
Playing a monster in Xalthea comes with a unique set of expectations. By choosing this path, you acknowledge that your character may be targeted as part of quest content. This does not mean your story ends—unless you choose it to. Monster PCs help reduce the need for extensive NPC creation while still allowing for rich, personal storytelling. This does not make you a NPC you do not have responsibilities you play just the same as any other character. Those who play a Monster must have a open mind.
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No one is required to play a monster, but they must follow these rules should they choose to.
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Threat Levels & City Presence
Monsters are assigned threat levels by the Adventurers Guild:
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Low Threat: May often roam the city and be left allone, if not causing trouble or forming hordes.
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Mid to High Threat: Will likely draw attention and/or retaliation—especially high-threat entities or groups
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Varied Threat Level is evaluated on a case by case basis.
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A Normal Blue Slime for example would likely be considered a Low Threat while a Slime Gluttonia a High Treat.
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Some monsters may be able to disguise themselves. Others, especially those without human or demi forms, may be met with force at the gates. This is by design—most monsters are considered common threats. Creativity is encouraged when navigating city spaces there are many ways to 'disguise' ones self.​
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Quest Mechanics and You
Common Quests are based on species, not individual characters.
What does this mean? That means perhaps a group has a quest to gather so many goblin ears the party sees a goblin they engage. It's not personal so dont take it that way your story is not gonna end.
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Named quests may occur if a monster becomes a notable nuisance.
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Quests are designed to enrich the community, support guild activity, and foster character development. These can be as simple as get a tuft of fur from said monster but can also result in full of battles of epic nature.
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Monster PCs who participate in quests—win or lose—receive experience for their involvement
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Defeated monster PCs may respawn after a cooldown period:
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Common Quest - 24 hours (1 days)
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Named Quest - 72 hours (3 days)
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​Respawning:
Respawned monsters may return as the same entity or narratively a new one (without changing the avatar itself, with a different name and background, rerolling), but will not retain memory of who defeated them regardless of the route chosen. Quests are not meant to be a endless cycle of hate.
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Factions & Roles
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Monsters cannot join or lead official city guilds or hold city leadership roles
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The guild gauging crystal will reveal hidden monsters attempting to infiltrate guilds or offices in a official capacity.
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Monsters may form their own factions!
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They may act as mercenaries, infiltrating Adventurer parties to help or hinder!
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Perception & Morality
These rules do not imply that monsters are innately evil.
Monsters are seen as potential threats, not villains by default.
A dire wolf may live peacefully near a village, but if a child wanders into its den, the villagers will see danger—not nuance.
A kirin may be noble and wise, but hunting one for its horn turns it into a danger as it wont just lay down and let you take it.
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Monsters can enter the city—some masquerade be it by costume or transformation, some are tolerated, and some are simply bold. Their reception depends on behavior and perceived threat level.
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Rules of Play

