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Monsters, Page I6 |
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xxxxxxxxxxxxxxxxxxxxxx877 - LICH For centuries man has sought for ways to cheat death and the Lich is the result of one avenue of research. With demonic assistance a powerful mage can retain a form of life after death. Unfortunately the influence of the demon always comes to dominate the mage's spirit and Lich's are invariably evil, twisted beings with a hatred for the normal life they have lost. A lich is a deadly foe for in addition to special powers acquired with their undead status they retain the full intelligence of their former life and a full knowledge of the spells learned as a mage during that life. |
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LICH The undead are almost certainly the manifestations of evil. Even those that would warn the living, can't help but be drawn to and suck life from those they would save. Those that deal with the dead are themselves at risk, although the power that necromancy holds can be more than enough incentive despite the risks. There are also a Minor Lich and a Lich as subcategories in under SKELETONS, but with a different description. |
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xxxxxxxxxxxx878 - SUNDONAK'S SERVANTS The warrior god favours few magics in preference to weapons. Likewise his servants rely only on their skill at arms. They fight for the sheer joy of combat and the test of arms. Even followers of Sundonak will be often be attacked by these servants as the battle lust overcomes them at the sight of worthy opponents. By the same token though, they have no interest in slaughter so a timid or weak potential target will often be ignored. |
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HOUNDS OF DEATH The hounds are the spiritual servants of Sundonak. They appear as gigantic wolf like beasts with fangs, claws and sharp ridges along their spines. They will sometimes appear to assist followers of Sundonak in battle or to kill followers of Sundonak who have disgraced the sect. The hounds appear to be almost indestructible but can sometimes be held at bay or dispelled by powerful priests of the other gods.
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KNIGHT-LORE Knight-lores are believed to be fanatical followers of Sundonak who roam the land searching for anyone, or anything, to do battle with. They are masters of combat, and appear as heavily armoured knights who fight with great, two-handed swords. They live only to serve Sundonak by fighting all they can. They strive to prove their superiority at combat, and fight honourably and fairly to this end. Sundonak has shown his appreciation of these warriors by granting them an incredible resistance to magic, forcing opponents to fight them in 'fair' melee combat.
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SPIRITUAL SERVANT Many of the priests of Sundonak are known to be legendary weapons masters, the best in all the lands. The question that few have asked is how they become so excelled. The answer is the spiritual servants. These strange ghostly knights of incredible speed and skill are sent to the faithful in order to hone their skills. This is generally done in a battle to the death. |
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SUNDONAK'S CHOSEN The elite warriors of Sundonak, the Chosen as they are simply known, may be sent anywhere to carry out quests for the Warrior Lord. The chosen do suffer from what many see as a flaw, they are prone to fly into violent rages, as they are apparently under the affects of being berserked. Due to this they are keen to engage all in combat but their quests come first, so thankfully they are normally too busy to challenge everyone. |
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xxxxxxxxxxxx879 - AIR ELEMENTAL The air elementals are powerful spirits with power over the wind. They can cause storms, whirlwinds or total calm depending upon their mood. Certain spells can summon and control them but this makes them very angry and they will break free and attack their summoner if at all possible. They have no physical body and can not be harmed by ordinary means. |
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DUST DEVIL These can be seen by a swirling pile of leaves on a calm day or the flickering of a torch in a room with all doors closed. They are mischievous, taking great delight in sending people sprawling, or whipping up small items and hurling them at people. As they have no concept of hurt and death, they continue their game until all those playing are little more than bloody rags. |
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AIR ELEMENTAL The spirits of storms can sometimes be heard in the howling gales, laughing as everything before them is uprooted and destroyed. They are mindless forces of pure strength and emotion, understanding nothing but the power of the storm as they smash small villages like tinder. Their desire for the open without constraint makes them incredibly hostile to any means of confinement, especially magical means such as summoning spells. |
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WIND WARDENS The wind wardens of the mountains are rarely found in any but the most inaccessible places. These beings while not evil, are rarely benign, taking pleasure solely in solitude. Even so, many sages will seek them out risking their wrath in order to speak with them. The reason for this apparent death wish is that the effrete have the peculiar talent to hear at once all those conversations that were carried on the wind. Being immortal means that over the years they have been privy to many tales. Adventurers sometimes seek these creatures out as they have been known to have heard the last cries of legendary warriors as they fell in battle, taking with them their arms and armour.
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DJINNI These spirits are trapped within our world, bound to a location. While here they have a certain task to complete and cannot leave without completing it. The task has almost always been designed by an ancient and powerful magician in such a way that it cannot be completed by the djinni. While in this state, the djinni must therefore obey the master. The djinni cannot be slain, but aiding it in completing its task will free it. This can sometimes result in the gift of a suitable item.
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GENII Invulnerable to nearly all weapons and able to summon storms and wield strange magics, the genii are powers of great legend. Should one ever be found, it is best to be incredibly obsequious as they like nothing more than being flattered. Suitable grovelling may even result in a token gift from the treasure hoards of this elemental. Obviously killing it, if possible will enable the vast halls of treasure to be stolen, but the small matter of the guarding genii should not be overlooked. |
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xxxxxxxxxxxx880 - WATER ELEMENTAL Water elementals are the spirits of the ocean. They can control the waves to cause calm oceans or gigantic tidal waves, capable of smashing ships or demolishing coastal buildings. Like many other elementals they are often not intelligent but they can be summoned and controlled by powerful magic. While not natural to this world, many once summoned prefer to remain here, caught by the allure of the seas and rivers. |
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RIVER SPRITE These appear similar in shape to a small fairy or a nymph, but are made entirely out of water. They have been close to the fairy races for so long that they often sing, albeit as strange tinkling sound such as that of a small waterfall. They are peaceful, spending their time splashing around lakes and rivers, tickling fish with invisible hands or conversing with the fairy folk. This though can turn savage should anyone attempt to disturb their homes, these being the rivers and lakes where they dwell. To do so may lead to someone being dragged into the water where they will be held until they are drowned or pulled free by their comrades once the sprite has been vanquished. |
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WATER ELEMENTAL The power of water should not be underestimated. It is capable of washing away walls and drowning the best swimmers, not to mention reducing the finest sailing ship to flotsam and jetsam. The water elementals are beings of pure force and emotion. As fickle as the seas they dwell in, they may on a whim follow a ship for days and never bother it, or smash it into slithers. They have been known to deliver drowning people safely to shore after destroying their fishing boat. They are completely amoral, oblivious to the destruction they cause or any aid they have granted. |
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