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Post by KayKay on Feb 28, 2018 8:21:06 GMT
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Post by KayKay on Feb 28, 2018 11:52:28 GMT
Name: Hybrid Airships Homeworld: Earth CH-42 Description: First developed in the year 29 AC by the Anemoi Corporation, hybrid airships combine the aspects of both lighter-than-air airships and heavier-than-air vehicles such as airplanes and hovercraft. Hybrids gain their lift through helium buoyancy as well as rotating blades or repulsion engines. Aeordynamic shaping provides balance, speed, and additional lift. Faster than any airship before them and capable of carrying between 50 to 60,000 tonnes, hybrids also incorporate durable cushions in place of traditional landing gear, allowing them to land and take-off in even the most remote regions, without the need of a landing pad or a ground crew. Contrary to popular belief, airships are traditionally resistant to attacks. They are almost impervious to bullets, rockets, artillery shells, and missiles, which will pass straight through the fabric of the ship's gas cells with very little helium loss. Even in the event of severe damage, such as the tearing from a monster's claws, the helium is strategically spaced out beneath the cover into nine or more individual cells. In the event all cells are terribly damaged, the hybrid is capable of coasting several dozen kilometers using its repulsion engines and aerodynamic design before making a crash landing. The fabric of the cells and cover themselves are further coated in a thin envelope of fire retardant metal fibers. Since Saberdex Industries absorbed the Anemoi Corporation in 52 AC, the metal frames of the repulsion engines, cargo area, cabin, and corridors have been made of nanosteel for additional protection – though this is not true of civilian craft. It is this level of durability and safety, beyond their incredible cargo capacity, that has caused hybrid airships to largely replace airplanes on Earth CH-42. In a world where flying terataurs often outpace the fastest jets, the ability to take a beating from a passing terataur has gained priority over speed and maneuverability. There exist four main types of airships on Lemuria. Anemoi Civilian-Class Passenger Ships:
Length: 66-110 meters Height: 20-30 meters Width: 34-50 meters Weight: 80-140 metric tons Description: Passenger ships come in two general varieties: common and luxury craft. The former is the most common airship on Lemuria, and has taken the role of a primary transport between distant cities and settlements. Its interior is not unsimilar to that of a navel ship designed for the transportation of civilians: It consists of two to four low-ceiling decks, depending on the size of the ship. Most of the space consists of hallways bordered by doors leading to rooms occupied by the ships passengers. Each room is considerably smaller than the average hotel room, and contains at least two bunk beds, a bathroom, and a small window. The bottom deck contains a dining area for the passengers. Behind locked doors is the main cabin – a more luxurious space with wide windows – which is made up of a single floor. It contains the cockpit, a bathroom, and the flight crew's rooms. From the main cabin, two long maintenance corridors can be traversed the length of the ship. These lead to the turbines or repulsion engines, in the event of damage. Luxury varieties are far larger than the common passenger ship. At up to 110 meters in length, these ships sacrifice much of their passenger space for larger rooms and entertainment facilities, often including multiple dining areas, a swimming pool, a theater, a pub, and at times even a casino. These are first and foremost pleasure crafts. Only two exist on Lemuria – one is currently stationed in London, the other in Mival City. Smaller passenger ships can be piloted by a single person. Larger ships and luxury ships require at least two pilots. Luxury ships are considerably slower than their smaller counterparts. Their average cruising speed is 80km/h, with a top speed of 155km/h. Small passenger ships designed to ferry people to different locations as quickly as possible travel at a cruising speed of 150km/h, with a top speed of 305km/h.
Anemoi Industrial-Class Ultra-Heavy Cargo Ships:
Length: 200 meters Height: 49 meters Width: 80 meters Weight: 980 metric tons Description: While they resemble their smaller civilian cousins, the interior of cargo ships is made up in bulk of the cargo hold. The cargo-hold is made up of four payload decks, each of which measure at 91 by 14 meters, with a ceiling height of 5 meters. The flight cabin is much larger, as it contains everything the crew requires for the flight. It is made up of three level. The top level contains the crew's rooms and living area, the center level contains the kitchen, storage, and dining area, and the lower level contains the flight deck. Each level can be accessed by a flight of stairs. Unlike their civilian counterparts, the cargo-hold, main cabin, maintenance corridors, fuel rooms, and repulsion engines are protected by a layer of nanosteel.
Cargoships are heavy and slow craft, cruising only at 150km/h with a top speed of 230km/h. They are rented out to other cities by both London and Saberdex Industries to aid in shipping large loads across the continent. Many who can not afford to pay for a flight ticket often attempt to stow away in the cargo-hold of these behemoths.
Saberdex HDS-62 Colossi Drop Ships:
Length: 310 meters Height: 80 meters Width: 140 meters Weight: 2600 metric tons Description: *pending*
Saberdex HAS-68 Assault Ships: Length: 180 meters Height: 45 meters Width: 70 meters Weight: 850 metric tons Description: *pending*
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Post by KayKay on Mar 30, 2018 15:23:03 GMT
Name: Luxocorpus
Homeworld: Earth-CH42 Mundus Range: Tartarus
Height: 2.5 to 3.8 meters (8 to 12 feet Length: 19 to 23 meters (62 to 75 feet) Mass: 120 to 145 metric tons Bioteratic Level: 0.05 TW to 0.07 TW Top Speed: 15/km per hour
Description: A luxocorpus is a small, arboreal worm-like terataur. Their rubbery skin is pale and semi-translucent, enabling full view of the terataur’s digestive system, silver circulatory system, and bioluminescent glands. These glands, located around and behind the creature’s head, give off a constant blue glow. The luxocorpus carries itself on ten stumpy clawed legs located behind its head, and its tail is lined with fine sensory hairs capable of detecting movement up to seven hundred meters away. Its blind head boasts a pair of fearsome mandibles strong enough to chew through the wood of a tartarian tree given time.
Info: Found only in the understory of Tartarus, luxocorpus are little known within the scientific community. None have been observed in the wild – all knowledge gained of these teretaurs has been from gathering the occasional half-eaten carcass from the Mediterranean Sea, which borders tartarus proper. It is theorized they were dropped by arboreal predators.
Behavior: Luxocorpus chew holes into the branches of tartarian trees, where they hide throughout the day. At night, expose only their heads and intensify their glow. Luxocorpus often live in large clusters, creating a beautiful display of bioluminescence throughout the Tartarus understory. This beauty hides a dark secret, however – luxocorpus are voracious ambush predators. Hanging from their branches a forest’s worth of glue strands, luxocorpus lure in prey with their bioluminescence until they are trapped within the glue. Although small for a terataur, a cluster of luxocorpus can quickly overwhelm larger prey as they chew into the terataurs body, often devouring the helpless creature alive.
Threat Level: Luxocorpus do not actively hunt humans. However, they are completely blind, and rely on their hairs to sense movement. A human trapped in a luxocorpus’ glue can be easily mistaken for prey.
Abilities: – Glue: The luxocorpus is a trapping predator, hanging a small forest of glue strands down Tartarus’s understory branches. Often reaching over one hundred meters in length, the glue is translucent and difficult to spot, and carries an extraordinarily powerful adhesive capable of trapping terataurs far larger than the luxocorpus – they have been known to capture 15,000 ton velocispira in mid-flight. The glue loses its adhesive properties when exposed to hot water, allowing creatures as small as humans to free themselves. – Jaws: The mandibles of a luxocorpus are thickly built, designed to chew through hide far thicker than their own and burrow holes through tartarian wood. They can bite with a force over fifty times their own weight, ton-for-ton the strongest of any terataur on record. – Hide: Like all terataurs, the tissues of luxocorpus are extremely difficult to pierce, though their hide is thankfully paper-thin. They can conceivably withstand high caliber bullets and light artillery. – Terataur Traits: As significantly energized bioteratic organisms, the silver blood of a luxocorpus naturally emits an electromagnetic field. Used to prevent the terataur from sinking into soft earth and to allow it to withstand the effects of gravity, the field also acts as a shield from physical projectiles; although it may only deflect objects traveling beyond 900 feet per second. The electromagnetic field of a luxocorpus is extremely weak, completely unable to deflect masses beyond ten metric tons or projectiles from medium to heavy artillery, and only slowing down light artillery. Like all terataurs, luxocorpus is highly resilient to poisons and diseases, and it lacks an excretory system and respiratory system. Luxocorpus is capable of slow regeneration, repairing minor injuries within hours, and major injuries within days. A terataur’s bioteratic regeneration makes it extraordinarily difficult to permanently kill without the use of aethereal or nethereal force directed into its bioteratic heart. In Lemuria, the energies responsible for the arrival of Tartarus has disrupted this protection: any blow to the bioteratic heart has the potential to kill a terataur, although aethereal and nethereal attacks remain the easiest methods.
Weaknesses – Luxocorpus are not designed for sustained combat. They are trappers that prefer to dine on helpless prey. Luxocorpus are slow, small, and extraordinarily fragile for a terataur, and lack much offensive capabilities. – The hairs of a luxocorpus only sense vibrations up to seven hundred meters away. They are completely blind and unaware of dangers beyond this range.
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Post by KayKay on Mar 30, 2018 16:20:59 GMT
Name: Brachypteryx Alternative Names: Leaf Hopper, Brittox (used by the Va’Gatti)
Homeworld: Earth-CH42 Mundus Range: Tartarus
Height: 7.5 to 9 meters (25 to 30 feet Length: 9 to 12.5 meters (30 to 41 feet) Mass: 42 to 54 metric tons Bioteratic Level: 0.02 TW to 0.03 TW Top Speed: 36/km per hour
Description: Brachypteryx are small insect-like terataurs that resemble grasshoppers or mantises with tall plate-like wings that rest vertically from their back. These wings look exactly like massive leaves, allowing the brachypteryx to blend into the canopy of Tartarus where it resides. The brachypteryx possesses strong hooked forelimbs, ideal for finding a hold on bark and pulling small leaves towards their jaws. Three smaller legs follow behind it, along with a fifth pair of read hind legs shaped similarly to a grasshopper’s. Two long antenna curl from its head to double its usual body length, and a sharp stinger tips the terataur’s abdomen. The brachypteryx is various colorful shades of green, though it possesses color changing abilities in its wings to blend in with leaves of other colors.
Info: Residing in the canopy of Tartarus, brachypteryx represent one of the largest populations of all terataur species. Countless individuals flood the trees above, serving as a vital component of the canopy’s (and occasionally the understory’s) food chain.
Behavior: Brachypteryx are herbivores that feast on the very leaves they mimic. Tiny for terataur standards and possessing little in the way to defend themselves, brachypteryx will hide from or flee from most conflicts. A predator that sniffs them out are often subjected to hundreds of brachypteryx leaping out from the surrounding trees as they scatter in all directions in a panicked attempt at escape. Only if their larvae are threatened will brachypteryx fight back, using their small size and powerful forelimbs to latch on where a predator can’t reach and using their stingers to drive it off.
Threat Level: Brachypteryx are among the least dangerous of all terataurs. They are too small to cause significant collateral damage, and possess no predatory instincts. Their greatest danger comes from the winds generated by their flapping wings; they are likely to accidently blow a human off the canopy branches if startled.
Abilities: – Camouflage: The wings of a brachypteryx offer it excellent camouflage in the canopy of Tartarus, allowing the terataur to disguise itself as a leaf. – Escape: If spotted by a predator, a brachypteryx will use its powerful hind legs to leap away. A brachypteryx can leap over three hundred meters, and its wings allow it to glide across the canopy even further. A brachypteryx can fly at a top speed of 450km/h. – Stinger: Its only weapon, the stinger of a brachypteryx is about four feet long and as hard and sharp as a nanosteel blade. It is not venomous. – Chitin: Although not especially armored by terataur standards, the brachypteryx is covered in protective chitin. This offers far more protection than a softer skinned terataur of similar size. A brachypteryx can deflect bullets and light artillery with its armor – even a nanosteel knife will have difficulty breaking through without sufficient force behind it. Its joints and its wings are less protected, however. – Terataur Traits: As significantly energized bioteratic organisms, the silver blood of a brachypteryx naturally emits an electromagnetic field. Used to prevent the terataur from sinking into soft earth and to allow it to withstand the effects of gravity, the field also acts as a shield from physical projectiles; although it may only deflect objects traveling beyond 900 feet per second. The electromagnetic field of a brachypteryx is extremely weak, completely unable to deflect masses beyond two metric tons or projectiles from any kind of missile or artillery. Like all terataurs, brachypteryx is highly resilient to poisons and diseases, and it lacks an excretory system and respiratory system. Brachypteryx is capable of slow regeneration, repairing minor injuries within hours, and major injuries within days. A terataur’s bioteratic regeneration makes it extraordinarily difficult to permanently kill without the use of aethereal or nethereal force directed into its bioteratic heart. In Lemuria, the energies responsible for the arrival of Tartarus has disrupted this protection: any blow to the bioteratic heart has the potential to kill a terataur, although aethereal and nethereal attacks remain the easiest methods.
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Post by KayKay on Apr 20, 2018 4:57:46 GMT
Name: Lepidocervus Alternative Names: Stilt Stalkers
Homeworld: Earth-CH42 Mundus Range: Tartarus
Height: 30 to 35 meters at the shoulder Length: 120 to 140 meters Mass: 1,600 to 2,300 metric tons Bioteratic Level: 0.79 TW to 0.82 TW Top Speed: 1400/km per hour
Description: ‘Scaled deer,’ does little to describe the oddity that is lepidocervus. This terataur has a short, stout body that sits atop six spindly giraffe-like legs that make up two thirds of its height. These legs end in small cloven hooves, curved at the edges like claws to allow lepidocervus a better grip while navigating rough terrain at high speeds. These hooves resemble human fingernails – they are unusually thin, and beneath them is a thickly padded foot that absorbs the sound of the lepidocervus’ footfalls and ensures a high degree of stealth that defies its massive size. Lepidocervus has a long curved neck like an ostrich, and an even longer tail built like a bullwhip. Its snout is long and narrow like an anteater’s, and lepidocervus lacks any true mouth. A needle of bone, no more than a few inches in diameter, protrudes from the end of its snout, attached to high-tension elastic tendons and sinew curl beneath the terataur’s chin – this is a proboscis capable of shooting out to thirty meters like an organic harpoon. Lepidocervus has two narrow compound bands for eyes, a glistening black that contrasts with its pale, scaly skin. Four long feathery antenna curl from the back of its skull, and quill-like spines trail its vertebra down to half the length of its tail. Lepidocervus have bioluminescent tissues just beneath their thin scales, giving them a ghostly blue glow at night that has given rise to the superstition that these creatures are dark specters. Females are significantly larger than the males, and their needle-like proboscis is reinforced with bone.
Info: Lepidocervus is a stealthy nocturnal creature of the forest floor. They display a bizarre sexual dimorphism; females are predatory bloodsuckers, while the smaller males are comparatively placid herbivores.
Behavior: Female lepidocervus rely on their stealth to creep up on sleeping prey. Often hunting in groups, female lepidocervus will inject their prey with a paralyzing venom and drink their blood at their leisure. They are fairly aggressive, and particularly ravenous when pregnant or caring for young, as they must find enough food for themselves and their children. However, they will still flee when faced with a larger predator such as a lycotyrannus. The smaller and more placid males, on the other hand, are herbivores that require a healthy diet of nectar, and use their proboscis to feed on low-growing flowers and pods of tartarus. It is not unheard of for females to prey upon the males, making courtship a dangerous process that should only be attempted when the female is well fed. During daylight hours, lepidocervus will nest beneath the twisted roots of tartarian trees, out of sight of diurnal predators.
Threat Level: While males are largely harmless to humans, not considering the deafening cracks of their whip-like tails, females are considered among the most dangerous terataurs. While draining their prey of blood rarely results in the death of even a small terataur, their poor eyesight and high aggression can easily cause them to instinctively harpoon, paralyze, and drain humans of their bodily fluids.
Abilities: – Speed: Lepidocervus are incredibly swift in spite of their size, easily darting over and under the twisted roots that make up Tartarus’s forest floor. Across an open plain with no obstacles to dodge, a lepidocervus can reach a top speed of 1400/km per hour. This speed is used to escape threats rather than chase down prey, as females prefer to hunt the sleeping. – Stealth: Thick pads beneath their hooves allow lepidocervus to move with unnatural stealth, enabling them to evade predators or creep up on sleeping targets. – Proboscis: While the proboscis of male lepidocervus is designed for nothing more than drinking nectar, the proboscis of the female has a sharp tip reinforced with bone. Capable of shooting out to thirty meters like a harpoon and piercing the flesh of a terataur, this proboscis carries a venom that disrupts the nerve endings of a creature’s body, causing muscle paralysis for anywhere between ten minutes to ten hours, depending on the size of the target and the amount of venom injected. – Sonic Crack: Both sexes of lepidocervus have a long, thin tail that makes up over half their body length. The tip is stiff and reinforced with bone, allowing it to be used as a whip that can create deafening cracks when swung. These can burst unprotected eardrums of nearby humans and stun a smaller terataur, allowing the lepidocervus time to escape. – Antenna: The four feathery antenna atop the lepidocervus’s skull allow them to perfectly pinpoint heat signatures in the darkness of nightfall, and are particularly sensitive to changes in air pressure. This gives the lepidocervus extreme awareness of its surroundings, preventing it from being ambushed by larger nocturnal predators. – Hide: The scaly hide of a lepidocervus provides this terataur with moderate protection for its size. It is capable of deflecting the slashing claws and piercing fangs of other giants, and can easily withstand conventional artillery and heavy explosives. Larger creatures however can still overpower this defensive hide without much exertion, however. – Terataur Traits: As significantly energized bioteratic organisms, the silver blood of a lepidocervus naturally emits an electromagnetic field. Used to prevent the terataur from sinking into soft earth and to allow it to withstand the effects of gravity, the field also acts as a shield from physical projectiles; although it may only deflect objects traveling beyond 900 feet per second. The electromagnetic field of a lepidocervus is moderately effective, capable of deflecting masses weighing up to ten metric tons, and providing protection from most forms of conventional weaponry save for specialized devices, such as MOPs, Bioteratobaric warheads, and exceptionally powerful explosives. Like all terataurs, lepidocervus is highly resilient to poisons and diseases, and it lacks an excretory system and respiratory system. Lepidocervus is capable of slow regeneration, repairing minor injuries within ten to twenty minutes, and major injuries within a few hours. A terataur’s bioteratic regeneration makes it extraordinarily difficult to permanently kill without the use of aethereal or nethereal force directed into its bioteratic heart. In Lemuria, the energies responsible for the arrival of Tartarus has disrupted this protection: any blow to the bioteratic heart has the potential to kill a terataur, although aethereal and nethereal attacks remain the easiest methods.
Weakness: – Lepidocervus are lightweight, thinly built and relatively frail by terataur standards. Despite their protective scales, they cannot stand up to the assault of larger creatures.
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Post by KayKay on Jun 15, 2018 2:08:28 GMT
Name: Fossegrim Homeworld: Myytharr Mundus Range: The Brume Height: 5'5" to 6'4" Mass: 120lbs to 210lbs Top Speed: 16mph Description: Fossegrim are an entirely male race; although they are capable of assuming the form of a female if they desire. They may appear as any humanoid they have knowledge of, though in their natural form a fossegrim resembles a male elf with pale blue skin and shoulder-length white hair. Fossegrim do not wear clothing, and have the lanky, fit build of a professional swimmer, though they are no stronger than a human of similar size and stature. They are considered highly attractive beings by traditional social standards, with the exception of their knife-like teeth and often unnerving eyes, which are entirely black. The unseelie fossegrim of the Brume may carry more unusual mutations due to their hybrid heritage: unusual teeth, claw-like nails, prehensile hair, tails, wings, fins, or unusual skin tones. These mutations are often hidden through the fossegrim' shapeshifting abilities, however, making determining a fossegrim' seelie or unseelie status a difficult prospect. Info: Known for their fantastical musical abilities and their love of song and dance, fossegrim are unpredictable water spirits. Found in ponds and behind waterfalls, fossegrim greatly enjoy lively conversations in which they may trade knowledge for knowledge and revel in song and dance and hedonistic celebrations. However, they are also predatory by nature, and a hungry fossegrim will not hesitate to use its charms, its looks, and its music to lure in human victims to drown and feed on. A fossegrim's hunger can be peacefully sated by providing it with a meal; if it deems the offering delicious, a fossegrim will not attack and will even offer its would-be prey a gift in return for its services. Some scholars believe fossegrims are the male equivalent of the all-female nymph race, fellow water spirits, though such claims have not been proven. Threat Level: A hungry fossegrim is a serious threat to any traveler that happens by their ponds. Even if they aren't looking for a meal, fossegrim are still unpredictable as with many fairies, and thus should be treated with caution even in their friendly moods. Abilities: – Enchanting Music: A fossegrim is never seen without its harp or fiddle. Weaving its magic into the notes it creates, the fossegrim can create a hauntingly beautiful harmony capable of enthralling the minds of intelligent creatures. Those affected are often filled with desire or lust for the fossegrim, and are magically compelled to rush towards. As expected, this magic is weakened if the fossegrim's target is not normally attracted to the gender or species of their current form. Once they are within the fossegrim's reach, the fairy will attempt to drown them with a kiss. – Water Spirit: A fossegrim has minor control over water, using it to buffet and push back attackers. It is also capable of becoming invisible while submerged in water, allowing it to hide itself from threats. The most dangerous use of this ability however, is the fossegrim's ability to fill a victim's lungs with water by touching their lips, usually with a kiss. This is its primary method of drowning and killing its prey. – Shapeshifting: Fossegrims are capable of minor shapeshifting, assuming the forms of any humanoid they know of similar size and mass to their own. They often use this to take on pleasing forms to lure their prey to their doom. – Winter's Touch: Fossegrims are usually born in winter, nurtured beneath the ice in a womb of water like nymphs, until emerging as an adult in spring as the waters melt. As with all fae, they are gifted abilities corresponding to their season's birth. Fossegrim's exhibit such perfect beauty that their chilling presence renders non-fey unnerved and uncomfortable. This strange form of fey magic increases in potency within five feet of the fossegrim, clouding the minds of others and dampening their reaction time, leaving them remarkably more susceptible to their magic.
– Fair Folk Traits: Like most fairies, fossegrim are highly resistant to mind-affecting abilities and enchantments, and move with unnatural fluidity and grace. They are highly resistant to physical damage, though iron burns their skin and cold iron bypasses these defenses entirely. A fossegrim cannot be permanently killed unless it is slain by a cold iron weapon, or else it will return fully formed within a month. Weakness:– As dryads are to their trees, a fossegrim is magically bound to its pond or waterfall. It cannot travel more than a mile from its lair, or else it becomes weak and sickly. – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Jul 10, 2018 23:01:57 GMT
Name: The S.E.D.D Military Description: First established in 20 AC under the name of I.T.D.D, and later renamed the Sentinel Engagement and Defense Division in 45 AC, the S.E.D.D is an international military organization. Its soldiers, unlike in most armies, are trained specifically to combat massive creatures such as terataurs. Although they are trained in engaging human foes and defending the S.E.D.D citadels and airfields, the bulk of their training is centered on vehicular combat and maintenance, as there are no handheld weapons capable of injuring a terataur. The S.E.D.D naturally has a wide array of military vehicles at its disposal.
S.E.D.D Soldier: The active soldiers of the S.E.D.D usually serve one of two rolls: Security Personal, tasked with protecting the citadel and airfields; and Armored Soldiers that serve as crew member or pilots for armored fighting vehicles. Since their arrival to Lemuria, a new third class: the S.E.D.D Marine, has come up in response to the dangerous wildlife and locals. These new soldiers often carry heavier firearms, are trained to combat smaller threats, and are outfitted in HEIRESS Security Systems. Abilities: – Firearms: All S.E.D.D soldiers are trained in the use of firearms, but only marines carry heavier weapons such as explosives or fully automatic weapons. – HEIRESS Security System: Resembling a hard-edged backpack attached to a vest worn over the clothes, HEIRESS Security Systems carry an internal battery powered by the citadel's bioteratic reactor. Using electromagnetic field-shaping technology, the HEIRESS System (or Hyposensitized External Iron-Responsive Electromagnetic Shield Screen) creates a screen of electromagnetic energy over the wearer, that is highly responsive to iron and iron-based metals. The field can dampen the effects of bullets and shrapnel with iron-based components, deflect blades, and even protect against the claws and fangs of wildlife or the punches of another human by repelling the trace iron in their blood. The reaction of an electromagnetic field this powerful requires a lot of energy, and even operating on bioteratic energy these security systems only have a total operating life of four hours. Only marines carry these.
M89–VPC Armored Personal Carriers: These vehicles, nicknamed APCs, are heavy four-wheeled armored vehicles roughly the length of a bus. They can reach speeds of 87 km/h (54mph) and are designed to quickly and safely transport troops. Their outer armor is a layer of nanosteel, capable of taking artillery fire without a scratch and protecting them and their occupants against extraordinarily heavy assaults.
M418 "Beagle" Main Battle Tanks: Unlike most tanks, the Beagle is lightly armored and designed for speed and maneuverability – no amount of armor will protect against the assault of a terataur. The Beagle has a weight of just 24 tons and can reach speeds of 103km/h (64mph) in six seconds, easily making it the fastest tank in the world. It also carries an impressive amount of firepower: its 220mm autonomous turret can rotate at 360 degrees and utilizes laser targeting to fire nanosteel tipped shells that can penetrate up to 60 meters of solid rock. While the electromagnetic fields of larger terataurs can easily deflect such projectiles, the Beagle is adapt at injuring small terataurs like brittox, and its speed allows it to distract larger creatures and lure them away from populated areas. The Beagles are very lightly armored however; even a well placed grenade can cripple the vehicle.
Sikorsky MH-11Y "Avenger" Assault Helicopters: The Avenger is one of the fastest and most maneuverable attack helicoptors, due to it's two main rotor blades. Its armor is capable of withstanding 40mm rounds. The Avenger is armed with a 30mm cannon and twelve 23kg bioteratobaric rockets*, each with a yield roughly five tons of TNT. Designed to draw the attention of terataurs and lure them away from populated areas, the Avenger is now considered outdated and has taken a back-seat in favor of the TX68 Gunship. *Note: Bioteratobaric explosives are specialized explosives that utilize batteries charged with bioteratic energy from the citadel reactor. When these weapons detonate, a contained sphere of bioteratic energy both amplifies and contains the explosive impact into a radius only a tiny fraction of the explosive yeild's size. This makes bioteratobaric explosives poor splash weapons, but ideal for delivering explosive power of exceptional magnitude in densely populated areas; and due to the contained nature of the explosive they are capable of penetrating the toughest armors. The use of bioteratic energy further enhances their power against living creatures just as a sentinel's punch, making them ideal weapons to use against terataurs.
TX68 "Firefly" Gunships: The successor to the Avenger assault helicopter, the Firefly, a VTOL gunship that is capable of transforming between a hover mode and a jet mode. This makes the Firefly an outstandingly flexible aircraft capable of performing a wide variety of missions. Unlike a helicoptor, a Firefly gains its lift through powerful plasma turbines that grant it an increased weight capacity. It is armed with no less than thirty-six 50kg bioteratobaric homing missiles, each with a yield of eleven tons of TNT. The Firefly is capable of firing six of these homing missiles at once before its automated systems must reload. The Firefly's primary weapon is a six-barreled 40mm rotary canon that can chew through enemy aircraft and smaller monsters, though it's largely ineffective at diverting the attention of a terataur even with nanosteel rounds. The rotary canon can fire and aim independently while the craft is in hover mode, allowing it to easily sweep land-bound targets. Fireflies are quick and agile and in jet mode can reach speeds of Mach 5.7.
A6B05 "Hailfire" Trucks: *pending*
F/T-77 "Stinger" Fighter Jets: *pending*
SBXX "Tien" Strategic Bombers: *pending*
Saberdex MBT-AW59 "Scorpion" Adaptive Battle Tanks: *pending*
Saberdex T-13 "Titans": *pending*
Saberdex HAS-68 Assault Ships: *pending*
Saberdex HDS-62 Colossi Drop Ships: *pending*
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Post by KayKay on Jul 12, 2018 21:11:48 GMT
Name: Dryad Homeworld: Mytharr Mundus Range: The Brume; sparse populations in the Wolf Woods and the rainforests of Farrago Height: 4’8” – 6’2” Mass: 70lbs – 160lbs Top Speed: 20mph Description: Dryads are among the most ancient of the fair folk; legends say they are as old as the first tree that sprung up from the earth. A dryad resembles an athletic female humanoid in its basic build and shape, though one that appears to be a plant rather than an animal, with bark and wood in place of skin and branches and leaves growing from their scalps. Their wooden exoskeleton is artificial, however. Dryads are truthfully flesh and blood creatures, much like most other nymphs, who use a combination of sap and magic to ritually glue dead wood, bark, branches, and leaves to their skin, which is then returned to brilliant life by their own fae energy. This ritual offers the dryad a form of natural armor and camouflage, and also serves as an important cultural rite of passage for young dryads. Each dryad’s coating of wood and leaves has an appearance unique to their tree. The “hair” of a dryad is also vastly different between individuals; most having ropey vine-like dreadlocks, or hair like long waving grass. Some cover their hair in a wooden exoskeleton as well, bearing stiff woody helmets of twigs and branches atop their scalp. Many, depending on their tree, even have blossoms, flowers, and small fruits growing in their branches, due to the life giving energy a dryad carries. The eyes of a dryad are usually entirely black, though variations are known to exist. There are few dryads without an exoskeleton of wood and plantlife, those that exist are often young dryads that have not yet completed their rite of passage. Through these few individuals it is known that dryads behind their wooden armor resemble lean but muscular humanoid females with pale green skin and dark green hair, both of which grow an earthly brown during the winter season. Info: Dryads are among one of the many types of nymphs: female nature spirits that manifest to protect and sustain a small piece of the natural world. A dryad manifests when a rare tree (most commonly in highly magical areas, such as the Brume) first sprouts from the soil as a sapling. Unlike other nymphs, dryads do not manifest fully grown, but age alongside their tree, starting life as vulnerable infants. Dryads are thus extremely social fey, and newborn children are communally raised by a dryad community within their groves. Dryads will remain soul-bound partners and caretakers of their birth tree until the day the tree passes on. Upon the death of their tree, a dryad will also cease to exist, never to return as so many other fey often do. Dryads are therefore extremely protective of their forest homes, which has given the fair folk at large a reputation for being protectors of nature; in truth fairies are quite diverse in their behavior and actions. Indeed, lesser known is the dryad’s skill as hunters. Dryads are carnivorous and cannot subsist on photosynthesis alone. They are swift and silent in their forest home, and make excellent trackers, though they cannot stray far from their tree for longer than a day before their separation weakens and eventually kills the dryad. Dryads place a higher value on plantlife than animal life, and find the idea of building tools and shelter out of wood to be an unsettling and morbid thought. Thus, dryads build their bows and tools out of bone, tendon, stone, and hide. They do not build fires, and eat their kills raw. Since the Brume's arrival to Lemuria, dryads have started to appear in sparse numbers in both the Wolf Woods and the rainforests of Farrago, bonded to certain trees in those locations. Threat Level: Although a dryad can be easily offended by something as simple as a mortal with tools made of wood, they understand better than most fairies the value of life. They do not normally kill unless they are hunting or defending their home, and most prefer to simply avoid mortals that draw their ire. A friendly dryad is usually more trustworthy than other fey; their seclusion in dense forests leaves many quite curious about life in cities and mortal cultures. They value sharp senses and grace, and enjoy inviting particularly skilled mortals on hunts. One must take caution, however: a rare few dryads are bonded to carnivorous trees and will not hesitate to lure mortals to offer them as a meal. Abilities:– Hunters: Dryads are swift, silent, and elusive. It’s rare to find a dryad that does not wish to be found, and they can be deadly hunters. – Archery: Dryads have surprising strength and usually wield enchanted great bows crafted out of bone or ivory with strings or dry tendons. These bows are as tall as they are, and their arrows – long pointed shafts of bone – can often punch through steel armor. – Tree Nymph: As tree nymphs, dryads wield powerful magical abilities. They are capable of speaking to and commanding plantlife, binding enemies in grass, weeds, and bushes; causing trees to uproot and attack their foes; spraying dangerous thorns from their bodies; and even turning into trees as a disguise. They can even manipulate their own skin, growing hard armor-like bark on a whim. This bark is a magical boon gained as the result of completing a coming of age ritual, and it is rare to find a grown dryad without their exoskeleton of bark. – Enchantments: In addition to their ability to control plants, dryads are also capable of weak enchantment magic. This is the first line of defense for a dryad that doesn’t wish to hurt her enemies. They are capable of briefly clouding the minds to confuse others or magically charming mortals to making them more receptive to their suggestions.
– Spring's Touch: The unseelie dryads of the Brume are usually born in spring time, when the sapling of their chosen tree firsts pokes out of the earth. As with all fey, they are gifted abilities corresponding to their season's birth. A dryad can use the growth and energy of spring to restore the strength and stamina of themselves and their allies, allowing them to to work through otherwise exhausting trials. This same purifying growth is lethal to undead and necrotic creatures, often driving them away at the slightest touch.
– Fey Traits: Like most fairies, dryads are highly resistant to mind-affecting abilities and enchantments, and move with unnatural fluidity and grace. They are highly resistant to physical damage, though iron burns their skin and cold iron bypasses these defenses entirely. A dryad cannot be permanently killed unless it is slain by a cold iron weapon or its tree is killed, or else it will return fully formed within a month. Weaknesses:– A dryad is bound to its tree, and cannot stray more than three hundred meters from its tree for longer than twelve hours. If twelve hours pass, the dryad will fall ill, and in another twelve hours will eventually die. – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Oct 17, 2018 8:44:57 GMT
Name: Pixie Homeworld: Mytharr Mundus Range: The Brume Height: 9 to 14 inches Mass: 0.9lbs to 2.75lbs Top Speed: 27mph (flight) Description: Pixies are tiny fae, only eleven inches high on average. Though seelie pixies greatly resemble miniature humans, several millennia of strange interspecies breeding among the unseelie pixies has led to strange mutations over time. The pixies of the Brume resemble insects at a glance. Their limbs are thin and gangly, and they are covered head to toe in a thick layer of black fur. Their wings are broad and shaped much like a moth’s, covered in a layer of fine dark fuzz. Some believe the pixies of the Brume have no eyes, however, their small black, compound eyes are simply camouflaged by their equally dark fur. Beneath their fur, pixies are armored by a sturdy outer layer of glossy black chitin, allowing them to take a tremendous beating that belies their small size. Only their faces are made of softer skin, allowing them to express themselves non-verbally. Despite their similarities to arthropods, these pixies have an internal skeleton and are not considered invertebrates. Like many fey, pixies do not wear clothing. They do, however, have a fondness for decoration, and will adorn themselves in beautiful flowers, stones, paint, and jewels. Info: Widely feared throughout their homeworld and for good reason, pixies are among the most notorious of fairies. Home to dense forests far from civilization, such as the Brume, pixies are greedy and have an insatiable appetite for material wealth. Wealth in pixie society determines social status: a pixie with nothing more to show off than rare stones is considered little more than vermin by other pixies; those on top of the hierarchical ladder on the other hand have entire caves worth of treasures and trinkets, and are treated like queens and kings by their companions. Thus, any given pixie is always eager to increase their social standing, and is always on the lookout for new “treasures.” Pixies have different values of wealth than humans; rare metals are garish and worthless to them, and they have no use for coins. They find treasure in more obscure places: rare books, strange magic, unique trinkets, and colorful gems. Most valuable to them, however, are mortals. Pixies are hated and feared for their habits of preying on mortal travelers that pass through their forest home, using their magical arrows to knock their victims unconscious. Once they have bound their unconscious victim in a secluded cave (or even tree, if they have magically shrunk their prize) a pixie will create a potent concoction that will erase all memories of their new “pet”. The victim wakes up with no memory of their name, their past life, or their family; most will know nothing more than their life in servitude to their pixie master. A pixie never uses their mortal pet for manual labor; they are instead seen simply as a status symbol that can put the pixie heads and shoulders above the rest of her peers on the social ladder. Most pixies view mortals as nothing more than trinkets and will select their victims based on impressive skills, magical ability, physical beauty, or any oddities that might make them stand out from their collection. Many pixies mark their pets with a magical permanent rune, signifying their owners. Pixies are known well for their lively, jittery, excitable nature. Most can rarely sit still for more than a minute, and more than any other fey they are known for playing cruel tricks and pranks on any mortal lucky enough for the pixie to deem unworthy of their collection. Their mischievous nature and love of adventure often puts them at odds with other fae as well, particularly with the often sullen and no-nonsense shadow-fey. Threat Level: In spite of their tiny size, pixies are among the most dangerous faeries in the Brume in both deadliness and ill-intent. While their needle-like arrows cannot do much damage unless they find a particularly vulnerable target, pixies have powerful magical abilities and strong defences that allow them to trick, beguile, and capture creatures much larger than they. Even most unseelie pixies see mortals as little more than trophies to be enslaved and added to their collection of trinkets, and many non-fey – even druids – can find it difficult to reason with such beings. Those that succeed in diplomacy against a pixie often find themselves trapped in a fae bargain, as most pixies will only be willing to part with such prizes in exchange for goods or a service they they see as equal in value. Still, due to the incredible stealth of these tiny being, even the most silver-tongued of travelers can fall prey to the pixie’s magic before they can utter a single word. Abilities:– Pixie Dust Arrows: The signature weapon of the pixies are their special arrows, enchanted not with fae magic, but by their own “pixie dust” that collects on their bodies. The traits of their pixie dust varies depending both on the pixie’s heritage, and whether the dust has been collected from the dandruff-like particles on their hairy bodies or the powder of their moth-like wings. Most pixies only have access to two specific types of dust. - – Sleep Dust: The most common variant of pixie-dust, taken from the powder of their wings, is a dust that acts as a potent drug. When the needle-like projectile piercing a living creature, this dust attempt to drug the victim’s body with potent magic that can cause them to pass out instantly. The victim can be woken if physically disturbed from their sleep with pain; otherwise the magical drug lasts for five minutes. Pixies usually take this time to bind the arms and legs of their new plaything, so that they can administer an elixir that wipes away all memory of the prisoner’s former self. Larger creatures, or those with a particularly hardy body or immune system, are much more resistant to this dust, though an immunity to poison has no effect due to the magical nature.
- – Memory Dust: The second most common variety of pixie dust, memory dust is usually taken from the powder of their hairy bodies. This dust is harmless on its own, but is used as a vital ingredient to produce an elixir that can permanently erase the drinker’s memories, leaving behind the intuitive knowledge of only the languages they know and skills they have acquired through life. Because the elixir only works when ingested, this dust is useless in enchanting arrows.
- – Charm Dust: More rare than the former two, charm dust can be used to create perhaps the most dangerous of all pixie arrows. When injected into the victim, this magical dust clouds the victim’s mind with lies and deceit, mentally manipulating them to view the pixie as a trusted friend. This allows a pixie to simply persuade their intended trinket into drinking their memory-wiping drink, under the guise of a beneficial elixir. The effect lasts for ten minutes, though the victim retains free will and can immediately break free of the magic if the pixie or its allies behaves noticeably threatening or attempts to attack. Those of strong will can resist this magical effect.
- – Giggle Dust: Another uncommon, though thankfully less potent dust than charm dust, intelligent creatures struck by an arrow coated in giggle dust can have their minds overloaded with magical euphoria, causing them to physically collapse into fits of uncontrollable, maniac laughter, usually at the expense of anything else. Those of strong will can usually overcome this magic, even if they initially succumb to its effects, making it risky for a lone pixie to attempt a capture. Instead, these arrows are primarily used to temporarily halt an enemy’s advance or retreat.
- – Befuddle Dust: The rarest of all, befuddle dust has the ability to simply cloud a victim’s mind with magical energy, disorienting their thoughts and plaguing their senses with violent hallucinations and otherwise severely impacting their ability to fight back. As with giggle and charm dust, befuddle dust can be overcome by those with sufficiently strong minds.
– Invisibility: Although already incredibly stealthy on their own, pixies can render themselves completely unseen to the naked eye. This allows them to spring ambushes with their tiny arrows or toy with their prey from afar with their magical abilities. Combined with their tiny size, swift flight, and sharp reflexes, pixies can be frustratingly difficult to hit. – Magic: Pixies are formidable in the arts of fae magic, relying on illusions to trick and their mind-effecting magic to harass and capture their victims. Their most common method of attack is an invisible magical assault directly on their victim’s mind that can result in splitting migraines and confusion that worsen with each blast, aiming to break them down mentally and eventually rendering them unconscious. More dangerous, however, is the pixie’s ability to seize enough control of the victim’s mind to paralyze their limbs, holding them helpless so that they can be easily placed into a state of magical stupor with a second spell. If they wish to entertain themselves before going for the capture, pixies will try to make use of illusion magic to lead their prey away from their companions, or into traps, or simply harass them for their own amusement. If forced into a direct confrontation, pixies will resort to blasts of magical force that can punch holes in materials like arrows, animating small plants to ensnare their foes, or conduct a powerful electrical charge from their little bodies that have the potential to kill weakened beings. Lastly, pixies can attempt to magically trade sizes with a creature, growing to match their victim’s former height as their victim shrinks down to around a foot in height. Outside of slave-taking or combat, pixies can also create glowing blue fey lights, and can innately detect the inner light and darkness of other creatures. – Magic Resistance: The chitin of pixies is incredibly resistant to magical effects. They are nearly impervious to the magical abilities of other fae, including other pixies. Even the shadow-fae’s magic fails against their defenses more often than not. It takes a sufficiently powerful magician such as the Blind Queen to overcome the magic resistance of a pixie somewhat consistently. – Dance of the Grick: Pixies and grylls have good relations, and the two little fae races often interbreed on a regular basis. Some rare pixies with gryll ancestry have the ability to compel the bodies of mortals into acting against their owner’s will, forcing them to spring and frolic and gambol in a wild dance that can last as long as thirty seconds, leaving them incredibly vulnerable to attack. Thankfully, unlike their gryll ancestors, pixies cannot force their victims to dance for eternity. – Autumn’s Touch: As with all fae, pixies are gifted with powers corresponding to the season in which they were born. All unseelie pixies of the Brume are born in autumn, and as the trees shed their leaves bare, so pixies can shed any protective magical enhancements placed over an individual with a touch, provided they are strong enough to overcome the magic. – Fey Traits: Like most fairies, pixies are highly resistant to mind-affecting abilities and enchantments, and move with unnatural fluidity and grace. In spite of their tiny bodies, pixies are extremely resistant to physical damage, though iron burns their skin and cold iron bypasses these defenses entirely. A pixie cannot be permanently killed unless it is slain by a cold iron weapon, or else it will return fully formed within a month. Weaknesses:– Though pixies are remarkably tough for their tiny size, thanks to their incredible resistance to non-cold iron attacks and magic, they are still small and cannot take the sheer punishment that large fae can, should an attack penetrate their defenses. Depending on the severity of the blow, a pixie might drop after only a solid hit or two. – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Jan 7, 2019 2:48:04 GMT
Name: Satyr Homeworld: Mytharr Mundus Range: The Brume Height: 5’4” – 8’1” Mass: 130lbs – 890lbs Top Speed: 18mph – 24mph Description: Satyrs, like the fossegrim, are an entirely male race of fae. They are commonly confused with fauns, a smaller and gracile related race not native to the Brume. Below the torso, a satyr has furry, hooved legs akin to that of a large goat or ram. Above the torso, the average satyr resembles a muscular, rugged man, often with a beard and long tangled locks of hair. Long curving horns sprout out from their temples, reaching up to two feet in length, and their ears resemble those of a goats. Although they live deep in the wilds, satyrs are highly concerned with cleanliness, despite what their wild appearance may imply, and spend long hours communally bathing and grooming their hair, skin, and fur. While they lack the grace and almost dainty beauty of the fossegrim, most satyrs are considered highly attractive by those that prefer bulkier and more traditionally masculine bodies. While rare, a second variant of satyr also exists. Believed to be fathered or mothered by ogres or trolls, these satyrs are enormous, up to eight feet tall, and are far more bestial than their smaller cousins. Bristling with muscle and course hair, and boasting naked ram-like snouts with formidable canines and large claws, these satyrs can be easily mistaken for a particularly monstrous minotaur.
Info: Satyrs are particularly infamous for their lust, but it is perhaps more accurate to say that they are prideful. While not haughty or conceited like many seelie fae, satyrs are deeply in love with their own bodies and take great pride in perfecting it and showing off their physical capabilities. They commonly participate in races and competitive dances and feats of strength, and a dispute will often be solved by competitors literally butting heads until the loser backs down. Most satyrs even place religious importance on their physical bodies; they are known to worship both their own bodies and the bodies of others. This is what drives their hedonistic nature, as satyrs believe that the pursuit of pleasure is the greatest gift one can give to the body. This is also what drives their infamous libido. Satyrs are often crude, but none-the-less think they’re more seductive than they really are. Their confidence in their charm as well as their bodies leads them to long and tireless attempted pursuits of other creatures, hoping to both fill their own ego and share the pleasures of the body. The giant bestial satyrs are an entirely different matter. As the largest and strongest of satyrs, these rare brutes quickly take command of their tribe at a young age, but they do not share the religious beliefs of their fathers. While they retain the intelligence of a common satyr, these beasts also carry over the feral and often carnivorous nature of their mothers. While they do not prey on fey, these monsters are quick to stalk and snatch away mortal humanoids, carrying them deep into the forest to be consumed. This behavior has given rise to the myth that satyrs are violent rapists that kidnap mortals on a whim, a belief that most satyrs find repugnant and offensive; their pride would never allow them to stoop to such levels.
Threat Level: While satyrs are not an actively aggressive fey, they are rowdy and egotistical, and alcohol can easily goaded them into lethal violence. It is not unheard of for satyr revels to end in bloodshed, particularly if strangers turn down their invitations to join. Even sober, they are unpredictable and driven entirely by their easily triggered emotions, and an angry satyr may often forget in their immortality that mortals do not return from death so easily as the fey. While they can certainly be dangerous, it should be noted that satyrs are one of the fey that can feel love. Indeed, as intense as their emotions are, it is not uncommon for a satyr to fall deeply in love with a mortal. Such a lovestruck individual will tirelessly spend weeks or even months attempting to charm the object of their affection. The giant bestial satyrs, and the subservient satyrs that live under their rule, are an entirely different matter. These voracious fey are quick to abduct travelers for food, using their incredible strength to simply pin their victims and feast while they are still alive. The satyrs under their watch are also on the menu, and despite the promise of immortality even a fey would prefer to avoid such a horrific event. Smaller satyrs make bargains with these feral giants, capturing mortals and other fey to satisfy their leader’s hunger in return for being spared. This makes satyrs led by such monsters far more dangerous, even going as far as to venture out of the Brume to raid villages and caravans. Abilities:– Horny: A satyr’s long, curved horns allow for powerful ramming attacks when no hand-held weapon is available. The horns of the beast satyr are even longer, and their jagged tips can be used to gore smaller opponents. – Supernatural Strength: Satyr’s have incredible physical strength, usually capable of deadlifting up to 600lbs on average (up to 1000lbs or more for a well-trained satyr). They can easily overpower most humans in an unarmed confrontation, and their frequent competitions with other satyrs keep them well practiced. Their powerful legs, tipped in sharp hooves, can deliver lethal kicks powerful enough to crush bone. The larger beast satyrs are stronger than either of their parents, capable of lifting nearly two tons. They often fight with pair of massive stone or bone hatchets, but it is not uncommon for them to destroy the primitive weapons with their swings. – Claws and Fangs: The giant bestial satyrs possess thick black claws and protruding snouts armed with sharpened teeth and powerful jaws. These monsters rarely go through the trouble of killing their prey before feasting, using their jaws to tear flesh from their still screaming victims. – Satyr Senses: The fiery orange eyes of a satyr resemble those of a goat rather than a human, with distinctive rectangular pupils. This gives satyrs a much wider degree of vision than humans, allowing them to spot things from the corner of their eyes easily. Their long ears are highly sensitive: a satyr can pick up footfalls from five hundred feet away. – Winter’s Touch Despite their rugged and hairy appearance, satyrs radiate a weak aura of fey beauty that can distract those within five feet, similar to the abilities of the fossegrim (though much weaker). – Pan Pipes Satyrs have a natural talent for music, and through their songs a few rare satyrs may weave potent magic of their own. Though these pipes they may lull an enemy to sleep, or bewitch their mind into believing them to be a trusted friend. In pitched battles however, most satyrs opt to use their pipes to create a supernaturally chilling sound that can strike fear into men’s hearts and drive lesser enemies away. – Fey Traits Though satyrs are often too brutish to have the same measure of grace and mental strength as other fey, they share the same resistance to physical damage. Iron can burn their bare skin, and cold iron bypasses these defenses entirely. A satyr’s skin and muscles are also much harder than a humans, allowing them to take more punishment than normal. A satyr cannot be permanently killed unless it is slain by a cold iron weapon, or else it will return fully formed within a month. Weaknesses:– A satyr lacks the mental fortitude of other fey, leaving them far more vulnerable to mind effecting magic, particularly when drunken.
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Post by KayKay on Jan 7, 2019 6:26:58 GMT
Name: Faun
Homeworld: Mytharr Mundus Range: Eastern Migma
Height: 4’8”– 6’4” Mass: 90lbs – 200lbs Top Speed: 20mph –30mph
Description: Fauns can be easily mistaken for satyrs, and indeed the two are closely related: fauns are the unseelie offspring of a satyr and a mortal woman. This extra mortal blood renders fauns much less wild in appearance. Fauns lack the hairy bodies above their torso and are nearly identical to humans from the legs up, apart from their ears – shaped like a goat’s – and their curved horns –much lighter and thinner protrusions than the horns of a satyr. Their eyes are more human than goat-like, though the irises are still a blazing orange and the pupils still usually (though not always) rectangular. Fauns usually have dark, tanned or bronze skin and black, brown, or heard hair – blonde is uncommon. The legs of a faun are, in shape, closer to those of a human than a satyr’s, as the femur and tibia share identical proportions and their digitigrade feet are less pronounced. Their fur is only a few centimeters long and softer than the long, coarse fur of a satyr. Fauns have short tails with fluffy white undersides that flash when they’re frightened, though some have mutations that have bestowed them much longer prehensile tails. However, perhaps the biggest difference between fauns and satyrs is that fauns may be of either gender; as opposed to the all-male satyrs.
Info: Fauns are the offspring between mortals and satyrs, who themselves are the sons of humanoid mortals and unicorns. Satyrs, who have sex only for the pleasure and have little responsibility in their hedonistic lives, often give the burden of raising the child to the mother. Fauns are a product of nurture vs nature; raised by mortal mothers in towns or villages has given fauns the values of mortals rather than fey. They are perhaps the most “human” in behavior of all fey: they tell lies freely, are not bound by a system of bargains and debts, wear clothing (though pants prove difficult for those with long tails), and in most respects are no different from any other member of the society they were raised in. They are not entirely without fey behaviors, however. Bisexuality is more common among fauns than other orientations, and fauns tend to have a high libido. They also often have a supernatural talent in dance, music and song Many fauns can be quite reckless, perhaps even foolhardy, a trait from their satyr fathers.
Threat Level: Fauns as a whole are no more or less of a threat than the average human. If pressed into combat, however, they display startling strength.
Abilities: – Kick: Like satyrs, fauns possess a pair of curved horns, though they are thinner, lighter, and unsuitable for use as weapons. A desperate faun is far more likely to rely on its hard hooves to deliver bone shattering kicks. – Supernatural Strength: Fauns are, on average, weaker than satyrs, but still far stronger than a human of equal build. The average faun can deadlift 400-600lbs, though it’s not unheard of for particularly powerful fauns in touch with their fey ancestry to lift up to 1000lbs. Fauns are exceptionally quick, and the stronger their muscles the faster they can run. – Fey Traits: Fauns have hard skin and muscles like satyrs, but their increased durability is meaningless in the presence of iron weapons. While iron does not burn their skin on contact, it can still easily cut through their toughened hide and muscles. More powerful or older fauns may develop a resistance to physical damage like their fathers, developing an incredible toughness that can allow them to ward off iron or steel daggers with only minor scratches. Cold iron of course can still bypass this resistance. Unlike other fey, fauns can be killed permanently without the use of cold iron – though they do not become decrepit from age as elves or humans do.
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Post by KayKay on Jan 7, 2019 6:28:18 GMT
Name: Animated Trees Homeworld: Mytharr Mundus Range: The Brume Info: The Brume is an ancient forest, which has stood on the planet for longer than most mountains. The soil is rich in the magic of the World Roots, and has been tainted by the corruptive essence of the Black Pond. It is common for that corrupted magic to seep into the roots of trees and other plants. Gaining movement and a mind like an animal, these animated roots flail madly beneath the earth, usually breaking free from their host trees to seek out a life of their own. These living roots are dangerous ambush predators, asphyxiating or crushing their prey so they may drink the rich nutrients of their blood. A few varieties of these dangerous plants exist, depending on how much of the original tree has been brought to life by magic before their roots break off. Name: Serpent Root Length: Up to 20 feet Mass: Up to 230lbs Top Speed: 1 mile per hour (One and a half feet per second) Description: Found on the forest floor of the Brume, camouflaged against the foliage or the surface roots of nearby trees, serpent roots are brown, long roots reaching up to twenty feet in length. Branching off from the primary serpent root are smaller roots up to five feet in length that bear wide leaves, and in spring time produce small berries. Serpent roots are thick and powerful, capable of subduing human sized creatures. Serpent roots can only crawl at a snail's pace; they are ambush predators that utilize their camouflage to lie in wait for prey. Abilities:– Constriction: Serpent roots kill their prey much like anacondas. An uncoiled serpent root can lash out and ensnare unsuspecting prey nearly twenty feet from its original hiding spot, quickly binding its victim's limbs with its smaller roots. The main root coils around its prey to crush with a force of 90lbs per square inch. Once it's prey has expired, the serpent root drags the body to a safe location and absorbs the blood through hollow tubes in its smaller roots. – Entangle: To prevent others from rescuing or stealing its chosen victim, or to prevent its victim's escape should they break free of its grasp, the serpent root can call upon the magic of the Brume to animate small plants in a thirty foot radius around it. Grasping at ankles, legs, and arms, these plants slow and impede movement and buy the slow serpent root the time it needs to capture its prey. – Plant Traits: As a plant, serpent roots are immune to the effects of venom and poisons, and the magic that animates their bodies renders them immune to paralysis or mind affecting abilities and hallucinations. Name: Hobbler Stump Height: Up to 6 feet. Width: Up to 8 feet. Mass: Up to 4000lbs Top Speed: 9 miles per hour Description: Sometimes a tree subjected to the rich magic of the Brume will begin to animate only after their entire root system has been corrupted. Tearing themselves off at the stump, these former trees become hobbler stumps: an entire system of animated roots carrying a heavy “body” of earth still attached to the roots, with the jagged stump protruding out from its back. The soil making up the “body” is still alive, and in time assimilates to the roots and sprouts grass, weeds, flowers, and even bushes. These walking stumps are enormous, nearly the size of a bunyip and much heavier due to their thick shell of solid earth. Like their smaller cousins, hobbler stumps are carnivorous ambush predators, disguising themselves as mounds of earth or tree stumps using the thick body of soil and plant-life on their back. They attack with many powerful wooden roots that can crush a human caught in their grasp. Abilities:– Constriction: The hard wooden roots of the hobbler stump, up to ten inches thick at the base, are capable of quickly restraining smaller prey, trapping limbs in their crushing grip and even dislocating joints as they engulf their victims. Hobbler stumps kill their prey by crushing them to death with their multiple roots, leading to death by asphyxiation, cardiac arrest, fractured spines, or even punctured organs from broken ribcages. Hobblers stumps have enough strength to drag up to 2,500lbs into their embrace. – Resistances: The thick shell of earth protecting the hobbler stump’s main body completely insulates it from electricity, and provides a strong resistance to fire that might catch lesser plants aflame. – Plant Traits: As a plant, hobbler stumps are immune to the effects of venom and poisons, and the magic that animates their bodies renders them immune to paralysis or mind affecting abilities and hallucinations. Name: Dark Tree Mundus Range: The Brume (The Lightless Forest only) Height: Up to 80 feet. Trunk Width: Up to 9 feet in diameter Mass: Up to 16,000 lbs (8 tons) Top Speed: 1 mile per hour (One and a half feet per second) Description: In the center of the Brume lies a region where sunlight cannot pierce the canopy of leaves, branches and fog. This region is known to locals as the Lightless Forest, the home of the Blind Queen and the Shadow Court, where the corruptive Black Pond swells and boils. Trees in this region are more exposed to the corruptive essence of the Black Pond, and the magic can corrupt the tree far more quickly. The trees of the Lightless Forest often animate only after the entire tree has been corrupted. These are known as dark trees, named for their dark interior behind their bark. Dark trees appear similar to most of the trees in the Lightless Forest: twisted angular trees with massive branches that stretch far and wide across the canopy. These branches appear naked from ground level, as their broad leaves only grow at the canopy, the only spot where light can reach. The Lightless Forest is the center of the Brume and represents the oldest part of the forest; the trees are thus very ancient, and often massive in size. Their root systems can stretch many hundreds of feet, and their twisted branches beneath the canopy split apart into thin, dagger-like tips. Dark trees are not to be confused with the much rarer "awakened" trees that have been animated due to the magic abound in the Brume. Dark trees are giving life by the essence of the Black Pond. They are governed not by sapiencey and thinking minds like their "awakened" cousins, but by mindless instinct and a hunger for living flesh. Dark trees, like the hobbler stumps and serpent roots created by these same essence, are carnivorous and extraordinarily violent. They feed on blood, and do so by seizing living creatures with their roots and branches tipped in dagger-like points. Once their chosen prey is tightly secured, the tree will methodically work to tear their victim to shreds, soaking the soil around them in blood so that they may soak the nutrients through their roots. These trees often live in clusters, and surviving Ku'Vari soldiers that have ventured into the Lightless Forest with lanterns and torches return with horror stories of the forest itself seemingly coming alive before their eyes, ripping apart entire squadrons of elves in their feeding frenzy. While brutal and dangerous, dark trees are not evil, and can be pacified by both dryads and the Blind Queen herself. The Queen holds strict command over the Lightless Forest, and is capable of ensuring that the dark trees do not attack fey or the Du'Vani, as well as travelers that have earned her blessing. Left alone, however, the dark trees serve as a monstrous defence against those that would trespass or invade the Shadow Court. Abilities:– Crushing Roots: The dark tree has a deep web of powerful roots beneath the earth. Their roots are deep and wide, capable of exploding from the earth up to a hundred feet from the tree's location to ensnare and restrain prey, though the tree instinctively waits until prey is closer to their trunk (usually twenty feet from the tree), so that their roots may prevent attempts to flee should the prey evade the initial attack. The roots work to pin prey to the ground or drag them closer to the trunk, often violently in ways that can sometimes snap bones or dislocate joints. They crush their victims much like the roots of the smaller hobbler stump. Working in unison, these roots are capable of dragging a moving car. – Rending Branches: The dark tree carries two kinds of branches: the tallest that stretch into the canopy to soak in sunlight with their broad leaves, and the lower branches that are leafless and end in narrow, dagger-like tips that can spear through flesh. These lower branches are the primary weapons of the dark tree, surrounding restrained prey like a patch of brambles so that they may methodically stab and tear the victim into shreds, ensuring as much blood as possible can soak into the soil for the tree to feed. Many Ku'Vari and even Du'Vani believe these trees to be inhabited by sadistic demonic entities, observing that the dark tree takes its time shredding prey – the reality is that moving its massive branches expends a lot of energy for the dark tree, and the mindless creature have no instinctive reason to move with swiftness once its prey is thoroughly secure. – Resistances: A dark tree is entirely made of hardened wood. Their truck and thicker branches and roots are capable of shrugging off small caliber bullets, arrows, swords, and fists, though weapons designed to break through armor, such as axes and high caliber firearms pose a more significant threat. Their smaller branches, usually near the tips, are more vulnerable to being cleaved in half by weapons such as swords. – Plant Traits: As a plant, dark trees are immune to the effects of venom and poisons, and the magic that animates their bodies renders them immune to paralysis or mind affecting abilities and hallucinations. Weaknesses:– Dark trees are vulnerable to fire, as it can quickly ignite them. Powerful electrical attacks can also prove devastating given sufficient power, capable of bursting their wooden bodies apart.
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Post by KayKay on Jan 7, 2019 9:54:41 GMT
Name: Anthousai
Homeworld: Mytharr Mundus Range: The Brume
Height: 3” – 6” Mass: 2.5– 4 grams Top Speed: 40mph (flight)
Description: Commonly mistaken for sprites like pixies and gricks, anthousai are actually a type of nymph, like dryads and naiads. Interestingly, unlike all other nymphs, anthousai are hermaphrodites, though they are incapable of asexual reproduction. Anthousai’s are flower nymphs, and their closest relatives are the dryads. Like dryads, anthousai are part plant. They resemble tiny humanoids with green, smooth skin. In place of hair, anthousai have colorful petals that trail from their scalp down to their back, the four largest petals acting as colorful wings. Their bizarre sexual organs, hidden within a bud of petals that bloom when the anthousai is ready, contain a number of thin pollen-coated stamens surrounding a stigma.
Info: The tiny flower nymphs are perhaps the most common fey in the Brume, happily dancing among the trees in search of curiosities to collect, mortals to tease, and homes to decorate. Anthousai are very generous fey, happy to make bargains with larger fey and sometimes even mortals, offering their service as messengers, servants or attendants in exchange for the creature’s vow of friendship. Many work for the Blind Queen’s Unseelie Court or under vain pixies or dryads. Though they are plant nymphs, anthousai do not have the same respect for life as dryads do, as their lives are not bound to the fate of any one plant. While not malicious creatures, anthousai are very short-sighted and carelessly pick flowers to decorate their homes. This gives them complicated relationship with dryads, causing some to attack them on sight – more patient dryads instead offer to teach anthousai respect towards the flowers they represent. This has seen some success.
Threat Level: Towards mortals, anthousai can be nuisances due to their sense of humor, but they are well-meaning and attempt to keep their pranks harmless. However, anthousai burn out quickly, only active for a few hours each day before they must rest. Never the wisest of fey, anthousai often believe mortals have the same limitations as they, and if they perceive that a traveler is tired they will attempt to sing them into a peaceful sleep. Once the mortal is unconscious, the anthousai will remove their clothing and armor and drape them in a bed of soft leaves and colorful flowers, rich with pleasant perfumes, to ensure a comfortable rest. While they are well meaning, the anthousai are not the brightest of fey, and are as short-sighted with mortals as they are with the flowers they pick, forgetting that the Brume is host to a wide range of dangerous creatures that would be happy to stumble upon unarmored and unarmed sleeping prey.
Abilities: – Lullaby: Anthousai can weave magic through their voices, lulling creatures into a sleepy state, though a single anthousai lacks the power to bring even a weak minded creature to sleep. Two or more anthousai must work together to put a creature to sleep. The more anthousai that join their song, the stronger the magic, and the harder it is to resist. A grove of twenty or more anthousai can put even powerful fey such as the Blind Queen to sleep. Though they are perhaps the weakest fey in the Brume, if pressed into combat, a large singing swarm can prove to be the most powerful of the Queen’s forces. – Strength: Though only a few inches in height, the anthousai are incredibly strong for their size. Working together, they can remove armor, clothing, and gear from unconscious creatures far larger than themselves, and a large swarm has the potential to carry a human into the air. – Fey Traits Though anthousai aren’t particularly intelligent and fall easily for illusions and mental manipulation, their grace and speed is nearly unmatched in the Brume. In spite of their diminutive size, anthousai share the same resistance to physical damage as other fey – though they are not as durable as pixies, they can still easily withstand being stepped on by a human – or more commonly, rolled on by a sleeping human. Iron can burn their bare skin, and cold iron bypasses these defenses entirely. An anthousai cannot be permanently killed unless it is slain by a cold iron weapon, or else it will return fully formed within a month.
Weaknesses: – Though anthousai are tough for their size, thanks to their resistance to non-ferrus physical blows, they are still small and cannot take the sheer punishment that large fae can, should an attack penetrate their defenses. A few good hits with an iron dagger is enough to kill one, or a punch or kick by someone with incredible physical strength – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Jan 8, 2019 9:20:30 GMT
Name: Ansyral
Homeworld: Mytharr Mundus Range: The Brume
Height: 4’6” – 5’10” Mass: 70lbs – 140lbs Top Speed: 20mph (flight)
Description: Ansyral are stunningly beautiful beings in the eyes of most human-related species. Appearing as haunting humanoids with long pointed ears and thin builds, ansyral appear nearly identical to elves to the untrained eye – only in the darkness of night will the distinctive red glow of their eyes reveal themselves. Ansyral take full advantage of their similarities to elves, donning elven clothing and infiltrating elven societies to study their behaviors and mannerisms. Without the aid of darkness it can be difficult to separate an ansyral from an elf, apart from their distinctly androgynous features that often attract mortals of either sex. Ansyral themselves have no set sex, possessing adaptive organs that can change freely. The Kuu’Vari of the Brume harbour a deep mistrust of any elf with androgynous features, and have attempted several methods to separate an ansyral from a true elf, such as clasping them in irons. Ansyral are incorporeal by nature, perfectly silent as they walk and capable of floating into the air like a phantom. They have the ability to touch and interact with the material world, which is how many done their clothes, but they must concentrate to do so.
Info: Ansyral are believed by some scholars to be the direct ancestors of elves. They were not always incorporeal predators, but elf-like fey that held the unique power to manipulate the emotions of others. Their powers attracted the attention of a dangerous, ethereal horror: an emotionless, cold, and rational force from another plane of existence that demonized emotion and sought nothing less than the subjection and purification of the lesser, emotional material beings. Knowing the ansyral had the ability to drain the emotions of other creatures, the ethereal force sought them out as slaves for their invasion. Capturing the entire race and forcing them to “purify” of each other, their ethereal masters bred and changed them forever, transforming the ansyral into the ethereal predators they are today, forced to drain the emotions of others for sustenance.
The creation of the Starlight Stones sealed off Rostelda from the rest of the planes, halting the invasion plan of the ethereal masters and freeing the ansyral from their servitude. But they were now forever changed.
Ansyral, once highly emotional creatures, are now beings that can no longer even mourn for their loss, though it’s a loss they recognize. They no longer know fear, sorrow, joy, hope, and love, and must feed on the emotions of mortals to gain sustenance. Ansyral rationalize their behavior in different ways: some have adopted the view of their old masters and see emotion as a sin that has only brought pain to the world, believing they are doing what’s right by purifying others. A few choose to selectively limit their targets to creatures suffering from depression, anxiety, and other negative energies. They are usually allies with the shadow fey, a doomed race who suffer at the hands of a curse and are often willing to be freed of their pain.
Most ansyral however simply wish to feel once again. The act of feeding draws the emotions out from their prey and into the ansyral, providing a powerful empathetic link to their prey that allow them to briefly experience emotion once again. Many ansyral have become addicted to positive emotions such as joy, lust, and hope, but face the difficult challenge of inspiring these emotions into their would-be meal. These ansyral are manipulators that take on the guise of elves to mislead other creatures, presenting themselves as friends, allies, or even lovers, using any means at their disposal to inspire positive emotions they can feast from. These facades may last for days in an ansyral’s attempt to earn the trust of their prey.
Anysral are known to prey upon other fey, using their mortal appearance and the libido of most fey to seduce and drain satyrs, fossegrim, anthousai, and dryads. They are feared and hated among most fey, though a few, such as pixies and unicorns develop symbiotic relationships with them, working together to capture mortal prey. Many anysral also have good relationships with the shadow fey, many of who are glad to have their fears and despair drained away and provide the ansyral with joy at the prospect of losing such a burden to their lives.
Not all ansyral are cursed without emotions. Though they reproduce rarely, those born after the ansyral escaped from their former masters are born with their emotions intact, though they must be cautious to avoid being drained by other ansyral – even their own parents, who are incapable of feeling love. Those that avoid such a fate must still rely on feeding on emotions for sustenance, but they do not do so for their own pleasure, and many can be reasoned with by mortals.
Threat Level: Ansyral are among the most dangerous fey in the Brume, even feared by other fey. They are cunning predators, sensing and preying on their victims emotional weaknesses and often presenting themselves as nothing more than elves, until such a time that they can bring joy, love, contentment, or pleasure to their prey which they may then feed upon. While they do not kill their prey, the act of completely draining their victim leaves them unconscious for up to a day, during which they can be easily picked off by predators or other fey, such as pixies, who are eager to enslave being that can’t muster the drive to fight back.
Abilities: – Incorporeal: Ansyral are ethereal beings, capable of passing through air, water, stone, and even living creatures as though they weren’t there. Ansyral are among the most dangerous creatures in the Brume as they are usually nearly impossible to fight off. They are immune to physical attack and energy from the material plane such as fire or electricity, as it simply passes right through them. Only magically enhanced attacks, such as the flames of spellcasters, enchanted weapons, or creatures under the effect of certain offensive magical enchantments may harm an ansyral. Attacks enhanced by aether, nether, esh, spirit swaying, greshlynk’s flame, or other forces similar to magic can also harm them. With focus, ansyral can interact with and touch objects and creatures of the material world. This is how they are capable of wearing clothing, though in time exposure to their energies renders these clothes incorporeal themselves. An ansyral focused into materializing can be taken by surprise and injured with a non-magic weapon, provided the blow is delivered with a cold iron weapon or powerful enough to bypasses their resistances. – Kiss of the Ansyral: Though physical contact with their lips, an ansyral can drain the emotions of a living creature. They cannot completely drain their prey in one kiss, except perhaps only against simpleminded animals. Instead, they must wear down their prey by draining them multiple times, just as a material creature may need several bites to devour its food. Those with strong will can resist and attempt to tear their emotions back, providing the ansyral with only a faction of what it might otherwise drain. Even still, ansyral can drain the emotions of a sapient creature frighteningly quickly, usually requiring they kiss them three to six times before they are completely drained of all emotion. Ansyral may also attempt to feed from affair with an invisible magical link, allowing them to subtly feed without attracting attention from their victim’s companions, though they drain much more slowly in this manner.
Those who suffer from an ansyral’s kiss or drain briefly forge an empathetic link with the fey, which shares the victim’s current emotions between them. This link magnifies all current emotions sensations of the victim, be it fear, joy, pain, pleasure, despair, or anger, and can leave all but the strongest minds dazed and disoriented from their intensity Ansyral must be careful about when they choose to feed; it is not unheard of for an overeager ansyral to frighten themselves away by kissing and forging a link with a terrified victim. Those partially drained by an ansyral can make a full recovery in a few day’s time.
Those unfortunate to be completely drained on the other hand are reduced to unconsciousness for up to a day. If no predators pick them off, they awake left as emotionless, soulless husks of their former selves. Known as “empty ones”, these poor people or fey can no longer feel happiness, sorrow, fear, anger, pain, pleasure, lust, love, empathy, hatred or hope. They are robotic in behavior, operating only on logic and reasoning, and lack drive and in the most extreme cases even the will to live. Only extremely powerful healing magic, such as those provided by powerful beings or artifacts, may restore such a victim. – Sense Emotions: The ansyral can sense the emotions of other creatures. As predators, this allows them to locate hidden prey, though it can also allow them to sense the motivations and bluffs of other beings. – Manipulate Emotions To entice positive feelings in their prey that they can feed on, some ansyral opt to manipulate a creature’s emotions, such as embedding a deep seated trust or nearly uncontrollable lust for the fey. Most prefer not to fight their prey, as such only leads to feeding off unpleasant emotions such as desperation, fear, or anger. If they are in danger, ansyral may also use this power to provoke intense fear in their enemies in an effort to drive them off. – Surging Euphoria: An ansyral that has recently fed on positive emotions can empower itself with pure euphoria, increasing the potency of its attacks. – Winters Chill: Ansyral are hauntingly beautiful, and their androgynous features and ability to change sex attracts both genders. Like the fossegrim, their chilling presence clouds the minds of non-fey within five feet, leaving all but the most strong willed creatures easy prey for the ansyral. – Fey Traits: Like most fairies, ansyral are highly resistant to mind-affecting abilities and enchantments, and move with unnatural fluidity and grace. They are highly resistant to physical damage, and even an enchanted weapon or magically enhanced individual that bypasses their incorporeality must land a powerful blow to injure an ansyral. Iron burns their skin and cold iron bypasses these defenses entirely. An ansyral cannot be permanently killed unless it is slain by a cold iron weapon, or else it will return fully formed within a month.
Weaknesses: – Ansyral form an empathetic connection with their prey as they feed, allowing them to share their prey’s current emotions. This magnifies the emotions and less experienced ansyral have been known to frighten themselves away by feeding off a terrified individual. – Ansyral are powerless against machines, certain undead, plants, and other creatures that have no emotions they can drain or manipulate. They may still, however, pass through the hulls of vehicles and mechs to attack the people within. – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Feb 21, 2019 4:31:26 GMT
Name: Common Lamia Average Height: 2’8” at the shoulders, 3’9” at the head sitting on haunches, 5’10” standing upright Average Length: 3’9” (9’1” including the tail) Average Weight: 98-118lbs Top Speed: 40mph Info: (This isn't a spoiler, but it gets pretty f*cked up, so be warned.) Lamias are not a species as some believe. The name is a title given to a religious cult consisting of a wide variety of half-demons. The Lamias were forged eons ago by a group of like minded half-demons, cast out from the cities and towns of civilization out of fear and repulsion at their monstrous forms, and chased deep into the desert. Seeking acceptance of their monstrous features, the Lamias decided to embrace their demonic heritage and reject their mortal pasts, turning to demon worship. The Lamias were soon answered by a powerful demonic being they called the Dark Prince, who presented himself as a God of Pleasure and Luxury, and offered them a place in the material world that they could be loved and accepted by all, in return for their unconditional love. Most of the Lamias agreed, and those who refused were either silenced by their devoted kin or seduced by the Dark Prince himself.
Today, the Lamias are a deeply devoted cult dedicated to the worship of the Dark Prince. They have carved out an existence in the middle of the desert, in the ancient ruins of an underground prison created by a long extinct race, which they have converted into a place of worship called Etu-Esharra. What was once a cause meant to unite half-demons outcasts has now transformed into a fierce and highly matriarchal society that believes mortal men are worth little more than dirt compared to the Dark Prince. Male Lamias are seldom seen outside of Etu-Esharra, as they are kept in a perpetually drugged, feeble-minded state from birth by the females and used for slave labor, breeding, and sometimes sacrificial victims when prisoners are scarce. This seems to be slowly changing since Iza Dythun was selected as one of the Dark Prince’s Chosen, and took command of Etu-Esharra as high priestess.
The Lamias have a unfriendly relationship with outside societies. They are known to capture travelers and raid caravans and villages for hostages when they can, dragging them back to their temple as prisoners. Many Lamias adore luxury and despise physical labor, and are quite happy to surround themselves with slaves – though only males of any race are treated as such. Female prisoners are almost always destined for the altar, where their blood and souls are offered to the Dark Prince. Particularly beautiful individuals are sometimes spared, though their fates are no less horrific, as their bodies are sent directly into the demonic plane as offerings for the Dark Prince’s perverse lust.
For this reason, many outsiders assume the Lamias are born evil due to their demonic blood; but the behavior of the Lamias is a product of nurture rather than nature. Female Lamias are conditioned from birth to engage in the worship of the Dark Prince, and to never waver from his will. Most are desensitized to violence and sexuality at an early age due to being forced to witness the living sacrifices and sexual rituals performed in the heart of Etu-Esharra. Upon coming of age, they are put into a deep magical slumber. There, the Lamias believe, the Dark Prince will come to them in their dreams and forever mark them as his.
Lamias are known for their pride. They take pride in their own beauty, their wealth, and their heritage, and while they do not treat women as harshly as they do men, many non-the-less believe they are superior to outsiders of pure mortal blood. This sense of superiority comes from a fear of outsiders and their ways; Lamias know they are not accepted and even hated by most other cultures, and for many their only solace lies in the believe that they are better, and that the Dark Prince will lead them into an era of prosperity and Queenship over the other races. Still, they are willing to work with humans – at least human women – if it helps to achieve their own goals.
Despite their gruesome lives of blood sacrifices and offerings of the flesh, the Lamias are quite fond of beauty, decorating their home with fine tapestries, treasures and sculptures, and adorning themselves in jewelry and gems. Many also have an interest in poetry, stories, and history. Travelers unfortunate enough to come across a Lamia can often barter for safe passage in exchange for exciting stories, obscure knowledge, or fine trinkets. Lamia spies keep in close contact with the outside world, trading magical items crafted in Etu-Esharra for all manner of finery, and gathering information. Rarely, some of these spies may come to appreciate another culture, and leave the Lamias behind in an attempt to start a new life. Some, free of the influence of their society, may even come to feel regret and shame, and attempt to atone for their crimes.
Since they and their temple have arrived on Lemuria, the Lamias experienced a brief, terrifying first few weeks where they could not contact the demon realm or the Dark Prince and his servants. They believed themselves hopelessly lost and separated until they met Va’ggoru, the Phoenix King, who used the desperation of the Lamias to trick them into believing he was a messenger for the Dark Prince, and the High Chosen of this new material plane. The Lamias have now pledged their service to Va’ggoru, believing that they are serving the Dark Prince’s will.
Lamias come in all shapes and sizes, due to their demonic heritage. While countless half-demons are known to exist, the pride and vanity of the Lamias has led them to being a highly exclusive group in spite of the original intention of the Lamia’s founders. This is another aspect of her society that Iza Dythun is hoping to change. Description:(Warning: Here there be boobies.) (These are not exact designs. Just the closest I could find to what I was imagining.) Ask a Rosteldan commoner to describe a Lamia, and they are likely to describe a creature half-woman, and half-feline. These Lamias are the sons and daughters of ferocious lion-like demons called Jzaklas. Easily mistaken for a sphinx, these Lamias have hindquarters that resemble those of a cheetah in build, with soft reddish-brown fur and a long fluff-tipped tail that makes up over twice their length. Their front quarters are more human-like, with thin, gracile builds and particularly long arms that allow them to stand and run comfortably on all fours. Their deceivingly slender-looking fingers are tipped in long, black nails, like the claws of a big cat, wickedly sharp and seemingly immune to being worn down. The heads of the Lamias are like those of a human, with a thick mane of soft hair, often reddish brown, or crimson. Males often have quite literal manes of hair that continue to grow out from around their necks, throat and down past their collar-bone. Their faces are nearly identical to a human’s, and considered to be quite attractive by most standards, as the Lamias prize beauty greatly and go to great lengths, even using illusion magic, to preserve it. Lamias usually have thin, slanted golden eyes with slitted pupils, which can dilate wide enough to turn the eye completely black when the Lamia is excited or on the hunt. Very long pointed ears like that of a caracal complete the picture, beginning where a human’s ears would be and reaching up nearly a foot above the top of their skulls. Their interiors are lined with striking white fur, and their movements act as a form of non-verbal communication between Lamias. Lamias have sharp teeth and noticeable fangs. Powers and Abilities:Claws of the Jzakla: These Lamias are armed with sharp black nails and pointed teeth with prominent canines. While these weapons aren’t as deadly as their father’s, they may still leave noticeable wounds should they find a gap between armor. Their weapons are backed by tremendous demonic strength that defies their gracile builds – the average Lamia can lift up to 600lbs off the ground, and its blows hit with great force. Lamias prefer light weapons such as enchanted scimitars and dagger to their claws, which they usually wield in a reverse grip so they can strike in an upwards motion on all fours. Spring Attack: Despite their great strength and durability, Lamias are no duelists. They have poor balance on their hind legs and prefer to engage enemies on all fours, which makes parrying and attacking with a blade more difficult. Against armed or otherwise powerful looking melee opponents, Lamias prefer hit-and-run tactics. They are graced with the wicked speed and reaction time of their fathers, and can sprint at 40mph and leap distances of well over twenty feet. Lamias use these gifts to race past slower enemies with incredible speed and slash at them with their enchanted scimitars as they dash by. If the environment permits it, Lamias prefer to strike from high ledges when they can, taking their enemies by surprise and throwing them to the ground for a quick kill. Mind Dulling Touch: Through touch, a Lamia may cloud their enemy's mind, dulling their senses, judgement, and willpower and making them more susceptible to their illusions and enchantments. These effects become more hampering with each application, and an enemy who has suffered enough from this attack may pass out entirely. This is the primary method Lamias use to capture slaves and sacrificial victims. The effect is not permanent, and even a victim rendered unconscious by this attack can make a full recovery in about two weeks (though healing magic greatly speeds the process.) Those of sufficiently strong wills can overcome this magical drug without adverse effects, but due to the nature of the magic, once it has taken hold it can become more difficult to resist as the victim's willpower is slowly eroded. Illusions & Enchantments: Lamias carry inborn magical abilities inherited from their demonic parents. They are capable of creating realistic illusions that fool the eyes, ears, and nose, allowing them to trick their enemies and lead victims into traps. Lamias may use these illusions to assume a human guise, fooling even the sense of touch and pressure, but they may not use these illusions to attack or deal damage. Lamias may also use enchantments to sway enemies and victims to their side, charming them into believing they are their ally or forcing them to carry out reasonable commands. They are unable to completely control creatures, however. They may only sway their allegiance or cause them to carry out their orders, so long as those orders do not contradict the creature's morals and ethics. The enchantments of the Lamias are useless against animals or monsters. Half-Demon: Lamias are especially resilient due to their demonic blood. They are highly resistant to electricity, shrugging off weaker hits completely and somewhat capable of weathering stronger ones. Like fey, Lamias are also highly resistant to physical damage, requiring cold iron or exceptionally hard blows to breach their skin and hide. Unlike fey, however, Lamias are highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Lamias are immune to the effects of poisons and venoms, and has some resistance to magic, though not as great as Iza Dython’s. A caster of reasonable talent can breach their anti-magic defenses. Predatory Traits: Lamias have sharp eyes and even sharper hearing, quite capable of detecting threats. Their large eyes can see very well in dark or near-black conditions. The Immortal Flame:Some Lamias, blessed by Iza Dythun and Va’ggoru, have been blessed with the brand of a Phoenix, which the Lamias have been tricked into believing to be the new symbol of their Dark Prince. Those few Lamias branded with the symbol gain an immunity to extreme heat, and have some small measure of control over it – though they cannot easily wield it in combat. Weaknesses:– Lamias can be easily damage by cold iron. They are also highly vulnerable to white/holy magic and aethereal attacks. – The common Lamia is a poor duelist due to their build and they cannot balance on two legs for long.
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Post by KayKay on Feb 21, 2019 4:56:44 GMT
Name: Harpy Average Height: 5’9” Average Wingspan: 11’0” Weight: 88-110lbs Top Speed: 46mph (flight) Info:Harpies are one of the many types of Lamias.Description:(Warning: There are still boobies.) (These are not exact designs. Just the closest I could find to what I was imagining.) Most commoners are unaware that the Lamias are a highly varied group, and many Lamias that live beyond Etu-Esharra are known by different names. The most common of these Lamias are often called “harpies” by commoners. Fathered or mothered by fierce, vulture-like demons, harpies are bitter creatures neither accepted in conventional society due to their monstrous appearance, or by the Lamias, for their ugliness. Only a few female harpies serve at Etu-Esharra – the rest of the population is made up of enslaved males. Appearing as thin, gaunt humanoids with black feathered wings sprouting from their backs, harpies have sickly, pale purple skin, long digitigrade legs, and bird-like talons. Long claws sprout from the tips of their fingers, and purple scales cover their hands and feet, blending into their skin near the knees and elbows. The face of a harpy is often wrinkled, and a large black beak exists where their nose and mouth would be. Their sunken eyes are milky white. Long, thin hair trails down the back of their heads. Powers and Abilities:Demon Claws: Harpies wield small but sharp claws on the ends of their bony fingers and talons. They make poor weapons, however, and these Lamias will only resort to them if cornered and out of options. Flight: Harpies are the fastest of the Lamias thanks to their ability to fly. They can reach speeds of up to 46mph, and are quite agile in the air. Archery: The few harpies at Etu-Esharra have learned to become capable archers to compensate for their lack of power. Using their large wings, harpies are capable of staying well out of reach of melee weapons, firing at their enemies with enchanted arrows from above. Captivating Song: Though their parents are known for their tremendous screech, harpies have undergone a strange mutation. Their voices are quite entrancing, thick with magical power, and much like merfolk they have the ability to captivate and lure mortals towards them. Their song can be resisted by those of strong will, but those that succumb to the song may follow the harpy even through dangerous terrain. Victims have been known to be so captivated that not even pain or physical damage may bring them to their senses, leaving them helpless against other Lamias that may be nearby. The magic will end as soon as the harpy stops singing. The song has no effect on those with demonic blood. Half-Demon: Lamias are especially resilient due to their demonic blood. They are highly resistant to electricity, shrugging off weaker hits completely and somewhat capable of weathering stronger ones. Like fey, Lamias are also highly resistant to physical damage, requiring cold iron or hard blows to breach their skin and hide. Harpies, however, are more frail than other Lamias, and even a solid stroke of a sword can injure them. Unlike fey, Lamias are highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Lamias are immune to the effects of poisons and venoms, and has some resistance to magic. A harpy’s magic resistance is minor, and most casters can breach their defenses more often than not. The Immortal Flame:Some Lamias, blessed by Iza Dythun and Va’ggoru, have been blessed with the brand of a Phoenix, which the Lamias have been tricked into believing to be the new symbol of their Dark Prince. Those few Lamias branded with the symbol gain an immunity to extreme heat, and have some small measure of control over it – though they cannot easily wield it in combat. Weaknesses:– Lamias can be easily damage by cold iron. They are also highly vulnerable to white/holy magic and aethereal attacks. – Harpies are quite frail despite their demonic blood, and are not particularly strong.
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Post by KayKay on Feb 21, 2019 5:00:52 GMT
Name: Girtablilu Average Height: 8’6” at the head Average Length: 17’6” from head to tail Weight: 530lbs Top Speed: 24mph Info:Girtablilu are one of the many types of Lamias.Description:(Warning: Once again, there are boobies.) (These are not exact designs. Just the closest I could find to what I was imagining.) These deadly Lamias, known by villagers of the desert as “girtablilu”, are among the monstrous of all their kin. Girtablilu appear as an unholy cross between a human and an arthropod, born from an insect-like demon father. They appear vaguely as massive scorpions, crawling about on eight spear-like legs and wielding razor sharp pincers and a curling tail tipped in a stinger. From the front end of its body emerges a vaguely humanoid torso, its back-side clad in black chitin, but its underside soft like bare flesh. Human-like arms sprout from its shoulders, giving the girtablilu a total of ten legs, and they are tipped in five-fingered hands, allowing it to manipulate fine objects that its pincers would have trouble with. Their heads are monstrous, human-shaped but covered in chitin and red flesh, with deadly mandibles where the mouth and nose should be. Six, beady black eyes gaze out on either side of its head, and tubular hair-like protrusions, vaguely shaped like dreadlocks, fall across their shoulders. Raised in a culture where beauty is considered to be vital, most girtablilu hate their appearance, and were it not for their formidable power it is likely they would have been cast out by the Lamias based on their appearance alone. Thankfully, girtablilu have inherited the in-born illusion magics of the Lamias, so unlike the harpies they are capable of assuming a more attractive form. While they are unable to completely change their body shape, most girtablilu settle on changing the appearance of their torso into that of a beautiful human woman, giving them the appearance of a centaur-like creature. Most girtablilu take great care in maintaining this illusion for the rest of their lives, and may quickly fly into rage should one discover their true appearance. Powers and Abilities:Demonic Strength: Girtablilu are physically the strongest of the Lamias, second only to Iza Dython. They are capable of lifting 1,400lbs off the ground with all four arms. Weaponry: The pincers of a girtablilu are narrow and make poor grappling tools, but they are sharp and can easily sheer through flesh and bone if the girtablilu so chooses. Their primary weapon however is their longspears, often enchanted, with which they can impale their foes at a distance. Their stingers, attached to a nine-foot tail, can deliver a venom which can cause the muscles to cramp and lock up. Enough of a dosage can quickly result in a near-full-body paralysis. Their eight spear-like legs may also be used as weapons, but girtablilu rarely do so. Carapace: Girtablilu are protected by a thick covering of black chitin that protects most of their bodies, though their undersides and head are more vulnerable. Many compensate by wearing a suit of full-plate armor over their humanoid torsos if they have time to prepare for a fight. Illusions: Girtablilu are able to use illusions just as the common Lamia, but this ability is used almost exclusively to maintain their attractive veil. Still, if provoked to do so, a girtablilu can use this power to trick their enemies, but they are not as practiced as other Lamias. Half-Demon: Lamias are especially resilient due to their demonic blood. They are highly resistant to electricity, shrugging off weaker hits completely and somewhat capable of weathering stronger ones. Like fey, Lamias are also highly resistant to physical damage, requiring cold iron or exceptionally hard blows to breach their carapace. Unlike fey, however, Lamias are highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Lamias are immune to the effects of poisons and venoms, and has some resistance to magic, though not as great as Iza Dython’s. A caster of reasonable talent can breach their anti-magic defenses. The Immortal Flame:Some Lamias, blessed by Iza Dythun and Va’ggoru, have been blessed with the brand of a Phoenix, which the Lamias have been tricked into believing to be the new symbol of their Dark Prince. Those few Lamias branded with the symbol gain an immunity to extreme heat, and have some small measure of control over it – though they cannot easily wield it in combat. Weaknesses:– Lamias can be easily damage by cold iron. They are also highly vulnerable to white/holy magic and aethereal attacks.
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Post by KayKay on Feb 21, 2019 5:02:21 GMT
Name: Cambion Height: 5’2”– 6’2” Weight: 100lbs – 200lbs Top Speed: 25mph (flight) Info:Most Cambions are one of the many types of Lamias.Description:(Warning: You guessed it. Boobies.) (These are not exact designs. Just the closest I could find to what I was imagining.) Cambions are the most common of all half-demons, as they are the offspring between a mortal and an incubus or succubus. They exist all across Myythar, well beyond the Lamia cult. In Lemuria, however, they are quite rare. Only those within the Lamia cult are confirmed to exist. Cambions greatly resemble their demonic mothers or fathers, and it is common to mistake them for actual incubi or succubi. They appear, for the most part, as almost supernaturally attractive humanoids of the race of their mortal parent. They are recognizably demonic in appearance, however, often featuring large, crimson bat-like wings, a thin whip-like tail, and a pair of short, but sharp horns curbing up from their brow. Their eyes seem without pupils or whites, entirely red and seemingly glowing with an internal fire. Like their parents, cambions are able to change their form to resemble all manner of humanoids – this is a physical transformation, unlike the mere illusions that other Lamias use. This ability, along with their supernatural charms, grace, and stealth, make them excellent in the arts of espionage and assassination. Female cambions serve as spies and scouts for the Lamias, luring travelers and caravans towards their sisters, or gathering useful information in towns and cities. They are rarely seen at the temple of Etu-Esharra itself, for their own protection: many Lamias are dangerously envious of their beauty, particularly the girtablilu. Male cambions, as with most male Lamias, are little more than slaves, and are regarded as highly prized playthings among the higher ranking Lamias. Powers and Abilities:Alternate Form: Like their mothers and fathers, cambions are able to assume the form of other humanoid creatures of similar size and mass. They use this ability to blend in, some in an effort to life a normal life free of contempt and fear, others for more sinister purposes. The cambions of Etu-Esharra act as spies, messengers, and scouts for the Lamias. Weaponry: While most cambions are supernaturally strong, capable of lifting 800lbs on average, they primarily fight as humans do: with weapons. The cambions of Etu-Esharra often carry enchanted longbows and swords, but the bow is their preferred weapon. They are accomplished snipers and assassins, able to strike distant foes from cover. Flight: Although not as fast or as agile as harpies, cambions can still fly at a respectable 25mph in their natural form. Stealth: Cambions inherit the grace and stealth of incubi and succubi, allowing them to sneak up on unsuspecting creatures. They also possess the inborn magical ability to become invisible to the naked eye, making them valued spies and assassins for the Lamias. This magic ends abruptly the minute they make contact with another living creature, including making an attack. Demonic Magic: Cambions are no master of illusions or warmages, but they still possess a variety of useful magic thanks to their demonic heritage. Apart from their ability to become invisible, cambions also have the ability to swallow small areas in magical darkness (which they can perfectly see through), drug unconscious or paralyzed enemies for easy capture, and use the supernatural charms given to them by their parents to seduce creatures into believing them an ally. Like the enchantments of other Lamias, they cannot directly control other creatures or force them to do anything against their beliefs. Cambions may also communicate telepathically with other creatures, though only in the languages they know. Poison: Cambion Lamias usually apply poison to their blades and arrowheads before a fight. This poison is collected from the girtablilu, and has the same paralyzing properties. Half-Demon: Lamias are especially resilient due to their demonic blood. They are highly resistant to electricity, shrugging off weaker hits completely and somewhat capable of weathering stronger ones. Like fey, Lamias are also highly resistant to physical damage, requiring cold iron or exceptionally hard blows to breach their carapace. Cambions, born from (usually) weaker demons, are not quite as resilient as other Lamias, however. Unlike fey, Lamias are highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Lamias are immune to the effects of poisons and venoms, and has some resistance to magic, though not as great as Iza Dython’s. A caster of reasonable talent can breach their anti-magic defenses. The Immortal Flame:Some Lamias, blessed by Iza Dythun and Va’ggoru, have been blessed with the brand of a Phoenix, which the Lamias have been tricked into believing to be the new symbol of their Dark Prince. Those few Lamias branded with the symbol gain an immunity to extreme heat, and have some small measure of control over it – though they cannot easily wield it in combat. Weaknesses:– Lamias and other half-demons can be easily damage by cold iron. They are also highly vulnerable to white/holy magic and aethereal attacks.
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Post by KayKay on Feb 21, 2019 5:08:00 GMT
Name: Ogres Height: 7’0” Weight: 350lbs Top Speed: 15mph Info:Ogres are one of the many types of Lamias.Description:(Warning: MOTHERF***ING BOOBIES!!!) (These are not exact designs. Just the closest I could find to what I was imagining.) Among the most feared of the Lamias are tall, multi-limbed humanoid abominations known by nearby commoners as “ogres.” Standing a head higher than the average human, these hunch-backed creatures have knobbly, misshapen legs (sometimes one is even missing, replaced with a bronze prosthetic), four muscular arms, and a bloated, hairy body. Their heads resemble a cross between a human and a canine, and they possess two sets of fanged jaws, one on top of the other, along with two sets of vocal chords. A ragged mane of hair traveled from their scalp, down their hunched backs. Their tongues are forked and serpentine, and their eyes glow bright yellow like those of their mother: Iza Dythun. These ogres are the children of Iza, fathered by a massive multi-limbed demon that was given Iza’s body as a reward by the Dark Prince. Unlike most Lamia, who are half-demons, these ogres are three-quarters demon and far more fiendish than they are mortal. They are exclusive carnivores, and do not hesitate to select and devour sentient prey. Their temperament is vile, and other Lamias hate and fear them. None have dared to strike against them, however, for they fear Iza Dython’s wrath more than they do her children. As such, male ogres are currently the only Lamias free of slavery. It was, in fact, their birth that caused Iza to rethink the dangerously oppressive ways of her people and their behavior towards those less beautiful or feminine than themselves. Powers and Abilities:Ogre Strength: Ogres are frightfully strong creatures, in spite of their clumsy builds. They are capable of lifting over 1,000lbs off the ground with all four arms. Four Armed Combat: While they are no masters with the blade, the four arms of the Lamia ogre combined with their great strength make them fearsome fighters in close combat. When not using their claws, ogres tend to favor two longswords and two battleaxes. Two Tongued: The Lamia ogre is a creature with two tongues, two mouths, two vocal cords, and two brains. Each mouth is capable of speaking separately, and thus each mouth is capable of rehearsing the incantations required to use the ogre’s demonic magic. Lamia ogres are fully capable of casting two spells at the exact same time, giving them unrivaled magical potency in a pitched battle. Demonic Magic: Each ogre, as a son or daughter of Iza Dython, is born with a huge variety of magical power – though its limited mind is only capable of processing four spells its entire life. Between all the ogres at Etu-Esharra, they know between them spells that allow them to cast massive explosive fireballs, summon crushing hailstorms, fire deadly bolts of lightning, shoot dangerous bolts of acid or spheres of pure magical force, summon shadowy black tentacles, and entrap their enemies with a conjured field of sticky webs. They are also capable of disguising their horrid features with illusions, paralyzing creatures with magical force, or turning themselves invisible. However, each ogre knows only four spells, some of them defensive, some of them offensive, and a few merely utility. Demonic Power: Lamia ogres have magical power like few other creatures, demon or mortal. Their magic is unusually more powerful and more destructive than that cast by a similarly skilled individual. Their fire doesn’t just burn – it sears flesh off the bone. Their lighting doesn’t simply shock – it punches straight through armor and fortifications. Their brutally destructive magical power makes them highly prized by the Dark Prince, who is eager to see Iza breed more of these foul creatures. Countermagic: Lamia ogres are not just capable with magic, they are capable of swiftly countering enemy magic, causing their spells to flicker out harmlessly. They cannot do this while casting spells with both of their mouths – one mouth must be free, and the ogre must be aware of the oncoming spell. In addition, it takes precious few seconds to counter a spell – an ogre faced against multiple spells in quick succession will have no hope of countering more than one of them. A particularly quick caster may also be able to complete their spell before the ogre can react. Furthermore, ogres have great difficulty countering the magic of casters more powerful than themselves, as they simply lack the sheer power needed to do so. Telepathy: A Lamia ogre can communicate with other creatures through telepathy, though only in the languages it knows. Three-Quarter-Demon: Lamia ogres are more demon than mortal. They are completely immune to electricity, and also have small resistance to extreme temperatures and acidic chemicals. As demons are the descendants of corrupted unseelie fey, Lamia ogres are highly resistant to physical damage, requiring cold iron or exceptionally hard blows to breach their skin. However, they are also highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Ogres are immune to poison and venom, and have some resistance to magic. A caster of reasonable talent can breach their defences, however. The Immortal Flame:Some Lamias, blessed by Iza Dythun and Va’ggoru, have been blessed with the brand of a Phoenix, which the Lamias have been tricked into believing to be the new symbol of their Dark Prince. Those few Lamias branded with the symbol gain an immunity to extreme heat, and have some small measure of control over it – though they cannot easily wield it in combat. Weaknesses:– Lamias can be easily damage by cold iron. They are also highly vulnerable to white/holy magic and aethereal attacks. – Ogres have extremely limited minds, and can only learn four spells their entire lives.
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Post by KayKay on Mar 24, 2019 22:40:54 GMT
Name: Brume Spider, Hyllus BrumaHomeworld: Myythar Mundus Range: The Brume Height: 2’2” - 2’8” Length: 4’0”- 4’7” (7 foot average leg span) Mass: 220-280lbs Top Speed: 30 mph Description: Brume spiders have shorter legs in proportion to their body size than other spiders. Their abdomens slant downwards, and their faces are nearly rectangular surfaces facing forwards. Their front four legs are slightly larger than their back four, designed to help grapple prey larger than themselves. Their eight eyes are arranged in a unique pattern, with four anterior forward-facing eyes and four posterior eyes – two of which are vestigial. Two of their anterior eyes are much larger than the rest, serving as their primary eyes. Brume spiders are known for their incredible vision. To compare them to existing spider species on Earth, Brume spiders most closely resemble the salticidae family, though hundreds of times the size. Brume spiders have brown legs the color of tree bark, and dark green coloration on their bodies marked with tan and black highlights, enabling them to blend into the undergrowth of the Brume. Info: Many gigantic arachnids are known to exist on Myythar; they are generally thought not to be natural products of evolution, but enhanced by previous generations living out an existence in a magic-rich area. The feywylds are notorious for harboring gigantic arthropods, and the Brume is no exception. Brume spiders are the apex predators of the Brume’s dry highlands, elevated above the freshwater swamp forest where even greater predators live. They are fast, intelligent, and social predators, living in large family groups led by a female matriarch. Brume spiders nest in silk-lined tunnels beneath the forest floor at night, where they can lay up to twelve eggs at a time. By day, Brume spiders hunt for food for their pack, stalking everything from large game, hominids, and even fey such as satyrs and spriggans. Brume spiders are also trained as hunting animals by the Du’Vani – the wild elves of the Brume, due to their intelligence and inherently social nature. Threat Level: Brume spiders see humans and similar creatures as prey, and will not hesitate to hunt them. Their powerful venom, durable carapace, and pack-hunting tactics allow them to tackle creatures far larger or more powerful than themselves, such as moose, bears, and fey. Trained Brume spiders are less aggressive, but they are not domesticated animals by any means and should still be treated with caution and handled only by a professional. Abilities:– Spider-Sense: Unlike many spiders, the Brume spider has excellent eyesight. Its large, primary eyes have telescopic vision, and color vision extending well beyond that of a human’s, into the ultraviolet range. Its primary eyes have a narrow, 5˚ field of vision, but are capable of scanning objects off the direct axis of vision without requiring the spider to turn its body, as humans may move their eyes to focus on objects. Its secondary eyes also provide the Brume spider with nearly 360˚ vision, although they cannot see with such detail and distance as the primary eyes. Brume spiders also have incredible hearing, capable of detecting vibrations in the air through the hair on their legs to detect sounds as far as sixty feet. – Jumper: Quick and agile, Brume spiders are active hunters rather than web spinners. By contracting the muscles in the upper region of their bodies, Brume spiders can cause an extreme change in blood pressure, forcing the blood towards their rear legs and causing them to extend rabidly, launching the spider up to forty to fifty feet from a standstill. This allows Brume spiders to pounce on prey from afar, usually knocking them to the ground and injecting them with venom. Brume spiders usually leave a line of silk as they leap that they use as a drag line, allowing the spider to stabilize their landings. – Venom: Brume spiders are equipped with powerful, sideways facing fangs capable of biting like pincers and puncturing the defenses of tough prey, such as satyrs. The fangs deliver a fast-acting venom designed to rapidly subdue struggling prey much larger than the spider, such as moose and bears. The venom weakens the creature's muscles, quickly causing paralysis by eventually disabling their entire muscular system in high enough dosages. The spider then drags its incapacitated prey to a safe location, where a secondary venom allows it to liquefy its prey's internals and feed at its leisure. Against dangerous prey, Brume spiders prefer hit and run tactics, pouncing and then leaping away to allow their venom to take effect. – Toxic Cloud: The Brume spider is unique in that it's venom sacks extend through its cephalothorax and abdomen. Tubes connect the venom sacks to tiny apertures in the spider's thorax and abdomen. As a defense mechanism, the Brume spider can expel the contents of its venom sack as a green cloud of poisonous gas, deadly out to a ten-foot radius from the spider. Like the venom, this poison serves to weaken or paralyze an enemy, but the Brume spider usually uses this either as a cover to escape or to help it single out prey in a group of creatures. They only use this ability under dire stress, as this quickly depletes the spider's venom reserves, leaving its bite non-venomous until its body can produce more. Brume spiders seem to have a natural immunity to this cloud. – Exoskeleton: Brume spiders have a strong but lightweight exoskeleton that offers them protection from the weapons and blows of their struggling prey. Their true defence in a pitched fight, however, is their agility: Brume spiders are smart and adapt at avoiding blows. – Intelligence: Unlike most spiders, Brume spiders are exceptionally intelligent. They have intelligence comparable to big cats, and are capable of planning ambushes and hunting routs. They are also social creatures, and like lions, Brume spiders are known to hunt in groups. The intelligence of the Brume spider also allows them to be trained, if raised from a very young age. The Du’Vani employ Brume spiders as human hunters use hunting dogs. They are not domesticated house-pets, however, and even a well-trained Brume spider should be handled by one with experience with animals. Weaknesses: – Brume spiders are diurnal predators. Although they have excellent vision, they cannot see well in the dark, and must rely on their sensitive hearing. – Brume spiders hate getting wet. The avoid the swamps of the Brume completely if they can, and take shelter in their burrows or beneath silk “tents” during rainfall. The sensitive hairs on their legs are unable to detect vibrations if waterlogged; a drenched Brume spider is essentially deafened. They are quick to retreat from such hazards.
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