Binding

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Binding is the ritualistic junction of an elemental and either a cadaver or an inanimate object.

Element Undead Fabricated
Fire Flame Wraith Crucible Golem
Ice Wendigo Arctic Golem
Earth Soiled Stone Golem
Air Scavenger Fiber Golem
Water Draug Steam Golem
Electricity Fulgore Flesh Golem
Metal Flayed Iron Golem
Slime Crypt Weaver Toxic Golem
Dark Vampire Obscura
Light Guardian Astra
Verdance Deathless Ent
Ruin Mummy Decay Golem

Undead

Scavenger
Scavengers are the result of the Binding of a Sylph to a cadaver. The bones of the face distort and protrude into the shape of a beak, like that of a vulture. The fingers extend and appear like rotting, featherless wings. Scavengers perch from tree limbs, headstones, statues, and rooftops; any convenient surface except for the ground. They can also fly with expert maneuverability. Their elemental nature grants them the ability to summon thick, rolling fog, as well as assume a mist-like form. Scavengers feast on those unfortunate enough to lose their way in the fog. They can be found in aboveground cemeteries, ruins, and mountains. A symbol of Krendar the Defender repels them.
Flayed
Flayed are the result of the Binding of a Gremlin to a cadaver. A crude metal plate is nailed to the face, and entire swaths of skin are peeled back and pinned open, revealing the musculature and sinews beneath. Fingernails are elongated and metallic, and the creature is wrapped with barbed wire and links of chain. They are covered in streams of dried blood. Flayed are deeply unsettling to behold. They delight in the torture and disfigurement of their pray. They can summon chains, entrap their quarry, and pass through metal. They can be found in dungeons, mines, sewers, and other out of the way places filled with metal. A symbol of Traldiv the Dagger in the Night repels them.
Soiled
Soiled are the result of the Binding of a Gnome to a cadaver. The creature is decorated in pebbles, and many hunks of flesh are replaced with grave dirt. Earthworms and grubs crawl through the Soiled's body. Their eyes are replaced with shiny gems. They can swim through earth as easily as mortals can through water, and they can perceive any creature that touches the ground. Soiled can be found deep underground, especially in crypts and caves. They cannot stand being under an open sky, and above all else, they seek the profound silence of stone at rest. Any creature disturbing their slumber will be devoured. A symbol of Vecia the Lady of Fate repels them.
Flame Wraith
A Flame Wraith is the result of the Binding of a salamander to a cadaver. Once the body is burned and the flesh charred and blistered, the eyes become glowing embers. A Flame Wraith is gaunt and smoldering, with a wheezing cough, and the smell of seared meat. Flame Wraiths exude pure hate and seek to cleanse the living in its flames. They can spontaneously ignite fires around themselves. They can be found nearly anywhere, especially in deserts, near volcanoes, and within burned-out ruins. A symbol of Ruidrin the Keeper of Magic repels them.
Wendigo
A Wendigo is the result of the Binding of a nix to a cadaver. It roams the cold lands engorging itself on the meat of mortal-kind, which offer a certain warmth. A Wendigo is slender and angular, its bones jutting out in various places, and an icy mist that pours from its mouth and eyes. Its flesh is blue and purple, and coated in patches of frost. It moves with a ferocious quickness. It can incite mortal terror into its prey, stop them dead in their tracks, and summon walls of ice. They can be found in the northern lands, or deep underground where the cold lingers. A symbol of Deniss the Beautiful repels them.
Draug
A Draug is the result of the Binding of an undine to a cadaver. The crushing malice of the deep manifests in these land walkers. Often risen from the bodies of drowned sailors, draugs are driven by an implacable urge to fill the lungs of those it finds with seawater. They appear soaking wet, with bloated, wrinkled, gray skin. Kelp and seaweed drape from their heads and shoulders. They bear a savage strength and tight grip, and can swim toward their prey with stunning speed. They can be found anywhere the land and water intersect: beaches, lakes, swamps, and rivers. A symbol of Bendash the Brave repels them.
Fulgore
A Fulgore is the result of the Binding of a sprite to a cadaver. They're quick-thinking and quick-moving killers, striking with the fury of a storm. Fulgores are fixated on sapping the energy from the living. As they walk, small arcs of lightning jump from fulgores to the surrounding environment. Two glowing eyes stare from sunken eye sockets, and what hair it has left stands on end. Fulgores can wreathe themselves in fields of electricity, paralyze their opponents, and call thunder itself. Fulgores can be found anywhere lightning strikes: especially mountains, forests, and cities. A symbol of Inashayle the Mother of Nature repels them.
Crypt Weaver
A Crypt Weaver is the result of the Binding of a blob to a cadaver. The entire lower half is transformed into the abdomen of a spider, with two sets of greasy segmented legs. They grow a second pair of bony arms from their torso. A second pair of lifeless black eyes grow from the forehead. Crypt Weavers are gluttonous and sneaky, able to catch those they hunt with ruthless efficiency. They can climb walls and ceilings, manifest webs to entrap their prey, as well as deliver brutal poison from their fanged mouths. They can be found anywhere that's dark and moist, such as caves, ruins, swamps, and forests. They're also viciously territorial. A symbol of Zif the Father of Chance repels them.
Vampire
A Vampire is the result of the Binding of an infernal to a cadaver. Perhaps the most powerful undead (darkness and death go hand in hand), vampires are sensual, lustful, and clever. They're expert liars and expert hunters. They appear much as they did in life, sometimes even more attractive than they once were. They enjoy finery and indulgence, being served, and getting what they want. They dine solely on the flesh and blood of the living. They can turn to mist, crawl along any surface covered in shadow, as well as drain the strength and courage right out of their prey. Some powerful vampires excel at illusions. As beings of darkness, vampires cast no shadow and manifest no reflections. A vampire in the sunlight has mere seconds before they turn to ash. They can be found anywhere, but primarily in cities, where they can blend in and feast. A symbol of Loelir the Lady of Light repels them.
Guardian
A Guardian is the result of the Binding of a supernal to a cadaver. Guardians are given an unending task: protection of a holy place, safekeeping of a priceless relic, stewardship of ancient texts, or the instruction of a fledgling hero. They delight in their service, and do so with honor, bravery, and dedication. Bronze, silver, or golden armor is a common motif for Guardians: something radiant and steadfast. While they definitely appear dead, they invoke safety, not fear, in those good souls who meet them. They only take the lives of evil-doers who would interrupt or prevent the execution of their quest. They're adept at breaking enchantments and revealing the truth. Guardians can be found anywhere, but usually in some ancient site of importance. A symbol of Selragh the Twilight Father repels them.
Deathless
A Deathless is the result of the Binding of a dryad to a cadaver. True to form, a deathless appears quite alive, and in fact bolsters the life forces around it. A deathless can only be bound to a dying person, who sacrifices their last moments to the dryad. Once bound, the old age, disease, and injuries melt away, and the deathless rises like a blossom awakening to the sun. Small flowers, vines, and mosses grow from their hair. They wander the earth, leaving only fertility in their wake. They can use plants to bind and attack those that would harm the beauty of life around them. If they stay in one place for very long, it is to heal a place of nature from some past tragedy. Deathless can be found aboveground and away from cities: anywhere nature can flourish. A symbol of Morrak the King of Misery repels them.
Mummy
A Mummy is the result of the Binding of a boggle to a cadaver. Mummies are shriveled guardians of dank tombs. They're filled with the unyielding spite of death itself. The body is laid in salt for months, then stuffed with herbs and spices, and finally wrapped in linen bandages. Once the elemental is bound, the mummy waits patiently in its place of rest for any foolish mortals that might disturb the sanctity of its lair. A mummy made from the body of a noble may even wish to extend its rule. A mummy can incite fear in those who see it, and wield the forces of decay to decimate its opponents. Mummies are deliberate and methodical. They can be found in dry or cold climates, especially deserts and mountains. A symbol of Alnarya the Star Dancer repels them.

Fabricated

Crucible Golem
A Crucible Golem is the result of the Binding of a salamander to an automaton. Its body is composed of material resilient enough to hold molten metal, such as clay or ceramic. It appears as a great lumbering furnace, with plumes of flame and smoke jetting from its eyes, mouth, and belly. It can shoot fire at its attackers. It can snatch away items from its opponents and melt them it its furnace. It can also shove an entire person inside, burning them to ash in moments. If it sustains enough damage, a crucible golem begins a fiery rage that ends only when either itself or its opponents are no more.
Artic Golem
An Arctic Golem is the result of the Binding of a nix to an automaton. Its body is entirely ice and snow, and it's often decorated with jagged teeth and limbs, appearing much like an arctic bear. A cold mist plumes from its mouth, and the very air around it seems colder than it should. It can direct blasts of cold and ice toward its opponents. It can beat and claw them relentlessly. It can trample its foes with its massive legs. When an arctic golem is defeated, it shatters into razor-sharp fragments, which spray in all directions. Arctic golems are a bit slow to move, but they follow their creator's instructions to the letter.
Stone Golem
A Stone Golem is the result of the Binding of a gnome to an automaton. Its body it composed of solid rock or hardened clay. They often appear as great, hulking piles of boulders, or sometimes as sophisticated as enormous statuesque humanoids. They ground trembles with each of its steps, and the power behind its blows is staggering. They can hurl rock at their opponents. They can pummel, crush, and trample their foes with their devastating strength. When a stone golem is defeated, it shatters into razor-sharp fragments, which spray in all directions. Stone golems are resolute and unyielding.
Fiber Golem
A Fiber Golem is the result of the Binding of a sylph to an automaton. They are often fashioned to appear as a lavish and complex tapestry, carpet, or long cloak. Fiber golems enable their creators to fly at great speeds while in contact with them. They are adept at grabbing, wrestling, and smothering their opponents. They can send powerful blasts of air toward their foes. Fiber golems are well suited to pick up an opponent and drop them from a great height. They can also snatch their creator away from harm.
Steam Golem
A Steam Golem is the result of the Binding of an undine to an automaton. It's fitted with a sturdy leather covering, and its frame contains a network of valves, flexible tubes, bladders, and kettles. What one might consider its face is actually one of the kettles; a large container made of thick glass, with water sloshing and bubbling around inside. The steam golem uses its elemental powers to create hydraulic pressure and boiling water for its locomotion. It makes a capable servant above and below the sea. It can blast opponents with jets of steam and water, and constrict around them with surprising might.
Flesh Golem
A Flesh Golem is the result of the Binding of a sprite to an automaton. These golems are stitched together from the body parts of recently-deceased humanoids, and infused with the power of lightning. They possess a keen intellect and a brutish strength. Flesh Golems can hurl balls of electricity at their opponents, yank away metal objects through magnetic forces, and manifest claps of thunder. They follow the instructions of their creator with ruthless speed and precision. If it sustains enough damage, a Flesh Golem erupts in a thundering rage that ends only when either itself or its opponents are no more. Submerging a Flesh Golem in a body of water will instantly destroy the golem and kill any swimming creatures nearby.
Iron Golem
An Iron Golem is the result of the Binding of a gremlin to an automaton. They are terrible to behold, appearing as enormous suits of armor littered with spikes, studs, and rivets. Some might be decorated with precious metals and intricate patterns. They can launch chunks of metal at their attackers, summon metal walls, and snatch away metallic objects through magnetic forces. Their strength and durability is unrivaled among golem kind, and they possess keen skill with blade weapons. Iron Golems make excellent guards and offensive units.
Toxic Golem
A Toxic Golem is the result of the Binding of a blob to an automaton. Its body is composed of a series of translucent membranes, tubes, and glass containers, all filled with vile, swirling chemicals. Their shape varies, but most have discernible limbs. They can fire streams of acid and balls of glue at their opponents. Melee attacks directed at Toxic Golems cause harm to the attacker. When a toxic golem is defeated, all its chemicals erupt, spraying in every direction. Toxic Golems are slow, quiet, and very dangerous.
Obscura
An Obscurum is the result of the Binding of an infernal to an automaton. Exceedingly rare and unnerving, obscura are manufactured out of materials native to the Deep Worlds, a twisted and alien place far from light and rational thought. Procuring shards and ingots of darkness from the Deep Worlds is a process lost to time. An obscurum looks like a person who isn't there; an imposing humanoid form that draws in the light from its surroundings. They can summon darkness, curse their attackers, and drive creatures completely insane with a glance. They are nightmarish servants to those mages evil and demented enough to craft them.
Astra
An Astrum is the result of the Binding of a supernal to an automaton. Their origin is the heavens; the glowing hearts of stars comprise their bodies. Astra appear as large radiant humanoids with peaceful expressions. They're logical, give comfort to the righteous, and lay down punishing wrath on evildoers. They can bless the efforts of their allies and bathe their opponents in searing light. Their creators give to them a free will unpossessed of other fabrications, and still they happily serve the forces of goodness.
Ent
An Ent is the result of the Binding of a dryad to an automaton. In this case, the automaton is a living tree. Once created, ents cease to grow, but maintain themselves with sunlight and water. An ent is often the creation of a protector of nature and wild places, and therefore is universally an ally of the natural world. They are huge, powerful, tough, unrelenting things. They can protect, feed, and bolster their allies, and crush their enemies beneath their titanic limbs. When an ent is defeated, it hardens in place and forms Tombwood.
Decay Golem
A Decay Golem is the result of the Binding of a boggle to an automaton. A feeling of looming dread strikes those who lay eyes on a decay golem. It appears as a man-shaped tight clumping of garbage: rotting wood, rusted metal, and cracked bits of brick, glass, and porcelain. It smells even worse than it looks. Decay golems can ruin equipment, unravel magic, and set opponents upon each other. They're neither strong nor quick, but a fight with one will leave a permanent scar on the combatants and even the site itself.