Crane Game

Stationed along the boardwalk, the old-fashioned Crane Game is an enormous thing, large enough that it stretches from floor to ceiling. The glass is tinted, but if you peer in, you'll be able to see all kinds of small items: hair clips and chocolate coins, some bubble mix and an old pulp novel. Approach it, and the entire machine lights up, neon flashing brightly and a tinny old tune that gets stuck in your head for ages afterwards.
Settle yourself in front of it, and you'll notice it doesn't have a slot for money. There's no joystick, either. There's just a button, red and worn, next to a slot three inches wide. Press the button, and a little card will pop out of the slot. There'll be a riddle written there.
Write a somewhat acceptable answer to the riddle, and you get a prize. What it is depends entirely on the machine, but fortunately the game isn't rigged; you are guaranteed an item.
You can only use it once every two weeks. The machine simply goes dead if you try and use it sooner than that.
**
The Crane Game is a fun way for your character to win some pretty rad prizes! Comment here and get a minor item from the crane machine! Selections are random, and so long as your character provides a reasonable answer to the riddle, they'll get a prize.
The Mailbox
![]() Standing at outer corner of the grove near the park, there is a wooden mailbox decorated in splashes of paint and childish drawings. Built by the Girl and Afonso de Silva, the mailbox is there to function as just that - a place for people to put in their letters. They built it for the purpose of not sending mail between Ruby City's citizens, but a place to pass on messages for the dead or those not within the city. Everyone is encouraged to use it as a place of mourning or reflection, or to add to the box's decoration as they see fit. This post is OPEN and can be used by anyone currently in-game to 'send' messages and/or items. |
The Emporium

It is currently located in the park, next to the forest.
The Emporium stocks objects and curios that moves around the city, presumably when no one is watching. It appears in various different but specific location on the city map (marked by gold stars).
It's difficult to see anything through the windows, but on entering even the least-attuned person would be able to feel the energy buzzing in the air. Everything stocked on the shelves and in the glass display cabinets is strange and foreign... but wait, doesn't that one item look familiar?
Perhaps it's a personal trinket, or that last piece needed to complete a project, but picking it up and carrying it out of the store won't work and if you try, it will dissolve into dust. Maybe it will appear again next time, if you're lucky. There's a price on everything here, written in cursive script on a paper label attached with string in a simple loop. Bring what's requested and place it in the box by the cash register marked 'donations' and the label will disintegrate into embers, leaving you free to take your... purchase.
The Emporium seems simple in function - you walk in, you find something that you recognise or something that belonged to you once upon a time, and you make a trade. In fact, the shop works on an internal system that almost qualifies as self awareness. When you find something in the store, its importance to you and how exactly you know about it has already been evaluated and is reflected in the price ticket found attached to every item.
Though not a definitive guide - as every request is judged on an individual basis - the outlines below should help you to see just how difficult it might be to get what you want.
Easy Requests
- Minor, non magical requests such as food items (canon or non-canon), and objects with little to no particular canon or non-canon significance.
- Items that belonged to the character at any point in their known canon.
- Items that belonged to close friends/family that they could have easily laid hands on at any part in their known canon.
Medium Requests
- Items that the character has seen in their own canon but has never touched or owned themselves.
- Items which will belong to the character at some point in their future.
- Items that the character knows about in their own canon but has never seen for themselves.
- Pets and companion animals.
Difficult Requests
- Items that do exist in the character’s canon, which the character knows about but cannot prove the existence of.
- Items that do exist in the character’s canon which the character is unaware of.
- Anything in the above categories which may have a potential larger impact on the game setting or characters therein.
Prohibited Requests
*note: characters may try to find these kinds of items, but they will simply not appear in the store
- Fourth wall breakers that would give the characters a vast amount of knowledge about their futures/canon universe that they would not ordinarily have.
- Items which would have drastic impact upon an entire cast. These may be considered if full cast approval has been gained.
* * * Character Name:
Desired Object: Name and general description/picture if one is available.
Importance: How important is this object to your character? On a scale of 'I just want this thing' to 'my father gave it to me on his deathbed and every day without it is painful'. If it's a specific part of a project, tell us about it!
Would you like to include other characters in trade possibilities? Opt-in. If you answer 'yes', there is a possibility that the price may require a trade with another resident of the city (for example, the label may read 'three alicorn feathers', with the only alicorn available being Twilight Sparkle). This is an opportunity for CR, but we understand that not everyone would want to go down this route. Responding 'no' will exclude this option, but responding 'yes' will not guarantee the involvement of another resident, rather it will leave the possibility open.
(Note: If you are interested in this option but are worried about being pointed in the direction of a character/player that you don't want to thread with, let us know via PM in conjunction with your request.)
Price examples will range according to the importance of the object and the ability of the character and will include things that they can hunt or find in and around the city, as well as items that they can make or otherwise produce. They may be asked for something that they already own. It may be a certain kind of flower found in the forest, one of their own teeth, an honest written confession, a phial of water from the catacombs lake, or something as simple as a lovingly cooked meal.✧ N A V I G A T I O N ✧
Canon Update
Please fill in the form below if you believe that your canon update will bring significant enough changes to your character to require notifying the mods.
The Boardwalk

THE BOARDWALK
The Ruby City Boardwalk is now open. The look and feel Coney Island in the 1960s, only much smaller!
The Boardwalk, located on the East Beach, is accessible at all times. However, it is only open on Friday and Saturday from 2pm-2am and Sunday from 4pm-12am. A small trolley will cut travel time from 2.5 hours (average human walking speed) to 45 minutes and begins running one hour before opening time each day. The trolley will only be available when the Boardwalk is open.
When the Boardwalk is closed, it will be like an uninhabited ghost town. All stands will be shuttered, and should those shutters be broken into, the stands will be void of the usual prizes, food, and other things that may be available. It might feel a little spooky...
While open, stands will be run by the Festival Ghosts from the summer festival. Unless we have announced a special prize opportunity, you will not require an NPC to moderate winnings from Boardwalk Stands. A Trash Ghost specifically for the Boardwalk can always be found tidying up, even when the Boardwalk is inactive. He wears a striped paper hat.
Certain stands are empty for now, but will be made available later on in game.
All items in the boardwalk will "require" tickets for trade, including food. However, machines at the front of the boardwalk dispense a fair amount of tickets as each patron enters during business hours, and winning more tickets is not difficult. Because of this, handwaving the appropriate amount of tickets is welcomed. Normal Prizes include kitschy Boardwalk appropriate things such as fake jewelry, candy, and rather 60s-esque cheap toys.
Various Food Stalls: Food such as hot dogs, cotton candy, ice cream, funnel cake, and other Boardwalk Fare are available all around the Boardwalk.
The Pier: As with most boardwalks, toward the end, patrons can take a walk down a pier that leads to a sort of dock. However, there are no boats at this dock, which can make it a little boring...
Merry-go-Round: A merry-go-round can be found right in the center of the boardwalk and is available for the low price of one single ticket. The available mounts cover most beasts from the bestiary, excluding those similar to human intelligence.
Skill Game Stalls: Currently available are Darts, Horse-shoe toss, Beat the Dealer, High Striker, and Archery, as were available during the festival.
Wonder Wheel: Just your average Ferris Wheel. Luckily, it doesn't even creak! Much, anyway.
Arcade: Though it and its machines exist, none of the machines power on. All the available games seem to be storyless old-style games as well as other games of chance, but none appear to be working.
Wooden Coaster: It sure takes up a lot of space, but it says "under construction", and it doesn't look like it has any cars...
Romantic Lagoon: The Tunnel of Love seems to lead underground, from the location of its door, but it's also boarded up.
RESIDENCES

Previous map can be found here.
Floors 1&2 - Library Proper
Floor 3: VACANT
A quaint studio apartment space on the uppermost floor of the library. It has a small kitchenette and a bathroom, and is dominated by the main window that overlooks the street in front of the building.
The laboratories, located next to house #26, appear to be a normal house based on their exterior. Once inside though, the building splits off into four separate labs, with the second story containing four bedrooms and a bathroom. Each lab is lined with cabinets full of glassware for experiments, microscopes, and other equipment, with two central lab benches in the middle of the room. Lab one has an additional nineteenth century centrifuge, and lab four includes a large crucible that can be heated to extreme temperatures.
Presently, labs number one is used by Carlos, while two and three are unmanned. Lab number four is used by Waver Velvet.
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Most of the building is be an open training area that can be used for all kinds of weapons/hand-to-hand defense training as well has having several smaller rooms for more specialized training, since Diarmuid hopes to get someone with magical talents to train those who want training in that kind of fighting as well. More information on teachers and the like can be found here.
The building is equipped with all of the usual training things like punching bags and the like. In addition, there will be some odd features in the training area in the form of some hanging rings, several tall poles, and balance beams. It obvious someone has a bias for acrobatic fighting styles.
In addition to the training areas, there will be a couple of small rooms where teachers and students can crash for the night. The rooms aren't going to be anything fancy, but they are there. Diarmuid will also be building a small loft up in the corner of the building to serve as his own 'living' space.
Despite the fact that the school is meant to teach fighting, the atmosphere is very open and relaxed. And, as if to reflect it's name, most of the decorations have some kind of Celtic spiral theme to them. The walls also have several posters on them that hold information about the other training areas in the city.
The lobby is freshly swept at all times and home to office space where, despite the lack of computers, one can assume record keeping and consulting can be done. Less sensitive documents are kept in this room and, upon its creation, a list created by Remus to track who is in the city, in the catacombs, and no longer present.
Past the lobby is a lockable office space where most of the records Elena and her team kept. Across the hall from this room is a 'health room' equipped with a lavatory, clinic bed, small shower, and minimal first aid. A break room is located past that.
Four holding cells exist in the back, though one is being repurposed as a secure area for new arrivals or anyone looking for police protection-- or in case the staff needs a break. In it, three cots are suspended from the wall. There are three more holding cells with their original shitty locks, but at least the police station has excellent guardsmen...
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Ezio lives in the apartment above.
The gym has been cleaned and fixed up. Outside there is a full basketball court alongside a soccer field. That's fûtból for you non-Americans, And the grassy field has a set of nets rolled to each side so that tennis or volleyball could be played.
Inside there were several rooms of varying sizes. The basement was split into A locker room, a shower room, and a Japanese bathing room for each gender, as well as one large Japanese bath for mixed gender.
On the main floor was a large room that looked like the gym you'd see in any school, large, with an equipment closet, and the lacquered wood floor. There were basketball hoops, a tower seat for refs, and goals built into the walls which were otherwise covered with gym mats. There was a slightly smaller room with mirrors on the wall, and it's own changing rooms. This was also where the manager's office was. The floor looked like the floor in a traditional Japanese dance studio, the walls had mirrors and barres for ballet.
A smaller room was the weights room, and any exercise equipment they found that could be salvaged was moved into there.
The painting on the outside of the building was an odd playful mix of pink, blue purple, and black. No particular design, but it looked like the painters had fun, a mix of rollers, regular brushes and the strokes of little tiny brushes.
Here and there are signatures, a few names, but all of them hidden in different places: Nagihiko, Nadeshiko, Rhythm, Temari, Beat Jumper, Yamato Maihime, Seiyo Guardians.
A sign is on the door "See Fujisaki-san for membership information."
Standing at outer corner of the grove there's a wooden mailbox decorated in splashes of paint and childish drawings. Built by the Girl and Afonso de Silva, the mailbox is there to function as just that- a place for people to put in their letters. They built it for the purpose of not sending mail between RC's citizens, but a place to pass on messages for the dead or those not within the city. Everyone is encouraged to use it as a place of mourning or reflection, or to add to the box's decoration as they see fit.
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A small one-bedroom apartment upstairs is currently unoccupied.
The morgue is also located here, where some citizens will find themselves awakening after untimely deaths.
What the hell is this shop? And why does it keep appearing in weird places? The Emporium appears in the city on the last week of every month, stocking objects from the homes of the residents and other particular requests which can be picked up.. for a price.
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The second floor of the store is divided into several rooms--the kitchen, bathroom, one bedroom, and a combined living room/dining area, which is the largest out of all the rooms. There are a few windows in each room. It can be accessed from either the staircase in the back room in the store or by the stairs behind the building. The apartment has plenty of furnishings to be comfortably livable in, with chairs, the 'necessities' for cooking and eating (utensils, pots, plates, etc), a table, a dresser and a large bed. There is a refrigerator and stove in the kitchen that are in perfect working condition.
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There is a small greenhouse in back of the store that is big enough to maintain the entire store's stock (nowhere near the size of the main one within the city).
There is a vacant apartment above the shop.
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Above the Coffee Joint there are two floors of bedrooms adding up to six bedrooms. These are used for the temporary residence of new arrivals, and were arranged by a former resident.
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On the ground floor, a tea shop selling dozens of blends (custom available on request) of tea, and cakes and pastries is run by England. In the back of the shop, between the rear door and the interior stairs leading up to the flat, is a small bedroom for emergency use.
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The first floor is a bit of a showroom with a workshop, and the space above is The Den, a gambling lounge with tables for cards, dice, mahjong, or anything you choose to bring in. It's got a warm, if slightly shady atmosphere, and minimalist Japanese decor, including a wooden carving of a dragon over the inside of the door. There are also a pair of comfortable leather couches, a pool table, and a back room if you want to play a more private game with your buddies.
In March 2016, a new area was attached onto the first floor, and houses a modest assortment of classic arcade games. In the absence of currency, these games can be played via house-provided tokens, which are available in the front of the shop and can be received in exchange for a modest barter — a soda, a favor, or something of similarly inconsequential value.
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The palace was constructed by Princess Peach, and is a two story, bright, happy building that is magically larger on the inside than it should be. It is mostly covered in pinks and pastels, though the previous occupants were working on toning that down.
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A large ornate carved stone pedestal, three people tall stood to one side, supporting a spherical light bright enough to illuminate the area. Another large pedestal was slender and decorated, supporting what looked like an ornate pinwheel that drew in energy when the wind blew. To one side was what looked like a large Japanese temple, except that it was dwarfed by the rest of the building. To the side and above that was something almost impossible to explain, it had to be seen. There was a bit that looked like the yellow submarine, and a part that looked like a Chinese imperial palace, and a clock tower like Big Ben, and a castle tower with it's own little tower like a growth of a crystal, there was a tall narrow tower thing that seemed to serve no function whatsoever, and some over large gears on the side that turned slowly throughout the day. Powering what.... who knows? There was, on the other side, a balcony with crenelations and a large satellite dish.
Most of the living space was found in the temple part. Perhaps one day the sisters would investigate what they had wrought elsewhere. In the temple was a room with a sign that said "Belldandy's tea room" in pretty Hirugana. It had a low table with cushions and was decorated sparingly but elegantly. The kitchen had tins of tea and tea pots and a pump sink that also ran the more modern way. There were snacks in the cabinets and a small fridge. The living room boasted another low table and some shelves and a small TV...which of course did not work here in Ruby City. The satellite dish is not THAT good.
There was a bathroom and a separate room for the bath, in an older Japanese style.
There was a good sized room with a computer and printer that have been gutted already, because Skuld got to them, which means she does not have as much to play with now. Dang it.
There was a room marked Ki's workshop that has Keiichi's futon and other assorted personal things, not that either Goddess is likely to check,
Belldandy's bedroom is unlabeled, but clearly hers, simple yet lovely, and neat as a pin. A basket of wool and some knitting needles sits in one corner.
Skuld's room is labeled "Skuld's labs" and is its usual disaster of a mess, with parts and tools scattered amongst toys and empty ice cream containers. Her futon is shoved into a corner, since she almost never uses it. There was also a small store of manga.
Past the sliding door labeled "Urd's room" was what looked more like a chem lab and pharmacy than a bedroom. There were test tubes and beakers and complex distillation contraptions. There were shelves upon shelves of bottles of potion components, mostly as solids, labeled with Urd's own code of symbols.
There were other bedrooms here and there, that had been used by various friends family members, and other Goddesses who have come to visit. There was also one storage room that epitomized "bigger on the inside", as one cannot see the far end from the doorway. Thankfully, as Keiichi discovered, DOWN is not infinite. Somewhere in that room, a lone boombox plays slow sad country music.
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PREMISE
![]() | |
You first glimpse the city through the window of the train. |
BESTIARY
The Adh Seid are Irish spirits who are never seen by those that have a clean conscience, and emerge at midnight. They have many different forms. Sometimes they are seen as frogs, other times a beautiful woman and at other times they are a black horse. They enter into peoples' houses to haunt them. Those who have done good deeds in life have nothing to fear. It is those who have done wrong in life who should watch out as the Adh Seid causes them to lose their sanity.
Badgermoles are gigantic creatures found in mountainous areas and are capable of earthbending. While they have eyes, evolution has led to them being blind due to their habitat being underground. They use a combination of their claws and earthbending to dig tunnels through mountains, which they can change and thus lead to very lost people if they happen to wander inside them. Badgermoles can be tamed, though the ones found in the wild can be aggressive if they feel threatened. However, it seems that they like music.
Chocobos are large, flightless birds most often found in fields and forests. While most are yellow in color, rare breeds exist possessing different colors and abilities, such as being able to fly or walk on water. Chocobos are known for being intelligent and friendly, and are commonly used as mounts that can be called from anywhere in the world with a special whistle.
A sad, pale blob of a creature that spins psychic, semi-visible webs among the trees and waits for someone to stumble upon them. If caught, its prey begins to dream of something from home. These dreams are usually comforting, although not always, and intended to trap the user permanently. It's possible to break free of the dream, but it takes a great deal of effort, and if one eats the food there, they'll stay forever.
For its part, the drome simply enjoys watching its prey dream. Once they starve to death, it will eat them. Dromes will always be present in a person's dream, disguised as something else. They cannot speak, but their visual appearance is flawless. In addition, they can disguise their prey in order to confuse any would-be rescuers. They can be killed by beheading.
Living in small colonies in the forest, the fairies are rarely seen but often heard, usually as silver laughter or the sound of bells in the tree canopy. Here and there in glades clear of trees, fairy rings can be found, and stepping inside them will instantly transport the individual into the realm of the Fae. They are gentle, but mischievous creatures who will take any opportunity to celebrate, but it must be noted that to consume the food or drink they offer you will leave you trapped in their world forever. They can be befriended, but to remove one from its colony means that it can never come back. However, they seem to be aware of this, and if one should decide that you are worthy of such a thing, you are a very lucky individual.
Fairies are fond of sweet things, and gifts of things such as honey are always well-received.
Small, primitive dragons the size of large birds. Fire lizards come in a range of colours, and unlike most creatures present in the areas surrounding the city, can be tamed and "linked" with a single individual. In the wild, they travel in groups known as fairs and can be found in the lower areas of the mountains and on the cliffs and beaches. For more information, please refer to this post.
Please note that fire lizards can only be found breeding between the months of May and September.
Ruby City has a less than settled past, and of course the spirits of those who have died here are restless. Though not seen often, at certain times of the year or in certain weather conditions these spirits can be seen wandering the streets of the city, along paths they once took in life.
For anyone who can communicate with them, they will seem near-psychotic in speech, but they are (mostly) harmless.
These small creatures reside in the gardens/backyards of homes, and are generally considered to be harmless yet irritating pests, often infesting in large numbers. They are known to have toughened skin, oversized bauble-shaped heads, and large, gnarled feet. The most typical way to get rid of an infestation of gnomes is to pick them up by the ankles, swing them around several times to disorient them, and then fling them as far as possible; however, this is only considered a temporary solution and the creatures will inevitably return.
The Grindylow is a sickly green colour, with green teeth and small pointy horns on its head. It has long, strong (albeit brittle) fingers which it uses to strangle its prey, and is a rather good swimmer. They can be found in the bottom of the lake outside the city, and are very aggressive, with the habit of catching those people who swim too far from the shore and dragging them down into the depths. The trick to escaping them is to break their grip.
Kin of Amaimon, King of Earth. Hobgoblins are demons that possess rats, moles, and other small pests. As demons, they look similar to strange monkeys. These weaklings are mostly mischief makers, stealing people's possessions, eating their food, and causing mayhem for fun. Hobgoblins are metropolitan, found wherever their hosts are, and live in small colonies ruled by a large king or queen. Though they are not sapient, they do use crude weapons and tools. They cannot be seen by those who are not spiritually sensitive in some way (up to player discretion).
Kappa are roughly humanoid in form, and about the size of a child. Their scaly, reptilian skin ranges in colour from green to yellow or blue. They inhabit rivers and ponds, and have webbed hands and feet, able to swim like fish. They are tricksters, and their pranks can range from the harmless, such as passing gas as someone walks by, to the openly malevolent, such as drowning people and animals.
If captured by one, there are a few means of escape. Kappa obsess over politeness, and if a person gestures to them with a deep bow, they are obliged to return it, spilling the water from the lilypad-like bowl (sara) on top of their head, rendering them unable to leave the bowed position until the bowl is refilled with water from the pond or river where it lives. If a human does this, the kappa will serve them forever. Another weakness is their arms, which can be pulled from their body. A kappa will typically impart knowledge or perform favours to have its arms returned.
Kelpies are a type of fae that make their homes in the water. They live within freshwater lakes, streams and rivers. Like most fae, they care only for themselves and the environment around them - humans are either an afterthought or the next meal. Kelpies appear as horses walking up out of the water, beautiful and gleaming white, with skin that is smooth, a bit slimy, like a catfish. They will seem friendly, and often try to invite a human upon their back - but once they are touched, their skin becomes adhesive, and they drag their prey back into the water to devour them. You may have to lose a hand to get away alive.
The forest at the eastern edge of the park boasts only one leshen, but one is more than enough. Its territory is marked by small, strange totems attached to trees and even the dryads will hasten to warn the unwary that they should not pass that way if they can help it.
If provoked, the leshen is a fearsome enemy. It is able to summon wildlife to attack, and pushes its hands into the ground to cause roots to burst from beneath any target. Their weakness is fire, but it is not advisable to attempt to go up against them at all.
The monsters in the park are some twisted combination of humanoid and lupine. They are mindless in their hunger, competely feral and violent without reason or concern for their own well being. They often travel in packs, and while one may be easy for many to dispatch, a large group is significantly more lethal.
A small human-like creature with blazing red eyes, wearing a red hat and having a long white beard. Red caps have eagle claws for hands which they use to kill humans. They are called ‘Red Caps’ because they stain their hats with the blood of their victims. They wear boots made from iron but this does not slow them down, rather they are extremely agile and quick, jumping and running from one place to another. The Red Caps live among piles of rocks in the plainlands.
The best way to protect oneself from Red Cap is to recite the words from the Bible.
An enormous bird of prey, only two dwell in the mountains, and far from one another. If you see a bird’s shadow passing over you on the plains, you may want to freeze or else duck for cover.
They hunt the large wargs that roam about, but will not hesitate to go for a human or two. However, if their prey proves aware or else able to fight them back, they may quickly flee. They nest high up in the mountains, and beware if you stumble upon one.
These spiders like damp places to rest, and can be found in the forest. While generally docile, they will lurk when hungry and jump out to grab their prey. These beasts are generally about ten feet high and covered in hair. They are different from other spiders in that their mouths are located on the underside of their bellies, away from their fangs. Young spiderlings are about the size of a large dog, and much faster than their adult counterparts, so beware!
Like dryads, spriggans are tree spirits, however, they are far more violent than their fair counterparts and will simply attempt to kill anyone who is unlucky enough to come across them. They can bend Nature to their will and turn nearby wildlife against the person they are engaging, and are a formidable enemy for this reason alone. Spriggans can be defeated easily using fire, and live in the deeper parts of the forest.
Found in the forest, thestrals are huge winged horses with white shining eyes, dragonish faces and necks, and skeletal black bodies. They are attracted to the smell of blood. Thestrals are invisible to anyone who has not seen death, and have an amazing sense of direction, able to move magically fast through the air. ( description from HP Lexicon )
The caves high in the mountains are not only home to dragons. Trolls can be found, living alone or in small groups of what can be assumed to be family members, and while they will not attack on sight, they will not hesitate to do so if their home is disturbed or if they feel threatened. It is best to simply keep away from them.
Shy and mysterious creatures, unicorns are horses of extraordinary elegance and grace, marked out as what they are by the slender spiral horn in the centre of their forehead. They will rarely approach anyone, but can be most easily found by those with pure hearts.
Unicorns are never seen outside of the forest, and anyone looking for one will have to spend a long time searching.
These creatures travel in packs of two and threes across the plainlands. They have a large territory range so, if you set foot outside the city, you’re already likely in their territory.
They’re only a bit smaller than a horse and once they lock their jaws around you, it’s near impossible to break.
The wendigo is a creature of skin and bones and hunger. It looks a bit like something dead, half desiccated. Its proportions are stretched, wrong and only a parody of humanoid. The creature's physical form is a temporary one, as it usually travels in a noncorporeal form, an out of the place breeze that raises the hairs on one's neck as it passes. The wendigo hungers for flesh, especially human flesh. Beyond the danger of being eaten, the wendigo also can possess its victim for short stretches of time, controlling that person and forcing him or her to commit horrible atrocities without any awareness, often leaving its possessed victim with blood on its hands.
Wendigos can be encountered near the edge of the forest, and rarely venture far onto the plainlands.
Will-o'-the-wisps are tiny, ethereal beings that manifest themselves and dancing lights, usually only approaching and appearing in the corner of one's vision. They cannot directly cause harm, but they are known to mislead those who see them, drawing them deeper into the forest and further from marked trails. Rather mischievous, they are not above leading the unwary traveler into dangerous situations.
In the caves in the mountains there live large, fur-covered, bipedal creatures. With large teeth. These are the yeti, which are rather territorial. They will not hesitate to violently defend their homes, and especially their young against any intruders. They are large, muscular and possessed of sharp claws and short tempers. They are generally solitary creatures, save when they have their young with them.
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L E V E L Y E L L O W | An ill omen in any situation, seeing a banshee is a sure sign that your luck is about to turn bad. Associated with death, they most often appear after somebody has passed away. Illusive by nature, the centaur herd lives a solitary life in the depths of the forest. They are half-wild, and attempting to ride one is seen as a grievous insult, punishable by death. They are, however, sentient and capable of intelligent conversation. The friendship of a centaur is difficult to gain, but once gained, they are incredibly loyal and will defend a friend even from others of their own kind. Dryads are nymphs which are bound to certain trees in the forest. They are mischievous and will tempt young, virile men into mating with them so that they can reproduce. If the tree they are bound to is cut down or otherwise destroyed, they will die. It is not recommended to light a fire within sight of a dryad’s tree, as they do not react kindly to such things, and can set the flora itself to attack any kind of threat. Living in the forest, the elves are small, humanoid beings with pointed ears and large eyes. They appear to be defenceless, but are anything but, and seem to be able to disappear and reappear at will. Someone venturing into the forest may find themselves being followed for some time before they happen to catch a glimpse of small figures moving from tree to tree. The elves use rudimentary weapons, but the blades and arrows that they are armed with are laced with a paralysing poison that places the victim into a deep coma. While not unfriendly, they have no reason to trust anyone who invades their territories. However, unless you cause damage to their home, they will only observe you until you leave. Living in the lake, the mer are intelligent creatures with a structured society, based somewhere deep in the dark waters. They can occasionally be seen near the surface, but will often flee at the sight of a human. It is said that dancing fascinates them, and they will come into the shallows to watch it. If they are captured and pulled onto land, their tails will turn into legs through a painful metamorphosis. A type of nymph which inhabits fountains, small rivers, streams and brooks and springs, they largely keep away from the dealings of mortals. Each naiad is bound to a body of water, and if it dries up, they will die. Though they mostly keep to themselves, they can be tempted by offerings. The Phoenix is a unique animal within the world that Ruby City is placed, and resides at its highest point. There is only one, and it is a creature of such beauty and power that even the captors hold it in high regard. Said to live for 500 or 1461 years (depending on the source), the Phoenix is a bird with beautiful gold and red plumage. At the end of its life-cycle the phoenix builds itself a nest of cinnamon twigs that it then ignites; both nest and bird burn fiercely and are reduced to ashes, from which a new, young Phoenix arises. More commonly found in colder climates that hot, if you were to find it, these birds can mainly only be called forth by those who have a certain magic within them, and be asked for help, and if someone creates a powerful enough bond with a Phoenix, the bird can become their familiar. If the bird wills it. |
L E V E L R E D | Both beautiful and terrifying, dragons inhabit high mountains and claim vast territories. They are highly intelligent creatures fond of riddles, and can be anything from utterly benevolent to entirely evil. Dragons are capable of speech, but not of lying (however, they can certainly twist the truth), often employing the use of cunning and pretty words to convince others. They can indeed breathe fire, and occasionally descend from their lofty perches to hunt on the plains. It would be rare to see two in the same place save for when they are mating, which is a sight to behold in itself. Terrible creatures of seafaring legend, there is currently only one kraken living in the lake, several hour's walk from the city itself. With a distinct lack of boats to sink, it is rarely seen, but those walking by the water in the dim light of dawn or dusk might chance to see several long, thick tentacles waving above the water. The Leviathan makes its home in the subterranean lake beneath the city. It is of a size that is almost incomprehensible, and is capable of easily swallowing a person whole. Presumably a creation of the captor named Atien Moore, it does not react well to being disturbed . . . |
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