Verbeeg: found
in the Valley of the Giants
Once, someone asked
over guild channel, what's a verbeeg anyway?
The answer came, 'A
french giant,, it's Verrry Beeg..'
Known as
"human behemoths," these human giants inhabit areas infested with hill
giants and ogres.
Verbeeg
vary in height from 8 1/2 to 10 feet tall, and weigh between 300 and 400
pounds. They are unusually thin for their height, although this does
not inhibit their fighting ability. Some have minor deformities,
such as club foot, uneven eyes, hair lips, etc. In all other respects
they appear human, including skin, hair, and eye color. They wear
as much protective clothing and armor as they can obtain, which isn't much.
Usually they wear furs and hides with pieces of metal armor stitched into
strategic places. They almost always carry shields and have the best
weapons they can steal. Typically this means clubs and spears.
Wererat:
found in Southern Wharves
Wererats,
also called ratmen, are humans who can transform themselves into three
forms - human, human-sized ratman, and giant rat. They are sly and
evil, and usually inhabit tunnel complexes beneath cities.
The wererat's
human form tends to be a thin, wiry individual of shorter than average
height. his eyes constantly dart around, and his nose and mouth may
twitch if he is excited. Males often have thin, ragged mustaches.
The ratman
form is somewhat shorter than the human form. The head, torso, and
tail are identical to those of a rat, but the limbs remain human.
The third
form is that of a giant rat 2 feet from nose to rump. This form is
identical to that of the giant rat. This is the preferred form for
travel and spaying on potential victims.
Werewolf:
One of the Eight Races of the game.
Also, NPC's are raveners
and werewolfs, found in Tamia Deeps
Werewolves
are the most feared of the lycanthropes, men who can transform into wolflike
beasts. They should not be confused with wolfweres - wolves
who turn into men. Great enmity exists between werewolves and wolfweres.
The human
forms of werewolves have no distinguishing traits. The werewolf form
is equally varied. Many have a bipedal form that is a hybrid of human
and lupine features. These creatures are about 1-foot taller and
stronger than their human forms. The bodies are fur-covered and have
short tails, wolflike legs, and heads that are combinations in varying
degrees of human and lupine features.
A second
form of hybrid is more wolflike, and may be mistaken for a large wolf when
it runs on all four legs. This hybrid can also walk erect and has
humanlike hands.
Another
type of werewolf looks exactly like a large wolf about the size of a bear.
This creature has no human features, although the eyes may glow red in
the dark.
Wight:
found in the Barrows of Zden
In ages
long past, the word "wight" meant simply "man." As the centuries
have passed, though, it has come to be associated only with those undead
that typically inhabit barrow mounds and catacombs.
From a
distance, wights can easily be mistaken for any number of humanoid races.
Upon closer examination, however, their true nature becomes apparent.
As undead creatures, wights are nightmarish reflections of their former
selves, with crewel, burning eyes set in mummified flesh over a twisted
skeleton with hands that end in sharp claws.
Will o'wisp:
found in the Barrows of Zden
The will
o'wisp is a malevolent entity that makes its home in swamps, bogs, and
moors. It subsists by luring unsuspecting creatures to their deaths
amid the natural hazards of such places and feeding on the energies which
their death struggles release.
When encountered
in the wild, will o'wisps normally appear as faintly glowing balls of light.
They can alter their own color, shape and size to some extent and can be
easily mistaken for lanterns, light spells, and similar sources of artificial
illumination.
If they
do not attack, will o'wisps are able to utterly blank out their glows,
rendering them invisible to all those who cannot spot invisible objects.
The will
o'wisp language is a most unusual one, being purely optical in nature.
All communication between will o'wisps is by means of changes in color
or brightness, many of which are fare too subtle for the average observer
to notice. Because this form of exchange is almost impossible to
mimic, it is very difficult for travelers to communicate with these creatures.
Exceptional examples of this race have mastered a very simple sound-based
language. They produce sounds by vibrating very rapidly and thus
have a shallow and ghostly-sounding voice when they "speak."
Wraith:
found in the Barrows of Zden
The wraith
is an evil undead spirit of a powerful human that seeks to absorb humanlife
energy.
These horrible
creatures are usually seen as black, vaguely man-shaped clouds. They
have no true substance, but tend to shape themselves with two upper limbs,
a torso, and a head with two glowing red eyes. This shape is a convenience
born from habit of once having a human body.
Wyvern:
found in Greyknife Peaks, Valley of the Giants,
Serpentine Mountains, and Serpent Pass
A distant
cousin to the dragon, the wyvern is a huge flying lizard with a poisonous
stinger in its tail.
The 35-foot-long
dark brown to gray body of the wyvern is half tail. Its leather batlike
wings are over 50 feet from tip to top. The head alone is 4 feet
long and filled with long, sharp teeth. Unlike the dragon, it has
only hind legs, using them the same way a hunting bird would. The
tip of the tail is a thick knot of cartilage from which a 2-foot-long stinger
protrudes, very much like that of a scorpion. The eyes are red or
orange. A wyvern does not have a strong odor, although its lair might
smell of a recent kill. These beast make two sounds, a loud hiss,
which sounds like a hot sword plunged into water, and a low, deep throated
growl, much like that of a bull crocodile.
Yeti:
found in the Arctic Glacier
Sometimes
confused with the abominable snowman, the yeti is a distant cousin to the
great carnivorous apes of warmer climates.
An adult
yeti stands 8 feet tall and is covered in long, white fur. Their
feet and hands are wide and flat, which helps to disperse their great weight
(about 300 pounds) on treacherous snow fields. They travel on all
fours like the apes, but fight very comfortably standing erect. Unlike
most apes and gorillas, the yeti does not have an opposable toe on its
feet. They wear no clothing or ornamentation. The spoor, or
smell, of a yeti is very subtle in cold climates, but in confined or warm
areas, they have a strong, musky order. They eyes of a yeti are icy
blue or almost colorless. Their claws and flesh are ivory white.
Unlike many arctic creatures, the yeti does not have a thick layer of body
fat to keep it warm. Instead, it relies upon the special properties
of its thick, warm fur. It has a transparent second eyelid, which
allows the creature to see in blowing snow, and prevents its eyes from
freezing in extreme temperatures.
Zombie:
One of the Eight Races of the game.
Zombies
are mindless, animated corpses controlled by their creators, usually evil
wizards or priest. The condition of the corpse is not changed by
the animating spell. If the body was missing a limb, the zombie created
from it would be missing the same limb. Since it is difficult to
get fresh bodies, most zombies are in sorry shape, usually missing hair
and flesh, and sometimes even bones. This affects their movement,
making it jerky and uneven. Usually zombies wear the clothing they
died (or were buried) in. The rotting stench from a zombie might
be noticeable up to 100 feet away, depending up on the condition of the
body. Zombies cannot talk, being mindless, but have been known to
utter a low moan when unable to complete an assigned task.