2022-05-07

creidim: (☾ 042)
2022-05-07 02:34 pm

deer country | fantastic beasts and how to help them








Fantastic Beasts
and
How To Help Them


Luna Lovegood
INTRODUCTION

FROM THE AUTHOR: ABOUT THIS BOOK


It is a fair statement to say that living within the city of Trench is not the easiest of affairs. It shares much of the hardships I once experienced within Deerington, the dream of Julia Sodder — an experience I and many other Sleepers remember only too well. But the Waking World comes with quite a few new challenges too. Beasthood and Corruption are only two of those challenges.

Perhaps it is the punishment of the Sleepers of Deerington, the price we paid when sacrificing Julia instead of awakening her. Julia struggled much with her Pthumerian abilities. I suppose it was the Humanity of her, not knowing how to handle it — the world and existence of Pthumerians very much eludes me at times. It was never done out of malice, or I should like to think not. I always believed sacrificing might have been the kindest thing to do for the poor child.

And with that, we have opened a door to much blood and magic.

Other than the tireless efforts of the Blood Ministers and Hunters, the cures to Beasthood are difficult to come by. For those who cannot be captured and undergo treatments by the Blood Ministers, death is often the only option — often for those who are native to this world. And while death is not a permanent state for Sleepers — I write this book to be an endeavour of avoiding that fate. Death is still painful, still has consequences — for both the Sleeper themselves and the hand who wields the wand, the sword, the bow.

There is still much we don't know about Beasthood, and dealing with Sleeper Beasts is much of a spell in the dark without a lighting charm. This book is the lighting charm. Beasthood is not a one-off occurance. My former mentor and friend in Deerington, Newt Scamander, was very much a pioneer of Magizoology within our world. His book, Fantastic Beasts and Where To Find Them, is a crucial and endlessly helpful piece of literature that has guided witches and wizards with magical creatures for decades. I learned a great deal from him, and admire him greatly as man who champions understanding and discovery of the natural world around us. I take a great deal of inspiration from him in writing this book.

Here you will find an encylopedia of sorts of known Beasthood forms of Sleepers (and some natives of the Waking World), noting their appearance, temperament, abilities, strengths and weaknesses. It will also contain details about known cures of Beasthood, offering the reader the guidance needed to deal with Beasts without resorting to death of the person — in a way that best keeps them safe, prepared and informed.

I hope you will find this book useful, and let it be a testament to a kinder approach to a horror of this world — created with the tireless work of myself, previous Scholars before me, and other Sleepers, whose own research notes they have generously offered in this pursuit.

INTRODUCTION CONT.

WHAT IS A BEAST?

A Beast, bluntly put, is what happens when a persons of the Waking World succumbs to Beasthood. Where Corruption is the decay of a person's mental state and psyche, Beasthood occurs when a person's physical form decays. While the two are not completely interlinked, there is shown to be some instances that show that severe Corruption will ultimately result in Beasthood. However, a persons may be Corrupt without becoming a Beast, and much is the same the other way round. A person may succumb to Beasthood without ever being under any effects of Corruption due to the outside influences of the world.

Arguably, the physical affects of Corruption could be in turn what causes Beasthood — as it is the erosion of a person's physical appearance, which is part of a person's identity. Additionally, some mental symptoms of Corruption can impact a person's physical identity which could also lead said person down the road to Beasthood. It is quite imperative, in any case, to ensure that Corruption is dealt with swiftly when symptoms arise to ensure a person has the best chance of avoiding Beasthood as much as possible.

Beasthood can affect people differently, be it in their form or behaviours. With behaviour, in some cases, people become the very worst of themselves, much like whilst under the effects of Corruption. Some as Beasts become violent, vengeful, bent on wanton destruction and carnage. Some act out purely in fear. It is possible to argue that those who lose themselves to Beasthood are reduced to simplistic, animal-like behaviours. Some may recognise those they know and turn against them, or specifically target those that have done them wrong without the sense of conscience to hold them back. That is not always the case, as others may still reflect themselves but push those feelings to extremes. People as Beasts may be compelled to go to extreme measures to protect the ones they love, or will not feel driven to attack those closest to them. Those who enjoy jokes and pranks may become violent tricksters who will push the jokes too far. Some wish simply to be left alone, or will only attack in self-defence. Some may even be actively gentle or helpful to others. It is difficult to find any common basis, however, and one can never truly know how they may behave until they experience Beasthood for the first time.

Forms can come in all shapes and sizes. Some are humanoid, some appear like animals. Some may be recognisable to their human selves with specific characteristics both physically and mentally, where others are not. It is important to note the homeworlds and experiences of those when they transform, as they may play a part in helping to recognise Beasts. My own form has notes of both a wolf and a deer — with wolves (and werewolves, a kind of beast from my own world) having ties to the moon, and the deer physical characteristics stemming from my time within the Dream. My own form is also capable of using magic, given my status as a witch. This may not be the case for all, but it is worth mentioning.

CAUTION

All advice offered within this manual should be used with extreme caution. This publication is merely designed to offer information on Beastforms of Sleepers and how best to interact with them, along with bringing them back from Beasthood without resulting in the death of the Sleeper. However, Beastforms ultimately are dangerous, and interacting with such can result in serious injury and death.
CURES OF BEASTHOOD

These pages contain a list of known methods of curing Beasthood without using the measure of killing said Sleeper. This list is not exhaustive, and will be updated in due course when more methods become known.

— BLADE OF AGENCY An extremely powerful item gifted to those who fall under the Patronage of Doorway. It is said that to strike a Beast with this sword will return them from Beasthood.

— BLOOD BONDS It has been proven in various cases that blood bonds, a ritual magic which falls under the realm of the Patron Doorway, can bring those back from Beasthood. This is the case with both Familial and Romantic bonds, where one party may bring back the other party via the telepathic bond that is created with the bond. Bonding Pacts between people should always be done with caution. For more Information, please see Beginners Guide For Blood Pacts.

— BLOOD MINISTRATION The art of healing via Blood Magic, resided over by the Blood Ministers of Lumenwood. A process involving both magical and non-magical techniques that can be used not only for curing Beasthood, but for standard healing and curing Corruption.

— BLOOD RELICS There is discussion within Scholars and Disciples of a kind of weapon known as a Blood Relic. Born from the user's blood and forged by a Pthumerian in the shape of a person's soul, blood weapons are rare, powerful items that reflect the nature of those who wield them. Such items, when made, could possible be specifically formed to help those who have fallen to Beasthood. Little else is known about these weapons, as their status is near legendary. They haven't been seen for some time, and there is little record on them in the Archives.

— COMMUNICATION Separately to Bonds, a possible way of returning someone from Beasthood could be the very simply method of talking the Beast down. This would be arguable for those who have strong, positive relationships with the affected. This may only be possible if the affected person still retains their own mind, and may not work with those who are fully consumed/lost to Beasthood.

— DEATH This is not an entry I enjoy adding to this list, but it is one that must be included regardless. I would consider it a last and final resort, sparingly used if at all. Death will cure Beasthood. However, one should remember that only Sleepers may return from death. The natives of the Waking World will not. Even with that, one should not play with the gift of resurrection. Death may not be permanent for Sleepers, but it an experience that will change us in some way or another.

— MOON DROP A highly prized item gifted from Moon Presence. These stones can completely cure Beasthood, blood pollution, injuries, and even bring one back from death. When used, those who have had the stone used upon them may experience a brief commune with Moon Presence, or in her human form as Cynthia Sodder. (Note: The author has personally experienced this, a sort of vision with Cynthia upon the beaches of the Farther Shores, in which we had a brief conversation. It was a pleasant experience.)

— MOON DROP RELICS An excerpt discovered from an old text found in a monastery dedicated to Moon Presence tells of a legend of blood weapons that were blessed by Moon Presence herself, that she imbued with an essence not unlike her own and the Moon Drops. Weapons that would do no harm and could heal both the body and the soul — weapons that held a great price for the users as well.

While they are made by the same process as regular blood relics, they require the use of a Moon Drop. These can be in whole, or split in two for bonded weapons of slightly lesser power. Moon Presence appears as a vision to preside over these rituals, similar to how she appears when one has a Moon Drop used on them, and will choose, guide, and direct characters that are more selfless in nature and who wish to heal the Waking World. They take on a lunar, moonstone quality instead of the user's own blood, though embellishments of their blood will still be present in it to mark it as theirs.

By their nature, these weapons do not harm living beings. Even if the sharpest-looking sword, they will not cut normal living flesh. It might be a sword that heals wounds instead, or a pair of gloves that burn away corruption and leave the person they were used on feeling refreshed. They are particularly effective against Beasts, not harming the person or animal they once were. They will never be as powerful as a raw Moon Drop, unable to bring persons back from the dead or instantly curing Beasthood, but they are tempered by the Sleeper's blood and will to be permanent if lesser.

— NATIVE ITEMS There are reports of items from Sleepers' home worlds that are able to bring back those from Beasthood. While further research is needed into this in terms of specifics, it seems reasonable to believe that the magics and powers of home can equally be as effective as what means can be found within the Waking World.

— PTHUMERIAN BLOOD It is said that Pthumerian blood is known for being a reliable cure for Beasthood and Corruption. Studies believe it helps to realign one's broken mind and put it back together. This can be done either by forced ingestion, an injection, or simply throwing Pthumerian blood all over an infected being. However, this blood is incredibly rare and difficult to find — perhaps one of the most highly coveted items of the Waking World — and it is highly unlikely for one to obtain it.

— SALT LAKE Only at the time of the full moon, the Salt Lake's foul and toxic waters will change to bright pink and become vibrant with life. It provides incredible healing properties, soothes the soul, and restores sanity. Many believe that this might have once been the lake where the great Pthumerian Queen gave birth to Moon Presence, and where the Pthumerian Queen died — which I believe fully plausible, having witnessed the memory of it myself. Leading a Beast here to submerge themselves within the waters of the full moon will bring the affected back to themselves.

— WARMBLOOD Historically known as 'wasted potential', it would be an unfair name when considering the useful properties of this blood type. Research shows that Warmblood barely contributes to blood pollution of this world. Not only this, but it is incredibly valuable within the realm of Blood Ministration due its flexible and non-invasive nature, and is often specifically used to help bring people back from Beasthood.

CLASSIFICATIONS

The following is an advisory 'at a glance' guide to the perceived danger of Sleeper Beasthood forms. Adapted from the Ministry of Magic Beast Classification, courtesy of the Department for the Regulation and Control of Magical Creatures.


XXXX — Dangerous to all. Should only be dealt with by specialist persons.
XXX — Will not attack unless provoked, approach with extreme caution.
XX — Destructive. Harmful to Animals and Properties.
X — Peaceful. Will not attack Sleepers, Animals or Properties.
LUNA LOVEGOOD



— Sleeper Name: Luna Lovegood.
— Sleeper Blood Type: Paleblood.
— Beast Height: 9ft, excluding antlers.
— Beast Strengths: Antlers for goring; claws capable of mauling; decent speed; powerful in terms of raw strength; capable of magic.
— Beast Weaknesses: Charging can leave defences open, or will get tangled; little body protection.

— Classification: XXX

A quadrupedal Beast that appears to be a mix of deer and wolf, with fur dark in colour. Possesses huge paws, with incredibly sharp claws. Its head appears to be that of a wolf skull, with iridescent, glowing eyes. — streams of light lifting from them like smoke. The beast also has a mass of sharp antlers, along with a mass of appendage-like hair that moves on its own accord — similar to that of Moon Presence.

This beast will attack with behaviours similar to the animals it appears to be; they will charge with their antlers much like stags do. It will also fight much like a wolf with tooth and claw. It can also perform acts of random accidental magic in the form of explosions, stuns and burnings — but these are often wild and dangerous. The chance of collateral damage is high. Tackling this Beast is urged with extreme caution due to this ability. Magic defences of some form is highly advised.

In behaviour, this beast is extremely violent and volatile when faced with others. And will behave as much as a wild animal does, without rational thought and will attack furiously with claws and antlers. Despite this, if left alone, the beast will be somewhat docile and will not actively seek out Sleepers/Trenchies to hurt or harm.

Known Methods of Successful Curing:

— Blood Pact Bond (Romantic).
YOICHI SHIGARAKI



— Sleeper Name: Yoichi Shiagaraki.
— Sleeper Blood Type: Coldblood.
— Beast Height: Varies.
— Beast Strengths: Capable of creating a toxic fog; venomous bite.
— Beast Weaknesses: Vulnerable to psychics/psychic abilities.

— Classification: XX

A serpentine beast, capable of growing or shrinking its size at will. It reminds me of the Occamy, a magical creature of my world which is known to be choranaptyxic: meaning it would grow or shrink in order to fit available space. At first glance, this creature does not appear to have much of a solid form, as it appears to be made up almost entirely of a fog-like gas. However, its body does seem to be 'held together' with bandage-like wrappings and metal plating.

It is incredibly single-minded. It chooses to focus on a single target, honing in on them and ruthlessly pursing them until said chosen target is destroyed. This can be both advantageous and not. While it may be easier to deal with this beast whilst it is focused on its current target and thus blind to all else — one would not wish to be the focus of this beast.

It does, however, appear only destructive in nature. It would be highly advised to use some kind of breathing apparatus when dealing with this beast.

Known Methods of Successful Curing:

— Death.
NARA'A SUNVARA



— Sleeper Name: Nara'a Sunvara.
— Sleeper Blood Type: Coldblood.
— Beast Height: Approx. 9ft. 5ins.
— Beast Strengths: Extremely powerful strength; capable of great speed; powerful jumping ability; armoured.
— Beast Weaknesses: Weak turning radius; internal organs become vulnerable whilst roaring; reduced intelligence; animalistic instincts.

— Classification: XXXX

A quadrupedal feline beast, which stands almost twice the height of most humans. It is entirely covered with white fur, with yellow-gold eyes and red-flecked eyes. In addition, this beast bears leather armour on both its shoulders and forelegs.

Do not be fooled by the feline appearance of this particular beast. It is powerful and quick, much like the big cats of the mundane animal kindgom it appears similar to. In addition, it is heavily armoured and has has claws and teeth to attack with — providing strong offense and defence. Readers are reminded that much like those wild animals, this beast is incredibly dangerous and should not be approached unless by specialists persons.

This beast uses its agility to its advantage, prone to jumping and pouncing to catch others unaware and will use its environment to propel itself around an area with ease, such as kicking itself off trees to turn. That being said, due to its size, it is noted to have a slow turning rate, which may buy precious time in attempting to escape.

Known Methods of Successful Curing:

— Death
RAMONA DERWIN



— Sleeper Name: Ramona Derwin.
— Sleeper Blood Type: Unknown.
— Beast Height: 20ft. - 25ft.
— Beast Strengths: High agility; supernatural strength; sharp claws for mauling.
— Beast Weaknesses: Deer.

— Classification: XXXX

The First Sleeper. Known first as Ramona Derwin, the Sleepers of Deerington chose to awaken Ramona when deciding upon the fates of the Guardians. When the dream collapsed, so did whatever was left of Ramona's mind. She became rapidly corrupt and soon fell to Beasthood and has remained that way ever since. She became thus known as 'Deerlona'.

A huge, bipedal creature with twisted deer-like horns, matted fur and a malnourished, skeletal figure. It emits shrieks that sound like cries of agony. Residing in the ruins of Sleepy Town, it is extremely prone to violence, and will attack any one who enters the place. It is incredibly difficult to fight, and it is advised not to approach them.

Despite their aggression and instinct towards violence, Deerlona has been known to treat deer kindly. Sleepers have recently been able to communicate through the deer with them. There was also recently an enterprise of those Sleepers who entered through the Seventh Door to reconnect with their ability gifted to them by Ramona: to turn into spirit-selves in the form of deer. The author is hoping to reach out and communicate with Deerlona in this form now that this has been achieved.

Known Methods of Successful Curing:

— Unknown. It is reported that Ramona has no interest in being cured.
MICHAEL



— Sleeper Name: Michael.
— Sleeper Blood Type: Darkblood.
— Beast Height: 6ft. 2ins.
— Beast Strengths: Extremely large in size; capable of shoot large, destructive beams of light.
— Beast Weaknesses: Not particularly physical; gentler nature, if left alone.

— Classification: XXX

This beast takes on the form of a giant pillar of light, with several wings. While not a beast that attacks in a physical manner with claws, its offense comes in the form of a magical one. It is capable of shooting powerful beans of light, which will incinerate anything it touches.

In terms of behaviour, this beast is generally peaceful if left alone. However, it hones in on the wrong-doings of others and will actively attack if it catches someone doing something it 'perceives as wrong'. Innocent parties will be left alone. It is incredibly protective of friends, and will attack anyone trying to do its friends harm. In some way, it is reminiscent of how The Reckoning functions.

Interestingly enough, attacking this beast does not count as a wrong-doing. It will not fight back even if they themselves are attacked.

Known Methods of Successful Curing:

— Communication from loved ones/friends.
SHARON DA SILVA



— Sleeper Name: Sharon Da Silva.
— Sleeper Blood Type: Coldblood.
— Beast Height: 7ft.
— Beast Strengths: High defenses; capable of causing momentary blindness; instantaneously burns those within close proximity; capable of levitation.
— Beast Weaknesses: Slow speed; wings are weak spot; low offensive powers; vulnerable to long-distance attacks; vulnerable to multiple opponents.

— Classification: XXX

With milk-white skin and flayed flesh, this beast is humanoid in appearance. The face is hidden away by what appears to be a metallic mask which seems to obscure its vision. Its legs are fused into a fin-like appendage and there are a pair of large, sheer butterfly wings emerging from under the shoulder blades.

This beast does not lash out and pays no mind to the beings that might be around it. Anything within a ten-foot radius of it will instantly catch fire and begin to burn. Like the sun, to stare at it for too long is to end up momentarily blinded and disoriented.

If attacked, it will seek out its attacker and attempt to embrace them. In addition, the radius at which things burn grows an additional ten feet. It's advised to attack from a distance and disable its wings to ground it. Avoid close-range attacks. Best to be dealt with by multiple Hunters to divide its attention in hopes of curing.

Known Methods of Successful Curing:

— Death
— Communication from loved ones/friends.
VIKTOR



— Sleeper Name: Viktor.
— Sleeper Blood Type: Paleblood.
— Beast Height: Approx. 7ft.
— Beast Strengths: Largely impervious metallic body; utilises unstable arcane forces which causes a magical offense against it providing unstable results; able to manipulate surrounding machinery; cable wiring can lash out and drag people in from a few foot radius around it.
— Beast Weaknesses: Physically slow; magical instability can also harm the Beast; single-minded behaviours allowing easy strategies with some creative thinking to deal with; incredibly loud — thus easy to spot.

— Classification: XXX

This creature is only vaguely humanoid in shape, made mostly of metals and shifting wiring in the exposed areas. The metal is largely scrap, dented and rusted in places, making every movement loud and creaking — making this Beast very easy to spot. The arms, legs and torso aren't quite right proportion-wise: too long, but the only truly inhuman area is the head. The neck leads to a massive tangle of wires and metal debris wrapped in a writhing mass with a single light that mimics a right eye.

It isn't aggressive immediately, though a close enough approach may trigger it to attack. It is drawn to people with technology, robotic elements, or strong magical presence. Someone doing a spell or using some form of technology would likely be targeted. It uses the cables that make it up to wrap around the target and pull them in closer, where they will slowly be taken apart.

Known Methods of Successful Curing:

— Blade of Agency
DARTH MAUL



— Sleeper Name: Darth Maul.
— Sleeper Blood Type: Vileblood.
— Beast Height: 8ft. 10ins.
— Beast Strengths: Highly aggressive and hateful that culminates in an incredibly driven nature; actively and tirelessly hunts those he has had negative experiences with; driven by hunger.
— Beast Weaknesses: Highly paranoid; hesitates before attacking those he cares about; easily distracted; capricious nature.

— Classification: XXXX

A towering half-humanoid, half-arachnid creature, the lower half if which being that of a spider and upper half being humanoid, with sharp teeth and arms — which end in blades. It is coloured red and black, similar to the usual Zabrak colouring of this particular Sleeper. However, this is where the similarities end.

This creature is highly aggressive in nature and is incredibly food-driven, seeking out any living creature as prey for sustenance. It is unable to verbally communicate, and relies heavily on animal instincts. While constantly on the hunt for the next meal, this creature is also easily distracted by just about anything that catches his attention, which may be used to an advantage in dealing with this Beast.

While this Beast will attack all in its path — it does show true recognition of those it encounters. It will show high levels of violence and hostility to those this Sleeper holds a low relationship with. On the other hand, it will hesitate those this Sleeper loves and cares for. Its attacks are generally agility-based — surprising targets with a blitz attack before using its strength to try to land a fatal blow, using its sharp teeth or the scythe-like blades that make up its arms. The Beast is not quick to retreat and is incredibly persistent in pursuing targets, until they are either dead or they successfully fight it off.

Known Methods of Successful Curing:

— Communication from loved ones/friends.
CHO HAKKAI



— Sleeper Name: Cho Hakkai
— Sleeper Blood Type: Paleblood.
— Beast Height: 6ft.
— Beast Strengths: Enhanced speed; enhanced durability; the ability to generate masses of vines from tattoos/markings all over his body, which move independently and can be controlled by him; fangs; claws.
— Beast Weaknesses: Fire; general Human weaknesses, despite enhanced durability.

— Classification: XXXX

This Beast form of this Sleeper is their demonic form, an ability/power from their native world. However, the effects of Beasthood on this Sleeper magnifies this ability to the dangerous extremes that Beasthood is known for. This includes the lack of mental capacity, and tendency towards violence and destruction that unfortunate befalls most who fall victim to Beasthood.

This Beast's abilities are enhanced and incredibly magnified in the form of its vine markings — which cover most his body, being far more numerous, and thus able to generate hundreds of them — which are used to restrain and injure others. They are also used to attack, and caution should be used to avoid the range. Its claws and fangs are far more longer and sharper, and it fights in a general martial arts style, augmented with energy attacks.

Known Methods of Successful Curing:

— Communication from loved one/friends.
TAKASHI SHIROGANE



— Sleeper Name: Takashi 'Shiro' Shirogane.
— Sleeper Blood Type: Warmblood.
— Beast Height: 6ft. 2ins.
— Beast Strengths: Skilled in hand-to-hand combat; indestructible right hand; enhanced speed; enhanced durability; enhanced strength.
— Beast Weaknesses: Friendship & loved ones; similar weaknesses as a typical human, albeit stronger and durable.

— Classification: XXX

This Beast takes on a humanoid appearance of the Sleeper, with stark physical differences. Instead of usual human skintones, this Beast appears in monochrome, surrounded by smoke or ink-like wisps which curl from its body. In addition, there are flickers of itself, that move close to it, in a sort of way that one might believe they are struck with double vision.

It moves in stops and starts, like a glitching video, proving difficult to keep track of when paired with its enhanced speed. It fights typically using hand-to-hand combat, with its right hand being favoured as its weapon, due to its indestructible nature. Given that, care should be take here, much like any would with claws or teeth. This Beast has high levels of strength and durability, and will be relentless in a fight.

That being said, this Beast is only hostile if provoked or if goaded into fights, which it will throw itself into with abandon. When not provoked, this Beast is otherwise just generally destructive of property in terms of its behaviour.

Known Methods of Successful Curing:

— Communication from loved ones/friends.
PETER GRAHAM



— Sleeper Name: Peter Graham.
— Sleeper Blood Type: Darkblood.
— Beast Height: 20 ft, incl. neck length.
— Beast Strengths: Ability of flight and moving very quickly in the air; necks and tail have long reach and are capable of quick movement; large claws and teeth capable of goring, maiming, and quickly eating; capable of breathing fire.
— Beast Weaknesses: Large size may make it an easy target against smaller, faster Beasts; long necks may be easily vulnerable to attack; scales are softer on belly, which is its weak point; anxious mannerism makes it easily nervous and prone to upset.

— Classification: X

A large, two-headed, dragon-like Beast. Has black scales and is very thin and serpentine in girth, with a long, snakelike tail and large leathery wings. Each head possesses a pair of sharp horns.

While the rating of 'X — Peaceful' may raise some eyebrows, there are particular considerations to take into account. Peaceful Beasts should, like all Beasts, be minded and considered with caution. In comparison to many Beasts, this one is not at all openly aggressive. It is easily spooked and very nervous, prone to fleeing and attempting to hide away rather than engaging in confrontation. One head is noticeably more bitey than its twin and may be prone to setting things / people on fire if the dragon itself becomes upset, but overall, this Beast is not much of a threat and prefers to be left alone where it can spend its time napping in secure, dark spaces, such as caves. It has a ravenous appetite and may eat people, not out of aggression, but simply because this Beast is so hungry.

This Beast also seems to be particularly enamoured with gold or shiny objects; this could be used to calm or guide the heads either separately or together. They may also try to guard/hoard those who are close to Peter or the demon Paimon and "dragonnap" them. The author has experienced this first hand.

If, on rare occasion, this Beast does actually engage in battle, it has the capability to cause considerable damage with its tail, sharp teeth and claws, and the one head's propensity to set things on fire. While its necks and tail can move very quickly, its body is noticeably slower on land, but extremely swift in the sky.

Known Methods of Successful Curing:

— Blood Pact Bond (Romantic).
FIDDLEFORD MCGUCKET



— Sleeper Name: Fiddleford McGucket.
— Sleeper Blood Type: Coldblood.
— Beast Height: 5ft. (at shoulder).
— Beast Strengths: Flight; excellent climbing skill; sharp teeth and tusks for goring; eyes emit light for (marginally) better visibility; electricity manipulation.
— Beast Weaknesses: No object permanence; short term memory; very poor eyesight; easily confused/overwhelmed.

— Classification: XXXX

This Beast is chimeric in form, consisting of attributes from a possum, a pig and a pterodactyl — which is a kind of dragon-like dinosaur. It is very loud: one might know it's coming before it is seen, due to its tendency to screech, squeal, snort and hiss. It is also incredibly mobile, and will climb walls and perch on roofs and jump between buildings. Despite its large size it could best be described as 'scuttling' or 'skittering' and will move in an odd, twitchy way that seems almost reptilian.

It is highly aggressive and considers everyone and everything a threat, and will attack before anything else. Because of its poor eyesight, it is highly alert toward motion and sounds; one of the best ways to get away from it is to hide and be very quiet and wait for it to simply forget it was chasing anything in the first place. It will also purposefully bait attackers and seems to actively seek out and target crowded areas.

However, it is worth nothing that despite its attention-seeking nature, this Beast also hates to be perceived, which is a great combination! It curiously makes sense for a contradictory nature in a chimera.

Known Methods of Successful Curing:

— Communication from loved ones/friends.
KEITH



— Sleeper Name: Keith.
— Sleeper Blood Type: Coldblood.
— Beast Height: 8ft. 4ins.
— Beast Strengths: Enhanced speed; enhanced strength; enhanced stealth; Sleeper Coldblood elemental magic abilities: ice, fire, lightning.
— Beast Weaknesses: Lack of spatial awareness; lack of self-awareness; unable to understand language; prone to berserker rages with loss of control.

— Classification: XXX

A Beast of indeterminate species. It is difficult to tell what it is, whether canine or feline or even reptilian to some extent. It alternates between walking on all fours and hunched over on its hind legs. There is no hair or fur, but a thick and heavy hide, with a thick, short tail.

In terms of behaviour, this Beast is essentially feral. Generally, it will not attack unless provoked. However, it is provoked extremely easily, and will attack indiscriminately once agitated. It does not single out the person who provoked it but it will attack whoever is nearby, including bystanders. Caution is highly advised to avoid provoking, and it should be given a wide berth.

Its massive claws are its primary weapons, and possesses dagger-like teeth which can bite through metal. Its fight style is aggressive and feral, with no particular technique but rather a very animalistic feel to its movements and choices.

Known Methods of Successful Curing:

— Communication from loved ones/friends.
SANSA STARK



— Sleeper Name: Sansa Stark.
— Sleeper Blood Type: Paleblood.
— Beast Height: Collective shadow of 2000ft.
— Beast Strengths: Intangibility; enhanced speed; highly strategic and evasive; each raven capable of posession or 'warging', imitating the perception of a person the Sleeper knows.
— Beast Weaknesses: Easily startled/frightened; identifiable to those with able to identify souls; possession can be expelled sufficiently skilled Paleblood mages.

— Classification: XXXX

A Beast which takes the form of a gigantic collective shadow of some thousand ravens, each raven possessing an additional, huge eye at their center. These ravens are able to come together, forming a shadow of the Sleeper — dressed finely in a specific outfit from the Sleeper's home.

These ravens have the ability to possess others, and can even mimic those their possess. However, it should be notes that this will not be a genuine presentation of the victim, but will act in a manner that is based upon the Sleeper's perception of that person. These ravens can ultimately be expelled, but requires a skilled mage who possesses Paleblood to do so.

It should be specifically noted that this experience of Beasthood was not considered 'true Beasthood'. An offering of blood made to the Slumbering One in recent times caused a temporary, peaceful shift into Beasthood — where the Sleeper retained their mind. Because of this, more research is needed to uncover the true behaviours of this Beast.

In addition to this, while the shift back from Beasthood occurred without outside intervention after a period of twenty-four hours had passed, there are currently no known tested methods of curing. However, this Sleeper holds a Familiar Blood Bond Pact with another Sleeper for expressed purpose of curing Beasthood, should it occur.

Known Methods of Successful Curing:

— Unknown.
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Known Methods of Successful Curing: