Bar-Bo

Barrow Wight

Also called cromlech knights, these ghosts are dedicated to guarding places, those usually being barrows, cairns, tombs, catacombs, hill forts, and anyplace else intended to house the dead. These umbral warriors with their ghostly weapons can harm living creatures as if the weapons were manifested. Standard human weapons do not harm the undead. There is a hint of sentience about them, but they have scant memories of their past lives and cannot speak. These undead are programmed to lie in a state of dreamless slumber until triggered, and then to return to that sleep when the threat is past and they are no longer needed.  

BeRukk

(Giant)—This troll subset is a wild boar/human hybrid, about 7 to 8’ tall. These brutes are heavily muscled, have very tough hides, but have spindly hind legs that end with split hooves. They are extremely aggressive and attack without warning, delighting using their saber-like tusks to rip victims apart. As omnivores, they eat pretty much anything, and they sometimes interact with human society. They are slow to die, often battling on in a blood rage well after sustaining mortal wounds. BeRukk can speak local human tongues, but in a vulgar, uneducated way. They make nothing themselves but scrounge up clothing, armor and weapons where they can. They are usually singular, but occassional sows are encountered with 3-5 beruk piglets.  

Black Beasts of Knollmoor

(Demon)—These hell hounds hunt in Knolder’s Knollmoors. They are as large as ponies, freezing cold to the touch, and can belch fire. Like standard hell hounds, their gaze can paralyze their victims with primal terror. They only hunt in the dead of the night, and they are always singular, never hunting in packs. While rarely encountered, their hellish baying can be heard for miles around and will freeze any prey unlucky enough to hear. It will attack the weakest party member first, and it will use all its weapons to win its meal. Such demonic canines are implacable.  

Black Blades

(Artificial)—These are animated, cast iron skeletons with dual swords. Their creator’s will, not mechanics, animates these. They are non-sentient, but they obey simple commands.  

Blemye

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Blue Cap

(Faerie)—These are dark elf miners who can excavate vast amounts of earth and rock quickly. They learn spells that increase their speed, as well as those that amplify their strength, endurance, and digging abilities. These faeries are known for their ubiquitous blue caps, picks and shovels, and well-developed physiques. If your party encounters an active mine, there may be 18-24 blue cap miners. These muscular faeries will use their speed skills to befuddle players. They will allow no women into range of their mine and will attack any group that includes human females.  

Blue Man

(Faerie)—These are evil aquatic faeries who sink the ships of dim-witted captains. Blue men are always male, with blue skin and long gray beards, and they know spells that can exponentially multiply their physical strength and weight. They climb aboard a ship, increase their weight, and drag vessels down. Before a blue man will sink a ship, he will assail the ship’s captain with riddles; if the captain answers correctly, his vessel may pass, and, if the mortal answers incorrectly, the blue man sinks the ship. Blue men work alone. They are no threat if encountered on shore.  

Bocan

(Faerie)—These are faerie assassins, and they may be identified by the black swan tattoo on their left shoulders. If they have no assassination target, they will follow their natures and act as serial or convenience killers. Time permitting, the bocan first will mutilate his victim, then kill him. If the bocan is in a hurry, he’ll kill the victim, then mutilate his corpse afterwards. This isn’t about sadism, but some twisted code of murderous ethics. Bocans are skilled in disguise, evasion, ambush and torture. They are masters at arms, and equally skilled in hiding, shadow-play, and ambushing victims. They always work alone, but belong to a greater organization, which is ranked: bocan, elder bocan and the head of their house, the black swan (the latter being a singular title). If at loose ends, the bocan will entertain itself with challenging travelers to wrestling matches.  

Borl Man

(Giant)—Among the strangest creatures in Aorlis. They are each 16’ to 18’ tall, with blue/grayish skin, and they have two heads. Each head is independent, able to think and speak on its own, and each has its own name and personality. They speak a variety of human languages fluently. They are often armed with a massive walking sticks that doubles as a club or quarter staff. Borl Men are ugly and look brutish, and this has made them defensive and distrustful. The Borl Man is born with one head, but as this giant ages, he sprouts a second one. When the original head passes away of old age, it falls off, leaving a stump. The younger head is now the eldest, and the giant grows its second head as the older head grows ages. Their bodies are immortal, but their heads age and die with a natural lifespan around 900 years. This being goes through a succession or generations of heads down through time. The eldest head considers itself the father, and the younger one the son. The giant does not have a generational memory, but it can still protect its skills by passing them from generation to generation. Borl Men are always male, because they have perfect regeneration and don’t reproduce. The oldest head is usually dominant, but the Borl Man can pass control of its body back and forth between its heads casually. If a Borl Man loses both heads, its body will lie inert until the creature can grow a new cranium, a process that takes 6-9 months. Without the Benefit of an elder head to train it, the lone Borl head must begin as a toddler and grow into his knowledge. These giants are celebrated as great builders and workers in stone and metal. Borl Mens’ passion is music, and they may sing with clear, beautiful voices and great feeling. They often may be bribed with new songs. Borl Men can sing in harmony, and many a traveler has spent enchanted evenings listening to these giants sing their lovely tunes.  

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