The Creatures of Greshland
There are a vast variety of creatures living in Greshland. These creatures fall under what we (ie the players) would consider normal North American animals as well as numerous creatures of myth. A complete summary would be as difficult as a complete summary of all the animals in North America. As such, only the major creatures will be treated here. These will be divided into three groups: races (also known sometimes as "children") who represent animals with a patron deity, domesticated animals which are used by one or more races, and wild animals.
Races
There are four races in Greshland. (Nolen never chose a specific animal and all the creatures of the sea are his charge.) These are:
- Human - Humans represent the most homogeneous group in Greshland. They have a variety of builds, skin colors, and (this being anime) hair colors. However, all still conform to largely the same shape. Humans of Skae tend to be slightly shorter than normal with paler skin and dark hair, the Bashani are usually darker skinned and tall, the Hirati and Gosans are tanned and between the Bashani and Skae in height. The people who live in near the wastes tend to be so pale as to actually appear to have a faint trace of blue. Those who live near the great eastern woods often have faint color patterns on their skin - simple birth marks in some, but ranging to faint stripes and spots in others.
- Goblins - Goblins actually have several defined sub-races and their appearances vary. They are all small (no larger than a 5 year old human) and tend to have rough leathery skin that ranges from black to brown to green. They are all roughly humanoid with long arms and legs and only have hair on the tops of their heads, if they have any at all. They range in intelligence from smart dog to human child, although most are capable of limited speech. Some of them show a knack for taking things apart.
They live in small family clusters (inappropriately named since the members are not necessarily related) of between 10 and 50 individuals with 30 being the most common. Family groups may, in fact, contain multiple sub-races. These clusters will occasionally fight each other for territory or treasures. Beyond the family clusters, there doesn't seem to be any higher authority, although various legends tell of great goblin chieftains who governed over thousands. Most goblins live in underground caverns which they either found or shaped. (There are extensive underground passages and cave systems under most of Greshland. Goblins claim they could travel from the eastern wood to the sea without ever seeing the sky.) Some goblins live in sub-basements and perform services for humans in exchange for gems (or, more commonly, cut glass), but are generally seen by humanity as troublemakers and discouraged from residing near people. Services a goblin might be hired for include spying, sabotage, prospecting, and menial labor (if you are really desperate). Some mercenaries use goblins as flankers since they can often sneak around enemy units and mount surprise attacks. Goblins can be vicious fighters, but they generally lack the stamina for anything more than hit and run attacks.
Goblins are omnivorous, but with a wider diet than humans. They appear immune to some types of natural poisons and can eat carrion without ill effect. They do not eat other races, however.
Legends tell that goblins once made great machines and complicated devices. If this rumor is true, it has been a long time since one of these creations has been shown to a human. There are, however, occasional large machines found in underground caverns that cannot be attributed to any human group. In all cases, the machines show signs of having been unused for a very long time and do not appear to be functional.
- Spirits - Like the goblins, spirits come in several sub races. The largest subgroup, called elves, are as tall as humans but thinner. The smallest, called fairies, could fit in the palm of one's hand. All spirits are usually invisible to humans, although some animals and a few humans can sense the presence of invisible spirits. Spirits can also manifest in which case they appear translucent fog like beings. They may have a slight coloration to them. Spirits can pass through physical objects freely without damage either to themselves or the object. They can move at speeds approaching 100kph (estimated, of course). Normal weapons cannot hurt them, although some weapons are enchanted and can do so. Spirits seem to be repelled by silver and are attracted to copper for some reason.
Spirits are capable of moving or attacking physical objects, but cannot exert much strength. It would take a large number of spirit attackers to injure a human. More often, if they wish to injure someone they will attempt to influence the targets into a trap or an area where the spirits small strength is sufficient to cause a catastrophic disaster, such as an avalanche or flash flood. Spirits seem to be able to exert a slight influence over humans and other creatures - not enough to cause them to cause them to undertake an activity, but enough to influence small details of the activity. For example, a spirit could not cause a human to leave the path they were traveling on, but could cause them to choose the left fork over the right fork in the trail if they did not have a strong opinion about which one they should take. There are indications that some spirits also know how to create illusions. In both cases, these effects are usually subtle and can easily influence most people, although strong willed individuals who are on their guard against spirit influences can sometimes resist them.
Spirits can hear speech and other noises, although they have difficulty creating sounds on their own. If they wish to communicate with humans they will manifest and use gestures or write their message in dust or some other easily manipulated substance. Spirits are able to communicate with each other quite easily. Some humans claim to be able to hear and understand this spirit communication.
Spirits do not appear to have any family or other structure. Various sub races do appear dominant to others (the elves appear to be the most dominant of the spirits) but within a sub race there doesn't seem to be any form of governance. Individual spirits may have some influence among their kind, but this is invariably due to perceived wisdom or some other great accomplishment and confers no formal rank. Disputes are solved by debates or contests overseen by a group of peers. Elves are largely solitary, although they may regularly meet with a particular few other elves. The smaller spirit races will often travel in small groups, although members come and go from these groups quite regularly - the groups seem to be simple traveling companions rather than family. Spirits may be present anywhere, although outside the great eastern wood, their presence is infrequently felt. For some reason, the spirits seem to be attracted to the wood and the environment contains a very high concentration of spirit creatures. The high concentration appears to have strange effects on things in that area and plants, animals, and even humans may develop abnormal characteristics. This is generally blamed for the strange skin markings and coloration on the people who live near the woods. Many plants with special alchemical properties are only found in the eastern wood. Some humans claim to have hired spirits to serve as messengers or spies, but they seldom explain how they paid their employees. Spirits appear as very whimsical creatures and, while they can implement complicated plans, these often are towards strange purposes. For example a spirit may concoct an elaborate scheme, the end of which is to ensure that a child's toy boat is buried in a particular farmer's field at a particular spot. Whether these actions have some higher purpose or are just undertaken to amuse the spirit in question is a subject of much debate.
It is unknown what spirits eat, if anything.
- Demons - Even more than spirits and goblins, demons vary significantly in form. Some demons have 4 limbs and are humanoid. Some may have 8 and look like spiders. Some may have 0 and move like snakes or worms. Some may have hundreds of limbs. They range from the size of small dogs to the size of buildings. Some fly, some crawl, some burrow. However, they all have some similar characteristics. All are unnaturally strong and tough for their size. All have at least one layer of shell or armor covering their bodies, usually composed of a black, chitinous substance. Size is generally a good gauge of intelligence with the smallest demons being about as smart as a guard dog while the largest may (but not always) show as much intelligence as a normal human. There are more than 100 documented types of demons and variations and new forms are occasionally discovered. Since it has been hundreds of years since anyone actually made an excursion into the wastes, it is quite possible new variety of demon have been created.
Demons have no society to speak of. Sometimes a larger demon will coerce weaker demons to serve it, but most of the time demons simply wander the wastes doing as they will. The more intelligent demons are capable of normal speech, but smaller ones seem to have little more than an animal consciousness. There is evidence that weaker demons can be compelled, assumedly by mental control, by greater demons or Grinoth himself. This is used to explain the relative order of the demon ranks documented during the war to imprison Grinoth. However, since Grinoth's imprisonment, only a few demons have been observed engaging in this behavior.
Demons are exclusively carnivorous and will readily engage in cannibalism. They can, however, go for extended periods of time without eating. They do not appear to need to drink to survive. As noted earlier, their bodies are extremely tough and some show regenerative abilities. They also show signs of resistance to cold and fire.
Domesticated Animals
Domesticated animals will be covered by their uses by humans. Spirits do not have any domesticated animals and demons are likely to use weaker demons in virtually every role here. Goblins use a couple domesticated animals when underground, and these will be noted. In general, assume the same sorts of animals and usages as one might have in a medieval setting. I will only expand on these where comments seem appropriate.
- Riding/pack animals
Horses and donkeys are the most common of these in all human lands. Horses remain somewhat expensive items. About as many people own horses as there are people who could purchase a new SUV today. Rural farmers are more likely to push plows by hand or use oxen.
Oxen are cheaper than horses and stronger, although slower and less intelligent. A well to do farmer may have an oxen to help in the field. Merchants often use oxen to carry or pull wagons with their goods.
Goats sometimes are used to pull small carts if the owner can purchase nothing better.
Some people ride elk, especially in Gos. In southern Bashan, moose are supposedly used as riding animals
- Utility animals
Dogs are often used as guards, herding animals, as well as pets by the wealthy. Stray dogs are common in city streets but tend to be skittish of humans.
Cats and small lizards called semmes are used to control rodents in warehouses and homes.
Sheep are raised for wool.
Goblins use a type of insect called a ground-beetle to graze down underground lichen beds to keep them growing rapidly.
- Food animals
Pigs and steer are occasionally raised for meat. However, meat in general is not a common part of people's diet. A middle class city dweller might eat meat, usually in a stew, three or four times a week. A farmer might eat meat once a week, usually because they were successful hunting.
Goats, sheep, and chicken are also raised domestically and eaten but are more useful for they byproducts (milk and cheese, wool, eggs) and so are usually only eaten when they get old or if a drought is threatening and the herd needs to be culled.
Hunting remains the primary source of meat for most people.
Goblins raise a large type of worm (about six inches wide and up to 3 feet long) as a food source.
Wild Animals
Just about any animal existing today in North America can be found in the appropriate climate in Greshland. There are also several other species in various nooks that really differ only in minor things such as coloration and small size variations. (This is especially true in the oceans.) Additionally, however, there are numerous additional creatures. I will provide a few examples here:
- Sea Spiders - These actually are 6 legged crustaceans with small paddles at the end of each limb. They use these paddles to swim, seldom actually coming to rest on the bottom. They are carrion eaters, and are harvested both in Skae and shoreline communities for food.
- Tree Ape - This is a creature with the same size and build as a spider monkey. However, it has a brownish coat of fur and a membrane connects its arms to its legs. By leaping and holding its limbs apart, it can glide in the same fashion as a flying squirrel.
- Plains tigers - These are large cats. Actually, they are long cats, usually no more than a couple feet high at the shoulder but up to 6 feet long. They hunt in packs on the plains, especially in Gos although they do reach into Hirat from time to time.
- Glass crane - This bird is found in Bashan. (In fact, it is the symbol of the royal house.) The bird feeds on sand mites, crabs, and other small shore animals. The notable thing about this flightless bird are its feathers which refract light as if they were glass. The feathers are somewhat fragile and are considered a luxury good, used for decoration.
- Leshy - Actually a breed of monkey, these creatures live in wooded areas. Their coats are well camouflaged and they move quickly and quietly within trees. They are extremely territorial and will often drop large objects on creatures who enter their territory. They are herbovores.
- Musk snake - This is an aquatic snake that lives in Hirat and northern Bashan. It has a number of scent glands which it uses to lure prey, mostly rodents, within range. It is poisonous. The oils produced by the creatures is commercially valuable and the creature is hunted. Some attempts have been made to raise the creature in captivity.
- Gem beetles - These are small beetles that live in Gos and Hirat. They eat carrion and dung. Their shells are vibrantly colored and are valuable commercially. The shells themselves may be inlaid in designs or may be ground and used as pigments.
- Black wolf - These are wolves that prowl the plains of Hirat and northern Bashan. They have significantly fore legs than back and shorter snouts than most wolves. As a result they appear almost as a cross between a wolf and a human. They are a constant threat to those living outside of cities, although mostly through attacks on cattle.
- Snake wings - There are actually a handful of species that fall under this description. These all appear as furry snakes with four wings sprouting from their backs (one pair a little behind the head and a second pair near the tail) and four short legs (which grow in pairs below each set of wings). The wings are covered with long, stiff hairs. The various species vary mostly in coloration. They feed mostly on small birds
Magical Creatures
These are creatures that are not usually found in nature. Instead, they are the products of magical processes. The processes for creating these creatures is invariably quite time consuming and complicated, often the closely guarded secret of some guild.
- Familiars - These are probably the most common type of magical creature and the least complicated to produce. These are simply normal animals (domestic or wild) that have been bound to a specific person. The result is that the animal gains, potentially significantly, in intelligence to the point of being on the level of a small child. (Think Lassie.) Still, familiars cannot read or write, or even count more than four or five. They usually also gain a slight increase in strength and endurance relative to their own species. Animals smaller than rats or crows cannot be made into a familiar. The familiar serves their master loyally, understanding and obeying simple commands. The familiar will never betray their master regardless of the master's treatment of them. If the master dies, the familiar dies as well. If the master and familiar are separated, the familiar will know the approximate direction of their master and will attempt to return to them. Likewise, the master will know the approximate direction of a familiar. Distances, however, receive only the roughest approximation. Familiars do not relate socially to their own kind - for example, a familiar wolf would no longer understand pack dynamics. No one has found a way to have more than one familiar. Familiars communicate with their masters through drawing and pantomime, occasionally accented by a grunt, bark, chirp, or whatever the appropriate noise for the creature might be. Smaller creatures are easier to turn into familiars. Some knights turn their horses into familiars, but this is expensive and time consuming. Most middle class persons could afford the cost of having a familiar created, but as even a simple familiar requires at least 4 months of time consuming rituals, they are still not common. None of the races can be used as familiars.
- Elementals - These are not technically alive, but they are often referred to as animals so they are covered here. These are simply one of the primary elements (earth, stone, fire, water (ice/snow/steam), air, light, shadow, wood, animal) given form and instructions by a magician. The magician must have the base material present. The elemental will then perform any instructions provided by the magician.
- Golems - Often confused with elementals, these are artificial creatures. They can be made of virtually any substance, but must be solid (no air golems) and must have internal anatomy (which is why stone golems are rare - it is difficult to carve a heart and blood vessels into a block of stone). Golems made with actual animal anatomy are the easiest, but such things are considered abominations throughout Greshland and illegal to create. More often, golems will be made of wood or fashioned out of metal pieces. They are extremely expensive to create. Golems can take any form, but are usually humanoid. They may be any size, although the reduction in materials is counterbalanced by the intricacy of the design. As a result small golems are only slightly cheaper than large ones. Golems are alive. They start simply following orders, but will eventually develop a personality. Golems older than 20 years are quite independent. Golems have average memories, but even the oldest would be considered a bit dumb by human standards. Most of the time, and overseer is kept near the golem in case it gets confused (or someone tries to trick it).