinges of ice-blue. Their limbs are short and stocky, and their tails wide and flat. Ice drakes only attack creatures smaller than them. In a fight, they focus on one at a time, to weaken the enemy and fly off with them. Ice drakes are scavengers that live in cold deserts. They are intelligent enough to speak, and know the Draconic language, Auran or Aquan. Ice drakes live either alone or in clusters of up to six individuals and their claws are naturally freezing cold.
Summon 46 - Chimera (bonding dc 50) 🔥 +2 House Hades Bonus
Call of Elements: Rain of Fire (+Burn)
Droppings: /roll2 1-4 Chimera Dung, 5-9 Goat Horn, 10-12 Serpent Venom
Beast owners:Creature Lore:
Summon 47 - Wyvern (bonding dc 50) 🔥 +2 House Hades Bonus
Call of Elements: Firebreath (+Burn)
Droppings: /roll2 1-4 Dragon Dung, 5-9 Wyvernscale, 10-12 Dragonblood
Beast owners:Creature Lore:
Summon 48 - Kelpie (bonding dc 50)
Call of Elements: Stormwave (+KI)
Droppings: /roll2 1-4 Kelpie Manure, 5-9 Kelpie Seaweed, 10-12 Kelpie Acid
Beast owners:Creature Lore:
 Kelpies are seaweed that can alter their form to appear as either a woman, a hippocampus horse-fish, or a green horse and could roam on land for upwards of three hours. In any form, their substance was still green seaweed. Kelpies split into two or more to reproduce once a month if plentifully fed. If properly cared for, a young sprout could grow into a full-sized kelpie within a month. Kelpie's scent act as a repellent to sharks and Hunters seek them out for this protection but would become charmed into thinking the Kelpie is in need of rescuing. Upon attempting a rescue, kelpies will grapple and drown their victims.
Summon 49 - Great Whale (bonding dc 50)
Call of Elements: Tsunami (+KB)
Droppings: /roll2 1-4 Whale Shit, 5-9 Whale Blubber, 10-12 Whalecum
Beast owners:Creature Lore:
 Killer whales, narwhals, and sperm whales are active hunters that prey upon giant squids and krakens, though often rely on smaller, more accessible food. Baleen whales are among the largest most intelligent variety of whales and feed by straining seawater through long strips of baleen in place of teeth, in order to eat plankton and krill. Whalebone is used in the creation of corsets popular among noble women. Their oil is used as lamp oil in Maztica but to the Elven god Deep Sashelas and the deities Istishia and Valkur, whales are sacred. Whaletime is a calendar system used by the marine species. Notable whales include the Leviathan, one of the Children of the Earthmother goddess.
Summon 50 - Treant (bonding dc 50)
Call of Elements: (+Poison)
Droppings: /roll2 1-4 Treant Roots, 5-9 Treant Pollen, 10-12 Treant Sap
Beast owners:Creature Lore:
Pact 05 - Genie Quartet (Befriending all 10 rare summons unlocks this Pact)
Call of Elements: Supernova (+Burn), Quake (+KD), Hurricane (+KB), Tornado (+KU)
Droppings: /roll2 1-4 Dao Soil, 5-9 Djinn Nectar, 10-12 Marid Droplet
Pact allies:Creature Lore:
 A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form that creates a genie. This genie retains no connection to the soul that gave it form, and that life force is the building block that determines the genie's form and apparent gender, as well as key personality traits. Types of genies include the Dao from the Elemental Plane of Earth, often running gem-mining operations. Djinn from the Elemental Plane of Air, the most common types you may know. Efreet from the Elemental Plane of Fire, said to be made of basalt, bronze and congealed flames, and finally Marids, from the Elemental Plane of Water. These are the main four. The laws governing the imprisonment spell of elemental spirits dictates once freed, the primordial entity can grant three wishes to their rescuer. Six rules apply; 1. A genie can only grant a maximum of three wishes per person, with only one thing per wish. If a person asks for multiple things in one wish, i.e. I wish I were rich and handsome, only the first of them is granted. 2. A jinn cannot be affected by their own magic. 3. Djinns cannot affect minds using magic. I.e. I wish for you to make the princess fall in love with me. 4. All wishes must be spoken aloud. 5. All wishes must be preceded by the words “I wish….” (or the equivalent in the person’s language) and 6, Genies are not obliged to grant wishes in accordance with the intent of the person wishing.
Bonus 09 - Cranium Rat (Locate the psychic rat in-game then dc50)
Call of Elements: Evil Collective (2-dmg AoE, once)
Droppings: /roll2 1-4 Rat Dropping, 5-9 Rat Skin, 10-12 Rat Brains
Bonus owners:Creature Lore:
 Cranium rats, or brain vermin, are psionically enhanced rats, transformed by mind flayers through bombardment with psionic energy. They are used as spies by illithid minds, interspersed through the normal rat population of a city. Cranium rats are indistinguishable from regular rats save for their enlarged and exposed brains. It is possible for these brains to emit light. Alone, cranium rats are weak and cowardly, and disperse if attacked, with only claws and teeth for self-defence. But when in a swarm, cranium rats can access enhanced psionic abilities similar to spells, implanted by their psi masters.
Bonus 10 - Dragon (Locate the true dragon in-game then dc50)
Call of Elements: Dragonfire (2-dmg AoE, once)
Droppings: /roll2 1-4 Chrome Dung, 5-9 Dragonscale, 10-12 Dragon Nectar
Bonus owners:Creature Lore:
 Fire dragons are physically distinguished by their enormous size and wingspan, which is the widest of all dragons, both in absolute size and relative to body length. Red Dragons are covetous, evil creatures, interested only in their own well-being, vanity and the extension of their treasure hoards. They are supremely confident of their own abilities and are prone to making snap decisions without any forethought. The vanity of red dragons is often revealed in their prideful postures and the looks of disdain with which they regard all others. One rogue red dragon that had a crisis of conscience is Lux.
Boss Monster - Tyrannosaurus Rex (Befriending all 65 creatures unlocks this Beast)
Call of Elements: Massacre (2-dmg AoE, once)
Droppings: /roll2 1-4 Jurassic Dung, 5-9 Jurassic Scale, 10-12 Jurassic Blood
Reward owners:Creature Lore:
Category:Lore
Category:Combat
Category:Classes