Transcript of Behemoth notes
Part 1[edit | edit source]
The following text is transcluded from Transcript:Behemoth notes (part 1).
4th Age, year 1824. Date unknown.Our master's experimentation with portals to the other realms has brought us many interesting creatures. One of the most significant races discovered are the ones we call behemoths. These vast creatures are physically powerful, and some even possess latent magical powers. Unfortunately, they are not evolved to the point of communication, and are capable only of following natural instinct, not instruction. A pity, but they still have their uses. We shall place them throughout the dungeons as guard dogs. There is a particular strain of behemoth that is well-suited to the frozen-over areas near the surface. It has a thick hide, and is entirely driven by a natural desire to feed. In these barren, frozen areas, food will be more scarce, and I believe this creature will fight all the fiercer for it.
Part 2[edit | edit source]
The following text is transcluded from Transcript:Behemoth notes (part 2).
4th Age, year 1824. Date unknown.The more I see of the behemoths, the more impressed I am with the diversity of the sub-strains within the same race. The analogy I gave of dogs is more appropriate than I had imagined; numerous creatures of various sizes and psychological characteristics are all part of the same genome and share only a basic shape. The latest strain brought to my attention is one I have affectionately dubbed the 'bulwark beast' on account of its hard, rock-like outer shell, and the adorable shield-like mandibles it employs to protect itself from incoming attacks. These creatures are essentially invulnerable, so long as their shield remains intact, with only magic having even a modicum of effect on them before the shield is removed. These creatures make excellent guardians, so, I shall place them in areas of the dungeon that we no longer concern ourselves with inhabiting, in order to ensure that even the areas we have long forgotten pose a challenge to interlopers.
Part 3[edit | edit source]
The following text is transcluded from Transcript:Behemoth notes (part 3).
4th Age, year 1824. Date unknown.The plane the behemoths come from is a vast, open wasteland. It stretches as far as the eye can see in every direction, and different areas have wildly differing climates - permanent blizzards to scorching deserts to salt marshes devoid of all life. This has allowed for the astronomical difference in physical attributes the creatures display. Their skeletal structure remains the same throughout strains, but the hardness of their hides, shape of their mandibles and claws, the bulk upon their bones and their size vary greatly. The specimen that I was brought before today is one extreme example of these creatures' diversity. I was brought before it and not the other way around, because only part of it could fit through the portal to our realm. What I stood before was a huge face with claw-like mandibles, angrily thrashing about and trying to force the rest of its ample frame through the portal. I was decided to leave it as it was; the portal it had come through was directly in front of a door we needed guarding, and, as long as we bait the portal daily, it will spend most of its time guarding it. I have instructed my underling mages to set up similar 'arrangements' with other specimens of similar size, all over the area we now inhabit. They will keep us well-protected from interlopers and cannot get deep enough into our realm to devour anyone of intelligence level that renders them worth keeping. In the event we need to get through any of the doors, all we need do is close the portal to be rid of the beast, in an admittedly horrifying, albeit amusing, manner.
Part 4[edit | edit source]
The following text is transcluded from Transcript:Behemoth notes (part 4).
Fourth Age, year 1824. Date unknown.The behemoths have never been a stable race, or particularly predictable. They may be useful, but their influences and actions have meant losing two years of digging through cave-ins and countless resources being spent on taming them, often with no luck. Our problems stem from them being near-impossible to kill or herd back through their portals should they become unruly. Once they are here, they are here permanently it seems. Runebinding is the elegant but expensive solution, whereby a behemoth is infused with rune magic and then controlled by magical pulses through a series of pillars. Lexicus came up with the system, before his mind wandered, and we haven't been able to improve on it since.
Part 5[edit | edit source]
The following text is transcluded from Transcript:Behemoth notes (part 5).
Fourth Age, year 1824. Date unknown.I try to spend as little time with the hope devourers as possible; indeed, the rooms about their pens are often empty and few handlers dare to venture close. This should make feeding them difficult, but the truth is far more interesting: when bovinmastyx are herded into a devourer pen, they file quietly towards the devourers and drop to the floor, accepting their fate. Some even nuzzle the devourer's maw, as if willing themselves into its mouth, and, naturally, the hope devourers oblige. This hopelessness is fascinating, and that fascination is obviously shared by Bilrach. He spends many hours with them, feeding off their energies as they feed off his. He returns invigorated, and they seem stronger for it.