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Offer Erapia
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Founded: Jan 12, 2018
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Postby Offer Erapia » Wed Feb 09, 2022 9:09 am

Gonna need a little help here boys. I am almost fin with my app. But alas i have no clue how to go about the statistics. I dont know how to go about it. Do we just use our vital points for them or is there another way your supposed to fill them out?

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Blargleyarg
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Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Wed Feb 09, 2022 9:20 am

Ovstylap wrote:For some reason I cannot get the Spoiler to work, but this is the part on the 'Mor'gamoot,' please read the other sections first for background on origin and homeland.

It's because of the apostrophe, if you change it to [6spoiler=Morgamoot] (minus the six) it'll work just fine
There's no fix unfortunately, you have to remove it for it to work
(╯°^°)╯︵ ┻━┻

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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 11:56 am

I know I’ve been putting it off, but I finally made a Guide to Vitals and Statistics, located in the OP. If anyone has any more questions or problems with their vitals, post in the OOC and include your Vitals score without the modifiers, a blank statistics, and only their armor type.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 12:51 pm

Nagakawa wrote:snip


First Characters Vitals and Stats

Wounds 3 Total
Strength (-1)
Charisma (0)
Dexterity (+3)
Intelligence (-1)
Wisdom (0)

Melee Attack: (Ill go ahead and use your dexterity modifier) +4 (+9 If hidden)
Ranged Attack: +4 (+9 If hidden)
Magic Attack: N/A
Evade: +8
Armor Rating: None (+11 AR, +2 Dexterity Rolls)

ACCEPTED!

Second Chars Vitals and Stats

Strength: 16 (+3)
Charisma: 8 (-1)
Dexterity: 10 (0)
Intelligence: 10 (0)
Wisdom: 11 (0)

Melee Attack: +6 (+2 With every wound)
Ranged Attack: 0
Magic Attack: N/A
Evade: 0
Armor Rating: Light Armor (+10, +1 to Dexterity Rolls)

ACCEPTED!
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 1:14 pm

Ceystile wrote:snip

2 Total Wounds
-Strength: 7 (-2)
-Charisma: 12 (+1)
-Dexterity: 10 (0)
-Intelligence: 14 (+2)
-Wisdom: 11 (0)

Melee Attack: 0
Ranged Attack: 0
Magic Attack: +3 (Since the sorcerer uses wisdom modifier to affect attack rolls and spell rolls, I'd advise to switch around the Vitals a little bit to give yourself a little more firepower.
Evade: +3
Armor Rating: +8

ACCEPTED! Let me know if you want to change any of the vitals, and I've put a guide in the OP so now we wont have such trouble as everyone has.

Ceystile wrote:snip

-Strength: 8 (-1)
-Charisma: 12 (+1)
-Dexterity: 12 (+1)
-Intelligence: 13 (+1)
-Wisdom: 10 (0)

-Melee Attack (Choose Strength/Dexterity+Class): +1
-Ranged Attack (Dexterity+Class): +1
-Magic Attack (Mage Mod.+Class): N/A
-Evade (Dexterity+Class): +6
-Armor Rating (Dexterity+Type): +9

ACCEPTED, unless you want to make any changes!

Blargleyarg wrote:So, this is the very rough outline of a character I'd thought up, not super attached atm

Basically a generic and somewhat wimpy human from the Borderlands area with no magical talent. Used to work for a tailor (and, ahem, consort) who worked for a Freebooter captain named Ajax Malory. A good opportunity for a peasant from a war-torn hellhole up until Malory killed a few dozen other Freebooter lords during a meeting on neutral ground (presumably for territory and/or power). And then all the witnesses in order to create a narrative that the attack was committed by an orc raiding party (despite there being no such party in the area). Shocked by the arrival of a new, bold, and dangerous (but nonexistent) faction, a good chunk of the Freebooter mercenary horde has aligned themselves with Mr. Malory due to a belief that their business and lives are each at stake. If word got out that Malory had in fact faked the attack and killed the other bosses himself, though, it'd be very bad news for him.

Which is why after killing the tailor/concubine (name was Lorelei) who was my character's boss, Ajax's minions were a bit peeved to notice [pc name] sneaking out during their assassination. Thus, Ajax ordered a bounty on their head, to be brought in alive or dead.

Our intrepid hero(ine?), though, hasn't the slightest clue of Ajax's betrayal or that they were the one who set the bounty- in fact they're hoping to run back to Uncle Ajax after they get the couple dozen bounty hunters off their trail.

I'm probably misinterpreting the nature of the freebooters, apologies if that is indeed the case

I'd appreciate some help with stats and stuff. Alternatively, if you've come up with a character that you'd like played, I could maybe do something with that, I dunno

Name: [first name here]Rose (or ross?) Maise
Race: Human
Age: TBD, between 17 and 22
Gender: TBD
Origins/Background: Apprentice of a tailor who served a Freebooter captain, fled upon their master's death
Class: TBD
Vitals (55 Pts. or GM can Roll for you)
-Strength: Average, as they're wimpy but exercise often enough
-Charisma: Mid to mid-high
-Dexterity: Highish
-Intelligence: Mid to high
-Wisdom: Low
Total Wounds:
Statistics
-Melee Attack (Choose Strength/Dexterity+Class): TBD
-Ranged Attack (Dexterity+Class): TBD
-Magic Attack (Mage Mod.+Class): TBD
-Evade (Dexterity+Class): TBD
-Armor Rating (Dexterity+Type): TBD
Melee Weapons: TBD (For weapons I was thinking things an apprentice tailor might have (hammer, mixed in with what
Ranged Weapons: TBD
Firearms: TBD
Armor: TBD
Spells Known: TBD
Introduction: WIP


I like it! Hey man, be whatever character you want to be! Lemme know when its finished.

Union Princes wrote:Name: Thrumlin (of Clan) Holdfast (of Stronghold) Valonmark
Race: Dwarf
Age: 130
Gender: Male
Origins/Background: A veteran warrior that served faithfully to his clan and stronghold before being given a chance to be an adventurer
Class: Fighter
Vitals (55 Pts. or GM can Roll for you)
Strength 17 (+3)
Charisma 8 (-1)
Dexterity 10 (0)
Intelligence 9 (-1)
Wisdom 9 (-1)
Total Wounds: 5
Statistics
-Melee Attack (Choose Strength/Dexterity+Class): 7
-Ranged Attack (Dexterity+Class): 3
-Magic Attack (Mage Mod.+Class): 0
-Evade (Dexterity+Class): 0
-Armor Rating (Dexterity+Type): 20
Melee Weapons: A Gladius, steel aspis, two-handed hammer
Ranged Weapons: N/A
Firearms: N/A
Armor: Full Plate
Spells Known: N/A
I became a soldier to my clan once my beard has reached down my neck. In the army in which it marched east, I served for four years against the orcs; the fifth year I was honored for my bravery and received many recognitions for my clan. After the orcs retreat to their lands; when we were brought back to Valonmark and relieved for duty, I immediately volunteer under the banner of Lord Frosrun to recover a lost hold in the north. The commander considered me worthy to be assigned as an Ironbreaker, to be placed in the vanguard where the fighting is thickest. For the third time, I enlisted as a volunteer in an army that was set against an elf incursion trespassing a dwarf hold. By Lord Grilvem, I was made a standard-bearer for my unit of Ironbreakers. After the elves were humiliated, we marched back to the capital. Thrice after, I served in campaigns in the local region driving out the foreign hordes seeking to conquer Valonmark. Then I campaigned thrice more against the elves, orcs, and humans that sought to claim the various dwarf holds as their own. I was brought home by High King Dwunrar along whom he brought with him many others he wishes to honor in the Triumph for their bravery. My grandest moment was when my beard has grown long enough to reach my belly, establishing me as a Longbeard. 43 times I was rewarded for my loyalty and diligence by my commanders. Having served over a century, I was released once more and returned to my clan with full honors.


Accepted! We'll have to go over Valonmark later, I'll look it over again tonight and see if it matches up with what we got going on here.
Ovstylap wrote:OOC Comment: I'll keep all of the stats from class and race etc displayed next to the relevant category, but include those numbers on top of my Vitals numbers to show where I've got them from. I might need a tad of guidance regarding the modifiers as I don't know if I'm correct, please!

Name: Gundrak 'Grief-giver' of the Brettat Clan.
Race: Orc (+2 Wounds, +2 Strength, +1 Dexterity, Speaks Common + Orcish)
Age: 32
Gender: Male
Origins/Background: An Orc of Morgamoosh, Gundrak travelled with the hundred-strong Brettat clan for much of his life, before leaving the clan in search of his own personal glory, after his brother slew the former Chieftain and began to lead them unwisely- yet Gundrak could not take the life of his brother who he loved dearly, and yet who would not take his advice.
Class: Berserker +5 Wounds, +3 Melee Attack (+2 for each Wound Received)
Light Armor, 2 Handed Melee Weapons
Vitals (55 Pts. or GM can Roll for you)
-Strength: 20 (2 from Orc) (+5???)
-Charisma: 9
-Dexterity: 15 (1 from Orc) (+3 as +2 from stat, +1 from AC?)
-Intelligence: 7 (-1)?
-Wisdom: 7 (-1?)
=Total 58, including +2 Strength, +1 Dex from Race)
Total Wounds: 7
Statistics
-Melee Attack (Choose Strength/Dexterity+Class): +8 (3 from Class, Five from Strength?)
-Ranged Attack (Dexterity+Class): +2
-Evade (Dexterity+Class): +2
-Armor Rating (Dexterity+Type): 12
Melee Weapons: Great Axe, Dagger.
Ranged Weapons: Javelin (x2)
Firearms: None
Armor: Light Studded Leather+Fur Armour.
Spells Known: None.


"Brother. You cannot lead our Clan like this. I know you had disagreements with our former Cheiftain, but you'll lead the Brettat to ruin if you lead us as raiders in this part of the Borderlands. We're better off as traders and mercenaries for the Freebooters."
"Gundrak we've had this argument before. We won't gain any glory among the other clans, and we won't gain ANY recognition by the Fallen God. I'm not going to argue with you about this again. I... I am the Chieftain, not you."
"Brother. You know that you are only the Chieftain with my support. Without me by your side another would duel you. I beseech you to not follow this path."
"You insult me, Gundrak. Do you accuse me of not being able to defend myself against any other among the Brettat? Sezdrak? Cruthraz?"
"Especially against them."
"I will only forgive you for the love I hold for you, but my mind is set."
"Then I shall accept your forgiveness, but I cannot stand by and support you."
"Then you had best leave us all."
"So that's it then. Thirty years of brotherhood?"
"You'll have only yourself to blame. You go and gain your glory by yourself, the Brettat will gain their glory under me. Good luck Gundrak, you upset me but you have to do what you think is right."
"Good luck Chieftain, I can only hope I'm wrong. I won't ever see you again."
"Come here, little brother. I will always love you and cherish your memory. Let the fact that we do not kill one another as a way of parting comfort you. I respect you, I love you. And I hate you for abandoning me."
"I love and hate you too, brother, I love and hate you too."
...


For two years I've been apart from my clan, who I've spent most of my life with. I do not know what has befallen them, but I miss them more than anyone can understand. I grieve for them, I feel guilt at myself, yet I knew I could neither stay and see myself destroyed, nor could I bring myself to slay my brother and lead the clan myself. Damned either way. Now, the only thing I control is myself. Alone, it will be harder to survive earning the approval of HIM. But the glory will be mine alone. I've been a mercenary for some time, but now, I am three months into my journey into the Barrens, seeking out worthy opponents to hone my fighting skill, and to earn approval.

-Strength: 20 (+5)
-Charisma: 9 (-1)
-Dexterity: 15 (+2)
-Intelligence: 7 (-2)
-Wisdom: 7 (-2)

-Melee Attack (Choose Strength/Dexterity+Class): +8 (3 from Class, Five from Strength?)
-Ranged Attack (Dexterity+Class): +2
-Evade (Dexterity+Class): +2
-Armor Rating (Dexterity+Type): 12

Made a couple of edits, but the rest is great! Character is ACCEPTED, but like Valonmark, we'll have to look over the country he's from, the fallen god, etc. whenever I get a chance.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Ovstylap
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Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Wed Feb 09, 2022 4:04 pm

Hinzland wrote:Made a couple of edits, but the rest is great! Character is ACCEPTED, but like Valonmark, we'll have to look over the country he's from, the fallen god, etc. whenever I get a chance.


Understood, hopefully it's all formatted in a way that you can work your way through and understand! Thank you for sorting those stats!

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Hinzland
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Founded: Dec 03, 2021
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Postby Hinzland » Wed Feb 09, 2022 5:08 pm

Ovstylap wrote:
Hinzland wrote:Made a couple of edits, but the rest is great! Character is ACCEPTED, but like Valonmark, we'll have to look over the country he's from, the fallen god, etc. whenever I get a chance.


Understood, hopefully it's all formatted in a way that you can work your way through and understand! Thank you for sorting those stats!

Okay let’s review

1. Mooti is a fallen god seeking to make amends with The One? And is the aloof ruler of the Orcish/dwarven alliance?

2. Who currently rules the Five Holds? Are they friendly to outsiders?

3. I like the idea of Morgamoot and consider it ACCEPTED right off the bat.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 5:14 pm

Union Princes wrote:
Hinzland wrote:Interesting concept. Would it be strictly dwarves? How big of a regional powerhouse would they be? How interested in others political affairs are they?

I kind of view the Dwarves of this world as honorable Ferengi (if you’ve ever watched Star Trek). If you don’t know what ferengi are, then: the dwarves are an honorable, craftsmen people, less worried about the affairs of others and attempting to rebuild whatever strongholds and clans they have left to begin rebuilding their race. They’re avid merchants and traders as well, only selling the best of goods. Dwarven smithing and masonry is renowned as the best in the world. Although they’re excellent warriors, their society is less of a martial one and more of a “corporate” one. Well, as corporate as you can get in a medieval setting.


Strictly dwarves. Given how the empire is dying, there is a siege mentality among the dwarves as they are quick to anger when someone tries to take advantage of their fracturing realm. Even if a hold is lost to the darkness and unoccupied, the dwarves still believe it's their domain still. Hence why there is some bad blood against the elves and orcs when they try to claim the empty mines or fortresses.

As for the second question, since it's inspired by Constantinople, the city's influence and power come from its merchants and prestige. Although its army can't travel across the world, being the center of dwarf smithing and masonry makes it a center of trade. Any military expedition is more focused on reclaiming lost territories in its immediate vicinity rather than seeking out new conquests.

As for diplomacy, the capital is primarily concerned with reestablishing ties with the various dwarf clans that got isolated from the High King. Basically Bismarck diplomacy for an eventual dwarf reunification. Any political dealings with the other races is to help bring the High King closer to that goal.

Also, my app should be ready now


Consider Valonmark ACCEPTED, so long as it’s army size and overall influence makes it a regional power. There are plenty of Dwarven strongholds out there that remain independent and wary of these imperial dwarves, as it’s been hundreds, if not thousands, of years since the Dwarves have been united under a single banner.

@union princes and @ovstylap: since the strongholds are all connected in a vast underground highway, have they met before? What’s their relationship? How would their respective governing bodies see each other, and how would the average adventurer from each view each other?
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 6:01 pm

Offer Erapia wrote:Gonna need a little help here boys. I am almost fin with my app. But alas i have no clue how to go about the statistics. I dont know how to go about it. Do we just use our vital points for them or is there another way your supposed to fill them out?

I just posted a guide to vitals and statistics in the OP. It can be pretty complicated for anyone not familiar with DnD, which is what I based it off of, so if still need help you can go ahead and post your char with just the vitals and the armor he/she is wearing and I can take it from there :)
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Honghai
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Founded: Dec 31, 2021
Moralistic Democracy

Postby Honghai » Wed Feb 09, 2022 7:20 pm

Hinzland wrote:
Honghai wrote:Name: Alana Firebell
Race: Elven
Age: 403
Gender: female
Appearance:
https://thumbs.dreamstime.com/z/beautiful-elegant-woman-black-dress-standing-near-floor-lamp-wall-young-lady-heels-professional-make-up-wall-young-skinny-55506950.jpg except her hair should be longer, covering-up her ears - her hair should be Blonde, and her complexion a bit lighter.

Origins/Background: Popular singer
Class: Bard
Vitals (55 Pts. or GM can Roll for you)
-Strength: 4
-Charisma: 15
-Dexterity: 8
-Intelligence: 17
-Wisdom: 10
Total Wounds: 3
Statistics
-Melee Attack (Choose Strength/Dexterity+Class):
-Ranged Attack (Dexterity+Class):
-Magic Attack (Mage Mod.+Class):
-Evade (Dexterity+Class):
-Armor Rating (Dexterity+Type): 0
Melee Weapons: Dagger (1x)
Ranged Weapons: Javelin (1x)
Firearms: Pistol (2x)
Armor: None
Spells Known: Mainly healing, though she does know a few elemental (ice and wind) based and mod (as in body modification, as in "speed, strength, nightvision," etc) - she currently knows some mod spells towards speed (running-speed and fast reflexes)
Alana had always felt odd. She had had many friends, but something about her set her apart. Her Elven ears set-in more, differentiating her from Humans, which caused her to be very self-conscious. She always covers her ears up with her hair. Besides those feelings, Alana knew she could be Musical. She knew she could sing, and it'd drive her to fame. The village she'd grown up in was nothing to her, because the world would be her stage. She'd travel village to village, even being a member of many, many bands. One day, someone had threatened her - and she'd saw that someone left a dagger there. The dagger stayed with her, all throughout these years - but the person who'd threatened her was stabbed, and Alana had stabbed him - and gotten away with it particularly because she was well-liked both off and on the Stage.

If you’re having trouble with the stats, don’t worry, I can help with that :) as for spells, the only classes that can use magic are the mage classes. Sorry about that, should’ve been more specific. If you want to use a magic character but have a singer background, that could still work as a “bardish spell slinger”, just without the bard abilities “encourage/discourage” and the “speech bonuses”.

Other than that, looks like a good app! The intro doesn’t really mean much to me, as that’ll give your character an opportunity to have flashbacks in IC to flesh out your character without telling us stuff we already know. Like in a movie or a show, we don’t know every characters back story right off the bat, we learn as the story progresses. The intro and background/origins give us something to base our characters off and we can build off of that.

Here are you vital modifiers. These apply to associated d20 and d6 rolls.
-Strength: -3
-Charisma: +2
-Dexterity: -1
-Intelligence: +3
-Wisdom: 0

Here are your stat modifiers
Melee Attack: -1 (went ahead and used dex for you
Ranged Attack: -1
Magic Attack: N/A
Evade: +4
Armor Rating: 7 (base AR is 8 for player characters; -1 from your dexterity)

You can change vitals, class, and race at any point before your characters first IC post, so you have plenty of time to make any changes you want to make the character you want to use.


Alright. Just to letcha know, I'm still interested in this.

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Union Princes
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Corrupt Dictatorship

Postby Union Princes » Wed Feb 09, 2022 7:47 pm

Hinzland wrote:Consider Valonmark ACCEPTED, so long as it’s army size and overall influence makes it a regional power. There are plenty of Dwarven strongholds out there that remain independent and wary of these imperial dwarves, as it’s been hundreds, if not thousands, of years since the Dwarves have been united under a single banner.

@union princes and @ovstylap: since the strongholds are all connected in a vast underground highway, have they met before? What’s their relationship? How would their respective governing bodies see each other, and how would the average adventurer from each view each other?


I suspect that over the millenia of negotiations, it would lead to two outcomes: a stereotype that dwarves love to argue with one another and a EU-style of alliance and economic bloc. Like the High Kings would eventually concede to accept the independence of these Dwarf Holds and treat them as sovereign nations united through kinship. A return to a Dwarf Empire in all but in name.
There is no such thing as peace, only truce between wars

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Hinzland
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Ex-Nation

Postby Hinzland » Wed Feb 09, 2022 8:02 pm

Union Princes wrote:
Hinzland wrote:Consider Valonmark ACCEPTED, so long as it’s army size and overall influence makes it a regional power. There are plenty of Dwarven strongholds out there that remain independent and wary of these imperial dwarves, as it’s been hundreds, if not thousands, of years since the Dwarves have been united under a single banner.

@union princes and @ovstylap: since the strongholds are all connected in a vast underground highway, have they met before? What’s their relationship? How would their respective governing bodies see each other, and how would the average adventurer from each view each other?


I suspect that over the millenia of negotiations, it would lead to two outcomes: a stereotype that dwarves love to argue with one another and a EU-style of alliance and economic bloc. Like the High Kings would eventually concede to accept the independence of these Dwarf Holds and treat them as sovereign nations united through kinship. A return to a Dwarf Empire in all but in name.

Start off with the first stereotype? Then we can bring it up in a later storyline? “Union of the Dwarves” one shot?
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Blargleyarg
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Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Wed Feb 09, 2022 8:38 pm

Blarg's Sadistic Mythos

Red Roller

"Evil li'l bastard nearly took me 'ead off, then 'e went an' disappeared. Dunno where to, but glad to be rid of um. Nasty creatures, they are."
- Rufis Broadbrow, Dwarvish merchant -




A small village's guardsman, moments away from nodding off, is suddenly woken by a bizarre, irregular clicking. Surprised and alert, they peer into the dark and spy a flash of red amidst the foliage. As they reach for their spear, they suddenly feel a gust of wind and a sharp pain move through their body. Looking down, the guard finds that they've suddenly gained a deep laceration across their stomach. Attempting to scream as they grab at their innards, they find their throat cut, too. The last thing they hear is their own gurgling chokes.



Appearance

Rollers are bright red, fleshy orbs measuring 1-3 feet across, on the surface of which vine-like limbs of varying length extend. Coated in layers of razor-sharp spikes, these limbs act as deadly weapons; a single flailing arm could inflict hundreds of scratches. Their interiors are similarly dangerous. The few that've been killed and dissected appear to have no organs their interiors made of a homogenous, spongy material that excretes caustic fluid.



Behavior

The Red Rollers, also known as Scarlet Wheels or Bladetangles, are extremely dangerous agents of Chaos that pop in and out of the mortal plane seemingly at random, inflicting pain and death on whoever's in reach and chittering wildly all the while. As they attack primarily by hurling themselves at foes amidst the whirling bramble of their limbs, only the heavily armored or supernaturally thick-skinned can ward off such aggressive rushes without substantial lacerations. They rarely try to grapple opponents, almost always preferring hit-and-run tactics involving high-speed weaving and leaping. Rollers are additionally very fast, able to run down horses with ease. Across short distances, anyways- their arms get tired of pulling them across the ground relatively quickly, being tentacles with no bone structure. This is also due to the fact that as creatures of Chaos it's difficult for them to form on the mortal plane; they find it uncomfortable at best and can perish from staying too long, so it's necessary for them to hop back and forth periodically.



Emergence

Rollers have a keen sense of where they will emerge into the mortal world, as evidenced by the fact that they never seem to emerge in particularly dangerous locales (cities, large bodies of water, etc) or ones that are deserted. Despite this, they seem to have no real tactics; they attack at random, often at places of no strategic importance, sustaining high casualties for no gain whatsoever. Presumably it amuses their masters.



Strengths:

Decentralized Control

Rollers are physiologically similar to starfish in that they're able to survive and regenerate from wounds that would otherwise be fatal. The only way to kill them is to tear them apart, salt the remains, and then burn them. Otherwise they'll simply flee to the Chaotic Plane and regenerate.

Hazardous Fluids

In addition to their prickly exterior, their interior is equally dangerous, full of toxin-producing glands that secrete a hot, acidic fluid. The slightest injury to their body releases copious amounts of it, causing burns and blisters.

Flighty Nature

Rollers given sufficient time (thirty minutes or so) are capable of returning to the Chaotic Plane to rest and heal if they feel like doing so. They are also capable of moving back from said Plane back to the mortal one. This makes typical military tactics somewhat worthless against them- you can't mount an offensive against an enemy with no base of operations, or a defensive against one that can attack from anywhere at any moment. Thus, groups under attack who refuse to adopt constant vigilance via a rotating guard and/or a decentralized command structure are quickly worn down by the utterly random nature of an assault.



Weaknesses

Watery Grave

Deep water practically cripples them, as their limbs are too thin and slick to get any traction. They'll float on the surface and try to lash out at passers-by for a while, but unable to return to the realm of Chaos, they'll soon die. Thus, they avoid water like the plague.

Sturdy Walls

As Rollers are unable to open doors and unable to break through sturdier ones, hiding inside of any decently made house is enough to survive an attack. Be careful not to leave a window open, though- Rollers are excellent climbers.

Long-handled Weapons

Bullets and arrows do little but release their acid. Axes and swords can do the job, but you might be missing a finger or an eye by the time you're done. Using a spear, halberd, or greathammer, however, puts you firmly out of danger and does far more damage.



History

The Rollers have been around for some time, the majority of their number popping up during the events of the Titanomachy where they acted as berzerkers en-masse for the forces of Chaos. One such horde, being especially large and prolific at killing, was dubbed the Blood Wave for their tendency to leave a literal trail of blood behind them as bits of flesh gradually fell off of their spines. Eventually, though, they were thrust out along with all their kin.

In recent years they've begun to crop up again, but fortunately haven't formed a second Blood Wave as their number is insufficient and the forces of chaos aren't yet powerful enough to allow for a sustained incursion. Unfortunately, there have still been numerous causalities, according reports detailing attacks by strange, red creatures matching the description of Rollers. Though they mostly attack caravans and small villages, they've still racked up quite a few bodies; conservative estimates put it at three hundred, wilder ones at three thousand. Either way, they're a menace and don't appear to be going away anytime soon.

A traveler, lost for countless days, continues walking a lonesome path through a rocky ravine. Suddenly, they hear an old man's cries for help. Unsure how to respond ("Is it just more voices in my head?"), but still being the decent sort, they stop and search for the poor fellow amidst the nooks and crannies of the canyon, to no avail. As they begin to lose hope, they hear the old man whispering pitifully from under a sizeable stone, a single hand outstretched from beneath it. Using all their strength. the traveler lifts the stone and heaves it to the side only to find what the hand was attached to- a horribly shredded corpse. Shrieking in horror, they turn to run only to feel a piercing, burning pain in their chest. In their final moments, they look down to see the dark, twisted spike sticking through their clavicle and hear a coarse, heartless laughter.

Such is the life of the manticore, a vicious and highly intelligent vocal mimic.

Appearance: Manticores generally take the form of a large, dark red, shaggy-haired cat with a grotesque human head in place of the more natural feline one. This head bears a permanent grin, showing off it's three rows of shredding teeth. The apparent age of the aforementioned humanoid head appears random, ranging anywhere from a child to that of an elder. They never take the form of non-Humans, presumably due to their creators themselves always being human (apparently, elves don't have anywhere near enough hubris to screw with nature like that.)

Like with the head of the beast, the back legs are those of a human, albeit larger and more muscled than would be natural and with toes ending in sharp claws. The tail is long and prehensile, ending in a tapered point that is capable of being launched at foes at a distance or thrust at close range. Notably, some manticore have bat-like wings capable of flight, but this trait is quite rare and only seen in a few manticore.

Strengths:
Unknown Venoms
The type of venom found in the tail of the manticore is whatever their creator selected, and it can be anything from that of scorpion to that of a jellyfish (and on occasion, multiple such toxins). This makes it very difficult to cure a manticore sting, as it's very difficult to ascertain the toxin used.

Nullifying
Being of artificial origin and designed to protect the treasures of magic-users from other magic-users, manticore are highly resistant to magical bombardment. Enchantments will fail, fireballs don't seem quite so hot, etc, etc. Normal weapons still work well enough, but as the manticore was designed for such an eventuality, they're pretty hardy in that regard as well, albeit not bulletproof.

Mimicry
Manticore are impeccable vocal mimics capable of fooling even the most discerning of listeners. Additionally, they're quite good at picking up new voices- a few sentences is usually enough.

Cunning
Manticore are large, strong, and vicious creatures, but that's only a portion of what enables them to regularly kill and eat seasoned warriors. The other portion is due to their intelligence. They're capable of laying traps, forming intricate plans, and far more. Manticore are almost always as smart or smarter than the average human and underestimating them will almost certainly lead to a slow and painful death.

Cryptid
Manticore aren't particularly well-known creatures as their victims are almost always either devoured or thought mad, meaning they can fool travelers into thinking that they aren't malicious pretty easily. There are a few texts in older wizarding libraries describing the dangers of manticore, but the average traveler won't have read them.

Weaknesses:

Numbers
Manticore are deadly, but they shy away from doing battle with larger groups; dealing with more than seven foes at once they'll deem too much to handle and flee. As deadly as they are, a few dozen spears in their belly will still do them in.

Supply Issues
The spines that manticore fire from their tails, for reasons unknown, do not contain venom; only a the central spine does this. Not exactly a weakness, but worth mentioning.

Behavior: Lonesome, malicious, and extremely sadistic, the manticore takes great joy in stalking small groups of travelers and tormenting them for the fun of it. Over days, weeks, or even months, the manticore doggedly follows their chosen prey, torturing them all the while through a variety of means- killing beloved pets, sowing discontent among the group, destroying vital supplies, whispering malicious things in the night and leaving the remains of previous "playthings" about, all to cause their victims mental, physical, and emotional pain before devouring them.

And more often than not, those who survive being a manticore's object of interest don't aren't exactly unscathed- the mental trauma of the experience can stay with them forever. Disturbingly, most of those who escape the manticore's grasp aren't even aware they've escaped anything, having never seen the beast itself. They're often thought to have simply gone mad, and it certain cases, are blamed for the deaths of their traveling companions. The victims themselves often agree.

History: Being wholly artificial creatures, the first of the manticore were created after the fall of the Triad to guard the treasures of wealthy sorcerers. However, they were found to be defective after several incidents involving the deaths of their creators and as such the spell invoked in their creation was banned. The spell has been rediscovered on occasion throughout the centuries by various wicked sorcerers, most of whom were promptly devoured by the beasts they'd hope'd to command. For this reason, the manticore population, despite all it's members being completely sterile (and in fact lacking genitals), is rising. Stupidity breeds danger, it would seem.

Possibly the cuddliest of all giant centipedes, the giant scolopendra, or "ki'rup" as it's more commonly known, is often used as
a beast of burden by merchants due to it's hardiness and ability to traverse all manner of environs.

Appearance: The picture at the top of this article is pretty much what I'm going for, but sized up so that each body segment is around the size of a large barrel.

History: Giant scolopendra are widely regarded as the premier way to transport large amounts of goods over land due to their ability to carry a few thousand pounds of cargo with little difficulty. The first of their kind were gifts from the god of domestic creatures Epona (deceased), to ancient kings who used them as mounts in battle. Over many centuries, though, they've become smaller, more docile and far more common.

In both the tropical forests of Mount Kapet and the depths of Hel, one can find these brutes in abundance.

History: The apes originate from Hel, where they exist solely for manual labor and the entertainment of their superiors. They were used as cannon fodder when the veils between worlds were thin, and occupy a relatively similar role now, albeit with less supervision. When the Soul Bomb was released, the gates to Hel closed, abandoning thousands of the Apes in the mortal realm. While most perished, a few survived and were able to flee to more inhabitable locales, namely the ruins of a temple at Mount Kapet, which has been their lair for decades.

In recent times, however, they've begun venturing out farther from their home and attacking settlements en masse. While nearby villages have always had to deal with the occasional raid, the beasts have suddenly begun utilizing unorthodox tactics completely unlike the typical suicide rush- misdirection, ambush, siege, real stratagems. A few have even been spotted using crude weapons and throwing stones. How or why they've suddenly gained this knowledge is unknown, but it's hypothesized that a dark power has risen in the ruins of the mountain's ziggurat.

Appearance: Varying greatly in size (chimp to gorilla to gigantopithecus, usually chimp-ish sizes) but uniformly dark haired, pale-skinned, and red-eyed, they often have horns on or near their foreheads in varying sizes and shapes. Unlike their terrestrial kin they have maws chock-full of sharpened teeth and claw-like nails. Some have face or body paint, but it's usually reserved for the more powerful and important apes.

Behavior: Demon Apes are essentially mindless, murdering any and all life they can find when possible with little to no self-preservation. They ​don't require food or water, instead sustaining themselves through violence and destruction. They exist solely to destroy and are quite adept at it.

Hierarchy: Demon Apes are placed firmly near the bottom of Hel's social ladder due to their stupidity and mindless obedience, taking care of much manual labor. The feral ones inhabiting the mortal realm are less submissive, but will usually fall in line when confronted with any mid-ranking and somewhat authoritative devil.

Strengths:
Infernal Nature
Being natives of Hel, Demon Apes (or Grauma, as they're known to other demonic creatures) are naturally resistant to acid, fire, smoke, venom and a variety of other environmental hazards.

Tireless
Never eating, sleeping, or growing tired, Grauma can do what needs to be done 24/7, 12 months a year, every year. They're also immortal (up until they're killed, anyway, which usually doesn't take too long).

Weaknesses:
Wizard Beats Monkey
The Grauma, though physically imposing, are comically inept at dealing with magic users as higher-ranking demonics usually took on such types. Additionally, they were bred by their superiors to obey magic users (the demonic sort), making their responses to magical foes in combat less than ideal. They generally get over it quickly enough, but it's useful as a shock tactic.

Dumb Apes
As they aren't especially skilled at discerning illusion from reality, a moderately skilled illusionist could create a demonic lord of some sort and order them around. Careful, though- they'll only be fooled for so long.

Holy Guacamole
Grauma are greatly frightened by priests of the One, and rightfully so, as their patron is utterly terrifying and wields deadly power.

History: From deformed animal remains found at several Triad ruins and accounts of a "twisting sickness", it's been hypothesized that the more magically inclined of the three nations was struck by a variant of the Boneripple that attacked cattle- particularly bovines such as cows and oxen. While the former had no widespread impact, apart from ruining the odd feast, the latter ground much agricultural work to a halt. Thus, until a cure for the sickness could be found, the Balam were needed to do the job. However, there was an unexpected outcome: the beasts interbred with the more generic cattle, permanently enshrining magic into the local cattle. The majority were slaughtered for fear of the danger they could pose, but a few survived. Their progeny aren't much better off, though- they're hunted for the healing properties their bodies offer.

Appearance: Belam resemble oxen with purplish-black hair, bright orange eyes and barbed horns. They're roughly 1.50x the size of their natural cousins.

Medical Benefits: The Belam's magical heritage has bestowed it's species with a number of health benefits, many of which are co-opted by humanoids. The bones in the spine can help with all manners of mania, a fried liver, insomnia, the heart can heal an infected wound and so on and so forth.

Armor: The skin of the Belam is thick and tough, but more importantly, somewhat magic-resistant, resisting or even deflecting some spells. Furthermore, this effect is retained after the animal's death, allowing for the creation of magic-resistant leather. However, this textile is extremely difficult to come by due to the Balam's rarity and the fact that the material's magical effect gradually dwindles without being regularly refreshed by a magic user- if left alone for long enough, the material will soon become mere leather, unable to be restored. Thus, it's usually found in the possession of high class wizardhunting mercenaries, kings with magicians among their court, and on occasion especially wealthy sorcerers.

Creation: A skilled sorcerer, upon placing an enchantment upon an animal still in utero, can with the right incantations alter the animal in any way they see fit (to a degree, that is). The stronger the sorcerer and more precise the weaving, the greater the alterations made.

Information regarding the spell was heavily restricted in the days of the Triad due to it's potential for abuse (the basilisk, manticore, etc), and as such is now practically unheard of. There are rumored to be some still capable of utilizing it's power, but such ability is few and far between.

Although nearly extinct and treatable in most cases, this sickness is still greatly feared for the devastation it wrought during the Bone Plague, in which untold numbers died in excruciating pain as their bodies became far too twisted to fit into coffins.

The disease causes the bones in the afflicted's bodies to grow rapidly and bend out of shape. While this usually isn't fatal on it's own, it is still an extremely painful and grotesque process and the stretching and tearing can cause cancerous growths or internal bleeding. However, this isn't what kills in the majority of cases. No, that title belongs to the anemic reaction following the growths. The aforementioned bone malformation wreaks havoc on the production of healthy blood cells, causing bodywide oxygen deprivation. If you're lucky, the deprivation sets in immediately. If you're not, you could be bedridden for a year before you die. The effects of this deprivation include vivid hallucinations, full-body spasms, choking sensations, severe anxiety attacks, crippling bouts of pain and eventually total organ failure.

The first of the Mishan parasites appeared during the golden ages of the Triad, presumably having stowed away during one of the scientific expeditions to other planes. The species has adapted quite well, carving out it's own niche amidst the material world.

Life Cycle: The Alis Putridum's lifespan consists of several stages, the first of which begins when a Mishan (a species of parasitic invertebrate that resembles a cross between a horseshoe crab and a slug) latches onto a humanoid, usually between the shoulderblades, secreting a paralyzing agent if the host is still hanging on to life. They usually infect the freshly deceased or the dying, but in a pinch are able to parasitize bodies in advanced stages of rot or healthy humans, albeit with severely detrimental effects to the parasite in both cases.

Two to three hours after initial connection, the Mishan will have made a permanent link between itself and it's host and have finished with initial integration. An hour after that, the corpse will open it's eyes and stand. This is the first stage of the Alis Putridum.

Unintelligent, weak, and ravenous, these fresh hosts are constantly on the hunt for carrion with a pack of other newborns. At this point, being merely corpses with slightly swollen backs, they're quite easy to deal with- roughly equivalent to a rabid dog. They are, however, quite dangerous in groups.

Only the strongest of these newborns will survive long enough for the bulge on their backs to slough off and reveal a pair of long, bony limbs. Thus begins the second stage of the lifecycle- the fledgeling. In this stage, the spinal column will begin elongating into a short tail, the canines begin to lengthen, growing sharper, and the Alis will begin to adopt more aggressive methods of feeding, killing prey themselves instead of merely scavenging for scraps. The limbs on their back will slowly begin to grow larger and larger, eventually allowing short periods of gliding. Most Alis who reach the stage of fledgeling will survive to the third- the mature Alis.

The mature Alis, albeit similar to the fledgeling, is still quite distinct- the wings on it's back are now fully functional and large enough to facilitate long periods of gliding and even some lift generation. It has a full set of long, sharpened teeth, greatly lengthened limbs (Alis grow gradually taller throughout their lifespan. Most of the adults are over seven feet), claw-like fingernails and a long tail. The full process can be completed in a matter of days with sufficient food, but it usually takes around three years for a wild one to reach maturity.

Reproduction: Compared to the rest of their lifecycle, reproduction is relatively simple- Alis in their mature phase occasionally "spit" out Mishan eggs. How the eggs are produced is a mystery, but it's assumed that the parasite is laying them inside the host's stomach.

Appearance: Mature Alis are between six and a half to eight feet tall, have enlarged pupils, and are completely hairless. Their mouths are like baskets of knives, placed haphazardly and yet with intent to rip and kill. Small patches of decay dot their bodies and blood stains their wings. The Mishan's presence, the need for strong climbing skills and the wings combined give the Alis a massively swollen, heavily muscled back. Long claws extend from their fingers and toes, both of which are themselves disturbingly lengthy. Likewise, the arms and legs of the creatures are like vines, long and thin yet strong.

Behaviors/Environment: Roughly as intelligent as a ten year old when mature, the Alis is a very dangerous creature. However, despite their grotesque appearance, otherworldly origin and bizarre life cycle, they are still roughly equivalent to a bear or wolf, shying away from larger settlements. They generally won't bother humans unless hungry, desperate, or annoyed- while generally not malicious, they do hold grudges. Alis rarely make any sort of vocalizations, but when they do, it's noticeable- the alarm shriek of an Alis can be heard for miles around.

Nowadays they're typically found in very cold arboreal regions, living in nests made from sticks, bones, and fur. They prey primarily on local wildlife, the odd caravan driver and whatever else they can find.

Religion: Interestingly, some isolated northern villages will place their dead on raised platforms so that they might be carried off and parasitized by the "forest angels". This practice allows the Alis to reproduce nonviolently, which they appreciate (less effort). Thus, they bring gifts of elk and fish to the aforementioned villages in thanks. This mutually beneficial arrangement might not have raised any eyebrows if not for the fact that the recently dead would occasionally be seen in the forest, seemingly "reincarnated" by the Alis. In truth, Alis have no memory of their former lives, but this doesn't especially matter to a villager who's just seen a bizarre creature wearing their deceased grandfather's face slash an elk's throat and then fly off.

Understandably, this has ruffled some feathers among the more orthodox wings of the Church.

This magnetic amphibian is among the more interesting inhabitants of the Grey Mire, a chilly, dark, and generally unpleasant swamp a few thousand miles too far of the equator.

The lodetoad varies in size from roughly the size of a fist (the Lesser lodetoad) to the size of an ox (the Greater lodetoad). The former is the more common of the two.

Having knobbly grey skin, striking cyan streaks along it's back and a pair of perpetually alert amber eyes on either side of it's head, this amphibian is immediately identifiable.

Lodetoads are well-known for their proficiency at attracting metallic objects with the stone inset in their foreheads, but most aren't aware that their trademark skill originally evolved as a way to lure electromagnetically sensitive insects.

Eventually, someone had the bright idea to start breeding and training the little fellows to be better at it, eventually becoming able to snatch small metallic objects- keys, daggers, iron coins, etc. In time, they'd become infamous for their usage by professional pickpockets- from twelve feet away, inside a leather satchel, a well-trained toad could steal a wallet full of iron coins with ease. As the toads were exported across the continent by all sorts of lowlifes, the problem would eventually become severe enough for the Minter's Association to begin removing iron coins from circulation. No longer deemed useful, many the thieving little amphibians were promptly turned loose, and can now be found across the land, albeit in a more feral form.

Bio: Once a beautiful god of music and sculpture, Xyx was one of the first deceived by the Laughing God into attempting to murder the Titans. However, Xyx was foolish enough to try and slay a Titan on their own, and in the ensuing battle, each of their arms, once used for mandolin and hammer, were wrenched off, forever removing their ability to continue doing that which they were born to. Helios, the Sun Titan, who the artisan had dared to attack, then burnt and twisted what was left of them before tossing them to the Mortal Plane, where they then slid off to a foul hole to weep and heal. Amidst the darkness, they only grew more hideous, feeding off of those seeking riches amidst the caves and gradually amassing a cult of devotees. Now, having spent hundreds of years growing larger and more monstrous, their time is spent mournfully crooning amidst stones stained with the blood of those foolish enough to enter the House of Lamentations, the system of crypts, ruins, caverns and dungeons which they and their now numerous followers inhabit.

Appearance: Xyx is truly nightmarish to look at- a broken, twisted torso resembling that of a human, albeit with no visible genitals, nipples, or hair from, which a freakishly lengthy and flexible neck sprouts. On the end of this grotesque tube, a swollen and misshapen head appears to be practically tacked on. Three pale eyes the color of mucus peer out from behind a curtain of filthy, matted hair that cascades nearly to his feet. The whole of the travesty that is Xyx's warped form teeters on a pair of almost ludicrously long and knobbly-kneed legs coated in the same blotchy, diseased skin that covers the rest of their body.

Deep within the bowels of a hellish dungeon, prisoners strapped into all manner of horrid devices shriek in agony. Above these miserable souls hangs a vile shadow, a creature that even demons fear: a dolo, one of Hel's infamous torturers.

Appearance:
From neck to groin, Dolo resemble emaciated, red-skinned humans with gaping, raggedy-edged holes where their stomachs ought to be, giving a clear view of the ribcage and spine. In this gruesome cavern an object resembling a black marble levitates (more on that later).

Attached to each of the shoulderblades is a freakishly long and deceptively powerful arm ending in large, dexterous hands. The arms extending from above the armpit in the typical place where arms appear are similar. The dolo's legs appear human till the knee; at that point, a humanoid arm extends from them, giving the leg-arms three sections instead of two. Their face is like a sunburnt vulture's, and out of their crooked, broken-tipped beak extends seven spiderlike, chitinous limbs which allow them to hang from ceilings and utilize all six of their arms against foes. Dolo often wear a variety of steel belts, bands, and circlets for both adornment and utility. Many of these ringlike accessories have hooks from which to hang the torturer's tools of the trade- a variety of clamps, blades, toxins, and other unpleasant devices.

Strengths:

Sufferer's Condensate
The orb that floats in a dolo's stomach cavity is known as a "Sufferer's Condensate" as it forms from the accumulated agony of their numerous victims, growing larger as the Dolo inflicts more pain. Dolo are able to fling chunks of their condensate in battle to inflict pain upon others from a distance; if a piece touches a sentient, living target, it will be absorbed into their skin and flood their body with pain until the piece of condensate either runs out of pain to transmit to the victim or is magically removed via exorcism or a similar spell. It usually only takes a few minutes for effects of the Condensate to cease, but while it's active, the afflicted are practically comatose and completely at the mercy of the Dolo's sadistic whims.

Well-Armed
The dolo's ability to wield multiple bladed instruments at once is both deadly and extremely confusing in close to mid-ranged combat. With so many limbs in play, it's nearly impossible for a single person to defend themselves properly. Additionally, the numerous limbs make the beast difficult to cripple, as it can still move and attack quite well with as few as three legs and one arm.

Numb
Dolo are completely numb to physical pain and immune to being stunned or distracted by it. This ability covers pain of the magically induced sort as well, so don't go getting any funny ideas, wizarding sorts!

Weaknesses:

Homebody
Dolo are reluctant to leave the confines of whatever dungeon, basement, cellar, or maze they inhabit as they suffer from severe agoraphobia (presumably instilled in them by their superiors so they don't go about torturing things they shouldn't). This chronic fear makes it so that they'll almost never pursue their prey beyond the borders of their lairs. Suddenly finding themselves in a large, open space (illusionists, you know what I mean) will send them into a panic; more often than not, they'll simply roll up into a ball and hide away as best they can.

Sheltered Life
Unlike their more outgoing kin, the reclusive dolo are rarely if ever confronted with the dangers of the Helscape's deadly environment (fiery geysers, acidic rain, venomous flora, toxic gas, etc) and as such haven't developed much in the way of resistances to such hazards.
Last edited by Blargleyarg on Wed Feb 16, 2022 1:54 pm, edited 5 times in total.

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Blargleyarg
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Ex-Nation

Postby Blargleyarg » Wed Feb 09, 2022 8:40 pm

Hinzland wrote:Start off with the first stereotype? Then we can bring it up in a later storyline? “Union of the Dwarves” one shot?

That'd be interesting. Maybe our adventurers stumble into a Dwarvish political dispute, maybe make the wrong dwarf-king mad, get in trouble, fight it out?
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Union Princes
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Postby Union Princes » Wed Feb 09, 2022 8:47 pm

Could be over the topic of gunpowder. Since my dwarf is a Longbeard, he would be a traditionalist when it comes to guns. Thinks they're noisy and smelly
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Nagakawa
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Scandinavian Liberal Paradise

Postby Nagakawa » Wed Feb 09, 2022 8:49 pm

Blargleyarg wrote:
Hinzland wrote:Start off with the first stereotype? Then we can bring it up in a later storyline? “Union of the Dwarves” one shot?

That'd be interesting. Maybe our adventurers stumble into a Dwarvish political dispute, maybe make the wrong dwarf-king mad, get in trouble, fight it out?


Certainly sounds like fun. A subterranean adventure would be interesting, methinks.
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Hinzland
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Ex-Nation

Postby Hinzland » Wed Feb 09, 2022 8:50 pm

Union Princes wrote:Could be over the topic of gunpowder. Since my dwarf is a Longbeard, he would be a traditionalist when it comes to guns. Thinks they're noisy and smelly

Traditionalist dwarves called “Longbeards”? Canon.
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Hinzland
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Postby Hinzland » Wed Feb 09, 2022 8:50 pm

Blargleyarg wrote:Revamped my critters to varying degrees and put em' all in one handy dandy post for convenience. Ta-da! :p

A small village's guardsman, moments away from nodding off, is suddenly woken by a bizarre, irregular clicking. Surprised and alert, they peer into the dark and spy a flash of red amidst the foliage. As they reach for their spear, they suddenly feel a gust of wind and a sharp pain move through their body. Looking down, the guard finds that they've suddenly gained a deep laceration across their stomach. Attempting to scream as they grab at their innards, they find their throat cut, too. The last thing they hear is their own gurgling chokes.

Appearance: Rollers are bright red, fleshy orbs measuring 1-3 feet across, on the surface of which vine-like limbs of varying length extend. Coated in layers of razor-sharp spikes, these limbs act as deadly weapons; a single flailing arm could inflict hundreds of scratches. Their interiors are similarly dangerous. The few that've been killed and dissected appear to have no organs their interiors made of a homogenous, spongy material that excretes caustic fluid.

Behavior: The Red Rollers, also known as Scarlet Wheels or Bladetangles, are extremely dangerous agents of Chaos that pop in and out of the mortal plane seemingly at random, inflicting pain and death on whoever's in reach and chittering wildly all the while. As they attack primarily by hurling themselves at foes amidst the whirling bramble of their limbs, only the heavily armored or supernaturally thick-skinned can ward off such aggressive rushes without substantial lacerations. They rarely try to grapple opponents, almost always preferring hit-and-run tactics involving high-speed weaving and leaping. Rollers are additionally very fast, able to run down horses with ease. Across short distances, anyways- their arms get tired of pulling them across the ground relatively quickly, being tentacles with no bone structure. This is also due to the fact that as creatures of Chaos it's difficult for them to form on the mortal plane; they find it uncomfortable at best and can perish from staying too long, so it's necessary for them to hop back and forth periodically.

Emergence: Rollers have a keen sense of where they will emerge into the mortal world, as evidenced by the fact that they never seem to emerge in particularly dangerous locales (cities, large bodies of water, etc) or ones that are deserted. Despite this, they seem to have no real tactics; they attack at random, often at places of no strategic importance, sustaining high casualties for no gain whatsoever. Presumably it amuses their masters.

Strengths:

1. Decentralized
Rollers are physiologically similar to starfish in that they're able to survive and regenerate from wounds that would otherwise be fatal. The only way to kill them is to tear them apart, salt the remains, and then burn them. Otherwise they'll simply flee to the Chaotic Plane and regenerate.

2. Hazardous
In addition to their prickly exterior, their interior is equally dangerous, full of toxin-producing glands that secrete a hot, acidic fluid. The slightest injury to their body releases copious amounts of it, causing burns and blisters.

3. Flighty
Rollers given sufficient time (thirty minutes or so) are capable of returning to the Chaotic Plane to rest and heal if they feel like doing so. They are also capable of moving back from said Plane back to the mortal one. This makes typical military tactics somewhat worthless against them- you can't mount an offensive against an enemy with no base of operations, or a defensive against one that can attack from anywhere at any moment. Thus, groups under attack who refuse to adopt constant vigilance via a rotating guard and/or a decentralized command structure are quickly worn down by the utterly random nature of an assault.

Weaknesses:

1. Water
Deep water practically cripples them, as their limbs are too thin and slick to get any traction. They'll float on the surface and try to lash out at passers-by for a while, but unable to return to the realm of Chaos, they'll soon die. Thus, they avoid water like the plague.

2. Buildings
As Rollers are unable to open doors and unable to break through sturdier ones, hiding inside of any decently made house is enough to survive an attack. Be careful not to leave a window open, though- Rollers are excellent climbers.

3. Long-handled Weapons
Bullets and arrows do little but release their acid. Axes and swords can do the job, but you might be missing a finger or an eye by the time you're done. Using a spear, halberd, or greathammer, however, puts you firmly out of danger and does far more damage.

History: The Rollers have been around for some time, the majority of their number popping up during the events of the Titanomachy where they acted as berzerkers en-masse for the forces of Chaos. One such horde, being especially large and prolific at killing, was dubbed the Blood Wave for their tendency to leave a literal trail of blood behind them as bits of flesh gradually fell off of their spines. Eventually, though, they were thrust out along with all their kin.

In recent years they've begun to crop up again, but fortunately haven't formed a second Blood Wave as their number is insufficient and the forces of chaos aren't yet powerful enough to allow for a sustained incursion. Unfortunately, there have still been numerous causalities, according reports detailing attacks by strange, red creatures matching the description of Rollers. Though they mostly attack caravans and small villages, they've still racked up quite a few bodies; conservative estimates put it at three hundred, wilder ones at three thousand. Either way, they're a menace and don't appear to be going away anytime soon.

A traveler, lost for countless days, continues walking a lonesome path through a rocky ravine. Suddenly, they hear an old man's cries for help. Unsure how to respond ("Is it just more voices in my head?"), but still being the decent sort, they stop and search for the poor fellow amidst the nooks and crannies of the canyon, to no avail. As they begin to lose hope, they hear the old man whispering pitifully from under a sizeable stone, a single hand outstretched from beneath it. Using all their strength. the traveler lifts the stone and heaves it to the side only to find what the hand was attached to- a horribly shredded corpse. Shrieking in horror, they turn to run only to feel a piercing, burning pain in their chest. In their final moments, they look down to see the dark, twisted spike sticking through their clavicle and hear a coarse, heartless laughter.

Such is the life of the manticore, a vicious and highly intelligent vocal mimic.

Appearance: Manticores generally take the form of a large, dark red, shaggy-haired cat with a grotesque human head in place of the more natural feline one. This head bears a permanent grin, showing off it's three rows of shredding teeth. The apparent age of the aforementioned humanoid head appears random, ranging anywhere from a child to that of an elder. They never take the form of non-Humans, presumably due to their creators themselves always being human (apparently, elves don't have anywhere near enough hubris to screw with nature like that.)

Like with the head of the beast, the back legs are those of a human, albeit larger and more muscled than would be natural and with toes ending in sharp claws. The tail is long and prehensile, ending in a tapered point that is capable of being launched at foes at a distance or thrust at close range. Notably, some manticore have bat-like wings capable of flight, but this trait is quite rare and only seen in a few manticore.

Strengths:
Unknown Venoms
The type of venom found in the tail of the manticore is whatever their creator selected, and it can be anything from that of scorpion to that of a jellyfish (and on occasion, multiple such toxins). This makes it very difficult to cure a manticore sting, as it's very difficult to ascertain the toxin used.

Nullifying
Being of artificial origin and designed to protect the treasures of magic-users from other magic-users, manticore are highly resistant to magical bombardment. Enchantments will fail, fireballs don't seem quite so hot, etc, etc. Normal weapons still work well enough, but as the manticore was designed for such an eventuality, they're pretty hardy in that regard as well, albeit not bulletproof.

Mimicry
Manticore are impeccable vocal mimics capable of fooling even the most discerning of listeners. Additionally, they're quite good at picking up new voices- a few sentences is usually enough.

Cunning
Manticore are large, strong, and vicious creatures, but that's only a portion of what enables them to regularly kill and eat seasoned warriors. The other portion is due to their intelligence. They're capable of laying traps, forming intricate plans, and far more. Manticore are almost always as smart or smarter than the average human and underestimating them will almost certainly lead to a slow and painful death.

Cryptid
Manticore aren't particularly well-known creatures as their victims are almost always either devoured or thought mad, meaning they can fool travelers into thinking that they aren't malicious pretty easily. There are a few texts in older wizarding libraries describing the dangers of manticore, but the average traveler won't have read them.

Weaknesses:

Numbers
Manticore are deadly, but they shy away from doing battle with larger groups; dealing with more than seven foes at once they'll deem too much to handle and flee. As deadly as they are, a few dozen spears in their belly will still do them in.

Supply Issues
The spines that manticore fire from their tails, for reasons unknown, do not contain venom; only a the central spine does this. Not exactly a weakness, but worth mentioning.

Behavior: Lonesome, malicious, and extremely sadistic, the manticore takes great joy in stalking small groups of travelers and tormenting them for the fun of it. Over days, weeks, or even months, the manticore doggedly follows their chosen prey, torturing them all the while through a variety of means- killing beloved pets, sowing discontent among the group, destroying vital supplies, whispering malicious things in the night and leaving the remains of previous "playthings" about, all to cause their victims mental, physical, and emotional pain before devouring them.

And more often than not, those who survive being a manticore's object of interest don't aren't exactly unscathed- the mental trauma of the experience can stay with them forever. Disturbingly, most of those who escape the manticore's grasp aren't even aware they've escaped anything, having never seen the beast itself. They're often thought to have simply gone mad, and it certain cases, are blamed for the deaths of their traveling companions. The victims themselves often agree.

History: Being wholly artificial creatures, the first of the manticore were created after the fall of the Triad to guard the treasures of wealthy sorcerers. However, they were found to be defective after several incidents involving the deaths of their creators and as such the spell invoked in their creation was banned. The spell has been rediscovered on occasion throughout the centuries by various wicked sorcerers, most of whom were promptly devoured by the beasts they'd hope'd to command. For this reason, the manticore population, despite all it's members being completely sterile (and in fact lacking genitals), is rising. Stupidity breeds danger, it would seem.

Possibly the cuddliest of all giant centipedes, the giant scolopendra, or "ki'rup" as it's more commonly known, is often used as
a beast of burden by merchants due to it's hardiness and ability to traverse all manner of environs.

Appearance: The picture at the top of this article is pretty much what I'm going for, but sized up so that each body segment is around the size of a large barrel.

History: Giant scolopendra are widely regarded as the premier way to transport large amounts of goods over land due to their ability to carry a few thousand pounds of cargo with little difficulty. The first of their kind were gifts from the god of domestic creatures Epona (deceased), to ancient kings who used them as mounts in battle. Over many centuries, though, they've become smaller, more docile and far more common.

In both the tropical forests of Mount Kapet and the depths of Hel, one can find these brutes in abundance.

History: The apes originate from Hel, where they exist solely for manual labor and the entertainment of their superiors. They were used as cannon fodder when the veils between worlds were thin, and occupy a relatively similar role now, albeit with less supervision. When the Soul Bomb was released, the gates to Hel closed, abandoning thousands of the Apes in the mortal realm. While most perished, a few survived and were able to flee to more inhabitable locales, namely the ruins of a temple at Mount Kapet, which has been their lair for decades.

In recent times, however, they've begun venturing out farther from their home and attacking settlements en masse. While nearby villages have always had to deal with the occasional raid, the beasts have suddenly begun utilizing unorthodox tactics completely unlike the typical suicide rush- misdirection, ambush, siege, real stratagems. A few have even been spotted using crude weapons and throwing stones. How or why they've suddenly gained this knowledge is unknown, but it's hypothesized that a dark power has risen in the ruins of the mountain's ziggurat.

Appearance: Varying greatly in size (chimp to gorilla to gigantopithecus, usually chimp-ish sizes) but uniformly dark haired, pale-skinned, and red-eyed, they often have horns on or near their foreheads in varying sizes and shapes. Unlike their terrestrial kin they have maws chock-full of sharpened teeth and claw-like nails. Some have face or body paint, but it's usually reserved for the more powerful and important apes.

Behavior: Demon Apes are essentially mindless, murdering any and all life they can find when possible with little to no self-preservation. They ​don't require food or water, instead sustaining themselves through violence and destruction. They exist solely to destroy and are quite adept at it.

Hierarchy: Demon Apes are placed firmly near the bottom of Hel's social ladder due to their stupidity and mindless obedience, taking care of much manual labor. The feral ones inhabiting the mortal realm are less submissive, but will usually fall in line when confronted with any mid-ranking and somewhat authoritative devil.

Strengths:
Infernal Nature
Being natives of Hel, Demon Apes (or Grauma, as they're known to other demonic creatures) are naturally resistant to acid, fire, smoke, venom and a variety of other environmental hazards.

Tireless
Never eating, sleeping, or growing tired, Grauma can do what needs to be done 24/7, 12 months a year, every year. They're also immortal (up until they're killed, anyway, which usually doesn't take too long).

Weaknesses:
Wizard Beats Monkey
The Grauma, though physically imposing, are comically inept at dealing with magic users as higher-ranking demonics usually took on such types. Additionally, they were bred by their superiors to obey magic users (the demonic sort), making their responses to magical foes in combat less than ideal. They generally get over it quickly enough, but it's useful as a shock tactic.

Dumb Apes
As they aren't especially skilled at discerning illusion from reality, a moderately skilled illusionist could create a demonic lord of some sort and order them around. Careful, though- they'll only be fooled for so long.

Holy Guacamole
Grauma are greatly frightened by priests of the One, and rightfully so, as their patron is utterly terrifying and wields deadly power.

History: From deformed animal remains found at several Triad ruins and accounts of a "twisting sickness", it's been hypothesized that the more magically inclined of the three nations was struck by a variant of the Boneripple that attacked cattle- particularly bovines such as cows and oxen. While the former had no widespread impact, apart from ruining the odd feast, the latter ground much agricultural work to a halt. Thus, until a cure for the sickness could be found, the Balam were needed to do the job. However, there was an unexpected outcome: the beasts interbred with the more generic cattle, permanently enshrining magic into the local cattle. The majority were slaughtered for fear of the danger they could pose, but a few survived. Their progeny aren't much better off, though- they're hunted for the healing properties their bodies offer.

Appearance: Belam resemble oxen with purplish-black hair, bright orange eyes and barbed horns. They're roughly 1.50x the size of their natural cousins.

Medical Benefits: The Belam's magical heritage has bestowed it's species with a number of health benefits, many of which are co-opted by humanoids. The bones in the spine can help with all manners of mania, a fried liver, insomnia, the heart can heal an infected wound and so on and so forth.

Armor: The skin of the Belam is thick and tough, but more importantly, somewhat magic-resistant, resisting or even deflecting some spells. Furthermore, this effect is retained after the animal's death, allowing for the creation of magic-resistant leather. However, this textile is extremely difficult to come by due to the Balam's rarity and the fact that the material's magical effect gradually dwindles without being regularly refreshed by a magic user- if left alone for long enough, the material will soon become mere leather, unable to be restored. Thus, it's usually found in the possession of high class wizardhunting mercenaries, kings with magicians among their court, and on occasion especially wealthy sorcerers.

Creation: A skilled sorcerer, upon placing an enchantment upon an animal still in utero, can with the right incantations alter the animal in any way they see fit (to a degree, that is). The stronger the sorcerer and more precise the weaving, the greater the alterations made.

Information regarding the spell was heavily restricted in the days of the Triad due to it's potential for abuse (the basilisk, manticore, etc), and as such is now practically unheard of. There are rumored to be some still capable of utilizing it's power, but such ability is few and far between.

Although nearly extinct and treatable in most cases, this sickness is still greatly feared for the devastation it wrought during the Bone Plague, in which untold numbers died in excruciating pain as their bodies became far too twisted to fit into coffins.

The disease causes the bones in the afflicted's bodies to grow rapidly and bend out of shape. While this usually isn't fatal on it's own, it is still an extremely painful and grotesque process and the stretching and tearing can cause cancerous growths or internal bleeding. However, this isn't what kills in the majority of cases. No, that title belongs to the anemic reaction following the growths. The aforementioned bone malformation wreaks havoc on the production of healthy blood cells, causing bodywide oxygen deprivation. If you're lucky, the deprivation sets in immediately. If you're not, you could be bedridden for a year before you die. The effects of this deprivation include vivid hallucinations, full-body spasms, choking sensations, severe anxiety attacks, crippling bouts of pain and eventually total organ failure.

The first of the Mishan parasites appeared during the golden ages of the Triad, presumably having stowed away during one of the scientific expeditions to other planes. The species has adapted quite well, carving out it's own niche amidst the material world.

Life Cycle: The Alis Putridum's lifespan consists of several stages, the first of which begins when a Mishan (a species of parasitic invertebrate that resembles a cross between a horseshoe crab and a slug) latches onto a humanoid, usually between the shoulderblades, secreting a paralyzing agent if the host is still hanging on to life. They usually infect the freshly deceased or the dying, but in a pinch are able to parasitize bodies in advanced stages of rot or healthy humans, albeit with severely detrimental effects to the parasite in both cases.

Two to three hours after initial connection, the Mishan will have made a permanent link between itself and it's host and have finished with initial integration. An hour after that, the corpse will open it's eyes and stand. This is the first stage of the Alis Putridum.

Unintelligent, weak, and ravenous, these fresh hosts are constantly on the hunt for carrion with a pack of other newborns. At this point, being merely corpses with slightly swollen backs, they're quite easy to deal with- roughly equivalent to a rabid dog. They are, however, quite dangerous in groups.

Only the strongest of these newborns will survive long enough for the bulge on their backs to slough off and reveal a pair of long, bony limbs. Thus begins the second stage of the lifecycle- the fledgeling. In this stage, the spinal column will begin elongating into a short tail, the canines begin to lengthen, growing sharper, and the Alis will begin to adopt more aggressive methods of feeding, killing prey themselves instead of merely scavenging for scraps. The limbs on their back will slowly begin to grow larger and larger, eventually allowing short periods of gliding. Most Alis who reach the stage of fledgeling will survive to the third- the mature Alis.

The mature Alis, albeit similar to the fledgeling, is still quite distinct- the wings on it's back are now fully functional and large enough to facilitate long periods of gliding and even some lift generation. It has a full set of long, sharpened teeth, greatly lengthened limbs (Alis grow gradually taller throughout their lifespan. Most of the adults are over seven feet), claw-like fingernails and a long tail. The full process can be completed in a matter of days with sufficient food, but it usually takes around three years for a wild one to reach maturity.

Reproduction: Compared to the rest of their lifecycle, reproduction is relatively simple- Alis in their mature phase occasionally "spit" out Mishan eggs. How the eggs are produced is a mystery, but it's assumed that the parasite is laying them inside the host's stomach.

Appearance: Mature Alis are between six and a half to eight feet tall, have enlarged pupils, and are completely hairless. Their mouths are like baskets of knives, placed haphazardly and yet with intent to rip and kill. Small patches of decay dot their bodies and blood stains their wings. The Mishan's presence, the need for strong climbing skills and the wings combined give the Alis a massively swollen, heavily muscled back. Long claws extend from their fingers and toes, both of which are themselves disturbingly lengthy. Likewise, the arms and legs of the creatures are like vines, long and thin yet strong.

Behaviors/Environment: Roughly as intelligent as a ten year old when mature, the Alis is a very dangerous creature. However, despite their grotesque appearance, otherworldly origin and bizarre life cycle, they are still roughly equivalent to a bear or wolf, shying away from larger settlements. They generally won't bother humans unless hungry, desperate, or annoyed- while generally not malicious, they do hold grudges. Alis rarely make any sort of vocalizations, but when they do, it's noticeable- the alarm shriek of an Alis can be heard for miles around.

Nowadays they're typically found in very cold arboreal regions, living in nests made from sticks, bones, and fur. They prey primarily on local wildlife, the odd caravan driver and whatever else they can find.

Religion: Interestingly, some isolated northern villages will place their dead on raised platforms so that they might be carried off and parasitized by the "forest angels". This practice allows the Alis to reproduce nonviolently, which they appreciate (less effort). Thus, they bring gifts of elk and fish to the aforementioned villages in thanks. This mutually beneficial arrangement might not have raised any eyebrows if not for the fact that the recently dead would occasionally be seen in the forest, seemingly "reincarnated" by the Alis. In truth, Alis have no memory of their former lives, but this doesn't especially matter to a villager who's just seen a bizarre creature wearing their deceased grandfather's face slash an elk's throat and then fly off.

Understandably, this has ruffled some feathers among the more orthodox wings of the Church.

This magnetic amphibian is among the more interesting inhabitants of the Grey Mire, a chilly, dark, and generally unpleasant swamp a few thousand miles too far of the equator.

The lodetoad varies in size from roughly the size of a fist (the Lesser lodetoad) to the size of an ox (the Greater lodetoad). The former is the more common of the two.

Having knobbly grey skin, striking cyan streaks along it's back and a pair of perpetually alert amber eyes on either side of it's head, this amphibian is immediately identifiable.

Lodetoads are well-known for their proficiency at attracting metallic objects with the stone inset in their foreheads, but most aren't aware that their trademark skill originally evolved as a way to lure electromagnetically sensitive insects.

Eventually, someone had the bright idea to start breeding and training the little fellows to be better at it, eventually becoming able to snatch small metallic objects- keys, daggers, iron coins, etc. In time, they'd become infamous for their usage by professional pickpockets- from twelve feet away, inside a leather satchel, a well-trained toad could steal a wallet full of iron coins with ease. As the toads were exported across the continent by all sorts of lowlifes, the problem would eventually become severe enough for the Minter's Association to begin removing iron coins from circulation. No longer deemed useful, many the thieving little amphibians were promptly turned loose, and can now be found across the land, albeit in a more feral form.

Bio: Once a beautiful god of music and sculpture, Xyx was one of the first deceived by the Laughing God into attempting to murder the Titans. However, Xyx was foolish enough to try and slay a Titan on their own, and in the ensuing battle, each of their arms, once used for mandolin and hammer, were wrenched off, forever removing their ability to continue doing that which they were born to. Helios, the Sun Titan, who the artisan had dared to attack, then burnt and twisted what was left of them before tossing them to the Mortal Plane, where they then slid off to a foul hole to weep and heal. Amidst the darkness, they only grew more hideous, feeding off of those seeking riches amidst the caves and gradually amassing a cult of devotees. Now, having spent hundreds of years growing larger and more monstrous, their time is spent mournfully crooning amidst stones stained with the blood of those foolish enough to enter the House of Lamentations, the system of crypts, ruins, caverns and dungeons which they and their now numerous followers inhabit.

Appearance: Xyx is truly nightmarish to look at- a broken, twisted torso resembling that of a human, albeit with no visible genitals, nipples, or hair from, which a freakishly lengthy and flexible neck sprouts. On the end of this grotesque tube, a swollen and misshapen head appears to be practically tacked on. Three pale eyes the color of mucus peer out from behind a curtain of filthy, matted hair that cascades nearly to his feet. The whole of the travesty that is Xyx's warped form teeters on a pair of almost ludicrously long and knobbly-kneed legs coated in the same blotchy, diseased skin that covers the rest of their body.


Appreciate it
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Union Princes
Senator
 
Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Wed Feb 09, 2022 9:13 pm

Hinzland wrote:
Union Princes wrote:Could be over the topic of gunpowder. Since my dwarf is a Longbeard, he would be a traditionalist when it comes to guns. Thinks they're noisy and smelly

Traditionalist dwarves called “Longbeards”? Canon.



Mainly because they have really long beards. The longer the beard, the older the dwarf. Rigid in their chosen weaponry since they've been using them for decades with little variation. Old but Gold kind of philosophy
Last edited by Union Princes on Wed Feb 09, 2022 9:14 pm, edited 1 time in total.
There is no such thing as peace, only truce between wars

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Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 09, 2022 9:15 pm

Union Princes wrote:
Hinzland wrote:Traditionalist dwarves called “Longbeards”? Canon.



Mainly because they have really long beards. The longer the beard, the older the dwarf. Rigid in their chosen weaponry since they've been using them for decades with little variation. Old but Gold kind of philosophy

You had me at the name XD
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Observation Post 13
Chargé d'Affaires
 
Posts: 421
Founded: Nov 10, 2021
Inoffensive Centrist Democracy

Postby Observation Post 13 » Wed Feb 09, 2022 9:29 pm

Hey this looks super awesome! Is it too late for a late join?

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 09, 2022 9:36 pm

Observation Post 13 wrote:Hey this looks super awesome! Is it too late for a late join?

Welcome! And no, it’s not too late. I haven’t even posted the IC or built all the lore yet.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

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Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Wed Feb 09, 2022 10:08 pm

Darn, just realized we already have a human thief
I dunno what class to make my stabhappy tailor gal now ;-;
Not vicious enough for assassin, methinks...
Last edited by Blargleyarg on Wed Feb 09, 2022 10:48 pm, edited 1 time in total.
(╯°^°)╯︵ ┻━┻

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Wed Feb 09, 2022 10:21 pm

Hinzland wrote:Appreciate it

Cool. So, if you have any thoughts, questions, or suggestions, I'm all ears
That goes for the rest of you guys as well btw, I'm always looking for feedback

Nagakawa wrote:
Blargleyarg wrote:That'd be interesting. Maybe our adventurers stumble into a Dwarvish political dispute, maybe make the wrong dwarf-king mad, get in trouble, fight it out?

Certainly sounds like fun. A subterranean adventure would be interesting, methinks.

Sure, so long as you watch out for balrogs! :p
(╯°^°)╯︵ ┻━┻

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Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Wed Feb 09, 2022 10:41 pm

Blargleyarg wrote:Darn, just realized we already have a human thief
I dunno what class to make my stabhappy tailor gal now ;-;
Not vicious enough for assassin, methinks...


Zeke is an elf, though, unless there’s another thief that I’m not aware of?
If you run, you gain one, but if you move forward, you gain two.

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