Cryptozoology Handbook

The study of Magical Creatures involves finding creatures and learning about them in the wild. This involves druidic scrying spells or textbook research. As of the 4th Semester, there are a total of 112 creatures documented and each can be befriended as a familiar.

## Textbook 1: Magical Creatures Classwork

**Title**: *"Round'Em Up Cowgirl: An Acolyte's Guide to Monsterhuntin', for Witches and All Y'all Magical Gals"*

**Author**: Prof. Ivy Lee Adderstone, and sisters

**Synopsis**: Contains hints and strategies for befriending and adopting lesser beasts, common animals and magical creatures. As well as useable methods for training and raising magical creatures. Techniques are allegedly tried and perfected by the Alabama Trio.

**Category**: Cryptozoology, Charms, Transmutation, Combat Application. Level 1 & 2.

### Daily Pet Finding

How to find and befriend an animal familiar

* Note - Spells are auto-success, but a low roll (1-5) is a low success and a high roll (6-12) is a high success.
* Your /roll2 results in each step are for adding up to a total for the final dice check after step 4 (Bonding).
* You may repeat the scrying spell up to 3 times for best result before starting your hunt. Use the last roll.
* Seek out one animal per day, and on successful bond, add it as an equippable spell in your spellbook.

Step 1 - Find the animal with 'Animalis revelare' then /roll2 d12 (+mastery) and emote accordingly. Use the school map provided to move to the location of the animal's home. (Components are in the animal pen)

Step 2 - Study the animal with 'Inquiro animalis' then /roll2 d12 (+mastery) and emote accordingly. Use the provided animal handbook for pet sheets animal information or the section below for the knowledge gained.

Step 3 - Feed the animal with 'Nutrio animalis' then /roll2 d12 (+mastery) and emote accordingly. You can also choose to soothe with 'Lenire', play, greet or sing to impress instead of, or including feeding.

Step 4 - Bond with the animal with 'Vinculum animalis' then /roll2 d12 (+mastery) and emote accordingly. Does your effort pay off or will the animal wander off? If failed, come back and try again on another day.

Add your total rolls for all 4 steps and if you pass the required dice check, the pet will bond to you. If not, let it roam off and try again another day. Each animal has a Charm HP of 10 or more hit points that you must reach in order to impress them and bond. More aggressive animals may attack you before leaving, if you fail. You may add your spell mastery bonuses to dice rolls on each step to a limit of +3. You can ask myself or any Magical Creatures TA for catchup to learn these 4 basic spells for pet hunting.

### Where To Find Them

Below is a map of the Salvatore Academy forest where many magical creatures roam. This is an excerpt from your listed library books, an ever-expanding index mapping the location of new and old magical creatures residing or seeking refuge on the arcane island.

* Credits; *The Mage's Companion to Familiar Bestiary: Magical Animals and Where To Find Them* by Sir Ian Wingalon, with strategy and hints from;
* *"Round'Em Up Cowgirl: An Acolyte's Guide to Monsterhuntin', for Witches and All Y'all Magical Gals"* by Professor Ivy Lee Adderstone and sisters.

(Click to expand)

### Mastery Training

Animal handling either goes badly or it goes well but either way it will go. As such, most tasks in MC class are auto-pass, only how well you pass is measured. We'll use /roll2 for dice checks and most challenges will require a total dc of 10 to complete. For example, interacting with the Cockatrice requires 10 charm points. This is all accumulative, so you add your rolls together on each step.

Mastery will make reaching maximum task progress easier by improving your individual spell effectiveness to a maximum of +3. (You add this bonus to your /roll2). Keep track of your spell mastery bonuses using the Class Journal under spell list. Just add the +3 next to the spell under your name after practice and/or research.

* Spells Mastery: Theory - Once a week, students can read up on MC spells theory using textbooks from the library, or this wiki and gain +2 mastery points to a single spell, up to 3. (Post RP screenshots on discord)

* Spells Mastery: Training - In addition to theory, students can practice a Magical Creature spells either during a Pet Finding or practicing in the pen, and gain another +1 mastery points to a spell, up to 3.

Mastery Guide (by Spell)

1. Animalis revelare - Trace a pet's location on the school grounds (+1) and/or study the spell in a book (+2).
-[Adds +3 to scrying rolls, helps with Pet Finding]

2. Inquiro animalis - Cast this on any summoned pet (+1) and/or study it from a book to learn new secrets (+2).
-[Adds +3 to study rolls, helps with Pet Finding]

3. Lenire - Calm a familiar (+1) and/or study the spell in a book (+2).
-[Adds +3 to calming rolls, helps with Pet Finding]

4. Nutrio animalis - Cater snacks or meals for a companion (+1) and/or study the spell in a book (+2).
-[Adds +3 to feeding rolls, helps with Pet Finding]

5. Eliciunt partem - Cast on a companion to gain fur, dung, claws etc (+1) and/or study the spell in a book (+2).
-[Adds +3 to yield quantity, helps with Animal Farm]

6. Communicare animalis - Practice linguistics with any animal around (+1) and/or study it from a book (+2).
-[Adds +3 to communication rolls]

7. Nuntium animare - Send messages via animals (+1) and/or study the spell in a book. (+2)
-[Adds +3 to messaging rolls]

8. Facti sunt animalis - Copy a companion's appearance and pet skill (+1) and/or study the spell in a book (+2).
-[Adds +3 to rolls using Animal Shape pet skills]

9. Sacramentum animalis lex - Advanced monster taming, untrainable outside of exam trials on monster isles.
- [Adds +3 to monster taming attempts, unlocked once all 112 magical creatures are attained]

10. Invoco monstra - Channel a bonded giant monster (+1) and/or study the spell in a book (+2).
-[Adds +3 to rolls using invocation skills, able to summon large beasts once all 112 MC's are attained.]

11. Vinculum animalis - Cast on a summoned pet (+1) and/or study it from a book to improve bonding skill (+2).
-[Adds +3 to bonding rolls, helps with Pet Finding]

12. Vocatus animalis - Spend time with pets to gradually increase stay duration (+1) and/or study the spell (+2).
-[Adds +3 hours to animal stay duration]

### Daily Animal Farm

Farming can be completed at the animal pen on any day and is used for collecting animal resources for crafting. Crafting different kinds of summoning foci unlocks access to new magical creatures that otherwise would not live in the wild. These are intelligent magical beings that can be bonded with through a mutual pact. Training or feeding a pet in the animal pen increases item drops called animal leavings. Animal leavings are the ingredients needed for crafting Summoning Foci. A list of ingredients for crafting a Summoning Focus will also be provided.

* Pet Training - Students can summon their pet in the animal pen to practice using their pet skill, utility skill or mount skill. Training grants +1 yield to animal leaving, fur, claws etc. (Post RP screenshots to discord)

* Pet Care - Soothing (Lenire spell) or playing with a favoured pet on any day will also increase animal leavings by +1 yield to be collected into the MC class school inventory at the animal pen stores (See docs)

* Pet Feeding - Feeding (Nutrio spell) a favoured pet on any day will again increase animal leavings by +1 yield to be stored. Feeding, training and playing/soothing a favoured animal gives the total yield of +3.

* Animal Shape - Another more extreme option is the full druidic method, where a witch takes the shape of a favoured pet for half a day, feeding and living as a beast, communicating through Speak with Animals or innate telepathy. At the end of the evening, gain +1 yield and drop animal leavings to collect upon resuming normal shape. Warning, using a shapeshift too many times or for too long in a day cycle causes the mind to become primal and the body remains stuck as a were-animal.

* Loot Collecting - Eliciunt partem spell can be used to collect 1 yield (5 total with all training steps, 8 with +3 Eliciunt mastery) of animal leavings from a favoured pet on any day; fur, claws, fert dung etc. /roll2 to decide which type of leaving is dropped. (1-4 common, 5-10 useful, 11-12 rare on d12) Jot down all your loot into the MC Farm inventory (on Google Docs, tab 4).

* Item Crafting - Certain rare drops can be crafted with ingredients to create Summoning Foci. Crafting system is /roll2 at Professor Charlotte's potions brew or Professor Skull's artificing forge. Success roll is a dc10 to pass. 3 attempts a day. (dc9 for Year 6+.) All materials are lost on a failed craft. All foci only need to be crafted once, by any student. The foci will be duplicated and granted to others so they can try a summoning pact when ready. Summoning involves using the foci to call on an entity and then bond freely. Special crafting and foci-using classes for practicing the summoning arts will be held soon.

### Inventory (& Class Journal)

See Magical Creatures Class Journal (Google Docs)

## Textbook 2: Magical Creature Class Spells

**Title**: *"Essential Spells & How To Train Your Summons"*

**Author**: Madame Mary S. Alewood

**Synopsis**: Details druidic spells for finding and developing a bond with magical creatures, among other tricks.

**Category**: Cryptozoology, Charms, Transmutation. Level 1 & 2.

### Locate Animal 'Revelare'

(RAP) Scry an animal's location using parts of its essence. If cast near a portal, will transport the caster across a metaphysical plane to the animal's habitat. The incantation for locate animal is 'Animalis revelare'. It is a divination spell that works by scrying the realms for animal essence that matches the leavings or animal component existing.

### Study Animal 'Inquiro'

(RAP) Attempts to extract biological and ecological knowledge about an animal or magical creature by attuning to its essence. The incantation for study animal spell is 'Inquiro animalis'. It works by extending the animal's essence into you to glimpse its memories, for ecology and biology information.

### Soothe Animal 'Lenire'

(RAP dc70) Charm and convince an animal you mean it no harm. Placates for 1 turn in combat. The incantation for soothe animal is 'Lenire'. It is a charming spell that attempts to convince a startled animal or a hostile monster that you mean no harm. The calming effect ends if the creature is harmed.

### Feed Animal 'Nutrio'

(FOC) Summons food that you have seen to a location near a creature. Placates for 1 turn. The incantation for feed animal is 'Nutrio animalis'. It is a simple conjuring spell that brings to you any feed you've seen from a location you know of, by calling it in your mind. Be careful if the food belongs to someone, they might track you down to pay. It is also useful to summon feed you know the animal enjoys as part of its diet.

### Collect Leavings 'Eliciunt'

(FOC) Extracts useful materials from animal droppings or leavings. /roll2 1-4 for common drops 5-10 for useful items and 11-12 for rare on a d12. The incantation for collect leavings is 'Eliciunt partem'. It is a simple spell that charms an animal's bodily item to fly towards you, namely claw clippings, scales, fur, manure. Be careful of your aim and get a bucket ready so it does not fly in your face. Droppings are great resources for spell components, artificing, potion brewing or fertiliser in Herbology.

### Speak Animals 'Communicare'

(RAP) Touch your lips and cast to understand and adopt a creature's way of communicating. The incantation for speak with animal spell is 'Communicare animalis'. It works by synchronising your essence with the animal's in an attempt to understand their way of communicating and mimic it. Simply touch your lips and speak the words. Requires eye contact and lasts for ten minutes unless bonded; animal's language is retained permanently on soulbind.

### Animal Messenger 'Nuntium'

(RAP) Speak a message upon any animal to be carried to a recipient you can visualise, who will know speak with animals upon receipt. < dc6 message is jargon. The incantation for animal messenger is 'Nuntium animare'. It is a simple charm spell that transfers a message of short or longer form through an animal to be carried to a recipient you can visualise. The spell effect contains speak with animals allowing any recipient to momentarily understand the animal's wild noises in their mind. Without focus, the message may be delivered verbatim, slightly rephrased or completely jumbled.

### Animal Transformation 'Facti'

(RAP dc70) Shape some part or all of self into features of an animal you can or have touched. The incantation for animal transformation is 'Facti sunt animalis', a transmutation spell that shapes some part or all of your body into features of another animal you can touch or have touched before. It is useful for disguising or evading detection. A perfect animal copy requires a full moon to achieve and can become permanent if maintained for too long. Adopts the animal’s skills if bonded.

### Tame Monster 'Sacramentum'

(RAP dc70) Marry your essence with that of a magical monster to use in invocations. Target should have been bested in a challenge or encounter. The incantation for Tame monster is 'Sacramentum animalis lex' and it works by imposing superiority and projecting your spirit to merge with the monster's own willingly after defeat.

### Invoke Creature 'Invoco'

(RAP dc70) Channels companions of Large size or more to use a pet skill once. Larger summons are hard to control and spell may fail from disobedience. The incantation for Invoke Creature is 'Invoco monstra (or name)' and it works by calling forth a sliver of the entity's spirit to appear in part as a temporary assist.

### Bond with Animal 'Vinculum'

(RAP) Attempts to bond your essence with that of a magical creature. The incantation for bond with animal spell is 'Vinculum animalis'. It works by marrying the animal's essence with yours in a soulbind. This means you will now share healing or pain or even mirror each other's emotions. Works only after adequate interaction or the completed bonding ritual.

### Summon Companion 'Vocatus'

(RAP) Summon bonded companion to use pet skills. The incantation for summon companion is 'Vocatus (pet name)' or vocatus animalis if its nameless. It works by drawing out the shared essence of an animal you have already studied, fed or played with and are bonded to. This spirit will manifest the animal into our physical realm. Note that healing, harm and emotions are mirrored between caster and familiar. But summon companion can be very useful for the pet's abilities if you can't perform them yourself.

## Textbook 3: Magical Creatures & Skills

**Title**: *"The Mage's Companion to Familiar Bestiary: Magical Animals and Where To Find Them"*

**Author**: Sir Ian Wingalon

**Synopsis**: Details the biology of different creatures, their traits and skills, sociological behaviours and cultures, as well as ecology of their homes. Also provides maps of near and distant realms with animal habitats.

**Category**: Cryptozoology, Divination, Demonology, Magical History. Levels 1-3.

### Petrify: Cockatrice/Gorgon

Cockatrice Lore

Cockatrice resembles chickens with grey bat wings and a lizard-like tail with yellow-green scales. Their feet and beak are yellow, and their feathers were of a golden-brown hue. A male cockatrice has a rooster's wattles and comb, which the females lack and female cockatrices were very rare, much more so than the males.

Summoners:

    Gorgon Lore

Cockatrice resembles chickens with grey bat wings and a lizard-like tail with yellow-green scales. Their feet and beak are yellow, and their feathers were of a golden-brown hue. A male cockatrice has a rooster's wattles and comb, which the females lack and female cockatrices were very rare, much more so than the males.

Summoners:

### Colour: Corollax/Veil Cat

    Corollax 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.

Summoners:

    Veil Cat Lore

TBD

Summoners:

### Bite: Cooshee/Worg

    Cooshee 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.

Summoners:

    Worg Lore

TBD

Summoners:

### Blink: Blink Dog/Imp

    Blink Dog 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.

Summoners:

    Imp Lore

TBD

Summoners:

### Throw: Cloaked Ape/Grung

    Cloaked Ape Lore

Cloaked apes are man-sized diurnal foragers with grey fur and large flaps of skin stretching from the wrist to the ankle. This skin allows for gliding short distances between treetops, where they forage for food. When not in use, these flaps resembled folded cloaks. Cloaked apes are highly territorial, but seldom attack unless outnumbering intruders. They prefer instead to remain safe in the treetops and hoot and holler at any, occasionally hurling fruit or branches.

Summoners:

    Grung Lore

TBD

Summoners:

### Wind Shield: Asperii/Griffin

    Asperii 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.

Summoners:

    Griffin Lore

TBD

Summoners:

### Impale: Unicorn/Almiraj

    Unicorn 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.

Summoners:

    Almiraj Lore

TBD

Summoners:

### Matumbe: Couatl/Sphinx

    Couatl 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.

Summoners:

    Sphinx Lore

TBD

Summoners:

### Decoy: Displacer/Cheshire Cat

    Displacer Beast 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.

Summoners:

    Cheshire Cat Lore

TBD

Summoners:

### Engulf: Mantrap/Flumph

    Mantrap 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.

Summoners:

    Flumph Lore

TBD

Summoners:

### Enchant: Kelpie/Water Naga

    Kelpie 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.

Summoners:

    Water Naga Lore

TBD

Summoners:

### Psionic: Cranium Rat/Aboleth

    Cranium Rats 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 telepathic masters.

Summoners:

    Aboleth Lore

TBD

Summoners:

### Luck: Tressym/Pseudodragon

    Tressym 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.

Summoners:

    Pseudodragon Lore

TBD

Summoners:

### Sleep: Kamadan/Faerie Dragon

    Kamadan Lore

Kamadan are magical creatures from the jungles of Chult that resemble leopards except for the additional six snake bodies protruding from their shoulders. Some sages claim that kamadans are related to displacer beasts, although most recognize that the similarities between these two are simply coincidental. Kamadans actually despise displacer beasts and will attack them on sight. Kamadans hunt either alone or in mated pairs and the typical strategy is to use the sleeping gas breath weapon to knock prey unconscious before moving for the kill. The snakes also possess a powerful poison with their deadly, snipping bites.

Summoners:

    Faerie Dragon Lore

TBD

Summoners:

### Healing: Slime/Pixie

    Ghaunadan Slime 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.

Summoners:

    Pixie Lore

TBD

Summoners:

### Kiss: Shadow Nymm/Flail Snail

    Shadow Nymm 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.

Summoners:

    Flail Snail Lore

TBD

Summoners:

### Body Blow: Owlbear/Girallon

    Owlbear 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.

Summoners:

    Girallon Lore

Girallons are aggressive, carnivorous apes with four arms. They were incredibly strong and territorial. An adult girallon is about 8 feet (240 centimeters) tall and weighs 800 pounds (360 kilograms). 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.

Summoners:

### Disable: Froggoliath/Nagpa

    Froggoliath 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.

Summoners:

    Nagpa Lore

TBD

Summoners:

### Harm Ally: Aranea/Girtablilu

    Aranea 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.

Summoners:

    Girtablilu Lore

TBD

Summoners:

### Elements: Genie/Hellhound

    Genie 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 but there are others, including the Qorrash, genies of cold and ice. Khayal, genies of shadow and Jann, humanoid genies who draw their powers from all four of the classical elements but are the weakes of genie types.

Genies have a number of inherent magical abilities but can also train in sorcery of a specific element. Genies create peculiar magic items and employ specialized spells, sometimes in the service of a genie-binding sha'ir. There exists a path of power for the dao, djinn, efreet and marid, each, which are considered lost paths, generally unknown to others.

Genies are sometimes bound to magic items and forced to serve others. Examples of these items included a ring of genie summoning, a lamp of genie summoning, and an astrolabe of entrapment. All genies resent this kind of enslavement. It is possible to free a genie trapped by this kind of servitude by either destroying the device binding them, or using a wish to free the genie. Genies freed from this imprisonment are almost always incredibly grateful to whoever freed them, though they typically did not hang around for long once freed. All genies feel fear and hatred towards Ghul-kin, especially great ghuls, undead genies that could command genies like a sha'ir, a power which they resent them for. Genies will often destroy a great ghul's home whenever it is discovered.

Sha'irs are special wizards able to summon a small elemental familiar called a gen. Gen could be summoned from each of the four elemental planes. No matter which plane the gen came from, it happily became the sha'ir's servant and worked in all of the elemental planes to find magic for its master, including planes opposed to its native element. Most gen are fanatically loyal to their sha'ir. The ritual required to summon and bind a gen lasts many hours. A sha'ir could spend time fasting and communing with the nature of the elemental plane from which the gen would emerge to ensure success. A sha'ir could not be interrupted during this time or the ritual would fail. A sha'ir can hear and see whatever their gen experiences. The two could also communicate at will with each other through a mental link.

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;

* 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.
* A jinn cannot be affected by their own magic.
* Djinns cannot affect minds using magic. I.e. I wish for you to make the princess fall in love with me.
* All wishes must be spoken aloud.
* All wishes must be preceded by the words “I wish….” (or the equivalent in the person’s language)
* Genies are not obliged to grant wishes in accordance with the intent of the person wishing.

Summoners:

    Hellhound Lore

TBD

Summoners:

### Bloom: Dryad/Treant

Dryad 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.

Summoners:

    Treant Lore

TBD

Summoners:

### Hive Mind: Abeil/Formian

Abeil 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. Vassals and soldiers can weaken anyone they sting for up to 2 weeks. Abeils generally fight while airborne and tend to swarm opponents to sting them with debilitating poison. Queens only fight if threatened directly and rather than wielding weapons like bows, they make use of their divine spells.

Abeils split off and build new hive-cities whenever one grows too populous. Vassals perform the hive-city's labor at the behest of their queen, including tasks such as gathering pollen, producing goods, and maintaining the city's structures. A small number of more individualistic vassals make up a group called the vassal court, which served as the queen's council. Soldiers patrol the hive-city and its environs. They are suspicious of any outsiders, and consider nearby civilizations threats to their city. The queen rules the hive-city with absolute power. She is the one to rear the juvenile queens, feeding them royal jelly to convert them into fully-fledged queens when the time comes to build a new settlement.

Summoners:

    Formian Lore

TBD

Summoners:

### Celestial: Tiefling/Aasimar

Tiefling Lore

Tieflings are descendants of otherworldly humans who have been infused with the touch of the fiend--demons, devils, evil deities, and such others who have bred with humans. Tieflings are known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside. The celestial counterparts of tieflings were called aasimar. While some Tieflings look like normal humans, most retain physical characteristics derived from their ancestor, with the most common such features being horns, prehensile or non-prehensile tails, and pointed teeth. Some tieflings also have eyes that are solid orbs of black, red, white, silver, or gold. Other more unusual characteristics includes a sulfurous odor, cloven feet, or a general aura of discomfort they leave on others around them.

Tiefling skin was usually human-like in color, though extending past normal human colors into reddish hues as well. Tiefling hair was also often the same color as human hair, though dark blue, red, or purple were common shades amongst the race. Although it was not always the case, tieflings tended to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit, helped to give tieflings a reputation for thievery and duplicity. Tieflings who have strikingly inhuman features were often killed at birth by their horrified parents or others. Only those tieflings with subtle features or born to someone indifferent to their appearance, either out of acceptance or cruel purpose, were likely to reach adulthood. This means, some families go through generations not knowing of their fiendish ancestry until a demonic Tiefling child is born.

Summoners:

    Aasimar Lore

TBD

Summoners:

### Find: Goblin/Leprechaun

Goblin Lore

Goblins are a race of small and numerous goblinoids common throughout the worlds of Fae, most commonly hobgoblins, often living in underground caverns near the surface known as lairs. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.

Goblins usually have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. and their eyes varied in color from red to yellow. Their skin color ranged from yellow through any shade of orange to a deep red or shades of green. All members of the same tribe normally shared the same skin color. Goblins typically dress in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins breed extremely rapidly compared with many other races, accounting for their large population.

Goblins often have a short temper, and have a sense of greed that makes it difficult for them to act altruistically. They also generally took sadistic pleasure in exacting revenge once crossed. Being bullied by bigger, stronger creatures has taught goblins to exploit their sheer numbers and malicious ingenuity. They favor ambushes, overwhelming odds, dirty tricks, and any other edges they could devise. Despite their generally poor reputation however, not all goblins were dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world.

Summoners:

Leprechaun Lore

TBD

Summoners:

### Raise: Vampire/Phoenix

Vampire Lore

Vampires are a type of undead that feed on blood. They are one of the most feared and powerful undead creatures. There's something so pure about a vampire's evil, so perfect in its utter corruption... It'll tear at your throat like a ravenous beast, then smile at your companions as it dabs its blood-soaked lips with a silk napkin.

A vampire looks like it did when alive, but with paler skin, hardened and feral features giving them a predatory aspect, and red eyes that are hard to forget. Their hands are clawed, they do not cast shadows and have no reflections in mirrors. Vampires is always a creature of evil. If it was not evil in life, it becomes so in undeath.

A vampire retains all the abilities it had in life, and gains the ability to drain blood and life energy, and to dominate other creatures with its gaze. A vampire can also command rats, bats, and wolves, or take the form of those creatures. The greatest weakness of all vampire kind is their hypersensitivity to sunlight. If exposed directly to light created by the sun, they will start being harmed instantly, and would eventually burn to ash if they do not hide in the shadows. Additionally, they can not spend more than a moment in running water without being injured.

Vampires are eternally bound to their coffins and the unholy earth where they were buried. While they are either resting or regenerating in their coffin, driving a stake through their undead heart would destroy them instantly. They also can not tolerate the smell of garlic and will not voluntarily enter an area with a strong odor of it. Lastly, they can not enter any residence, without an explicit invitation of the beings inhabiting it.

A new vampire is created when another vampire drains the life out of a living creature. A humanoid or monstrous humanoid can become a vampire. Half-vampires can be created in one of two ways. First, in some rare cases, a vampire could consume enough blood that it could breed with a humanoid, creating half-vampire offspring. Second, in even rarer cases, if a pregnant mother survived having her blood drained by a vampire, her unborn could be "tainted" with vampirism instead.

Summoners:

Phoenix Lore

TBD

Summoners:

### Double: Cervitaur/Centaur

Cervitaur Lore

TBD

Summoners:

Centaur Lore

TBD

Summoners:

### Bardsong: Faun/Satyr

Faun Lore

TBD

Summoners:

Satyr Lore

TBD

Summoners:

### Wrath: Porcein/Minotaur

Porcein Lore

TBD

Summoners:

Minotaur Lore

TBD

Summoners:

### Strength: Ogre/Orc

Ogre Lore

TBD

Summoners:

Orc Lore

TBD

Summoners:

### Guiding Light: Bat/Dove

Shadow Bat Lore

TBD

.

Summoners:

Celestial Dove Lore

TBD

Summoners:

### Insight: Raven/Owl

Shadow Ravern Lore

TBD

Summoners:

Celestial Owl Lore

TBD

Summoners:

### Indomittable: Ursine/Leonin

Ursine Lore

TBD

Summoners:

Leonin Lore

TBD

Summoners:

### Thrall: Harpy/Succubus

Harpy Lore

TBD

Summoners:

Succubus Lore

TBD

Summoners:

### Steal: Kitsune/Neko

Kitsune Lore

TBD

Summoners:

Neko Lore

TBD

Summoners:

### Firebreath: Wyvern/Chimera

Wyvern Lore

TBD

Summoners:

Chimera Lore

TBD

Summoners:

### Undead Cry: Crypt Cat/Lich

Crypt Cat Lore

TBD

Summoners:

Lich Lore

TBD

Summoners:

### Siren Song: Lamia/Siren

Lamia Lore

TBD

Summoners:

Siren Lore

TBD

Summoners:

### Dive: Peryton/Manticore

Peryton Lore

TBD

Summoners:

Manticore Lore

TBD

Summoners:

### Howl: Werewolf/Tabaxi

Werewolf Lore

TBD

Summoners:

Tabaxi Lore

TBD

Summoners:

### Sniping Shot: Viera/Elf

Viera Lore

TBD

Summoners:

Elf Lore

TBD

Summoners:

### Scurry: Laicost/Beguiler

Laicost Lore

TBD

Summoners:

Beguiler Lore

TBD

Summoners:

### Dig: Ianthinarum/Aranthi

Ianthinarum Lore

TBD

Summoners:

Aranthi Lore

TBD

Summoners:

### Hoard: Ratatosk/Lotoran

Ratatosk Lore

TBD

Summoners:

Lotoran Lore

TBD

Summoners:

### Plunge: Otteren/Platipi

Otteren Lore

TBD

Summoners:

Platipi Lore

TBD

Summoners:

### Quills: Pokee/Porcumen

Pokee Lore

TBD

Summoners:

Porcumen Lore

TBD

Summoners:

### Hollow: Vhole/Armordillo

Vhole Lore

TBD

Summoners:

Armordillo Lore

TBD

Summoners:

### Shell: Tortle/Turtlefolk

Tortle Lore

TBD

Summoners:

Turtlefolk Lore

TBD

Summoners:

### Spray: Dolphin/Octopi

Light Dolphin Lore

TBD

Summoners:

Shadow Octopus Lore

TBD

Summoners:

### Maul: Shark/Sea Cat

Shadow Shark Lore

TBD

Summoners:

Sea Cat Lore

TBD

Summoners:

### Chomp: Triceratops/Tyrannosaurus

Triceratops Lore

TBD

Summoners:

Tyrannosaurus Lore

TBD

Summoners:

### Skycall: Pteranodon/Quetzalcoatlus

Pteranodon Lore

TBD

Summoners:

Quetzalcoatlus Lore

TBD

Summoners:

### Cunning: Deinonychus/Velociraptor

Deinonychus Lore

TBD

Summoners:

Velociraptor Lore

TBD

Summoners:

### Body Roll: Crocodile, Alligator

Crocodile Lore

TBD

Summoners:

Alligator Lore

TBD

Summoners:

### Wave: Plesiosaurus/Elasmosaurus

Plesiosaurus Lore

TBD

Summoners:

Elasmosaurus Lore

TBD

Summoners:

### Shower: Drake/Whales

Ice Drake 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.

Summoners:

Sea Whale 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.

Summoners:

### Draconic Cry: Hydra/Dragon

Hydra 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 individuals of most types of hydras are servants of the dark Chultan demigod Eshowdow.

Summoners:

Dragon Lore

Red 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.

Summoners: