Creature lore notes¶
Blitz Eternal: Adventures Beyond the Mists — bestiary source notes¶
Lore notes only, not stat blocks. This file is a running compendium of every monster and weird creature the Hynafol source documents name, collected so the bestiary has something to draw on when we start building actual stat lines (Tier, Hit Points, Speed, Range, plus keywords per core-rules, Part Fourteen). Nothing here is mechanized yet. Where a creature suggests an obvious mechanical angle, it is noted as a hook and flagged as speculative, not a decision.
Documents covered so far: Calamities of the Known World (Winter Watch report), Hynafol Starting Lore, Bloodlines, and the chapter chronicles 12 (March on Caernarfon), 14 (The Vanishing Isles), 15 (Reverdie Ball, Sunless Woods), 16 (Courtly Night, Auri Laurenta), and 18 (Rise of the Courts). As more documents arrive, add their creatures here rather than starting a new file.
Reading conventions¶
Each entry gives a one-line source tag, a short type note, the lore as the sources tell it, and, where useful, a hook for later statting. Two working rules shape what made it in:
- Lineage and Bloodline overlaps are excluded. Elves and Half-Fae are Lineages, not monsters, and are handled in 02-character-creation/lineage. The Nephilim and Elemental Bloodlines are heritage content, not bestiary content. What lives here is meant to be fought or met on a road, not chosen at character creation. Removed items are listed at the end with their reason.
- Incidental proper nouns are stripped. The chronicles are full of the names of specific players, houses, and one-off characters. A bestiary does not need them. Where a named person or place mattered only as set dressing, the entry describes what happened without the name. Named monsters that function as bestiary headwords (the Devourer, the Mage King, the great Calamities) are kept.
One normalization note also applies throughout: several source terms already exist in project canon (the Mage King, the Devourer, Merlin, the mists, the six-death lives system). Overlaps are called out where they matter, so the bestiary does not accidentally reinvent something the rules already own.
A caution on sources: the chapter chronicles are in-world accounts written by unreliable narrators, and the master list this pass drew from carried several claims that the actual chapter text does not support or directly contradicts. Those are quarantined in the "Flagged as unverified or contradicted" section rather than presented as canon.
Canon state as of these chapters (important)¶
The chronicles move the timeline. By the end of Chapter 18 (year 810), two things have happened that reframe the whole bestiary:
- The Devourer is dead. It was slain with Excalibur before the assembled Courts and then unmade entirely, its body gone from the world so completely it can never be summoned again.
- The Mage King has returned. The Devourer was a vessel holding fragments of his power; when the vessel was destroyed, that power returned to the land's ley lines and the Mage King stepped forth restored. He struck down all five Court leaders with ease and withdrew.
For the bestiary this means the Devourer is now a historical, backstory-scale threat (useful for a flashback or a legend, not a creature a starting Company fights), while the Mage King is the live prime antagonist and the Vermiscar are his active hand in the world. Both are established project canon already (style-guide).
Part One: The great powers¶
The Mage King¶
Source: Chapter 18; established project antagonist (style-guide). Type: ancient arch-mage overlord.
The setting's supreme spellcaster, whose power was partially bound inside the Devourer for centuries. With the Devourer unmade, he returned in full and cast down the five Court leaders in a single display of raw magic, then withdrew rather than conquer. His stated strategy is patience: he intends to let a divided Hynafol collapse under its own indecision and arrive as "the only voice that was never divided." The Vermiscar serve him openly. He is a force of will and manipulation, not a stat line; he belongs at the top of the setting, not on an encounter table.
The Devourer and its spawn¶
Source: Chapters 12 and 18; established project antagonist (style-guide). Type: cosmic abomination (now slain).
The great blight-beast of the age, now destroyed. While it lived it bound a three-year storm to the land, blighting fields and driving mortals feral. Earlier records describe it as having a betentacled, octopus-like visage; the chapters here describe its effect more than its face, a spreading corruption that fed on ritual and fury. Its spawn were the touched and the maddened: mortals it had corrupted into rage-driven minions, hunted down in skirmishes to starve the parent before the final battle. The spawn are the fightable remnant of this whole storyline and could carry a "corrupted mortal" stat line even now that the Devourer itself is gone.
Hook (speculative): the spawn are a ready low-to-mid tier: former people, fast and furious, no discipline. A natural companion piece to the Orc Reaver already drafted in orcs-and-barghests.
Calamities (the category)¶
Source: Calamities of the Known World; reaffirmed in Chapter 18. Type: apex threat tier.
A Calamity is not just a large monster but a monster whose presence rewrites the land around it. Where one takes root its territory expands on its own, warping roads, seasons, and borders; two can go to war and grind the land between them. They seep from the mists, grow, and bend lesser horrors to their will. This is the bestiary's top tier. Note a terminology clash to resolve: one earlier record also uses "the Calamity" as the proper name of a single reanimated demon (see Part Five), which collides with this category term. Keep the category as "Calamities" and rename the individual.
Vaeloryx, the Alexandrine Sovereign¶
Source: Calamities of the Known World. Type: great Calamity, dragon.
A dragon of stone, not flame. His scales are living alexandrite that shifts hue under sun, moon, and magic. He claims stone that remembers transformation (alexandrite, prismatic crystal, rare earths) rather than gold. His signature is metallurgical: where he settles, metal weakens, blades fracture, and armor sheds rivets. He holds Sleipnir's Rise as his dominion. Hook: the metal-weakening aura reads as a territory rule that degrades armor Hit Points or Guard, not a per-hit keyword.
Khorveth, Leviathan of the Sea King¶
Source: Calamities of the Known World. Type: great Calamity, leviathan and herald.
A leviathan that rises on command rather than hunger, herald to the Sea King of Nerevalis. Shaped from deep ocean stone and infused with the will of dominion, it carries the memory of trenches and drowned cities. Its effect is inundation and collapse: where it surfaces, roads slump like wet sand, bastions crack, and the land remembers it was once seabed. Structurally a sibling to Vaeloryx (huge, territory-warping) but opposite in theme (drowning versus crystallization). The two are canonically at war, a ready campaign frame.
The Severed Shades (Veskarra)¶
Source: Calamities of the Known World. Type: great Calamity, possessing horror. Touches the death rules; see the tension note.
Fragments of Death's own will, shattered echoes seeking completion. When a denizen falls, a Shade slips into the abandoned body and puppeteers it with borrowed memory and malice. They do not ravage land; they change the meaning of dying, so battlefields linger and corpses refuse peace. Their origin ties to a being who defied his sixth death by binding his soul to Death, and to the nine sisters who severed that chain (see Part Nine). Tension to flag: this game runs on the six-death lives system, and the Veskarra are explicitly a threat to death working the way it does, which makes them either the perfect antagonist for the system or a direct hazard to its central promise. Logged as an open question.
The Queen of Air and Darkness¶
Source: Chapter 18 (Creed of Air and Darkness). Type: dark fae power.
A dark goddess-figure invoked by a shadow creed, associated with storms, winter, and "the silence between thunder." Her followers speak of walking in "the Queen's shadows" and hearing "Her call on a wayward breeze." Thinly drawn so far, but a clean seed for a winter-and-storm fae antagonist distinct from the Arch-Fae of the seasonal Courts.
The Mist Dragon¶
Source: Chapter 18 references a priesthood, "Heralds of the Mist Dragon"; fuller description from earlier records. Type: horror-power of the mists.
A subtle horror said to dwell in the mists and feed on malice and pride, warded (per earlier records) by humor and revelry rather than steel. The chapters confirm only that it is worshipped or heralded, not its nature. Keep as a seed; the "warded by laughter" detail is unverified against the provided text.
Part Two: Beasts and predators¶
Werewolves and werebears¶
Source: Chapters 12 and 18 (werewolf hunts); Chapter 18 (a werebear). Type: lycanthropic curse-beasts.
Feral shapeshifters that appear near settled land and have to be hunted. One account has a werebear terrorizing a town until hunters subdue it and lift the curse with blessed blades, revealing the beast was a cursed member of their own company. That pattern, a monster that turns out to be a person under a curse, fits the game's uncanny register and its lesson that not everything monstrous should simply be killed. Hook: a werebeast could be a single Elite-tier creature with a "study it before you strike" non-lethal path baked into the encounter.
The First Wolf¶
Source: Chapter 18. Type: legendary apex predator.
An ancient wolf that could only be faced alone; its fang became a relic claimed in solitary combat at night. A one-off legendary beast, good as a solo trial rather than a Company fight.
The Hollow Beast¶
Source: Chapter 18. Type: faceless shadow-predator.
A faceless creature that emerges from shadow where ritual songs overlap, and falls to leave a harvestable pelt. Kin in feel to the Shades and Mimic Shades (Part Five); the "faceless" motif recurs across the shadow creatures and could be a shared family trait.
Wolves and wild canines¶
Source: Chapters 18 and throughout. Type: ordinary predators.
Native predators whose pelts are worn by warriors, and whose name is borrowed as a warrior honorific across several cultures. Baseline beast content, useful as a wilderness encounter and as the mundane end of the werewolf spectrum.
Mimics¶
Source: Chapter 18 ("Rat, Shade, and Mimic" among the creatures of the night). Type: ambush predator.
Nighttime ambush predators that stalk dark roads, listed alongside rats and shades as the standing hazards a night watch fights. Distinct from the Mimic Shade (Part Five), which is a spectral mirror-creature; the plain Mimic is a lurker. Worth deciding whether these two share a name on purpose or should be disambiguated.
Goblins¶
Source: Chapter 18 (goblin jailers). Type: small aggressive humanoids.
Vicious humanoid hordes holding mountain passes; in one account they served as jailers for stolen dragon eggs on the Devourer's behalf. Classic horde fodder, a fit for the same many-weak-bodies design space as the Orc Reaver.
Orcs and orc tribes¶
Source: Chapters throughout; existing bestiary content in 07-bestiary/orcs-and-barghests.md. Type: humanoid warrior species.
Native warrior tribes marked by martial pride, drumming, and deep ties to the land; some worship the Old Ways. Already partly statted (Orc Reaver, Grash the Cleaver, and the Barghest pairing) in orcs-and-barghests. New chronicle detail to fold in later: orcs appear as full peoples and allies here, not only as raiders, so the bestiary's orc entry should note that an orc on the field is not automatically an enemy. See also "Sudden-onset orc-ification" in Part Six.
Part Three: Dragons and great beasts¶
Dragons and juvenile drakes¶
Source: Chapters 18 and the Sleipnir's Rise chronicle; earlier records for the dwarf-war history. Type: ancient arcane beasts.
Dragons are a live presence. History has them warring with the dwarves beneath the Drukar mountains, which drove the Imperium behind its walls for a generation. In the chapters, dragon eggs are stolen by the Devourer's forces, hatched, and paraded as trophies until warriors realize the young dragons are prisoners and free them. Dragon eggs come in several described colors and are treated as objects of raw power. Hook: a juvenile dragon (freed, grateful, potentially a future ally) is a very different encounter from a great Calamity-dragon like Vaeloryx; the bestiary can hold both a young-drake tier and an apex tier.
Sea serpents¶
Source: Master list, attributed to earlier records; not present in the provided chapters. Type: aquatic dragonkind. Unverified detail.
Aquatic serpent-dragons whose eggs are said to carry raw elemental magic. The provided chapters do not describe them, so treat the specifics (an egg-gathering ritual tied to awakening the Carta Arcanum) as unconfirmed until the source document surfaces. The Sea King of Nerevalis and his leviathan Khorveth give the deep sea an established monster-bearing power, so sea serpents fit thematically even if this particular claim is unverified.
The cursed unicorn (two aspects)¶
Source: Chapters 18, 41, 43, and 53. Type: sacred beast under a curse.
A sacred unicorn split into two aspects, a pure aspect and a malevolent, corrupting one, the second of which stole a mortal's heart and had to be compelled to return it. The corrupted heart came back blackened and was purified by fire at great personal cost to the one who healed it. A warding necklace was forged and blessed by several faiths to bind the dark aspect and protect the pure one. A strong single-creature story: a beautiful sacred beast that is also a hostage situation, resolved by ritual and restraint rather than a kill. Proper names dropped per the working rule; the two aspects can be renamed in our own terms.
Phoenixes¶
Source: Chapters 14 and 53. Type: fire and rebirth beast.
Sacred fire-birds tied to rebirth; a phoenix egg is a coveted prize and "Phoenix Reborn" appears as a divine title. Lightly attested but a clean, on-register creature. Their rebirth theme sits interestingly against the six-death lives system and could be a fictional echo of it.
Part Four: Aquatic and subterranean peoples¶
The Vermiscar¶
Source: Calamities of the Known World; Chapters 18 and 47. Type: rat-folk, minions of the Mage King. Tonal tension flagged.
Introduced in the Calamities report as a swarm-scourge drawn to hoarded, idle wealth: they watch markets, fields, and vaults and strike where rarities pile unused, and they now act openly as the Mage King's hand, appearing wherever order weakens. Chapter 18 confirms this, tying Vermiscar movements to the Mage King's return and the distortion of trade. Chapter 47, however, portrays the Vermiscar settlement of Verminville as a comic bureaucratic rat-town, complete with a credit union, a public works department, a constabulary, and a junior maceball team. That is a real tonal fork: menacing economic parasite in one document, whimsical rat-borough in another. The bestiary needs to pick a register or deliberately hold both (a menacing swarm abroad, an absurd civic society at home). Logged as an open question. Hook: the swarm version is the natural low-tier, high-number Calamity-adjacent creature, with a theft-or-degrade angle rather than raw damage.
Spelling note: the sources vary (Vermiscar, Verminscar, Vermiskar). Standardize on "Vermiscar," matching the Calamities report and style usage.
Mermaids¶
Source: Chapter 14. Type: marine fae-beast.
Sea-dwelling folk; one account has two "landlocked" mermaids stranded inland and returned to the water for a reward. Minor but usable as a coastal encounter or a rescue hook rather than a threat.
The Crustacean Nation¶
Source: Chapter 14. Type: aquatic sea-folk faction and species.
A people of crab-and-shrimp-like sea-folk allied with the sea kingdom, whose members can regenerate lost limbs. The regeneration is the one concrete mechanical seed here and would make a distinctive Retainer or minor-creature trait. Named individuals dropped per the working rule.
Part Five: Undead, shades, and spectres¶
Death, as a walking force¶
Source: Calamities of the Known World; referenced again in the chapters. Type: cosmological power. Cross-reference the Veskarra (Part One).
Depicted not only as an abstraction but as a force that once "walked the land in fury" when a soul-binding chain was severed, wielding a scythe that "remembers where it struck." Whether Death is a character, a Calamity, or a law of the setting is left open. It is the origin of the Veskarra and the reason the death rules carry weight; keep it as a power, not an encounter.
Shades and Mimic Shades¶
Source: Chapter 18. Type: shadow-born spectres.
Shades are faceless shadow-entities born from mortal deaths that happen outside the protection of a shielded battlefield, listed among the night creatures ("Rat, Shade, and Mimic"). Mimic Shades are a nastier variant: white-faced spectres that mirror an opponent's every motion and can only be beaten by forcing them to strike their own reflection. The mirror-creature is a genuinely good mechanical puzzle, an enemy you cannot simply out-damage. Hook: a Mimic Shade could copy the attacker's own Pool or Hit Range for a turn, so brute force feeds it and a trick is required.
Revenant echoes of old knights¶
Source: Chapters 12 and 18. Type: spectral undead knights.
Echoes of ancient knights summoned through trials of honor, appearing to judge the living and to gate access to old relics. Genericized from the specific Arthurian name used in the source. A good ceremonial-undead encounter: not hostile by default, but a test that can turn dangerous if failed.
Pale stalkers and the ghosts of the wastes¶
Source: Chapter 18 (Lex Talionis chronicle). Type: phantom predators and land-bound dead.
In the barren magical wastelands to the west, pale stalkers hunt and the ghosts of the land "hold dominion," turning back the living who try to claim the ground. A ready haunted-region set: the wasteland itself is the threat, populated by stalkers and territorial dead.
The reanimated demon (the "Calamity" of an earlier record)¶
Source: Master list, attributed to earlier records; not in the provided chapters. Type: reanimated abomination. Proper nouns stripped; unverified.
An earlier record describes a catastrophic demon raised by an empress from the corpse of a fallen enemy general. Names removed per the working rule. Note the naming collision: this individual is called "the Calamity," which clashes with the Calamity category (Part One); rename it if we adopt it. Treat as unconfirmed until the source document is available.
Part Six: Curses and transformations¶
Sudden-onset orc-ification¶
Source: Chapter 12. Type: magical transformation.
A comic-uncanny affliction in which a mortal rapidly develops orcish traits, suspected to come from eating fae food (the patient, of course, denied eating any). A light, characterful curse rather than a monster, and a good illustration that fae food changes people. Fits the register: the strange is at the edge of every road, and sometimes it is funny.
The wooden forest-monster (failed cleansing)¶
Source: Chapter 18, genericized. Type: plant-and-wood curse-form.
A humanoid who turns into a wooden forest-monster when a cleansing ritual on him fails. Named individual dropped. A usable "the cure went wrong" encounter and a plant-creature seed distinct from the fae.
Feral hive-mind natives (corrupted sacred tree)¶
Source: Master list, attributed to earlier records; not in the provided chapters. Type: mind-controlled mortals. Unverified.
Islanders driven into a feral, shared-mind state by a corrupted sacred tree. Not present in the provided chapters; treat as unconfirmed. Thematically it rhymes with the Devourer's feral spawn (a corruption that strips the mind), which is either a nice echo or a redundancy to consolidate.
Part Seven: Elder beings and giants¶
Elementals¶
Source: Bloodlines. Type: elder being, spirit of the elements. Bloodline overlap noted.
Beings of pure magic in humanoid form (Fire, Water, Earth, Air, or Spirit), tied to the primordial power of the Known World rather than the Faewyld. They lived alongside the Giants, guarded the ancestral islands of the March, and vanished with the Cataclysm. Five kinds, each with a temperament and an alchemical essence. The Elemental Bloodline is heritage content and is excluded as such; the Elementals themselves, as elder beings that have "vanished," make a fittingly uncanny five-way creature family. Hook: an Elemental encountered now is inherently a wrong-to-see-it event, which suits the tone better than a generic elemental would.
Giants and the Jotun¶
Source: Bloodlines (Giants as ancient inhabitants); Chapter 12 (an Old Ways creation saga). Type: primeval giant-kind.
Giants are named as ancient inhabitants of the March who vanished before the Elementals did. A creation saga recounted in Chapter 12 gives them a mythic origin: the first giant rose from ice and mist, and the race of giants sprang from him before the world was made from his body. Proper names from the saga are dropped per the working rule. Enough for a primeval giant-kind seed and a marker of the deep past; not enough yet to stat.
Primordial Beings¶
Source: Bloodlines. Type: cosmological power, mentioned only.
The powers who set the untamable elemental magics that made the world and blessed the March. Cosmological rather than a creature; filed so the Elementals' origin is on record.
Part Eight: Fae and divine kin¶
Arch-Fae¶
Source: Chapters 14, 15, and 18. Type: high fae nobility.
The ruling powers of the fae, named across the revels: an Arch-Fae of Autumn whose laughter "carried through the mists," and others tied to specific gems, potions, and bargains. They deal in tokens, tests, trades, and curses rather than open violence, which is exactly the right fae register. As creatures they are less "fight it" than "make a deal and hope the terms are what you thought." Keep them as powers with agendas; the specific names can be replaced with our own.
The Heritage Courts of the Fae, and a new Court¶
Source: Chapters 15, 18, and 30. Type: fae factions. Canon tension flagged.
The fae are organized into seasonal Courts: Day, Spring, Summer, Autumn, Winter, and Night. These are the six Heritage Courts a Half-Fae Character already draws from (style-guide), so the Courts themselves are setting, not bestiary. Flag: Chapter 30 reports the discovery of an additional Court, a Blood Court, beyond the six. If that sticks, it affects the Half-Fae Heritage Court list in character creation. Logged as an open question.
Fae Guardians¶
Source: Chapter 18. Type: fae wardens.
Ancient guardians who test travelers on virtue before allowing passage along the fae paths. A gatekeeper-creature: the encounter is a trial of character, and failing it, not fighting it, is the danger.
The dread cursed knight of the Wild Hunt¶
Source: Master list, attributed to earlier records; not in the provided chapters. Type: fae-bound cursed knight. Proper nouns stripped; unverified.
A dread monster bound in servitude to the Fall Court and its Wild Hunt. Named individual dropped. Not in the provided chapters; treat as unconfirmed, but a fae-bound revenant knight is on-register and worth holding.
Messenger beasts¶
Source: Hynafol Starting Lore; echoed in the chapters. Type: uncanny heralds.
The uncanny animals that carry summons through the mists, some gold and bright, others dark and twisted, each bearing an invitation to return to Hynafol. Later accounts add more forms (ravens carrying word, and stranger beasts). More portent than threat, but a dark messenger is an easy first uncanny creature for an opening scene, and the gold-versus-dark split is a ready hook for who sent it.
Part Nine: Named powers and figures (not creatures)¶
Proper-noun powers the sources invoke without making them monsters. Recorded as seeds and cross-references, not bestiary entries.
- The Sea King of Nerevalis. Crowned power of the deep; master of the leviathan Khorveth.
- Merlin. A living scholar-mage on the denizens' side, reclaimed in youthful form during the chapters; studies the Vermiscar. High-power ally NPC.
- Arthur, and the Round Table. The founding king, who wields Excalibur and struck down the Devourer. His court and the reforged Round Table drive the chapter events. Context, not a creature.
- The other Court leaders. A prince of ambition, a sorceress of chaos crossed over from the Faewyld, and a risen Lady of the Lake. All Arthurian powers, all cast down by the Mage King. Setting, not bestiary.
- The nine sisters, and the one who defied his sixth death. The origin of the Veskarra: a being who bound his soul to Death to escape a sixth death, and the sisters who severed the chain. Strong NPC and event seeds.
- The Devourer's "master." The master list posits a supreme entity above the Devourer. The chapter text is explicit that the Devourer was the Mage King's own vessel and creation, so its master is the Mage King. Not a separate being; folded here to prevent a phantom antagonist.
Design notes and open questions¶
A first read across all documents supports a clear tier shape for the bestiary:
- Rank-and-file and ordinary beasts: goblins, wolves, orc reavers, Devourer spawn, the plain Mimic, messenger beasts.
- Named threats and leaders: an orc warleader, a werebeast, a Mimic Shade, a juvenile dragon, an Arch-Fae with an agenda.
- Calamities, the apex tier, each with a warped-territory rule as well as a stat line: Vaeloryx, Khorveth, the Veskarra.
Open questions raised so far (candidates for open-questions.md if we want them logged formally):
- Veskarra and the Lives economy. Do the Severed Shades interact mechanically with the six-death system (a Fall in their territory costing more, denial of Wellspring or Guardian Tabard mercy, a Coup-de-Grace-like effect), or are they horror flavor that leaves Lives math untouched? Highest-stakes tension in the batch.
- Vermiscar register. Menacing economic parasite (Calamities report, Chapter 18) or comic bureaucratic rat-borough (Chapter 47)? Pick one, or split it deliberately by context.
- A Blood Court beyond the six. Chapter 30's newly discovered fae Court would extend the Half-Fae Heritage Court list. Adopt, ignore, or hold?
- Is the Devourer statted at all? It is dead and unmade in canon. Options: leave it as un-statted backstory, stat it only for a flashback or legend scenario, or stat its spawn and leave the parent narrative.
- Calamity territory rules. A Calamity's defining trait is warping a region (metal-rot, subsidence, lingering death). That is a subsystem, not a stat line, and out of scope for a quickstart. Decide whether Calamities enter the quickstart at all or wait for a later book.
- Elementals versus Lineage. Elementals as a five-way creature family is clean; the Elemental Bloodline as heritage would collide with the four-option Lineage system. Recommend Elementals stay monsters and setting unless Lineage is deliberately reopened.
- Naming collisions. "Calamity" is used both for the apex category and for a single reanimated demon; "Mimic" is used for both a lurking predator and a spectral mirror-creature. Resolve both before either reaches a stat block.
- d20 artifacts in source material. The Nephilim insanity table (Bloodlines) is a d20 mechanic. The game is d6-only (style-guide). Any ported table must be converted, not copied. Standing rule for all sourced documents.
Removed: Lineage and Bloodline overlaps¶
Excluded per the working rule, with reason:
- Elves (High, Sun, Moon, Fae elves): the Elven Lineage. See 02-character-creation/lineage.
- Half-Fae and Demi-creatures (half human, half animal or plant): the Half-Fae Lineage and its Heritage Courts. See 02-character-creation/lineage.
- Nephilim: a Bloodline (the divine-descended, capped at ten per religion). Heritage content, not a monster. The master list also miscast them as solar "Children of the Sun" tied to one deity, which contradicts the Bloodlines document (Nephilim descend from a High or Fallen Priest of any deity). Corrected here and excluded.
- Elemental Bloodline: heritage content. The Elementals as elder beings are kept (Part Seven); the Bloodline is not.
Flagged as unverified or contradicted¶
Entries from the master list that the provided chapter text does not support, or contradicts. Held out of canon pending the actual source:
- "Whisper," a shadow monster. In the Chapter 18 text, "Whisper" is a beloved ally fighting alongside a house against berserkers, not a monster. The shadow-monster description is not in the provided chapters. Excluded as a creature until confirmed.
- The Devourer's curse attaching to holders of the shield shards. Chapter 12 states the shield was "not bound with any calamity" and that "no sentient being resided within it," which directly contradicts the curse-attachment claim. Not asserted.
- Excalibur's imprisoned legion (a horde of demons sealed in the blade for 400 years). Not in the provided chapters; the chapters frame Excalibur as the weapon that slew the Devourer, not a prison. Unverified.
- Sea serpents awakening the Carta Arcanum, feral hive-mind islanders, the dread cursed knight of the Wild Hunt, the reanimated demon: all attributed to earlier records not in this batch. Kept as seeds in their sections but marked unconfirmed.
- Angels, Empyreans, "Lady Mischief." Named in the master list with no support in the provided chapters. Excluded pending a source.
- "Bog-Witcherk" as a species. This is an ordinary witch NPC (a "bog witch"), and Witch is a Character Class, not a creature type. Excluded.
- Saint Tyonis. A sacrificed person whose remains became relics, not a creature. Belongs in setting or relic lore, not the bestiary.