BESTIARY This is a list of monster and creature that appeared in Realm Quest. (from chapters 1-21.) -------------------------------------------------------------------------------- Empaths:Empaths are specialized healers. Their powers are similar to a priests but work in a different way. The Empath will remove the wounds from thier patients and transfer them to themselves. Then they will use their innate powers to quickly heal themselves. This process is very taxing and a young empath can't heal much more than a few light wounds. Over time the Empaths power will grow to allow them to heal more severe wounds at a greater frequency. They will be able to remove poisons and disease and at the highest levels, they can keep a person alive at "deaths door" until a priest can be found to ressurrect/heal the patient. -------------------------------------------------------------------------------- The Fey: The Fey is a race of fairie folk that live in the enchanted forests south of the Seven Baronies. Long ago before the ascension of men, the Fey thrived in great numbers in great kingdoms. Now they live in secluded forests far away from the destructive habits of men. They are a happy carefree people who love their song and dance and often pester humans that wander to close to their forest homes. They associate with elves on occasion. Once in a awhile a Fey woman (usually a nymph or dryad) will mate with a charmed male humen. Most often this will result in a Fey child but every so often a human child will be born. This child will be send out into the world of man, mistly human but with the taint of Fey blood within it. This quality is passed down through generations like it has been with Durenda. -------------------------------------------------------------------------------- Gate Witches: Gate witches are female mages that specialize in opening and traveling gateways. (Males are called Gate Masters.) Due to their immense studies in controlling the wild powers of gateways, they can cast little in the way of mage spells. Manpulating gates has an effect on the witches which often drains the mage causing her to age quickly. One such powerful and famous gate witch is Ezmerelda which is in the employement of Maxwell. -------------------------------------------------------------------------------- Giant Woodland Spiders: These are the large furry spiders that the companions encountered in the Woods West of Woodvale. They are the size of a cat and brown in color. Their bite induced a viscious poison. RQ Stats: Climate/Terrain: Any non-arctic woodland, Frequency: Commom, Organization: Swarm, Activity Cycle: Any, Diet: Carnivore, Intelligence: Non (0), Treasure: J-N, Alignment: Neutral Number Appearing: 2-20, Armor Class: 8, Movement: 6 (15 in web), Hit Dice: 1+1, THAC0: 19, Number Of Attacks: 1, Damage/Attack: 1, Special Attacks: Poison (see below), Special Defenses: Nil, Magic Resistance: Nil, Size: S (2' diameter), Morale: Unsteady (7), XP Value: 175 Giant Woodland Spider are web spinners that build strong sticky webs high above in the tree tops of dense forests. They usually will wait for unsuspecting vicitms to rest under their webs before falling upon them, delivering a posioned bite. Their posion is Type A which takes effect with 15 minutes of a bite and will cause 15 points of damage to a victim that fail his save versus poison. A successful save (at +2) negates all damage. Characters that get stuck in low lying webs will become entagled in the sticky webbing. Characters with a 19 strength or higher are unaffected by such webbing but characters with a lesser strength need to take 1 round per point below 19 to break free. (for example a character with a 14 strength would break free in 5 rounds). Characters entangled can be attacked with a +4 bonus to hit and loose all armor class adjustments due to Dexterity. first appearance: #17 -------------------------------------------------------------------------------- Goblins: The are foul four foot tall creatures that inhabit the forests west of Throffhorn and WoodVale. While they are insignificant by themselves, they are overwhelming in thier great numbers. They are usually lead by greater creatures such as hobgoblins, bugbears or evil mages. The goblins are constantly raiding merchant trains that travel the road between WoodVale and Throffhorn. RQ Stats Climate/Terrain: Any non-arctic land, Frequency: Uncommom, Organization: Tribe, Activity Cycle: Night, Diet: Carnivore, Intelligence: Low to Average (5-10), Treasure: C (K), Alignment: Lawful Evil Number Appearing: 4-24, Armor Class: 6 (10), Movement: 6, Hit Dice: 1-1, THAC0: 20, Number Of Attacks: 1, Damage/Attack: 1-6 (by weapon), Special Attacks: Nil, Special Defenses: Nil, Magic Resistance: Nil, Size: S (4' tall), Morale: Average (10), XP Value: 15 (Chief & Sub-Chiefs 35) Basically these goblins are the same as the ones found in the Monstrous Manual™ first appearance: #8 -------------------------------------------------------------------------------- Limbrue Tree: This is the "Holy Tree," "The Tree Of Life," or "Tree Of Creation." It is revered by the faithful followers of the Woodland Gods including Thauaras and Belonda. There is a legend that the tree was part of the creation of all life in the Realms. The last Limbrue tree was supposedly destroyed during the Great Orkin War in 322 H.C. The comapnaions found a Limbrue Tree seed in the lair of the giant woodland spiders, just outside of WoodVale, along with a map showing the location of where the seed was found. Happened in: #17 --------------------------------------------------------------------------------