Disable your Ad Blocker! Thanks :)
Chapter 2
by leroy
What's next?
Bestiary
Orcs:
Orcs as a species tend to fall into one of two categories. Tribal and Wild.
Wild Orcs are loners or small groups never exceeding 10 individuals. Wild Orcs are little more than beasts who exist only to fight and fuck. They are a constant menace especially for smaller undefended areas.
Tribal Orcs are more organized than their wild cousins, often forming bands of a few hundred, either nomadic or stationary settlements. This can make them a greater threat than their wild cousins if they decide to go on the warpath as they are capable of more advanced tactics.
Goblins: Goblins despite some common misconceptions are not directly related to orcs though they are often found in their company. They as a rule are a weak and cowardly species who only act when they have great numbers or notice an opportunity. Often they will find themselves as servants or slaves to orc tribes. The protection afforded worth the loss of autonomy.
Goblin penises are small and they often are **** to use great numbers to sexually overwhelm a chosen target. Often if they are not careful their females will find more attraction with other races males.
Hob-Goblins: Typically the result of a goblin who has managed to breed with a larger, stronger mate this breed of goblin will often be found leading any of their smaller weaker cousins in the absence of a greater authority.
Dryads: A species of monster common to old-growth forests dryads often take the form of a beautiful young woman looking to lure in potential partners for a few hours of fun. After which they release them, usually with a small token or gift. They are an often curious but rarely violent species. Usually only responding forcefully to threats aimed at their home tree.
Kobolds: A small lizardlike race most famous for their service to dragons. They tend to make their home in mountains as they search for rare metals hoping to find a motherload to convince a dragon to protect them. Kobolds are often described as clever idiots. They often make extremely elaborate plans to accomplish simple goals. Often launching 'heists' for common objects. Usually only aggressive when commanded by a dragon or other master who has secured their loyalty kobolds can be a genuine threat due to their high organization and tool usage.
Wolves: Large furred beasts of the forest often preying on live-stock and peasant girls alike. They often form into packs to better increase their chances of success. They are highly protective of their dens where they keep their captives. They can be civilized much like a clever dog if acquired as a puppy and most orders utilize them over dogs for their greater intelligence and combat power
Slimes: A gelatinous race of blobs slimes aren't a major threat due to their slow movement and easily strikable core. They make their homes near moisture and mostly just lay around collecting it until they're ready to split. If a slime somehow manages to reach 100 years old they develop a degree of intelligence and if further nurtured can even learn to speak and hold form.
Trolls:
Trolls are hard to quantify by appearance as it varies wildly depending on parentage. By and large, they are a large bipedal species known for their tough skin and fat which makes superior quality candles. They are also known for what seems to be a species ingrained habit to set up 'toll booths' on roadways or bridges. Usually demanding payment in the form of sex for safe passage.
Trolls are a fairly common species and some merchant houses send along a designated 'toll payer' with caravans to avoid delays. Not all trolls are considered pests. The more intelligent examples of the species build and maintain bridges and roadworks which can lead to official sanction by kingdoms so long as they are willing to receive money in place of sex.
Were-Creatures:
A were is a human afflicted. By what nobody is actually sure, some call it a sickness while others call it a curse. Whatever it is the church has been studying it for a long while and they believe it is elements of both.
A Were is either born that way or is afflicted through close repeated contact with one. Usually sexual. Upon the full moon is when a Were will reveal its hidden form, usually that of a wolf, cat, or squirrel. There is little danger from a Were in this state as long as they maintain control of their mind. The main threat of Weres comes from when this is lost.
A Lost Were is identifiable from not changing back to their human form after the passing of the full moon. They are a full predator, acting upon their instincts with no further regard for their humanity beyond using their intelligence to hunt for mates and prey. They heal with superhuman quickness unless their wound is inflicted by silver or a Divine imbued weapon.
Knights are immune to becoming Were.
Minotaur:
A race of bovids minotaur as a species are slow to reproduce and tend to live in small tribes of 10-30 individuals. Civilized minotaur are easily distinguishable from their wild cousins, usually by the wearing of clothes and armor. Those that live among humans often find jobs in physical labor or mercenary work where their great strength is an asset but they also have a trend toward scholarship that surprises many people.
Most threatening are wild minotaur, lone individuals that hunt constantly to slake their sexual desires. In an oddity among predatory monster species, it is more common for the females of this type to be successful in reproduction than the males.
Centaurs:
A race of quadrupeds whose origins are hotly debated Centaurs as a people are highly communal and nomadic. They are notorious as raiders with a strange and complex system of honor and glory. They have some difficulty actually breeding the women they take in their raids and will often release them after they've had their fun. The females of the species are highly selective in their mates and it is their attention the males are often trying to obtain.
Lone centaurs who have been outcasted and find a home in human lands can usually find work similar to that of a horse though they consider this to be demeaning. They rarely go into mercenary work unless there is a suitable physician on hand who knows how to help them if they are injured. The Order of Darkness, in particular, is known for employing them and providing the community structure they tend to miss.
Gryphons:
Gryphons are powerful winged creatures that typically live in mountainous regions in flocks of 5-20 individuals. They rarely attack humans, much preferring to go after livestock and large animals with the exception of when they are attempting to establish new nests. Where the behavior came from is unknown to scholars but when nesting and seeking to hatch eggs they will attempt to abduct human or in some cases orc females.
The taken will be expected to act a babysitters for the eggs and newly hatched gryphons until they are old enough to fly. At which point the young gryphon will help her to the ground. This can be dangerous to the babysitter as the young gryphon will have no idea where she originally came from.
Wargs: A warg is a large furred monster known for its intelligence. Much like wolves they operate in packs but their size and territoriality means that they keep smaller groups, typically between 4-8. They are headstrong and independent creatures by their very nature and every effort to domesticate them in a manner similar to Order Wolves has failed. Their intelligence letting them play along until such a time that they're alone with a lone target to drag off to start their den with.
They are known to set up complex ambushes, oftentimes they'll even 'work' alongside wild orcs which usually ends in the orcs becoming part of the catch once the job is done.
Danger: 2d10
Tentacle Beasts:
To call them beasts is a bit of a misnomer, tentacle monsters survive on little more than sunlight and water making them more akin to plants than animals despite their mobility. Once they have sprouted the only way to kill them is to pierce or crush the pod that holds their limited intelligence, they will regrow all cut off appendages in time. While a single beast on its own is not a large threat they can quickly grow into an infestation if left unchecked. Their lack of reliance on local prey means they are only limited by what they are able to capture and seed.
Their sap is highly nutritious and also acts as a potent lubricant and aphrodisiac. When mixed with dryad sap it also further acts as an effective fertility treatment. It is for this reason that there are a limited number of 'farms' dedicated to maintaining a population of the beasts for commercial purposes and harvesting.
Danger: 2d10 in groups of more than 2 1d10 alone.
What's next?
- No further chapters
- Add a new chapter
Disable your Ad Blocker! Thanks :)
Knights of Order in a Lewd World
Keeping the grimdark away one day at a time
- All Comments
- Chapter Comments