bestiary
Territorial Spirits & Location-Bound Entities
Div and spirits inseparable from specific places—wells, mountains, deserts, forests that have their own consciousness.
Places as Living Things
In Némand, consciousness accumulates in locations. Centuries of human interaction create place-spirits—emergent entities formed from collective memory and emotional resonance of site.
Dalu Baghi / Madar Chah (دالوباقی / مادر چاه) - Well Mother
Region: Kerman, Khuzestan
Alternative Names: "Mother of the Well"
Domain: Specific wells (each well has its own Dalu Baghi)
Behavior: Protects well water. Punishes those who pollute or waste it. Blesses those who maintain it.
In Némand:
- Tier: 1-2 (weak individually, but controls water source)
- Alignment: Neutral (judges based on water respect)
- Nature: Consciousness formed from generations of water-drawing. Absorbs gratitude, fear, need of all who used well.
- Power: Can make water clean/dirty, plentiful/scarce, sweet/bitter based on behavior toward well.
- Offerings: Small gifts (coin, flower, prayer) before drawing water. Maintains relationship.
Story Hint: Protagonist desperately needs water. Finds ancient well. Takes without asking Dalu Baghi. Water makes them sick (punishment). Must return, apologize, make offering. Dalu Baghi appears—old woman made of water—explains rules. Teaches respect for place-spirits.
Forty-Step Well (چاه چِلپله)
Region: Tehran, Qom, Markazi, Alborz
Folklore: Well with exactly forty steps descending. Each step has magical significance.
In Némand:
- Tier: Location (not entity, but magical place)
- Ritual Structure: Descending forty steps while maintaining consciousness creates progressive purification. Each step = symbolic shedding of Angra corruption.
- Bottom: Water at bottom has enhanced healing properties (purified by descent ritual).
- Danger: Descending with Angra intent or impure heart causes disorientation. May never reach bottom (spatial loop—step 40 becomes step 1 again).
- Test Site: Used by priests to assess spiritual worthiness. Only pure-hearted reach water.
Story Hint: Protagonist seeking purification after Angra action. Priest directs to Forty-Step Well. Must descend while contemplating each wrong action. Confessing sins aloud with each step. Reaches bottom, drinks water—alignment partially restored. Physical journey = spiritual journey made literal.
Tirg (تیرگ) - The Rising Tomb
(Details in "Child-Hunters & Maternal Protectors" section)
Summary: Mud-brick burial chamber in Sistan. Dead sometimes rise, scream, tear shroud. Must be laid down immediately or they "root" and drag living down.
Additional Detail:
- Architectural Horror: The tomb structure itself is cursed/blessed. Not the corpse rising naturally—Tirg's architecture creates conditions for partial reanimation.
- Theory: Tirg chambers built on Azhur Ore deposits. Residual consciousness in corpses activated by ore proximity. Not intentional magic—accidental necromancy from burial method + location.
Mountain Spirits
Daghlar Gulu (داغلار گولو) - Mountain Servants
Region: Azerbaijan
Name Meaning: "Mountain Ghoul" (Turkic-Persian mix)
Behavior: Guards specific mountains. Attacks intruders but leaves residents alone.
In Némand:
- Tier: 2-3
- Territory: Bound to specific peak. Cannot leave. Power increases with altitude (closer to peak = stronger).
- Alignment: Neutral (not evil, just territorial)
- Negotiation: Can be bargained with. If shown respect and legitimate purpose, allows passage. Thieves/raiders get attacked.
Kuh Mir (کوهمیر) - Mountain Lord
Region: Chaharmahal & Bakhtiari
Domain: Mountain governance, peak protection
In Némand:
- Tier: 3
- Mountain-Consciousness: Literal embodiment of mountain's accumulated consciousness. Rock and awareness merged.
- Immortal: Cannot be killed (would require destroying entire mountain). Can only be appeased or avoided.
- Climber's Respect: Those who climb with reverence, leave no trace, honor peak—Kuh Mir allows. Those who litter, deface, show arrogance—Kuh Mir creates rockslides.
Forest Guardians
Jangal-Khos (جنگلخوس) - Forest Terror
Region: Gilan (Caspian forests)
Domain: Dense forest protection
Behavior: Attacks loggers, hunters who take too much. Ignores those gathering sustainably.
In Némand:
- Tier: 2-3
- Alignment: Neutral (nature protection)
- Power: Controls forest—trees move to block paths, branches strike like whips, roots trip and entangle.
- Judgment Mechanism: Senses intent. Coming to hunt for food = allowed. Coming to clear-cut for profit = attacked.
Story Hint: Protagonist needs rare herb from protected forest. Jangal-Khos blocks path. Must explain purpose aloud, show respect, promise to take only what's needed. Tests communication with non-human intelligence. Success = herb granted + safe passage. Failure = forest becomes maze.
Gotu Karsanli (گُتو کَرسَنلئ) - The Forest One
Region: Golestan
Details: Forest spirit (sparse information suggests minor guardian variant)
Tier: 1-2
Desert Consciousness
Doranj (دُرَنج) - The Desert Mirage
(Detailed in "Shape-Shifters & Liminal Beings")
Summary: Creates false oases. Div of desert that feeds on thirst and deception.
Pagonde / Yeti (پاگنده)
Region: Golestan, Mazandaran, Tehran
Alternative Names: Abarsangi, Dalangisu, Hilang-sini, Yeti, Sasquatch, Gabr, Bigfoot
Appearance: Large ape-like humanoid, covered in hair
Behavior: Reclusive. Avoids humans. Lives in remote mountains/forests.
In Némand:
- Tier: 2-3
- Alignment: Neutral (not aggressive unless threatened)
- Nature: Possibly proto-human from previous cycle OR div-corrupted ape OR separate species that developed consciousness independently.
- Intelligence: Near-human. Can use tools, understand speech, but doesn't speak.
- Consciousness: Has soul (observable with Didār). Registers on consciousness-devices. NOT div—actual living being.
- Tragic: Last of its kind? Hiding from humans who hunt it? Potential for sympathetic encounter.
Story Hint: Protagonist tracking div through mountains. Encounters Pagonde. Realizes it's NOT div—different consciousness signature. Pagonde is also hunting same div (protecting its territory). Temporary alliance. Shows that "monster" categories aren't simple. Some "creatures" are potential allies if approached correctly.
Urban Spirits
Eyvanoo Ghoul (غول ایوانو) - The Porch Ghoul
Region: Hamadan
Domain: Porches, entryways, thresholds of homes
Behavior: Haunts specific porches/entryways. Territorial but not usually lethal.
In Némand:
- Tier: 1
- Threshold Entity: Exists at boundary (outside/inside). Feeds on hesitation, fear of entering.
- Weakness: Confident entry banishes it. Hesitating strengthens it. Literally feeds on doubt.
- Homeowner Defense: Blessing doorway with Arouda talisman or marking threshold with protective sigils prevents Eyvanoo.
Location-Based Encounter Design
When protagonist enters new region/location:
- Identify Terrain: Mountain, forest, desert, urban, water
- Select Appropriate Entity: Each terrain has typical spirits:
- Mountains: Kuh Mir, Daghlar Gulu, Owj
- Forest: Jangal-Khos, Pagonde, Gotu Karsanli
- Desert: Doranj, Ghool-e Biaban, Nasnaas
- Water: Busalame, Abd Almay, Baba Darya
- Urban: Eyvanoo, Div Fragments, household spirits
- Establish Relationship: First encounter teaches rules. Breaking rules = punishment. Following rules = safe passage or aid.
- Regional Authenticity: Use actual Persian geography. Zagros Mountains = specific spirits. Caspian forests = different ones.
Environmental Storytelling: Location-bound entities make world feel inhabited. Each place has history, rules, guardian. Traveling isn't just changing scenery—it's navigating different spiritual territories.