bestiary
Shape-Shifters, Liminal Beings & Threshold Guardians
Entities that change form, exist between states, or guard transitions—from mirrors to twilight.
Beings Between States
Some entities exist in transitional spaces—not fully one thing or another. They are dangerous specifically because they violate categorical boundaries.
Oujubunugh / Ooji Baniq (اوجوبونوق)
Region: Ardabil, Gilan, Tehran, widespread
Alternative Names: Ooji Bonikh, Ooja Buyun, Ooji Balukh, Ooji Banalooq, Oojubunoukh, Guzubunooq
Behavior: Unknown specific behavior (name appears frequently but details vary)
In Némand:
- Theory: Name variation suggests oral tradition entity—told differently in each region. Possibly shape-shifter that appears differently to each person.
- Tier: 1-2
- Shape-Shift Mechanic: Uses corrupted Peyvand—reads victim's fears, transforms into personalized nightmare.
Shevahe / Shah Veh (شِوَهِه / شهوه)
Region: Azerbaijan, Hamadan, Kermanshah (Turkic/Persian mixed areas)
Alternative Names: Sho, Sheh-sheh, Sheh-veh, Shavee, Shavug
Connection to Earlier Entry: Shah Veh (postpartum hunter) is likely regional variant
In Némand:
- Tier: 1-2
- Linguistic Spread: Name changes but entity concept remains. Al-variant specifically targeting mothers.
Doranj (دُرَنج) - The Desert Dweller
Region: Hormozgan, southern deserts
Alternative Name: Druj (related to Zoroastrian concept of "The Lie")
Appearance: Varies—sometimes as mirage, sometimes solid
In Némand:
- Tier: 2-3
- Desert Specialist: Thrives in heat and desolation. Creates mirages (false Gardūn—shows fake futures/destinations)
- Druj Connection: If related to Druj concept, represents fundamental falsehood. Desert manifestation: oasis that doesn't exist, safety that's actually trap.
- Weakness: Didār mastery sees through illusions. Thirst makes victim vulnerable—staying hydrated prevents full deception.
Story Hint: Protagonist crossing desert. Sees oasis (Doranj-created). Knows it's illusion but dying of thirst. Must choose: drink fake water (corrupts consciousness) or maintain clarity and find real water. Tests discipline vs. desperation.
Transformation Creatures
Ash & Fatemeh (اَش و فاطمه)
Region: Ardabil, Fars, Gilan, Kerman, Khuzestan, Lorestan, Mazandaran, Semnan (massive distribution)
Alternative Names: Maryam va Khers ("Mary and the Bear"), Banu va Ash ("Lady and the Bear")
Folklore: Woman (Fatemeh/Maryam/Banu) and bear (Ash) in partnership or transformation relationship
Story Variants:
- Woman who can transform into bear
- Woman protected by loyal bear
- Woman cursed to become bear
- Bear that was once woman
In Némand:
- Tier: 2-3
- Transformation Mechanic: Actual shape-shifting possible through advanced consciousness manipulation (Tier 4+ Metamorphosis). Ash is example of human who mastered bear-form.
- Alignment: Neutral-to-Spenta (protective, not predatory)
- Power in Bear Form: Enhanced strength, endurance, natural weapons. But loses human speech, fine manipulation.
- Story Integration: Shows transformation magic exists. Could be NPC ally—woman who transforms to fight, needs protagonist's help to break curse, or teaches transformation technique.
Twilight & Threshold Beings
Arouda (آرودا) - The Guardian at Dusk
(See full entry in "Deev Lords of the Bundahishn" section)
Summary: Kermanshah deity strongest at twilight—threshold times. Protects during transitions.
Lady Wednesday (چهارشنبه خاتون)
Region: Azerbaijan, Gilan
Alternative Name: Choshmbe Khatan
Domain: Wednesday (specific day power)
Behavior: Appears on Wednesdays. Can be benevolent or threatening depending on how day is spent.
In Némand:
- Tier: 1-2
- Temporal Entity: Exists in specific day-consciousness. Only manifests Wednesdays.
- Cultural Note: Wednesday (Choharshanbe) has special status in Persian culture—especially Choharshanbe Suri (Wednesday of Fire) before Nowruz.
- Power Variation: Extremely strong on Wednesdays, non-existent other days.
Gorg-e-Twilight Predators
Principle: Many div stronger at transitional times:
- Dawn/Dusk: Between day and night
- Midnight: Threshold of days
- Equinox/Solstice: Seasonal transitions
- Thresholds: Doorways, borders, crossroads
These times/places have weakened reality-boundaries. Div can manifest more easily. Also explains why threshold protection (doorway wards, crossroad shrines) is common in folklore—real magical need.
Mirror-Walkers & Reflection Entities
Hamzad Corruption - The Evil Twin
(Related to Hamzad from "Tricksters & Household Spirits")
Concept: When Hamzad (companion spirit) becomes corrupted by Angra, it inverts:
- Normal Hamzad: Protective guardian, intuition, gut feelings
- Corrupted Hamzad: Saboteur, self-doubt, internal enemy
Horror Element: Your own consciousness-echo working against you. Cannot be fought externally—must be purified through internal work (meditation, confession, Spenta action).
Story Hint: Protagonist under heavy Angra influence. Hamzad corrupts. Begins experiencing "intuitions" that lead to disaster. Realizes internal voice isn't trustworthy. Must undergo purification ritual (Zoroastrian priest-guided) to cleanse own soul and restore Hamzad. Internal horror arc.
Threshold Guardian Archetypes
Many creatures serve structural purpose: guarding transitions between safe/dangerous, known/unknown, mundane/magical:
Guardian Functions:
- Samand Eslar: Guards pyramids (sight-death serpent prevents approach)
- Mushkhushu: Guards ancient ruins (blocks access to past)
- Shahmaran: Guards knowledge (tests worthiness before teaching)
- Owj: Guards wilderness (size prevents casual exploration)
- Baba Darya: Guards sea passage (must earn right to sail)
Pattern: Major locations/resources have guardians. This creates narrative structure: each destination requires overcoming appropriate threshold. Teaches that advancement requires preparation, not just arrival.
Writer's Guidance: Liminal Encounters
Use threshold beings when:
- Protagonist crossing from one region to another (border entities)
- Entering sacred/forbidden location (guardian encounter)
- Transitioning between character states (corruption/purification arcs)
- Moving between tiers (ascension tests)
These entities make transitions feel earned. Can't just walk into pyramid—must pass Samand Eslar. Can't just take ancient knowledge—must satisfy Shahmaran. Progress requires trials.