Sahuagin

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Satyr

Difficulty Rating: ?
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Shadow

Difficulty Rating: ?
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Sharga

Difficulty Rating: 1

Considered by many on Imperia as a race of cheerful refugees the Shargas are an excellent example of survival under the toughest of conditions.

Shargas have flat faces with small noses, round medium shaped eyes with round pupils. Their bodies are frail looking, thin and lanky with hardly any fat along their arms or legs. Their skin ranges from a dark green to a pea green and their heads are bald and void of any hair. A Sharga ranges from 4' to 4'6" in height. The females of the race are nearly identical to the males except for normal genital differences. Shargas prefer clothing of light cloth and leather and wear clothes that best suit them in dry, arid climates as the Sharga home world of Tantra is a dry wasteland. Their arms are the same length as opposed to their bodies as humans and a lot of Sharga are usually confused for goblins till one notices the different in their eye pupils, their speech and mannerisms.

Shargas speak human common with the skill of a small child and any indications of their own language seems to have vanished during the massacre of their race.

Combat: Shargas suffer from a low morale and will only fight to save family and friends. Their strength and combat skills are consistent with a human child of 5-8 years of age and suffer from low strength. Shargas have above average speed which aids them in any retreat and in dodging attacks. Unknown to even the Shargas a constant aura of anti magic flows from their bodies and extends for an inch from their skins. This aura causes a distortion of spells and spell items in which they come into contact with and reduces any direct assaults against them in effectiveness in half with an added %50 chance of the spell/attack just fizzing out or distorting beyond use.

            Shargas rarely engage in combat and their tactics are simple and crude. They are cowardly and will usually avoid a face-to-face fight. If attacked they will flee to find aid but if cornered and given no choice but to fight they will fight very fiercely and to the death.      

Habitat/Society: Shargas prefer to live in simple villages of crudely constructed wooden huts. While Shargas do have a basic understanding and use of hygiene they are considered unbathed and filthy by  humans. This negative in their image is overcome however by their pleasant nature and cheerfulness. Shargas are always warm and welcoming to any outsider who does not represent or act in a threatening manner towards them and the Shargas believe in sharing what they have with others. Many races such as goblins, orcs and hobgoblins would use this to cheat the Shargas however each Sharga village on Imperia is usually protected by nearby human settlements as many humans see any cruelty towards the Shargas on the level as one would react to seeing an adult beat up on a small toddler.

            Shargas live in a tribal village of 50-300 Shargas with a chieftain who is picked in a game in which a Sharga is placed in a cage along with thirty creatures known as Crata and whoever captures the most Cratas before one of the Cratas escapes the cage is picked as the chieftain for the next ten years. Sharga families usually range from 2-8 as a Sharga female can have between one to three kids at once with a carriage period of five months and Shargas reaching maturity within five years. A Sharga has a life span between 300-400 years and mate in a marriage fashion typical to humans in which the Shargas declare their love for each other and whoever catches the Crata in a game is the “breadwinner” of the household in which that Sharga usually carries a job of farming, selling goods dug up or livestock. Shargas want very little in the form of material wealth and take pride even in the simplest of items and enjoy a life of family, friends and simply living.

            Shargas have no concept of the “haves” and “haves not” and a sense of equality is shared among their tribe. Even the chieftain has no real power, just has the title to mimic the form of governments other races and his job is simply to sit in a large chair behind a makeshift desk and think that just by sitting there he is making some progress to his tribe. Fighting between Shargas, political power plays, and conflict among tribes is unheard of to them as each tribe works together and each Sharga works together to aid all others.

            The Sharga has a very strong immunity system and can survive in any known climate. Centuries of living among Tantra has given the Sharga an immunity system able to repeal natural and magical viruses and an excellent system of herbal remedies and grasp of the benefits of medicinal herbs. Known among the Shargas are such plants as the grabby grab vines (A type of vine that grows up, snares a person and uses spikes to dig into their flesh), the sneezum flower (Capable of inducing a sneezing fit for up to five hours) and most famous of all the Chu Chu root. This roots healing powers are capable of completely healing a person of injuries and an intact chu chu root alone can fetch upwards of 300 silver in the local Imperia markets.

Ecology: Shargas have a diet of mainly plants with the light addition of fish and meats to their diets. The Shargas rarely have to worry about a lack of food as they can successfully scavenge any food from a land no matter how hostile it is to life. The one bad side effect of the presence of Shargas is the added presence of a pest found only within or near Sharga settlements..the Crata. Cratas usually gnaw thru wood, light metals, and cloth and are notorious for group thefts from food supplies such as restaurants, Inns, Taverns and warehouses. Among any Sharga village of 50 there is usually an infestation of 500 Cratas. The Shargas regard the Crata as both food and pets as within any Sharga household you will find ten Shargas, five kept for food and four kept for pets with one Crata denoted as the “bond” Crata which is a symbol of a Sharga marriage. This Crata usually has a small red ribbon tied around it’s neck and is kept in it’s own separate cage. Shargas have below basic abilities in all crafts but can learn a craft if given the time and chance and a teacher capable of explaining matters on the level a Sharga can comprehend. Shargas excel in farming and can make nearly any type of plant grow amid harsh conditions and are excellent at sniffing out roots, the Shargas having sensitive smelling and hearing.  
History: Little is known of the Shargas as they first appeared on Imperia around 455 AD. The Shargas before then lived on the world of Tantra among other races but around 440 AD Tantra was invaded by the Shadow Knight Empire. During the long series of battles well over %90 of the Sharga population was slaughtered and massacred, those that survived either fled among random portals opened by Mages also fleeing or were captured and put to work as slaves in the strip mining of Tantra. Little is known of Sharga life on Tantra before the Shadow Knight invasion as no Sharga have been found on Imperia which were born before or during that period. As the Sharga appeared first they were mistaken as some rising tribe of goblins but as they were spoken to and questioned their off world origin was revealed. Also their childlike nature made many people and nations warm and receptive to the Shargas, which have peacefully co-existed besides other races on Imperia since their arrival in 455 AD and are an accepted part of society for the last two centuries.

Shargas first appeared in the Axius, Terangoth and Damocles regions as portals they used to escape here lead to those points. The Shadow Knights never considered the disappearance of these few thousand Shargas that arrived on Imperia important enough to investigate which is ironic cause if they had investigated it then they would have been lead to Imperia two centuries earlier than they had and would have meet no resistance as opposed to the Damocles Empire they encountered when the Shadow Knights arrived in the 690s.

After the Shargas initial arrival they soon spread out over the known region (Region 1 on the global map) with the most Sharga settlements found in Damocles, Axius, Roshack and certain unclaimed regions between Damocles and Kardius. The largest Sharga settlements can be found along the west coast of Axius as several Shargas have founded small fishing villages along the coast with a part of their overall fishing supplies shared between them and the Axius Kingdom. Settlements in Damocles are aided in return for their Chu chu root which is commonly used in a liquid mixture among Damocles Imperial Airships in their med bays. Settlements in Roshack have the Shargas aiding in the farming and livestock, also the settling of many lands the Roshack citizens consider undesirable but want to claim for the sole reason of keeping Damocles expansion from their island. The appearance of a Sharga among human settlements is not uncommon or odd and any hostile actions towards the Shargas is not tolerated or accepted.

Character Attitude and personality: A Sharga is usually cheerful, warm and welcoming to all they encounter with no feelings of greed, evil, malice or cruel intent within their bodies. They mainly worship the Primal Lothos yet do not attend any form of church or make any form of sacrifice to them. A Sharga encountering another Sharga is always a cheerful event among them as the Shargas consider themselves a large family as opposed to being separated into smaller families. The mere word of other Shargas would cause a lone Sharga to travel and be among that Sharga. A Sharga character usually has a common job among a town as a janitor, cleaner or a farmer as they are paid well for their duties, the Shargas finding the accumulation of wealth an odd. A Sharga character won’t engage in any behavior that would have it purposefully or intentionally doing anything evil, cruel or greedy. While playing as them treat their behavior as you would that of a human toddler. Naive, innocent and still believing in the good of the world. Temptation, pleasure, and evil are thoughts they cannot and will not comprehend. Sharing is a given and family is everything and happiness is a given.

            Shargas have no understanding of magic and due to their anti-magic abilities cannot see the illusion-based consoles found on airships or can be tricked by any mind spells or illusions. Magic simply is void around them and to them as they are unaware of the aura which emits from them that hampers magic. Damocles scientists have studied the Shargas to find a cause for this and after over a century of research they are still as clueless to it’s cause as they were in the beginning of their study. Shargas prefer swords, clubs and staffs as weapons and wear cloth or leather armor and rarely use shields. However no Sharga is ever prepared for or seeking combat so its easy to catch one by surprise. However Shargas know if they rush towards others they will be protected so the best strategy when under attack is to find someone to defend you. A lot of Shargas in villages within Kingdom territories are regarded as citizens of the Kingdom and tax exempt.


Sirine

Difficulty Rating: ?
Guidelines Used: AD&D 3rd Edition Monstrous Manual 2

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Skeleton

Difficulty Rating: ?
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Spectre

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Swarm

Difficulty Rating: 3
Guidelines Used: Custom

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Tiefling

Difficulty Rating: 4
Guidelines Used: AD&D 2nd Edition Planescape Monstrous Compendium Appendix

Tiefling’s are the opposite of their fair cousins, the Aasimar as where they are touched by the blood of the Celestials Tiefling’s carry the cursed blood of Demons in their veins. Unlike the Aasimar who can easily pass for handsome humans Tieflings often find their nature more difficult to conceal, with a faint hint of wrongness that puts most people on edge. They often possess other aspects of their parents as well, with cloven feet and horns. Their Abyssal blood, coupled with the fear and distrust they receive cause most Tieflings to fall onto the wrong side of the tracks and become thieves and assassins which admittedly suit their talents well.
Tiefling’s can be found throughout Imperia, mostly in Terangoth and the Shadow Knight Empire. They normally associate with the Criminal element as they find less distrust there but a few have broken out of this path and become respectable citizens, though they still often receive intolerance and hatred from others.

Combat: Tieflings rarely go for a direct assault as their blood gives them a higher dexterity and intelligence, two attributes they like to exploit. Ambushes, ganging up and other sneaky attacks serve them well, Tieflings have been hunted all their lives and aren’t about to give up any advantage they could have in a fight. They generally dress in light armor and prefer daggers or small fast swords as weapons.
A Tiefling benefits from Infravision up to 60ft and are resistant to cold, heat and lightning. Though they normally chose the profession of rogue some use their heightened intelligence to become mages as they lack their Aasimar cousin’s resistance to magic. Some also use their killing instinct to become warriors, though they don’t excel at this class. Naturally very few use clerical magics, even of the evil gods as they tend to have bitter feelings towards the beings that they are the bastard children of.

Habitat/Society: Tieflings have no separate society as they even distrust each other, tending to avoid other Tieflings. They generally mix with criminals and often become powerful outlaw leaders with their skills and aura of menace. They are often outcasts and orphans, driven out when their heritage came to light and seeing a Tiefling street urchin is very common in some of the seder cities in Imperia. They tend to hate the more respectable world as they know it hates them.

Ecology: Tieflings are born enemies of Aasmiar, hating the much loved and adored beings, though the two races understand each other better than you would think. Still, a healthy rivalry exists and few Aasmiar and Tieflings get on with each other, they are mirror images, both paying too much attention to the others faults.

Tieflings eat anything, their Abyssal heritage allowing them to ingest the strongest brews and remain standing, another fact much parroted in their ridicule of the Aasmiar who have little tolerance for heavy alcohol.

History: Hardly a united race, the Tieflings to not have any history of note as compared to the other races nor have any nation or entity ever committed serious resources to learning more about them. Also due to the fact this race has no separate society or settlement that is a gathering of their own kind, it is impossible to keep track of any history of the Tieflings. They are true loners and wanderers.
Character Attitude and personality: As said before, most Tieflings are bitter at best, and as bad as those who spawned them at worse. All Tieflings have been hated and feared all their lives and so hate and fear in return, naturally aggressive and defensive in their dealings. In revealing their natures some try to hide and lie about it but others still display their deformities proudly, arrogantly challenging the world to disagree with what they are.
In most of their dealings Tieflings are sneaky. They have no qualms about being dishonest, figuring that you should gain advantage in any way you can. In fact most of their demon nature lies in this lack of ethics and in their free spirit and arrogance instead of any great tendency to evil.

Titan

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Troll

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Trolls are horrid carnivores found in all climates, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, who know no fear and attack unceasingly when hungry. 

Trolls have ravenous appetites, devouring everything from grubs to bears and humanoids. They often lair near settlements and hunt the inhabitants until they devour every last one. Trolls walk upright but hunched forward with sagging shoulders, Their gait is uneven and when they run their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weights 500 pounds, females are slightly later than males. A troll's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray. It is around one and a half times as tall as a human but very thin. Long, ungainly arms and legs that end in three-toed feet. The arms in wide powerful hands with sharpened claws and the Troll has a rubbery hide, with thick repy hair. Trolls can speak the Giant language.

Combat: Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack. Trolls are deadly in their unarmed combat, and if managing to latch onto a person with both of their claws they will attempt to rend their opponent and tear into it's flesh. Trolls also have regeneration abilities, able to regrow entire limbs. However they suffer against fire and acid based attacks. Trolls have the ability to wield armor and weapons, but they much prefer to use their own body in fighting when they have a choice.

Habitat/Society: Trolls can survive in all climates, but prefer dense forests and subterranean locales, since bright sunlight hurts their eyes. They usually make their lairs in caves, using great boulders to block the entrances. Inside a troll cave are a number of rough nests made of straw and grass, plus scattered bones and treasure from victims. If no caves can be found, a Troll will instead dig for himself a trollhole and cover it's opening with twigs and leaves to make it nearly undetectable. 

Trolls live in small packs of three to twelve led by a dominant female who acts as chieftain/shaman. Leadership is retained only via combat, so such fights for control are very frequent. In such fights Trolls will rend eachother limb for limb but never kill eachother. Still it is custom to rip off the losing head's troll, toss it a great distance and have the loser sit and stew for a week till a new head grows in. The pack chieftain's duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge , racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.

Trolls have ravenous appetites, devouring everything from simple grubs to bears and humans. Their lairs are often located near human settlements or along well traveled roads, but not too near, for even trolls respect organized resistance by fire-bearing humans. Wandering trolls, in search of a new lair, travel by night and sleep by day. Ravenous from walking, these packs, on occasion, attack and devour entire humanoid villages.

Ecology: Trolls prey on all but the most powerful of creatures. They respect and fear dragons, but they hate giants of good alignment and wage war with them frequently. The troll's green blood is used to manufacture both poison antidotes and healing potions. The blood from one troll, worth 4,000 silver, can make three such potions.
History: Trolls have never been a represented race, nor a race of any such history. What is known of them is documented by early scholars from all known nations and lands. Several different subtypes of Trolls exist such as Ice Trolls and Saltwater Trolls, and they have been spotted in every known land including Aeris and Nore Quenderin. Due to the Troll's migratory and roaming nature, no such areas are known as being heavily populated with Trolls. The larger cities have no qualms about letting a Troll into their gates, as they have sufficient defenses however a smaller village may worry if a Troll comes near. /A
Character Attitude and personality: A Troll character is either a Troll that remains in the wilderness, has decided to move into civilization or has joined up with the Shadow Knights or some other hostile force. A troll's inner nature is hard to repress, but it can be done. However among civilized areas, a troll still earns a few glares and a few frightened gazes. They normally populate the slum areas, sometimes earning jobs as either mercenaries, unskilled muscle labor, or bouncers/guards in the more shady, less profitable businesses and establishments. A troll that remains in wilderness is wild, one who roams with it's group and attacks. One that has joined the SK has done so out of the conflict, reward and acceptance the ranks of the Shadow Knights seem to promise. A troll's own appearance, lack of any civilized manner, and it's own inner nature hold it back in life and only the extremely lucky ones ever manage to arise to points of wealth or power.

Ultimax

Difficulty Rating: 5
Guidelines Used: Custom

The Ultimax is a creature made from progress, from technology. The Ultimax project got it's ideals within the First War, when the Damocles Empire realized it had a manpower shortage. At the time, Damocles was at war with the invading Shadow Knight Empire who far outnumbered Damocles with worlds of Diaboli troops, Undead and various other beings. While Damocles was not one to enslave a race as a troop force or use undead in their ranks, they asked the Engineers of the Damocles Engineering Corporation (DEC) to design the perfect soldier. DEC got to work on this project, dubbed the Ultimax, as they worked over the basic weapons and defensive systems using what magical technology Damocles had at the time (early 690s). However an engineering problem was faced. While they had the weapons and basic layout, they were unable to develop an adequate "intelligence" for the Ultimax's Tactical AI. Fleet Admiral Gregory Thorin took over the project, and from this he created a nightmare which would later begot the Dalonites. The Model 1 Ultimax was built with a soul crystal, using the souls taken from inmates at Steeldeath Prison Island in Damocles. However this project soon got out of Damocles's hands, and as the Senate found out they ordered a halt to be placed to it. What became of the Model 1 Ultimaxes is classified, a top secret, but the designers got enough they needed to form the basic Ultimax Tactical AI. Each model is improved and made with any significant advances in Damocles technology at the time.

The Ultimax is officially a part of the Damocles Army, the "Support Infantry" class. They are produced and built from military-owned factories located in central Damocles, and assigned as needed to either defense, deployment, or guard duty in either airships or forts/embassies. The Ultimax appears as a human figure clad in plate armor, wearing a helmet with two small eye crystals seen underneath it gleaming a red glow. Inside, they are entirely hollow save for a network of quartz crystals and strands of copper. They conduct themselves with no emotions, striking with deadly efficiency.

The Model I was designed and built in 692, where soon in 694 the Model II Ultimax was released. More and more improvements followed, such as the Model III (702 AD), the Model IV (708) and the Model V. (713 AD)  The Model VI is the newest one, released in 718 AD. Besides this Ultimax, there is also the Constructor model Ultimax, designed primarily for construction work. This model was made in 700 AD.

Combat: The Ultimax's tactical capabilities depend entirely on the model.

Model 1 - The Model 1 features a basic single barreled energy gun, firing small bursts of magical energy once every minute and a grappling hook cannon along it's left arm. This hook, on contact, can generate an electrical charge akin to a lightning spell. The Ultimax had a basic sensor package with a range of 25 feet. This model was known to be very cruel, sometimes the personality of the soul within would become dominant and many Ultimaxes were deemed "insane" and shut down.

Model 2 - The improved model had more technology, but a decreased tactical capability due to the AI. Also glitches in it and it's new "Propaganda Crystal" (Designed to have the Ultimax spout off pro-Damocles statements amid conversation) causes several errors and accidents with the model. However it was the workhorse, and is cheaply found today as Damocles overproduced them. It's armcannon was extended from a single to a double-barrel, now given the ability to hide this cannon in it's arm. The hand would slide in and the cannon would slide out. The grappler was given a stronger energy output, Ultimax sensor range was extended to 35 feet, and the Ultimax was given an internal communications system and a shield emitter as well as a self-teleport crystal. 

Model 3 - It's rate of fire was increased from two shots a minute to four shots a minute, and the Propaganda crystal removed. A more advanced AI was installed and the shield's now came with a backup shield generator. Also the shields had an ability to cycle between blocking physical objects and magical based attacks as two separate modes. Sensor range was increased to 50 feet. 

Model 4 - The Model 4 had it's double-barrel extended to a three barrel, and it's rate of fire increased from four shots a minute to six. Sensor range was increased to fifty feet, the sensor package was improved and the Ultimax's shield strength was doubled.

Model 5 - The Model 5's release was a basic one, with the only new feature being improved weapon strength, a set of mountable thrusters on the back and the ability for it's shield to be set on both modes at once.

Model 6 - The Model 6 was given stronger armor, an internal set of Quartz-based and Talasium-based ammo crystals, a stronger internal power crystal and an improved sensor package.

Constructor Ultimax - Instead of weapons it has an array of welding tools, cutting tools and such needed for construction work. Also it's body has been outfitted with crystals to temporally enchance it's strength.

Habitat/Society: Ultimaxs have no such society, being used for what duties or tasks they are assigned to then sent to their storage containers to recharge or be serviced. Only the Model 1s are capable of thinking for themselves, but the Model 1s are also known as the Dalonites. 

Ecology: Ultimaxes do not eat or consume anything, nor do they produce anything useful. Copper wiring and quartz crystals are used in their internal makeup, these items changed and swapped out for newer parts and replacements as needed.
History: The entire Ultimax history has already been detailed, with the Ultimaxes acting as troops for the Damocles Empire. 
Character Attitude and personality: An Ultimax has no dominant personality, just an engineered and designed Tactical AI to allow it to best sum up an opponent and select a tactic and plan of attack to destroy that opponent. They use telepathy, communicating amongst eachother so a pack of Ultimaxes always function as an effective unit and team,

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