This codex is not exclusive. Members can play races and creatures not included in this codex or create their version of them or create their own creatures as long as they adhere to Mild Powers. This codex is a collection of both user and staff submissions for races, creatures/monsters, and so on. These can be played as characters or interacted with as NPCs.
If you choose to play as any of these note that capabilities described in their entry does not mean you'll be able to use the full extent of those capabilities in the canon, nor does it mean you are limited to those abilities or items. Play smart.
I've added drop items to some of the creatures. I will do all rolls for drop items so contact me when you're ready to reap some rewards. The system is still 'beta' and subject to spontaneous change. The locations listed for each creature is just the primary or originating location, and is not to be taken as the only location you can encounter said creature/race.
Races are federally recognized species. This means that they are accounted for on census data.
- Banjari - Various
- Minotaur (updated)
- Vampyr (updated) -- Tia; Dark Forest; Haunted Glen
Creatures includes animal, plants, and sentient materials, and are distinct from races only in that that information about them is apocryphal. So humanoids that are fully intelligent and with complete cultures can belong to this classification if they aren't tracked by the government.
- Enrele (updated) -- Ponkapoag Lake; Dougton
- Gargoyle (updated) -- Blaurg Mountain
- Gwanu Umuir -- Various
- Ice Fairy
- Landshark (updated) -- Badlands; Wastelands; Forbidding Hills; High Desert
- Mirror Sprite -- Mirrors!
- Oiche Duende -- Nomadic but frequent coasts and Blairville
- Palyopama - Frost Giants
- Rider Dragon
- Shadow Beasts -- Dark Forest
- Sphinx -- Hidden Valley
- Suujali (updated) -- Wastelands
- Torqhril nomads
- Terran Doppleganger (updated) -- Forgotten Wood
- Terran Mimic (updated) -- Dungeons; Caves
- Ulway - Amalia
- Yuuja - Tethys; South Sea
The below is from Refrigerator's Bestiary Template, with whatever modifications I make along the way.
Primary Types: Animal, Plant, Aberration, Construct, SpiritA good chunk of the D&D creature types don't necessarily make sense out of a D&D context, as there are certain spells and attributes that apply to these types of creatures that won't be used by Valucre players. As such, I've created a typing system that makes use of "primary types" and "secondary types" in order to properly categorize most, if not all monsters created by users on Valucre. Primary types refer to physical state of the creature, whereas the secondary types refer more to its non-physical attributes.
Secondary Types: Magical, Undead, Fey
- Aberration refers to abnormal monstrosities, such as spliced creatures, oozes, lovecraftian horrors, etc.
- Fey encompass most creatures that have physical manifestations but otherworldly attributes, such as fairies, demons, yokai, the works.
Primary types can also be further modified using a : followed by the particular sub primary type (e.g. type of animal or plant).
Docile — Creature acts indifferent or even friendly towards most people and other creatures. Usually easily handled. These are usually creatures that make good pets or mounts.This attribute is replacing alignment, because alignment—especially for beasts—doesn't make much sense in a world like Valucre. The five levels of temperament are: docile, passive, neutral, aggressive, hostile.
- Passive — Creatures that don't necessarily interact with people, and will sooner flee than defend themselves from attackers. Passive creatures include certain animals, benign spirits, etc.
- Neutral — Creatures that aren't outrightly aggressive but will attack if directly provoked, such as when their lives or territories are threatened.
- Aggressive — Creatures that tend to attack rather than flee, whether for food, to defend a territory within a certain radius. They will usually break pursuit when too threatened.
- Hostile — Creatures that exhibit extreme aggression and senselessly attack or lock onto their targets without breaking pursuit.
Intelligence determines how well a creature is capable of learning and reasoning. This system is not hierarchical as measuring intelligence is difficult, and is extremely contextual. An animal may not have culture or art but being adept at survival in the jungle or having a mind capable of constructing mental images off of bouncing sound waves is its own type of intelligence worth mentioning. The classification system below is meant only to give one a rough approximation of Sapience level with a particular creature.
- Instinctual: behavior dictated mostly by instincts from birth, can be trained with basic incentives like food.
- Social: exhibits social behaviors, such as basic forms of communication, recognition of familial bonds and form friendships, engage in play behavior, etc.
- Constructed: ability to comprehend abstract concepts, develop complex language, teach and be taught.
- Complex: heavily constructed intelligence, as denoted by the development of physical networks (such as cities), social networks beyond kin, as well as advanced understanding of abstract concepts and highly complex tools.
- Other: intelligence unable to be measured by normal standards.
Edited by supernal