Unseelie Monster Compendium
Demon (Imp, Gnorn, Glabrezu, Succubis/Incubis, Marileth, Balor, Archdemon)
(also: Chittering, Graveling, Morbid, Shadow, Mutant, Ravening, Torment)
Elemental (Rock, Storm, Flame, Frost: Lesser, Greater, Elder)
Eye Tyrant, Olbarr (Young, Adult, Mature, Elder, Ancient)
Fae (Lost, Grieving, Angered, Vengeful: Formless, Bodiless, Headless)
Feline, Mezin (Mesmer-Cat, Sphinx, Manticore)
Gargoyle (Sandstone, Limestone, Marble: Small, Medium, Large)
Giant, Cyclops (Lesser, Greater, Twin-Headed)
Giant, Djinn (Lamp, Lighthouse, Cloud)
Giant, Earth (Ogre, Hill, Mountain)
Giant, Elemental (Frost, Fire, Storm)
Golem (Flesh, Bone, Brain; Wood, Stone, Steel: Small, Medium, Large)
Hag (Swamp, Desert, Cliff)
Kikeliki (Devouring Munchkins – Kobolds – Red, Yellow, Green, Blue)
Koan Fish-man (Slave, Worker, Breeder, Foreman, Merchant, Warrior, Knight, Priest, Commander, High-Priest, Prince, Queen)
Lycan (Were – Rat, Wolf, Harpy)
Mind Flayer, Ochathid (Spawn, Ochad, Mentata, Ulporid, Cerborad)
Mushroom, Funghath (Poison Mushrooms – Creeper, High-Cap, Mazer)
Nargh (One, Two, Three, Four, Five, Six and Seven syllables)
Risen (Skeleton, Zombie, Ghoul, Spirit, Ghost, Wraith, Mummy, Vampire, Lich)
Shadow (Hound, Nightmare, Sprit, Assassin, Clone)
Slime (Green, Yellow, Black: Small, Medium, Large)
Spider, Anachran (Spell Spider – Baby, Sister, Matron, Queen)
Spider, Giant (Poison, Sword, Phase: Small, Large, Giant)
Terror Bird (Flightless, Swarm, Blood Vulture)
Troll (Forest, Swamp, Desert, Mountain)
Wyrm, Great (Dragon: Young, Adult, Mature, Elder, Ancient)
Wyrm, Snake (Small, Large, Giant: Poisonous, Constrictor, Tunnel)
Wyrm-Spawn (Coatl, Basilisk, Hydra, Wyvern)
Wyrm, Zoss (Snake-Men – Viper, Cobra, Python, Quiama, Medusa)
Other Magical: Pegasus, Unicorn, Blink Dog, Roc, Laughing Bear, Gryphon, Centaur
The Unseelie Monster’s Compendium will be forthcoming in the next few years, including details on each of the unseelie races, their alignments with each-other and specific strengths, weaknesses and statistics.
Race Average Sizes
Leviathan 10m +
Mountain 7-10m
Fire Giant 5m
Cloud Djinn 4.5m
Frost Giant 4m
Hill Giant 3.5m
Ogre 3m
Minotaur 2.5m
Orc 2.2m
Lupus 2m
Human 1.8m
Asura 1.7m
Vanar 1.7m
Elf 1.6m
Dwarf 1.4m
Sprite 1.2m
Pixie ~50cm
As a general rule for every 50cm in height from 1.5m +/- 25% to Health
For each age bracket from Mature add +/- 25% to health:
(for undead add +50% to health for each age bracket, starting with Mature)
Infant, Young, Mature, Old, Elder, Ancient
Respawn, Death, PK and Looting
- Each player can have only one respawn point, called “HOME”. A respawn point must be a place you frequent for rest, sleep and relaxation. Some races and some classes have limited respawn point options (Dryads, Pixies, Dark Elves, Dark Dwarfs, Asura, Priests, Divine Warriors and Monks) and some races and classes have greater options (City-Folk (humans), Gold Dwarfs, Burrow Dwarves, Goblins, Lupus and Rogues).
- Death hurts. A lot. Not only is the event super-painful, when a player respawns (takes one hour) you cannot move your avatar, other than bed rest (at home) for a period of time while you recover from whatever ailment killed you. Based on level and severity of the death blow: 2, 4, 8, 16, 32, 64 (max) hours.
- You also loose a certain percentage of whatever experience you had gained based on your level: 5, 10, 15, 20, 25, 30, 35% at level 1, 5, 10, 25, 50, 75 and 100 respectively. The experience loss also does not stop at your current level. If it takes you below your current level, you lose that also, permanently. Theoretically you can keep dying until you reach level 1 and only at that point will level loss halt, as you cannot go below level 1. At level 100 and maximum experience, this means if you die 3 times in a row without earning experience in between, you will drop down to level 99 with 95% experience.
- Players lose skill experience also based on the same level reduction as point 3.
Point 3 Caveat: if a lower level player is grouped with higher level (level 10 and level 100 for example) then the lower level player with get 10% of the 50% of experience points allocated to him, and the higher level player will get 50%. The remaining 40% difference goes to the gods. If however the lower level player dies, he looses 35% off his experience and skills as if he were a higher level player. Great risks come with great rewards and greater payback.
Respawn Limited to Racial Home or Guild (1)
- Race: Dryad, Pixie, Dark Elf, Dark Dwarf, Asura
- Class: Priests, Divine Warrior, Druid, Monk, Lich
Respawn Increased to Home and Temporary (2) - City-Folk (human), Gold Dwarf, Burrow Dwarf, Goblin, Lupus
- Class: Rogue
PK Death
Players may attack and kill each other with the same benefits and drawbacks of any of the seelie races. Dealing death to others comes with a price both social and divine: the various deities whose sphere influences such killings will approve or disapprove based on a number of factors. (See below, the Will of Baeloth)
For contract killings the player will gain status with the contract holder, but may loose status with the victim’s race or guild or social group, depending on the level of success of the assassination.
Looting from Players and other Significant Seelie NPCs
Players can attempt to rob or kill any being in the game.
Players may take up to one item of loot only from other players.
Players will tend to receive a boon and/or a curse upon mugging / looting a certain number of Players or Significant NPCs. Number is determined based on player level. (See below, Isserad’s Chance)
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