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==Encyclopedia Sanctuaria=====The World of Sanctuary===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 81)</div>The coming of the Three marked a time of evil in the history of Sanctuary unlike any other. The cataclysm that followed their arrival brought immense change to the world when the Three unleashed their hellish followers upon the world. These followers wrought great destruction upon the lands of Sanctuary. That which was not consumed by the arrival of this malevolence was often twisted and altered by the effects of the resulting chaotic forces. Many of the native creatures inhabiting the world became vile and depraved shadows of their natural forms. A world that once allowed the unfettered development and expansion of mankind became a place where only the strongest could survive. The areas most tainted by the Prime Evils’ arrival in the mortal realm are the Western Kingdoms, the desert regions of Aranoch, and the jungles of Kejhistan.
Unnatural and evil forces are influencing most, if not all, of Sanctuary’s beasts to at least some degree. Many have witnessed creatures outside their native habitats, assisting the minions of Hell’s wrath. Such sights grow more common as one nears a lair of demonic nobility. Greater demons gather these controlled beasts to their location in an effort to protect themselves. These powerful monsters harbor deadly capabilities, and occasionally appear in unexpected areas. Let the adventurer beware!
===The Western Kingdoms===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 8382)</div>Sandwiched between the [[Barbarian]] lands to the north and the vast deserts to the east lie the mountainous, verdant forestlands of the [[Western Kingdoms]]. The Western Kingdoms are comprised of the three regions: [[Entsteig]], [[Khanduras]], and [[Westmarch]]. The smaller, self-contained kingdoms contained herein have developed unique rules of protocol and etiquette, leading many to consider the Western Kingdoms as the most civilized of lands. Such exalted opinions stand in surprising contrast to the youthful age of the realm. While long a destination of merchants and peaceful travelers, recently infighting has made the Western Kingdoms a common destination for mercenaries and other, more sordid, visitors.
The Western Kingdoms are well known for their rich woodlands, a result of the area’s nutrient laden soil, pleasant rainfall, and mild climate. From the massive pine and spruce, to the supple yew and ash, these woodlands are unequaled anywhere in [[Sanctuary]]. These abundant, fine-grained woods are forested for housing, farming tools, and weapons of warfare. The [[Sisters of the Sightless Eye]], who make their homes within the provinces of [[Entsteig]], are renowned for the bows that they fashion from these trees.
'''Spike Fiends'''<br>
Defensive quills dot the backs of these troublesome creatures. All species of Spike Fiends can fire their quills at range, and more developed variants have a more vicious rate of fire and tend to fire in volleys. At least two subspecies, the Quill Rat and the Thorned Beast, are known to fire their quills without provocation. Caravans traveling to the Rogue Pass have reported several attacks by these aggressive monsters.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 83)</div>
Large but agile, these creatures are most often found in the wilderness, but are also reported to occupy the caves and dungeons of the Western Kingdoms. Sadly, the Gargantuan Beast, Brute, and Yeti (Wendigo subspecies) were previously known to coexist peacefully with humans, avoiding contact whenever possible. Chaos’ ill effects have changed them, as they are now quick to anger and attack with huge, sweeping blows of their massive claws. Once provoked, they do not relent until their opponent is slain or they themselves have fallen. Few live to tell the tale of an angered Wendigo, but those that have exclaim how nothing is more terrifying than the sound of these angry creatures bearing down on the attack.
These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell’s will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell’s more renowned demons.
===The Great Deserts of Aranoch===
Sand Maggots can burrow into the earth and often lie in wait for potential meals. This same ability is used to quickly retreat from threats, allowing the beast time to heal before re-emerging in another location to attack the unwary.
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These pesky creatures largely inhabit the desert regions. Although other species are known to exist, the desert leapers are the most common. Leapers get their name from their tremendous leaping ability. As a result, these extremely agile creatures make for difficult targets. Leapers are versatile animals and the desert variety has an extremely slow resting metabolism to minimize water use and storage. The harsh environment of the Aranoch, however, leaves little room for mistakes, and these creatures never pass up the opportunity to eat or drink. Packs sighting a potential meal leave their resting spots and work together to bring down their quarry with great tenacity.
'''Scarab Demons'''<br>
A vastly mutated beetle from the region, only Hell could produce something so vile. Scarab Demons are large, mobile insects that rapidly pursue and surround their enemies. When struck, these demons unleash a deadly spread of electrical energy that proves fatal to many attackers. It is perilous to fight these monstrosities without ranged weapons or a suitable resistance to lighting.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 86)</div>
Saber Cats are a race of bipedal, intelligent beings with many feline features. These cat-beings were once found only in the jungle environments of Kehjistan, trading freely with the cities there. Although always considered somewhat aloof and untrustworthy, the Saber Cats had never before behaved in a threatening manner toward human society. But now, marauding bands of these Cats roam the deserts of Aranoch. Many blame the disappearance of whole caravans upon them.
Some enlightened sages believe that the creatures were summoned or otherwise moved en masse through Hellish measures to Aranoch. Saber Cats attack with swords, javelins, whips, and by throwing potions. They are quick to the chase, and enjoy the hunt. They rarely retreat and generally attack in large, well-organized groups.
===Kehjistan and Kurast===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 87)</div>On the eastern edge of the Twin Seas lie the emerald jungles of [[Kehjistan]]. Several thousand years ago, hunter-gatherers found themselves drawn to the lush, fertile rain forests and bountiful game inhabiting Kehjistan. But there was something else; Kehjistan’s geography was rife with nodes of magical energies, and eventually those with innate, arcane abilities began to sense and recognize these forces, gathering in groups to settle these special areas. It was here that the original mage clans, the [[Vizjerei]], the [[Ennead]] and the [[Ammuit]], were founded. Unfortunately the history of Kehjistan is not a peaceful one, and the [[Mage Clan Wars]] that erupted nearly destroyed the clans.
Geographically, Kehjistan encompasses almost one-third of Sanctuary’s eastern hemisphere. With an average rainfall of over four hundred inches per year, Kehjistan has the largest rainforests in the known world. This huge expanse of jungle feeds the [[Argentek|Argentek River]], which is the longest, widest river in Sanctuary. Hundreds of smaller rivers and tributaries twist and turn their way through the lush tropical forests until they finally unite with the mighty Argentek. Herbalists and alchemists revere the rainforest environment for its ecological diversity. Until recently, these sages would come from far and wide to study and collect the rare plants and animals that make their homes here. Now the jungle is far too dangerous to visit, let alone inhabit. Entire villages, even small cities have been wiped out. News has broken that [[Kurast]], the current capitol of Kehjistan, is now under siege by the powers of [[Hell]], and is kept safe only through powerful magical barriers that even now begin to ebb and fade.
'''Giant Spiders'''<br>
Several species of giant arachnids inhabit the jungle regions of Kehjistan. One of the most deadly of these spiders, the Poison Spinner, is found not far from the city of Kurast. Even in their largest forms, the giant arachnids had never been much of a problem for the inhabitants of the tropical forests. The Prime Evils have changed them, however, as large numbers of the spiders now actively seek meals of the human variety. These creatures are highly poisonous and generally have fatal bites. Despite their defenses they often flee when struck, sometimes spinning webs to entangle and slow pursuers.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 88)</div>
The wet, humid atmosphere of the Kehjistan rainforest is an environment perfect for fly and mosquito larvae. Pools of stagnant water gather after the frequent rain storms, providing excellent spots for the adults of these species to lay their eggs. Some of the mosquitoes found here are enormous, with wingspans as large as four feet. Luckily the larger species are also much more rarely encountered than their smaller cousins.
Composed mostly of wood, Thorned Hulks are the ancestral protectors of the jungle lands. Despite their strength and immense bramble and thorn-covered arms, even they have been twisted by the Prime Evils. Their now glassy, lifeless eyes hint at a deep sorrow beneath a glowing Hell-induced hatred.
===The Undead===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 89)</div>Scattered throughout all the lands of [[Sanctuary]] are these walking vessels of Hell’s influence on the mortal realm. For in recent times, the newly dead have risen anew to terrorize and assault the living. These corpses and spirits of the deceased, twisted and corrupted, are imbued with a hatred for the living that defies understanding. The undead loathe the living and seek only to consume warm flesh and blood. It has reached the point where all who value their lives are sure to butcher and burn the remains of loved ones and pets who have fallen prey to death. One needs to be sure in these troubled times. Below are descriptions of a few of the living dead known to exist:
Under Mephisto’s manipulation, these honored dead have been summoned and bound with the spirits of malicious demons to fill the ranks of his undead army. Instilled with eternal loathing for the living, Mummies are stronger and better suited for combat than the zombies, who due to their advanced decay, are weak and infirm. Mummies are slow-moving, but can deliver powerful blows, often with the touch of poison from the chemicals used in their embalming. Fallen mummies often burst asunder from their wrappings, leaving behind a poisonous cloud that the living should best avoid.
==Credits==