DireAstacid.jpg
These lumbering creatures are dangerous on the battlefield

Overview

Astacids, and their dire forms, are pelagic creatures naturally found in the ocean depths, feeding on the detritus that falls into their domain. They share a lot in common with the lobsters and crayfish caught all around the Bay of Catazar, but can grow to the size of an oxen or even larger. There are tales of astacids the size of cutters that can snip a sailor in half or crush a boat with their massive claws. Only rarely have astacids been encountered on or close to shore in Imperial waters, often after a violent storm or when locating a rocky cove to spawn their young in.

The Grendel moridun known as the Kraken's Jaws are often encountered goading dire astacid into battle. They seek out the creature's spawn or young from the islands of the Broken Shore. It can take many years to train and feed an astacid before they grow to a size where they can be taken into battle, but the investment is seen as more than worthwhile by the Grendel paymasters.

Dire Astacid Capabilities

The claws of a dire astacids are massive, brutish things able to shatter weapons and shields with ease. Reports have suggested they are capable of smashing apart wood hulls or docks with ease, and should a stone quay or boulder cause them displeasure they will reduce it to rubble. In a similar manner, the dire astacid - encouraged by its Kraken's Jaw handlers - will target a group of enemies and proceed to smash anything in its path. There are few viable tactics available to counter this, other than attempting to dodge the creature's blows and moving aside from its path. Lightly armoured soldiers of the Fire of the South and the Seventh Wave are understood to have an ongoing wager on who can goad and taunt a dire astacid the furthest from Grendel lines: though this has - unsurprisingly - led to many unfortunate casualties over the years.

Dire astacids are monstrous. Like all such creatures, they are unaffected by many spells and martial tactics. For example, they cannot be poisoned by conventional blade venoms nor knocked down with a polearm strike, and while arrows can wear down their reserves and cause them to retreat they do not have the devastating effectiveness they demonstrate against other foes. However, they can be healed through the performance of rituals similar to Hands of Sacred Life. OOC note: Dire astacids do not suffer the effects of calls, although they still take damage from any blows struck to deliver them. They can be the targets of specific rituals cast at higher magnitudes.

Dire astacids are slow and purposeful creatures, and lumber towards a foe with a sense of inevitability. Some reports have indicated they might be capable of short bouts of speed, but this is most likely caused by a poorly-understood sickness that can afflict them in later years. The majority of the beasts encountered by the Empire move at a sedate pace, rising to a forceful march when goaded by their handlers.

Dire Astacids in Play

The Grendel make frequent use of these monstrous animals in their forces. Dire astacids are herded into battle by their Kraken's Jaw handlers, before being set loose upon the enemy. The Grendel train orcs to use healing magics to keep these creatures in a fight for longer, a role that can result in horrific injuries to the ritualist in question.

A dire astacid is a difficult creature to face, even more so when supported by Grendel orc handlers capable of restoring their vitality and healing wounds.

Dire astacids are unlikely to be encountered on their own in the wild, more commonly seen alongside the forces of the Grendel Kraken's Jaw beast wranglers. A quest for a small number of characters might involve investigating a shipwreck and driving off a lone dire astacid.

Further Reading

  • I wish you would - 387YE Summer wind of fortune about Grendel politics
  • Fake empire - 386YE Autumn Wind of Fortune detailing an appraisal of Grendel politics