Creatures of Shaxal

The Bestiary

From the field journals of the Cathedral of Lairut — every order of being recorded across the Known World.

Seventeen Categories

Each entry below represents an order of being encountered in Shaxal. Specific creatures, named bosses, and rare variants will be added to each category as the bestiary expands during development.

𓅃

Order I

Avian

Winged hunters of the open skies. From storm-tossed coastal raptors to the spectral carrion flocks of the Ashen Empire — fast, vocal, and rarely encountered alone.

Order II

Constructs

Built things. Bound things. Animated armor, clockwork sentinels, and the half-living forge-children of older eras still walking out their forgotten orders.

Order III

Elemental

Raw expressions of the eleven elements given form. Tied to ley-rich locations and the breath of greater spells — easy to provoke, dangerous to contain.

𖤐

Order IV

Demon

Lesser servants of the Hierarchies. Bound to the will of an Imperator or Apex — many are weapon, scout, and torturer in a single shape.

Order V

Angel

Lesser luminous beings. Aligned to old covenants, often radiant and rigid in purpose. Encountered most often near consecrated ground.

Order VI

Arachnid

Eight-legged predators of the deep places. Webs that hold magic. Venoms with named effects. The Shrouded Kingdom's caves teem with them.

Order VII

Humanoid

Bandits, cultists, deserters, and the shaped people of the wilds. The most varied order — every kingdom contributes its own.

𓃭

Order VIII

Beast

Natural predators and prey. Wolves, great cats, horned grazers turned defensive — and the dire variants that grow far past any natural size.

𓆗

Order IX

Dragon

Apex flying predators. Some intelligent, some not. Each known dragon is associated with a specific element — and a specific cathedral cautionary tale.

Order X

Greater Demon

Imperators and named entities of the Children of Krystania. Each one is a fixed encounter — a story, a strategy, and usually a crater.

Order XI

Greater Angels

Named hosts of the upper choirs. Rare, slow to appear, and decisive when they do. Their presence reshapes the rules of an encounter.

𓆟

Order XII

Aquatic

Things of the Sundering Sea, the Pale Mere, and the Gulf of Ashfall. Some are fish in name only — older shapes still surface where the water runs deepest.

Order XIII

Plant

Ambush stalks, root-binders, sporeclouds, and the slow-walking groves of the Verdant Realm. Easy to underestimate. Rarely a second time.

Order XIV

Celestial

Beings of the higher firmament — older than the angelic choirs and rarely bound to mortal concerns. When one descends, the air around it changes weight.

Order XV

Undead

The reanimated, the unwilling-to-rest, and the bound corpses of older wars. Some retain memory; most retain only hunger. Common around forgotten battlefields.

Order XVI

Fiend

Lesser malice given form — neither demon nor undead, but something older that watches the seams between. Often summoned, occasionally arriving uninvited.

Order XVII

Spirit

Bodiless presences tied to a place, a relic, or an unfinished oath. Some help. Some lead the unwary off cliffs. Most simply remember.

Catalogue last revised in the current cycle. Specimens, behaviors, and weakness tables continue to be added.