Summoned, mutated or simply hungry. A field guide to what lives in the realm.
Summoned things of ritual and blood. The Cult calls them; so, in time, can you.
Antlered horrors of the deep Forest. Their cave is a place of Blood Relief.
A horned brute of the Arena. Wild things can be tamed; this one is no exception.
A hulking troll of the old bridges.
In development
Bears, bats and stranger things. Ordinary animals changed by what leaks from the broken world.
A bear that is a little too large, with its own way of moving.
A lost boy, an invitation to dinner, and something at the table.
Spoilers
A bat that bites for more than a bat should, and never settles.
Something that was a rat, once, and is now larger, louder and wrong.
A moose that grew something it should not have.
Feathers, and more than feathers.
The Forest's oldest predator, and the reason some caves are best left alone.
Goats, deer, moose and cows. Prey, livestock and, with patience, companions.
Robed, devoted and armed. The Cult's faithful, from frightened initiates to hardened ritualists.
A senior keeper of the Cult's rites, at home in the Cult Village church.
A beaked mask in the Witch Village, and the authority of someone who has seen a great deal of death.
Quick hands and quicker knives. They lay traps before they fight fair.
The Kingdom's law, with swords, bows and greataxes. Break it and they come for you.