Delta
Certified Mind-Blower
Before we get started, this is a mature roleplay and is not intended for immature persons or those that do not mingle well with violence. If beheading giant monsters in the name of friendship does not interest you, or driving the steel of your sword into the neck of a rampaging beastie doesn't make you smile like the battle-crazed maniac I need you to be, I will give you this one simple direction.
Leave now, for this RP was not meant for you, my friend.
You have been warned.
Still here? Fantastic. Let's get this show on the road, shall we?
The Beginning
Somewhere in the vast expanses of the endless and bottomless Uferlos Sea lies the mega island Wahrheit, a sub-continental piece of land made up entirely of rich forests, towering mountains, and flowing grass plains inhabited by our favorite bipedal creatures; humans. The human race was making tremendous progress in all fields of existence, from science and art, to architecture and politics. Although having been what textbooks define as the Seventh Generation of Ascending Existence, or AE 700 (700th recorded year of existence, and each Generation lasted for 100 years) this was known as the First Golden Generation, a year in which all were frolicking jubilantly through the paved roads of their sprawling metropolises. The humans hacked away at rich forests, picked away at towering mountains, and occupied flowing grass plains with their steadily populating cities. The teeter-totter of what was natural and what was man-made was ascending on the man side as nature was plummeting towards the bottom, but since this is a teeter-totter occupied by two; what finds itself on bottom will always push itself back up.
The Beginning of The End
A well-educated scholar who lived in an earlier Generation once made the claim that their continuing weight of constructing perfection will only break the scale of existence. This scholar was cast out as a mongrel and a traitor to his own kind; a monster. One could say the scholar was the first acknowledged monster, which would be ironic, as very shortly after came what would be known as the Day of Ragnarok, when emerged from seemingly nowhere god-like beasts of varying shapes, however, they all shared one common characteristic; colossal sizes. Some of these creatures rose from the Uferlos, as if to trap the humans from an aquatic escape. Others blocked out the sun with wings the size of villages, as if to trap the humans from an air escape. And there were more of this titanic monstrosities that were on land, to face the humans on common ground. The beings floated, hovered, and stood as if unable to do anything else. This frozen moment would forever be burned into the conscious of any man that survived the Strike of Ragnarok. It happened so fast that it seemed as if the two juxtaposed instances melted into a single unit of time. The godly monsters mutilated and defiled the island of Wahrheit with overwhelming aggression and power. Civilians of the metropolises could do very little as from beneath their feet erupted and ascended rocky mountains of proportions never seen or even thought of before. These mountain ranges were soon blanketed with a foreign element that physically ailed those that were unprepared for this alien sensation of searing bitterness; flurries of harsh snow. On another part of the island, the once-shimmering and undulating fields of grass burnt up to rough and unforgiving desert, the riverbeds that formerly channeled rippling fresh water were replaced with bubbling molten lava. An area of the desert was stomped furiously until the terrain was made up of canyons that reached abyssal-depths. Oddly enough, the trees that were chopped down for human purposes seemed to resurrect and multiply, covering a good portion of the island and continuing to tower towards the sky. Half of the titanic forest grew strange moss vegetation and the ground turned into marsh and swampy mush. Riddled throughout this new terrain were the corpses of all those that seemed to bring about the Ending Ages, and also newly spawned monsters of the godly monsters, the Deities, creation that ate these corpses to discover the taste of human death; a succulent flavor that they soon grew to love above all others.
Ragnaroks Aftermath and The Ending Ages
About half of the human population was wiped out during the Strike, and the other half was left to cower in the remnants of their homes, fearing the alien sensation of dread that they would never have dreamed in a million Generations. The survivors flocked to a Golden Generation city that was completely unscathed by the Strike; Fendor, the Regal Port City. As they tried desperately to preserve their existence from the overwhelming beast forces, the Seventh Generation erased the year 700 AE and replaced it with 1 EA, the First Generation of the Ending Age. As the First Generation gave birth to the Second Generation and died off, a spark of "what if" soon erupted into a passionate inferno of hope.
The Rise of The Guilds
The Second Generation mustered up the resources of Fendor and united themselves under what they called the Guild of Fendor. The humans, united under this Guild, took their first steps into the foreign lands that were no longer their own, and braved the terrain and the horrid beasts that inhabited it. Using swords, axes, arrows, and many other surprisingly-innovative creations, the Guild began to successfully fend off the snarling monstrosities and brought back the carcasses of the fallen creatures, which the humans discovered a lot of could be used for armor and food, among other things. As both Fendor and the Guild grew overwhelmingly in population, the humans successfully mapped out New Wahrheit by means of stealthy and swift units united under a branch of the Guild known as the Recon Corps, it was agreed by all that they would begin to populate the different regions, and each region would be governed and protected by a Major Guild. The Major Guild would have three branches at the time of their founding; the Recon Corps, the Lancer Corps, and the Holy Corps.
The Recon Corps' missions involve reconnaissance on know monster hives or packs, and (surreptitiously) on other Guilds in case of suspicious actions.
The Lancer Corps are your heavy-hitting, well-armored bad mofos. Lancer Knights also carry the best technology into battle, and that too varies from Guild to Guild.
The Holy Corps are composed of Priests and Paladins, the Paladins are phenomenal fighters who often can hold out the longest due to their moderate knowledge of healing magic, while the Priests focus on group-healing magic and occasionally a binding/netting spell or two for sticky situations against monsters that come in swarms.
The Major Guilds have ranks; new recruits are known simply as Guild Scrubs, and aren't complete members until they complete a task given to them by their superior. Once completely initiated, the Scrubs are turned into Guild Pages, and are to leave home under the apprenticeship of a Guild Knight or Guild Maiden, which gives them the opportunity to travel the land. Once that is done and their Guild Knight gives them an official approval, the Pages are to make the perilous trek to the Port City of Fendor and become Guild Cadets at the Guild of Fendors Advanced Training Academy. After the Guild Cadets complete the Advanced Training Academy, they are deemed Guild Keim and can choose to either work for the Guild directly, or join any of the three Corps. Direct Guild employment offers more ascension in rank, but is infinitely harder to be raised in status. If promoted, a Guild Keim becomes a Guild Advanced Keim. After that is the esteemed and battle-hardened Guild Knight. Then Guild Quartermaster. The Master Arms-Knight (or Master Arms-Maiden) then picks from the Guild Quartermasters as to who becomes the Guild Sub-Befehl. When the current Master Arms-Knight either retires from their rank or passes away, the Guild Sub-Befehl takes the title of Master Arms-Knight or Master Arms-Maiden. The Masters are often the strongest warriors in the regions, and can certainly whoop his or her entire Guild one-handed. It was also decided that each Major guild would big-brother a Minor Guild, which trains units that are unique to both region and Guild. The Guild of Fendor kept its name and seat as the Major Guild in the Regal Port City, and would be respected as the Father Guild. At the end of every season, these 5 Major Guilds come together in meeting at the Ancient Cathedral in Schnee Palast, this meeting is known as the Gathering of the Major Guild Alliance and is held to share news, provide one another with goods and equipment .Major Guilds and a few villages were successfully managed in every region except for the swampland, which was named the Bog of Bereavement, as all who entered mysteriously never found their way out. As the landscapes varied, so did the humans who inhabited them.
The Titanic Tree Tops
The Titanic Tree Tops are the towering forests located on the easternmost of New Wahrheit, and hold true to their name. A good amount of the trees reach up and pierce through the clouds, as if to symbolize nature's ascension from previously being cut down in size and glory. The forest floor is an extremely volatile and dangerous place, and it is because of this reason that all of the villages and the Capitol are built upon and around the colossal trunks and massive branches. The villages are well hidden from the dark forest floor, but the villagers are not the only things hiding in the canopies. It is because of this fact that drives the villagers of Titanic Tree Tops to paranoia of outsiders and anything that dwells on the forest floor.
Elfencrown- Elfencrown is the capitol of the human-populated Titanic Tree Tops region, and suspends 61 meters above the forest floor. It boasts a population of several thousand, whom share large wooden huts with one another. Elfencrown, along with the other Tree Top villages, also make use of the inside of the gargantuan tree trunks, where the Town Center and Major Guild both reside to protect them from weather and intruders. The Major Guild is called the Elfen Streik; the precision of their archer units and the stealth of their Recon Corps are both second to none. However, the paranoia that plagues the Tree Top villages keeps them from sending large numbers of people through the Guilding process, and thus the Guild is rather short on members.
Elfentrunk- The second largest village of the Tree Top villages. Elfentrunk is home to Elfen Streik's Minor Guild, which focuses on the training of lurker units, individuals whom specialize in concealing magic that makes them invisible to the naked eye. These lurkers make up the Elfen Streik's Recon Corps, and is a huge factor in Elfen Streik's Recon superiority.
Twigtop- The highest village among the Tree Top villages. Unlike the usual 61 meters above ground, Twigtop soars at a whopping (and paranoid) 122 meters above the forest floor. Villagers use their refined archer skills to hunt the birds and other animals that live on the canopy located around Twigtop. There also aren't as many residents in this village, as not all can live comfortably at this altitude.
Shroudvale- The lowest village among the Tree Top villages. Shroudvale squats at a low 30.5 meters, which makes it more susceptible to predatory ambushes. To counter this, all residents of Shroudvale can use concealing magic of a higher degree, but this has taken a toll on their health, along with living in the darkness of the forest. One could say Shroudvale is in a critical condition.
Blizzard Peak Expanses
Risen from what was Pre-End Ages metropolises, the Blizzard Peak Expanses are the tallest mountain ranges on New Wahrheit, and are caked with layers upon layers of snow. Bitter winds kick up flurries of snow and make them dance methodical and serene numbers before either settling back down to the snow or freeze anything that doesn't have thick blubber or numerous layers of warm clothing. It's actually a very good chance that one can get lost forever if they do not tread carefully across the snowy plains. After awhile, everything in any direction looks plaster white, and if you don't die trying to find your way to somewhere, a pack of Snow Shriekers will happily pick away at your corpse. Caverns made entirely of ice are also hidden beneath the thick snow, and have been known to make excellent shelters for those that miraculously stumble into them. Or things can take a turn for the worse and the cavern you stumble into can already be home to a very irate Snow Goliath, who might be reminded how hungry it is at the time of your unintended arrival.
Schnee Palast- As far as villages go, both Schnee Palast and Flake Village of ruins of the Pre-End Ages cities, and the villagers have restored and built around these buildings, amazing at how durable the structures are, and how elegant they look in the glistening snow. Schnee Palast is the Capitol of the Blizzard Peak Expanses region, and rests on a plateau that spans farther than one can see in any direction. The Blizzard Capitol is built down into the plateau, and is segmented into three pentagonal-shaped districts called Districts (go figure) that are all connected by extremely long flights of stone steps that cut through each corner of the pentagons. The top district is known as the Outer District, contains the greatest percentage of villagers, but is the poorest and also sits on the surface, which makes them susceptible to any and all snow beasties that may be lurking in the blinding storms most commonly referred to as the Death Curtain. Below it is the slightly smaller Inner District, which is where all the markets and shops are located. The Inner District is more often than not the busiest District in Schnee Palast. The lowest and core District is the Central District, which is nothing but Guild training grounds and the large chapel-like Guild itself; Schnee Maiden. Schnee Maiden's guild-members share the closest sense of brotherhood, and are the most battle-hardened and sturdiest of the Major Guilds. To insult ones Guild Brother is to spit in ones face. Their loyalty to one another assures that any squadrons sent out on hunting missions come back almost 100%, and it is because of this that Schnee Maiden is able to boast the lowest fatality rate among the 5 Major Guilds.
[before I go on, I was starting to get pissed because I felt my explanation of Schnee Palast's layout was not sufficient. So here is an enraged and poorly-drawn quick sketch.
The space in between each pentagon is where buildings go. From the red line to the black is the Outer District, and is approximately 1 kilometer from line to line on all sides. From orange to red is the Inner District, and is half/0.5 of a kilometer. Inside the orange pentagon is where Schnee Maiden is located, and is a fourth of a kilometer. ]
Flake Village- The little brother of Schnee Palast, and holder of Schnee Maiden's Minor Guild, Flake Village is very little other than storage for the Minor Guild's units; the mages. Flake Village is more or less one big training academy to keep those capable of electrocuting themselves and all those around them in an accidental fit of rage from doing just that. Any human unfortunate enough to be born in New Wahrheit that possesses arcane abilities is sent to the Arcane Academy (usually at a young age) to study and gain an understanding of restraining their abnormality and unleashing it for the greater good of mankind. The Academy is a large stone cathedral-looking Guild, and only runs for half a season; in that time the students are turned into Fledgling Mages, where offensive mages are offered excellent positions in the Lancer Corps, illusion-based mages are gobbled up by the Recon Corps, and healing mages are needed in just about every branch, but more often than not work with the Holy Corps.
The Canyons of Eternal Stone
The Canyons of Eternal Stone are a system of deep, rocky valleys that vary in depth from a couple yards to abyssal-tier drops. The not-so-deep winding canyons are sometimes navigated by shallow, trickling streams... until they reach a drop off, of course. Caves riddle the walls of The Canyons of Eternal Stone, and often connect with other cave tunnels to form a stony labyrinth of sorts. Flying above the canyons are ravenous vultures that swoop down on the scuttling lizards, but the bigger birds wouldn't mind descending onto shiny-armored Lancers if the chance ever arose. As for what is inside the canyons and the caves...well you'd be better off not knowing everything that lurks in those dark depths; except for the humans, of course!
Jadetown- The largest and deepest known hole is known as the Absetzen, and spans almost a mile wide. If one were to stand on the edge of this infinite chasm, all they would see is impending nothingness. It is deeper beneath this cloak of void-like darkness lies the Capitol, known as the Gem of the Abyss. Jadetown is a shimmering miners town that consists of intricate tunnel-ways built into every corner of the hole. Metal walkways, shops, and homes suspend over Absetzen, and it is common that glass panels be built into the floors; sometimes its nice to look at nothing, you know. It has been widely acknowledged that only those who have business in Jadetown can navigate the labyrinth of tunnels to reach it, and cannot be done so without a resident guide. If one attempts to find the Gem of the Abyss on their own, they will definitely run into a webbed nest of Dragon Spiders or a hive of Minecrawlers. Other than the Royal Port City of Fendor, Jadetown is the best-guarded and well-defended Capitol in all of New Wahrheit. Jadetown's Guild is the Jade Drills and specialize in technologically-advanced weaponry.
Platin- Platin is the only village in the Canyons other than Jadetown, and the two towns are connected by one large tunnel that spans roughly 80 miles. The tunnel, named Felsen Pfiel, is lit by green lamps that are put in glass boxes and placed into the adjacent rock walls. People, cargo, and other goods are transported to and fro on speedy train-like carts that can travel from one town to the other in about 4 hours. Platin holds the Jade Drill's Minor Guild, which advances in crafting a variety of armors able to withstand different conditions that can't be mimicked anywhere else on the island.
Scorching Plains
The vast desert bares no resemblance to the serene and luscious fields that came before it little more than a hundred years ago. The ground is bone-dry and cracked, fissures in the landscape give the appearance of wounded scars that show evidence of enraged carnage and spite. Along with the fissures are geysers that jut out of the ground like volcanic pimples, and erupt bursts of intense fire that rocket out without notice or hesitation. Dredges in the ground foreshadow the residence of a large monster that seems as though it is capable of swimming through the incredibly-solid ground. The only advice that one can be given when attempting to maneuver the Scorching Plains is to watch your step; for one runs the risk of breaking their foot stepping in a fissure, getting incinerated by a fire-geyser, or stepping on a self-combustible Slidemander. Unlike other regions, the villagers are just as ruthless as the monsters.
Thal'Zim- The Capitol is naught but hundreds of adobe buildings compacted together in rows that sketch out odd symbols from an aerial viewpoint. No Scorching Plains village has any sort of defensive measure, other than the villagers. Within each mud house is a family of Scorch Warriors that would kill each other for the last piece of Meatbug Ragout. The villagers of Scorching Plains are all cutthroats who would rather beat you to death than give you the time of day; and the merciful stroke of a swift death is only granted to one of their own. An outsider will be left to paint the streets that no villager could afford to do themselves. Only the strongest Scorch Warriors reach adulthood, and they are hailed as demi-gods. When a Scorch family has two sons (and they always do) the two boys must challenge one another to a dual. The loser is spared, but is then banished from the village until he can return with the heads of 10 desert monsters; this process is known as the Redemption Ritual. Thal'Zim's Major Guild is the Thal'Blades, the most vicious and unforgiving of any Guild, Thal'Blades boast the highest monster body count as well as the greatest population.
Bedludash & Khal'zar- The two other villages in the Scorching Plains were settled very close together, as to survive without any form of assistance or protection from their Capitol, and hug the base of the Eastern Mountains. Customs, traditions, and battle methods are all identical to that of Thal'zims, and the only thing differentiating these neighboring villages is the Eastern Mountains... and what dwells within them. Under the cover of darkness, when both Bedludash and Khal'zar are settling down for the night, human silhouettes can be seen loitering on the outskirts of the villages. These cloaked beings raid the villages, kidnapping both young children and rations to bring back to their lair. What keeps the bone-crushing Scorch Warriors from slaughtering these kidnappers for stealing property of theirs is that nary a soul knows the whereabouts of the lair located within the Eastern Mountains. What else keeps these people, known as the Supplicants, is their worshiped god, Kalameet. This stone dragon is a being so feared, it has a cult of followers that live to serve it and it alone. Kalameet's incredible intelligence and power has earned him the title of Pseudo-Deity by the Major Guild Alliance. It has been said that the only thing keeping the Supplicants of Kalameet from expanding into the Blizzard Peak Expanses is the presence of its Deities, two godly dragons known as Deutalios and Yggdrasil.
The Royal Port City of Fendor
Ornate banners of vivid red and gold hung on flagpoles and off streetlamps flap about in the sea breeze proudly over the nicely-paved brick roads of The Royal Port City of Fendor, the greatest and most significant Golden Generation relic. Fendor has a bustling population of diligent workers and Guildmembers that help keep the regal city's booming economy intact, by means of hunting monsters on land and at sea, trade routes to other lands we won't bother mentioning, and the small taxes posted on all goods in the other regions. A large percentage of the population have nobility in their blood, and tend to be your snooty folks. However, their wealth makes the city look pretty, so they aren't entirely useless. The Royal Port City of Fendor's Major Guild is simply the Guild of Fendor, and they do more politic and business stuff than actual fighting; serving as the head of the Major Guild Alliance, tax-collecting, trade regulating etc. The Minor Guild is also located in the Royal Port City, and is found at the docks. The Minor Guild is called the Galleon Guild, and is operated by battle-hungry pirates who mainly seek fame and fortune, which is exactly what the most successful crews achieve. However, such an ambitious Guild certainly has their work cut out for them; the Uferlos Sea is home to the largest monstrosities, as well as arguably the most powerful Deities.
The Bog of Bereavement
The deadliest of all the regions of New Wahrheit, the Bog of Bereavement has remained unscathed since 1 EA. Removing the Bog would open up much needed travel and trade routes from Northern Blizzard Peak Expanses and Titanic Tree Tops to the Royal Port City of Fendor. Guild branches from both Elfen Streik and Schnee Maiden set up camps on the outskirts of the Bog. When these troops tried setting fire to the dense vegetation, they watched as the hundreds of torches they threw made contact with the gas-drenched trees, and within seconds the large pillars of fire were sucked up to nothing right before their eyes. What happened days afterwards was even stranger; the Bog opened up. When the troops woke up, they all laid eyes on the wide path that was the only opening ever seen through the impenetrable sinister foliage. Elfen Streik sent their fastest Recon squadron through first, and the camps would expect them back within the day to give the affirmative of a route to Fendor. After a day passed, both Guilds made the fatal error of assuming the Recon squad were resting in Fendor to return with good news and rations, and thus sent the rest of the camp, a combination of Schnee Maiden Lancers and Elfen Streik Recons, down the Bog's path. Once inside, the path split into 4 winding trails; which was the exact number of squadrons that made it to this point. With the dreams of bettering their people, the squads shrugged this predicament off as mere coincidence and marched their separate ways.
In both Schnee and Elfen territory, it is taboo to speak of the Bog Massacre, which mysteriously managed to reach news in both regions with alarming detail.
The Bestiary
The Bestiary is a recorded documentation of the monsters, and is a must have for all Guildmembers. As the war wages on, enemies evolve and numbers expand, and as such, the Bestiary is in constant need of updates! The concept for the Bestiary was developed not too long ago, and is in its early stages. The book runs a basic template on how to fill out gathered information by you, the Guildmembers! Ran into a beastie you nor anyone else has seen? Jot that sucker down and send it to your local Master Arms-Knight! (PM any monster submissions to Riddle78 or Delta, who will gladly read them and most likely accept them. Make sure to look for your contribution to the good fight, as we most certainly will be! )
Leave now, for this RP was not meant for you, my friend.
You have been warned.
Still here? Fantastic. Let's get this show on the road, shall we?
The Beginning
Somewhere in the vast expanses of the endless and bottomless Uferlos Sea lies the mega island Wahrheit, a sub-continental piece of land made up entirely of rich forests, towering mountains, and flowing grass plains inhabited by our favorite bipedal creatures; humans. The human race was making tremendous progress in all fields of existence, from science and art, to architecture and politics. Although having been what textbooks define as the Seventh Generation of Ascending Existence, or AE 700 (700th recorded year of existence, and each Generation lasted for 100 years) this was known as the First Golden Generation, a year in which all were frolicking jubilantly through the paved roads of their sprawling metropolises. The humans hacked away at rich forests, picked away at towering mountains, and occupied flowing grass plains with their steadily populating cities. The teeter-totter of what was natural and what was man-made was ascending on the man side as nature was plummeting towards the bottom, but since this is a teeter-totter occupied by two; what finds itself on bottom will always push itself back up.
The Beginning of The End
A well-educated scholar who lived in an earlier Generation once made the claim that their continuing weight of constructing perfection will only break the scale of existence. This scholar was cast out as a mongrel and a traitor to his own kind; a monster. One could say the scholar was the first acknowledged monster, which would be ironic, as very shortly after came what would be known as the Day of Ragnarok, when emerged from seemingly nowhere god-like beasts of varying shapes, however, they all shared one common characteristic; colossal sizes. Some of these creatures rose from the Uferlos, as if to trap the humans from an aquatic escape. Others blocked out the sun with wings the size of villages, as if to trap the humans from an air escape. And there were more of this titanic monstrosities that were on land, to face the humans on common ground. The beings floated, hovered, and stood as if unable to do anything else. This frozen moment would forever be burned into the conscious of any man that survived the Strike of Ragnarok. It happened so fast that it seemed as if the two juxtaposed instances melted into a single unit of time. The godly monsters mutilated and defiled the island of Wahrheit with overwhelming aggression and power. Civilians of the metropolises could do very little as from beneath their feet erupted and ascended rocky mountains of proportions never seen or even thought of before. These mountain ranges were soon blanketed with a foreign element that physically ailed those that were unprepared for this alien sensation of searing bitterness; flurries of harsh snow. On another part of the island, the once-shimmering and undulating fields of grass burnt up to rough and unforgiving desert, the riverbeds that formerly channeled rippling fresh water were replaced with bubbling molten lava. An area of the desert was stomped furiously until the terrain was made up of canyons that reached abyssal-depths. Oddly enough, the trees that were chopped down for human purposes seemed to resurrect and multiply, covering a good portion of the island and continuing to tower towards the sky. Half of the titanic forest grew strange moss vegetation and the ground turned into marsh and swampy mush. Riddled throughout this new terrain were the corpses of all those that seemed to bring about the Ending Ages, and also newly spawned monsters of the godly monsters, the Deities, creation that ate these corpses to discover the taste of human death; a succulent flavor that they soon grew to love above all others.
Ragnaroks Aftermath and The Ending Ages
About half of the human population was wiped out during the Strike, and the other half was left to cower in the remnants of their homes, fearing the alien sensation of dread that they would never have dreamed in a million Generations. The survivors flocked to a Golden Generation city that was completely unscathed by the Strike; Fendor, the Regal Port City. As they tried desperately to preserve their existence from the overwhelming beast forces, the Seventh Generation erased the year 700 AE and replaced it with 1 EA, the First Generation of the Ending Age. As the First Generation gave birth to the Second Generation and died off, a spark of "what if" soon erupted into a passionate inferno of hope.
The Rise of The Guilds
The Second Generation mustered up the resources of Fendor and united themselves under what they called the Guild of Fendor. The humans, united under this Guild, took their first steps into the foreign lands that were no longer their own, and braved the terrain and the horrid beasts that inhabited it. Using swords, axes, arrows, and many other surprisingly-innovative creations, the Guild began to successfully fend off the snarling monstrosities and brought back the carcasses of the fallen creatures, which the humans discovered a lot of could be used for armor and food, among other things. As both Fendor and the Guild grew overwhelmingly in population, the humans successfully mapped out New Wahrheit by means of stealthy and swift units united under a branch of the Guild known as the Recon Corps, it was agreed by all that they would begin to populate the different regions, and each region would be governed and protected by a Major Guild. The Major Guild would have three branches at the time of their founding; the Recon Corps, the Lancer Corps, and the Holy Corps.
The Recon Corps' missions involve reconnaissance on know monster hives or packs, and (surreptitiously) on other Guilds in case of suspicious actions.
The Lancer Corps are your heavy-hitting, well-armored bad mofos. Lancer Knights also carry the best technology into battle, and that too varies from Guild to Guild.
The Holy Corps are composed of Priests and Paladins, the Paladins are phenomenal fighters who often can hold out the longest due to their moderate knowledge of healing magic, while the Priests focus on group-healing magic and occasionally a binding/netting spell or two for sticky situations against monsters that come in swarms.
The Major Guilds have ranks; new recruits are known simply as Guild Scrubs, and aren't complete members until they complete a task given to them by their superior. Once completely initiated, the Scrubs are turned into Guild Pages, and are to leave home under the apprenticeship of a Guild Knight or Guild Maiden, which gives them the opportunity to travel the land. Once that is done and their Guild Knight gives them an official approval, the Pages are to make the perilous trek to the Port City of Fendor and become Guild Cadets at the Guild of Fendors Advanced Training Academy. After the Guild Cadets complete the Advanced Training Academy, they are deemed Guild Keim and can choose to either work for the Guild directly, or join any of the three Corps. Direct Guild employment offers more ascension in rank, but is infinitely harder to be raised in status. If promoted, a Guild Keim becomes a Guild Advanced Keim. After that is the esteemed and battle-hardened Guild Knight. Then Guild Quartermaster. The Master Arms-Knight (or Master Arms-Maiden) then picks from the Guild Quartermasters as to who becomes the Guild Sub-Befehl. When the current Master Arms-Knight either retires from their rank or passes away, the Guild Sub-Befehl takes the title of Master Arms-Knight or Master Arms-Maiden. The Masters are often the strongest warriors in the regions, and can certainly whoop his or her entire Guild one-handed. It was also decided that each Major guild would big-brother a Minor Guild, which trains units that are unique to both region and Guild. The Guild of Fendor kept its name and seat as the Major Guild in the Regal Port City, and would be respected as the Father Guild. At the end of every season, these 5 Major Guilds come together in meeting at the Ancient Cathedral in Schnee Palast, this meeting is known as the Gathering of the Major Guild Alliance and is held to share news, provide one another with goods and equipment .Major Guilds and a few villages were successfully managed in every region except for the swampland, which was named the Bog of Bereavement, as all who entered mysteriously never found their way out. As the landscapes varied, so did the humans who inhabited them.
The Titanic Tree Tops
The Titanic Tree Tops are the towering forests located on the easternmost of New Wahrheit, and hold true to their name. A good amount of the trees reach up and pierce through the clouds, as if to symbolize nature's ascension from previously being cut down in size and glory. The forest floor is an extremely volatile and dangerous place, and it is because of this reason that all of the villages and the Capitol are built upon and around the colossal trunks and massive branches. The villages are well hidden from the dark forest floor, but the villagers are not the only things hiding in the canopies. It is because of this fact that drives the villagers of Titanic Tree Tops to paranoia of outsiders and anything that dwells on the forest floor.
Elfencrown- Elfencrown is the capitol of the human-populated Titanic Tree Tops region, and suspends 61 meters above the forest floor. It boasts a population of several thousand, whom share large wooden huts with one another. Elfencrown, along with the other Tree Top villages, also make use of the inside of the gargantuan tree trunks, where the Town Center and Major Guild both reside to protect them from weather and intruders. The Major Guild is called the Elfen Streik; the precision of their archer units and the stealth of their Recon Corps are both second to none. However, the paranoia that plagues the Tree Top villages keeps them from sending large numbers of people through the Guilding process, and thus the Guild is rather short on members.
Elfentrunk- The second largest village of the Tree Top villages. Elfentrunk is home to Elfen Streik's Minor Guild, which focuses on the training of lurker units, individuals whom specialize in concealing magic that makes them invisible to the naked eye. These lurkers make up the Elfen Streik's Recon Corps, and is a huge factor in Elfen Streik's Recon superiority.
Twigtop- The highest village among the Tree Top villages. Unlike the usual 61 meters above ground, Twigtop soars at a whopping (and paranoid) 122 meters above the forest floor. Villagers use their refined archer skills to hunt the birds and other animals that live on the canopy located around Twigtop. There also aren't as many residents in this village, as not all can live comfortably at this altitude.
Shroudvale- The lowest village among the Tree Top villages. Shroudvale squats at a low 30.5 meters, which makes it more susceptible to predatory ambushes. To counter this, all residents of Shroudvale can use concealing magic of a higher degree, but this has taken a toll on their health, along with living in the darkness of the forest. One could say Shroudvale is in a critical condition.
Blizzard Peak Expanses
Risen from what was Pre-End Ages metropolises, the Blizzard Peak Expanses are the tallest mountain ranges on New Wahrheit, and are caked with layers upon layers of snow. Bitter winds kick up flurries of snow and make them dance methodical and serene numbers before either settling back down to the snow or freeze anything that doesn't have thick blubber or numerous layers of warm clothing. It's actually a very good chance that one can get lost forever if they do not tread carefully across the snowy plains. After awhile, everything in any direction looks plaster white, and if you don't die trying to find your way to somewhere, a pack of Snow Shriekers will happily pick away at your corpse. Caverns made entirely of ice are also hidden beneath the thick snow, and have been known to make excellent shelters for those that miraculously stumble into them. Or things can take a turn for the worse and the cavern you stumble into can already be home to a very irate Snow Goliath, who might be reminded how hungry it is at the time of your unintended arrival.
Schnee Palast- As far as villages go, both Schnee Palast and Flake Village of ruins of the Pre-End Ages cities, and the villagers have restored and built around these buildings, amazing at how durable the structures are, and how elegant they look in the glistening snow. Schnee Palast is the Capitol of the Blizzard Peak Expanses region, and rests on a plateau that spans farther than one can see in any direction. The Blizzard Capitol is built down into the plateau, and is segmented into three pentagonal-shaped districts called Districts (go figure) that are all connected by extremely long flights of stone steps that cut through each corner of the pentagons. The top district is known as the Outer District, contains the greatest percentage of villagers, but is the poorest and also sits on the surface, which makes them susceptible to any and all snow beasties that may be lurking in the blinding storms most commonly referred to as the Death Curtain. Below it is the slightly smaller Inner District, which is where all the markets and shops are located. The Inner District is more often than not the busiest District in Schnee Palast. The lowest and core District is the Central District, which is nothing but Guild training grounds and the large chapel-like Guild itself; Schnee Maiden. Schnee Maiden's guild-members share the closest sense of brotherhood, and are the most battle-hardened and sturdiest of the Major Guilds. To insult ones Guild Brother is to spit in ones face. Their loyalty to one another assures that any squadrons sent out on hunting missions come back almost 100%, and it is because of this that Schnee Maiden is able to boast the lowest fatality rate among the 5 Major Guilds.
[before I go on, I was starting to get pissed because I felt my explanation of Schnee Palast's layout was not sufficient. So here is an enraged and poorly-drawn quick sketch.
Flake Village- The little brother of Schnee Palast, and holder of Schnee Maiden's Minor Guild, Flake Village is very little other than storage for the Minor Guild's units; the mages. Flake Village is more or less one big training academy to keep those capable of electrocuting themselves and all those around them in an accidental fit of rage from doing just that. Any human unfortunate enough to be born in New Wahrheit that possesses arcane abilities is sent to the Arcane Academy (usually at a young age) to study and gain an understanding of restraining their abnormality and unleashing it for the greater good of mankind. The Academy is a large stone cathedral-looking Guild, and only runs for half a season; in that time the students are turned into Fledgling Mages, where offensive mages are offered excellent positions in the Lancer Corps, illusion-based mages are gobbled up by the Recon Corps, and healing mages are needed in just about every branch, but more often than not work with the Holy Corps.
The Canyons of Eternal Stone
The Canyons of Eternal Stone are a system of deep, rocky valleys that vary in depth from a couple yards to abyssal-tier drops. The not-so-deep winding canyons are sometimes navigated by shallow, trickling streams... until they reach a drop off, of course. Caves riddle the walls of The Canyons of Eternal Stone, and often connect with other cave tunnels to form a stony labyrinth of sorts. Flying above the canyons are ravenous vultures that swoop down on the scuttling lizards, but the bigger birds wouldn't mind descending onto shiny-armored Lancers if the chance ever arose. As for what is inside the canyons and the caves...well you'd be better off not knowing everything that lurks in those dark depths; except for the humans, of course!
Jadetown- The largest and deepest known hole is known as the Absetzen, and spans almost a mile wide. If one were to stand on the edge of this infinite chasm, all they would see is impending nothingness. It is deeper beneath this cloak of void-like darkness lies the Capitol, known as the Gem of the Abyss. Jadetown is a shimmering miners town that consists of intricate tunnel-ways built into every corner of the hole. Metal walkways, shops, and homes suspend over Absetzen, and it is common that glass panels be built into the floors; sometimes its nice to look at nothing, you know. It has been widely acknowledged that only those who have business in Jadetown can navigate the labyrinth of tunnels to reach it, and cannot be done so without a resident guide. If one attempts to find the Gem of the Abyss on their own, they will definitely run into a webbed nest of Dragon Spiders or a hive of Minecrawlers. Other than the Royal Port City of Fendor, Jadetown is the best-guarded and well-defended Capitol in all of New Wahrheit. Jadetown's Guild is the Jade Drills and specialize in technologically-advanced weaponry.
Platin- Platin is the only village in the Canyons other than Jadetown, and the two towns are connected by one large tunnel that spans roughly 80 miles. The tunnel, named Felsen Pfiel, is lit by green lamps that are put in glass boxes and placed into the adjacent rock walls. People, cargo, and other goods are transported to and fro on speedy train-like carts that can travel from one town to the other in about 4 hours. Platin holds the Jade Drill's Minor Guild, which advances in crafting a variety of armors able to withstand different conditions that can't be mimicked anywhere else on the island.
Scorching Plains
The vast desert bares no resemblance to the serene and luscious fields that came before it little more than a hundred years ago. The ground is bone-dry and cracked, fissures in the landscape give the appearance of wounded scars that show evidence of enraged carnage and spite. Along with the fissures are geysers that jut out of the ground like volcanic pimples, and erupt bursts of intense fire that rocket out without notice or hesitation. Dredges in the ground foreshadow the residence of a large monster that seems as though it is capable of swimming through the incredibly-solid ground. The only advice that one can be given when attempting to maneuver the Scorching Plains is to watch your step; for one runs the risk of breaking their foot stepping in a fissure, getting incinerated by a fire-geyser, or stepping on a self-combustible Slidemander. Unlike other regions, the villagers are just as ruthless as the monsters.
Thal'Zim- The Capitol is naught but hundreds of adobe buildings compacted together in rows that sketch out odd symbols from an aerial viewpoint. No Scorching Plains village has any sort of defensive measure, other than the villagers. Within each mud house is a family of Scorch Warriors that would kill each other for the last piece of Meatbug Ragout. The villagers of Scorching Plains are all cutthroats who would rather beat you to death than give you the time of day; and the merciful stroke of a swift death is only granted to one of their own. An outsider will be left to paint the streets that no villager could afford to do themselves. Only the strongest Scorch Warriors reach adulthood, and they are hailed as demi-gods. When a Scorch family has two sons (and they always do) the two boys must challenge one another to a dual. The loser is spared, but is then banished from the village until he can return with the heads of 10 desert monsters; this process is known as the Redemption Ritual. Thal'Zim's Major Guild is the Thal'Blades, the most vicious and unforgiving of any Guild, Thal'Blades boast the highest monster body count as well as the greatest population.
Bedludash & Khal'zar- The two other villages in the Scorching Plains were settled very close together, as to survive without any form of assistance or protection from their Capitol, and hug the base of the Eastern Mountains. Customs, traditions, and battle methods are all identical to that of Thal'zims, and the only thing differentiating these neighboring villages is the Eastern Mountains... and what dwells within them. Under the cover of darkness, when both Bedludash and Khal'zar are settling down for the night, human silhouettes can be seen loitering on the outskirts of the villages. These cloaked beings raid the villages, kidnapping both young children and rations to bring back to their lair. What keeps the bone-crushing Scorch Warriors from slaughtering these kidnappers for stealing property of theirs is that nary a soul knows the whereabouts of the lair located within the Eastern Mountains. What else keeps these people, known as the Supplicants, is their worshiped god, Kalameet. This stone dragon is a being so feared, it has a cult of followers that live to serve it and it alone. Kalameet's incredible intelligence and power has earned him the title of Pseudo-Deity by the Major Guild Alliance. It has been said that the only thing keeping the Supplicants of Kalameet from expanding into the Blizzard Peak Expanses is the presence of its Deities, two godly dragons known as Deutalios and Yggdrasil.
The Royal Port City of Fendor
Ornate banners of vivid red and gold hung on flagpoles and off streetlamps flap about in the sea breeze proudly over the nicely-paved brick roads of The Royal Port City of Fendor, the greatest and most significant Golden Generation relic. Fendor has a bustling population of diligent workers and Guildmembers that help keep the regal city's booming economy intact, by means of hunting monsters on land and at sea, trade routes to other lands we won't bother mentioning, and the small taxes posted on all goods in the other regions. A large percentage of the population have nobility in their blood, and tend to be your snooty folks. However, their wealth makes the city look pretty, so they aren't entirely useless. The Royal Port City of Fendor's Major Guild is simply the Guild of Fendor, and they do more politic and business stuff than actual fighting; serving as the head of the Major Guild Alliance, tax-collecting, trade regulating etc. The Minor Guild is also located in the Royal Port City, and is found at the docks. The Minor Guild is called the Galleon Guild, and is operated by battle-hungry pirates who mainly seek fame and fortune, which is exactly what the most successful crews achieve. However, such an ambitious Guild certainly has their work cut out for them; the Uferlos Sea is home to the largest monstrosities, as well as arguably the most powerful Deities.
The Bog of Bereavement
The deadliest of all the regions of New Wahrheit, the Bog of Bereavement has remained unscathed since 1 EA. Removing the Bog would open up much needed travel and trade routes from Northern Blizzard Peak Expanses and Titanic Tree Tops to the Royal Port City of Fendor. Guild branches from both Elfen Streik and Schnee Maiden set up camps on the outskirts of the Bog. When these troops tried setting fire to the dense vegetation, they watched as the hundreds of torches they threw made contact with the gas-drenched trees, and within seconds the large pillars of fire were sucked up to nothing right before their eyes. What happened days afterwards was even stranger; the Bog opened up. When the troops woke up, they all laid eyes on the wide path that was the only opening ever seen through the impenetrable sinister foliage. Elfen Streik sent their fastest Recon squadron through first, and the camps would expect them back within the day to give the affirmative of a route to Fendor. After a day passed, both Guilds made the fatal error of assuming the Recon squad were resting in Fendor to return with good news and rations, and thus sent the rest of the camp, a combination of Schnee Maiden Lancers and Elfen Streik Recons, down the Bog's path. Once inside, the path split into 4 winding trails; which was the exact number of squadrons that made it to this point. With the dreams of bettering their people, the squads shrugged this predicament off as mere coincidence and marched their separate ways.
- A squad of Schnee Lancers noted the overabundance of trees laying horizontally in the water as they made their way down the water-logged trail. As time carried on, the group admitted to seeing things that should not be seen in this environment. Horribly ugly things did they see, and their minds slowly started decaying. At one point, each man- having gone starved and delirious- suddenly looked to whom they believed to be their comrades, but instead they saw horridly disfigured monsters. Somewhere along the way, they found the burnt out pine torches they had thrown days before, and raising their newfound weapons in the name of the Brotherhood of Schnee Maiden, they killed one another until one man fell to the ground with a muddy plop. That survivor was then dragged off the trail by a creature that was mistaken for a tree earlier and was responsible for the mental breakdowns of the Schnee Lancers by means of a psychotropic hallucinogenic gas- a Swampshark.
- A Streik Recon Squadron believed it to be safer if they traveled by darting from tree to tree, as to not be seen on the path. They were making excellent progress when the entire squad was ambushed by a species of monster that perfectly imitate the foliage around them- assassin vines. The entire squadron was strangled and hung, their bodies left dangling above the path.
- The remaining Schnee Lancer squad simply starved to death, having walked in a large circle until they could no longer move. They did this without realizing it, as their trail was twisted and configured by a force greater than their own.
- The last remaining Guild squadron, a Recon Streik group, also had their path warped without realizing it. What they came across was the stuff of nightmares; the blood stubs of pine torches stuck out of the necks of the only remaining Schnee Lancer squadron, and the Recon group had to watch their lifeless comrades hang before them. All of sudden, the trees and foliage began to quiver and shift like the slithering movement of intertwining and overlapping snakes, the canopy above them was now blocking out the sky and all was dark. As though it came from the trees itself, the Bog Deity stepped forth, towering over the dreadful Recon corps. It was made up entirely of the nature around it, except for those cold blue dots it had for eyes, and despite being well over 100 feet tall, the being did not make any sound whatsoever. The humans were paralyzed with fear, and could do nothing as the being slowly slithered tentacle-like appendages. As their vision began to fade, and all sound was drained, replaced with the whispering of endlessly different voices that all spoke of one hushed name; Tijikko.
In both Schnee and Elfen territory, it is taboo to speak of the Bog Massacre, which mysteriously managed to reach news in both regions with alarming detail.
The Bestiary
The Bestiary is a recorded documentation of the monsters, and is a must have for all Guildmembers. As the war wages on, enemies evolve and numbers expand, and as such, the Bestiary is in constant need of updates! The concept for the Bestiary was developed not too long ago, and is in its early stages. The book runs a basic template on how to fill out gathered information by you, the Guildmembers! Ran into a beastie you nor anyone else has seen? Jot that sucker down and send it to your local Master Arms-Knight! (PM any monster submissions to Riddle78 or Delta, who will gladly read them and most likely accept them. Make sure to look for your contribution to the good fight, as we most certainly will be! )
Your Master Arms-Knights Riddle78, Xenomorphic, and Delta are working diligently to discover The Deities, and they've spotted almost all of them! Huzzah!
Ocean Deities
Progenitus,Spawnsire of Hydras
Progenitus is the origin of all hydras,and is much like the ultimate specimen of a hydra. It is positively enormous,large enough to be a large island in it's own right. Progenitus has been reported to have over a dozen heads,each mouth filled with crushing,tombstone molars,and there are rumors about how the monster's blood can melt men. The monster's scales are a dazzling rainbow of gold,jet,emerald,ruby,and sapphire,as if challenging all who behold its hide to come claim it.
Progenitus has all of the abilities of its spawn,and then some. When it loses a head,it often grows two in it's place within moments. Ancient legends say Progenitus was born with only a single head. Progenitus has been known to make whirlpools whenever it submerges,and exhale a fogbank so massive it may hide within for months.
Progenitus has been accepted as a fixture and fact of the world,and should be avoided and adapted to,instead of hunted,as millions have lost their lives attempting to slay the beast.
Ocean Deity- The Leviathan
Habitat: Ocean trenches
Diet: Large bottom-feeding creatures, just about anything that swims over it's trenches
Resemblance: A massive man/eel/fish
Average Size: 300 meters
Behavior: It lives in seclusion, though one day it shall rise to the surface and do battle with fleets of ships. An ambush hunter, sticks to fighting vessels from beneath them.
Skin Type: Most of the Leviathan's body is covered with thin scales, although it's shoulders are plated in a seemingly impenetrable plating.
Skin Tone: The tough plating is a dark blue while the softer skin and scales are a teal shade.
Other:
Dewloren, Hivemind of the Deep
A creature shrouded in mystery, Dewloren is a being on its own level of intelligence. It's sheer size gives it the appearance of a large, floating mountain, nonchalantly floating across the ocean surface at its own pace. However, this only masks the views of the other half of the large deity, which resembles a Sea Jelly. Those who have ever encountered such a large being and managed to see it hunt for food, have reported the large creature to have at least, eight hundred tentacles. Each tentacle lined with barbs the size of mechanical pencils. At times this creature can be seen before massive storms occur, sometimes submerging only to lift ships from water and redirect them away from such storms. The monster itself is protected by a thick layering of rock, barnacles, and coral reefs, which have grown on the top of Dewloren.
Dewloren's barbs are filled with several toxins, each with certain effects. From things like powerful poisons, to debilitating burning from inflamed muscles, Dewloren has ways with dealing against multiple enemies. Each tentacle has an almost, jello-like feeling to it, but it actually has its perks. Tentacles such as Dewloren's, have the ability to regenerate at a tremendous speed, taking a minimum of two days to return back to their original length.
Dewloren has been known to be extremely docile, only attacking when attacked or while hunting. It is also known to sometimes guard the deep trenches where another deity resides, some say protecting people from the disaster of crossing such a beast.
Blizzard Peak Expanses Deities
Yggdrasil: Tao Annihilator.
Yggdrasil is easily one of the strongest of the Deity monstrosities in terms of both sheer offensive capabilities and cognizance. It is neither a predator, nor is it a prey animal; Yggdrasil simply is. It is composed of three elements, having the ability to harness ice, fire, and lightning. Though it possesses these three, Yggdrasil has the strongest control over Ice, and thus it is most comfortable within the Blizzard Peak Expanses. It's long curved horns have been known to easily smash through massive mountains, and simply spinning its tail can summon gales of bitter-harsh winds.
Despite having these godlike abilities at its disposal, Yggdrasil meditates at the highest points in the Blizzard Peak Expanses, honing its elements for the Day of Reckoning; a Deity-made Prophecy that foreshadows the time in which the Deities will do full-on battle with the humans, who at that point will have wiped out all of the hostile monsters, except for the Deities themselves. When this prophecy takes place, Yggdrasil will not fight in its current form. The Deity will sacrifice its elemental mastery of Ice to unleash its full understanding of Fire and Lightning in the form of two colossal horned dog-like beasts, Mithos the Fire Wissen, and Martel the Lightning Wissen.
Deutalios, Harbinger of Storms
The origin of this large, flying beast is unknown, some saying that it appeared from the mountains; bringing along with it snow storms that lasted weeks upon end, leaving anything along the mountain sides frozen solid. It is extremely large, so large that its size is incomparable to any natural structure or living thing, some say only being comparable to that of other deities. There are only so many tales of Deutalios that come from those who survive the ice and snow storms it brings along with it. It is said that this creature's feathers glow brightly under the sun's rays, giving off the resemblance of of snow when hit by the sun. There are also rumors that the feathers of this beast are as hard as any type of metal or steel and that its breath can freeze anything that comes in contact with it. Those who had left to capture or challenge Deutalios are reported to never be seen again.
Deutalios's abilities are rather unknown, since those who see this mighty beast leave with their belongings in hand to avoid the coming storms; but some say that it has the ability to attack by shooting out bolt of lightning from its large horn. It has also been reported, that when Deutalios is not sleeping or flying, that it is caught slithering along the snowy regions, hunting for food. Deutalios has also been known to cause snow storms when flapping its wings and ascending into the sky, and can create large glacier-like caverns to rest in by opening it's mouth and exhaling its icy breath, while also slithering in circles.
Deutalios has been widely accepted to many as rather a warning or a force of nature, adapting to the creature's arrival by avoiding it at all costs. Those who are foolish enough to stay and fight have lost their lives to the blistering winds of this mighty creature.
Swamp Deities
Tijikko
Habitat: Bog of Bereavement
Diet: As it is a being of vegetation, it mainly feeds off of photosynthesis
Average Size: Tijikko is a rather small Deity, being only 40 yards tall and about the length of a coach bus
Behavior: Tijikko is the Guardian of the Bog, and lives only to protect his territory. It trudges through the Bog, providing nourishment for all plant-life under his care. It is basically the janitor of the swamp.
Skin Type: The Guardian of the Bog is made up entirely of sturdy tree roots and vines.
Skin Tone: Its skin is green and gray and brown, also draped with moss.
Other:
Desert Deities
Thestalos, Scourge of the Desert Wasteland
A creature said to be born of primal rage, Thestalos is one of several apex predators within its region. Its sense of smell is remarkable, being able to smell its prey from yards away. Thestalos is known to be extremely aggressive to any and everything, including other deities. Those who somehow manage to escape this deity’s wrath have reported that it swims fluidly through the sand, much like a shark in water. However, unlike the aquatic species of shark, Thestalos has limbs the bear resemblance to that of a crocodile or alligator and has no gills. Thestalos has scales which bears resemblance to that of rocks, while some scales have a mossy coloring, which are strong enough to help it bore through the ground at impressive speeds.
The roars from this frightening beast are so powerful, that it is said to be able to cause sandstorms. Other reports state that powerful tremors occur quickly before the arrival of this large desert dwelling titan. At time however, Thestalos can be can be seen sunbathing on rocks large enough to support this creature’s immense weight. Also, the most distinguishing feature about Thestalos, are the large pillar-sized dorsal fin spikes, which stick out when boring through the earth.
If tremors are ever felt, it is highly advised that one leave the area immediately, mainly because it may not be nature. Those who fail to leave, have never been seen again.
Forest Deities
Gorefiend,the Blood Gorged Slaughterer
Gorefiend is the terror of the forests. Those who survive the monster's wrath describe it as the perfect predator; Large enough to be imposing,but small enough to go anywhere. Strong. Fast. Intelligent. Silent.Gorefiend has been seen sprinting at least twice as fast as a panicked horse,lunging dozens of feet to strike,and impaling a man on the far side of a tree trunk.
Gorefiend is a silent stalker. No one has ever heard the creature's approach,and few ever survive the creature's assaults...But they survive. They survive scarred,mutilated,and broken,in mind and body. Experts believe that Gorefiend lets some prey escape,as a means of waging psychological warfare.
Finally,and most horrifying,Gorefiend can render itself invisible by unknown means. No sane person would enter this monster's territory,marked by deep claw marks in trees and rocks,alone,or with an army.
Pseudo-Deities
Kalameet,the One-Eyed Dragon of Calamity
Kalameet is a unique specimen. It is intelligent,far more so than any man,and can speak. It is protected by thick scales of stone,and the creature's head is protected by a single stony crest,with a glowing crimson eye at the center.
Ten times the size of a man,Kalameet is a large beast,and it is fully capable of flight,despite the massive weight of the monster's scales,alone,meaning it is physically strong,as well. However,most disturbingly,Kalameet possesses decidedly magickal abilities. It breathes flames black as a moonless night,which cast an eerie,pale white light,and it is seemingly capable of telekinesis,which seems to take great concentration. It seems to find great sport in telekinetically gabbing a man,hoisting him up to eye level,and wrenching his limbs from their sockets without tearing them off completely,including the neck. The dragon then tosses them aside like a rag doll.
Kalameet,however,has been known to bargain,although they often only serve humans in that Kalameet won't assault them.
Collectors of monster knowledge kinda just threw the rest of the nasties into the ever-expanding other chapter. Your fellow Guildmates that have helped contribute to the Bestiary you see now are Riddle78, EliCarter, Xenomorphic, and Delta. Enjoy!
The 'Dragon Spider'
Habitat: Dragon Spiders mainly live in large cave systems and thrive in dark environments. This leads them to coming out when the sun has lowered.
Diet: Mainly carnivorous, the Dragon Spider will feast on anything smaller than itself. This includes other Dragon Spiders smaller than it.
Resemblance: Anybody with two sense could see that they bare resemblance to spiders.
Average Size: Newborn Dragon spiders vary in sizes, but can generally be compared to full sized house cats. Over a period of approximately 3 human years, they reach full maturity and size, the males being able to the size of the common day Rhinoceros while the females can reach the size of the usual school bus.
Behavior: Dragon Spiders are rather hostile to all other living things besides other Dragon Spiders.
Skin Type: A type of Chitinous amour covers most of the 'Dragon Spider's' exoskeleton, making the durability bare resemblance to that of the usual car. However, when it comes to rough impacts
Skin Tone: For females, they mainly a type of solid black and red coloring, while the males are a solid black and red.
Other:
Swampsharks
Habitat: Swamps,marshes,dense,old-growth forests. Amphibious.
Diet: Carnivorous,carrion.
Resemblance: Eel,water snake.
Average Size: An ancient oak,minus branches.
Behavior: Solitary,ambush predator.
Skin Type: Hide likened to thick rubber.
Skin Tone: Mimics the local moss and algae covering a downed log.
Swampsharks are solitary marsh predators,and possess amazing strength and a single,very powerful trick. They constantly produce and excrete an extremely powerful psychotropic hallucinogenic gas,causing those who inhale it to hallucinate to the point of being unable to function properly.
Their mouths are made of three-section jaws,arranged radially. Their maws are lined with countless razor-sharp teeth,all curving backwards,pointed into the mouth,so that escape is impossible,should one bite on. Their sense of sight is weak,but their other senses are extremely sensitive to compensate. They are immune to all toxins and poisons.
Their sole vocalization has been likened to a low foghorn. It seems to be a bellow from the beast,as it's held for several seconds.
Minecrawlers
Habitat: Caves.
Diet: Carnivorous.
Resemblance: Spiders or ants,albino.
Average Size: Buick.
Behavior: Swarmers,hive-clustered.
Skin Type: Chitinous plates,used for high-quality armour.
Skin Tone: White,gray,something between white and tan.
Minecrawlers dwell in caves,and,as the names suggest,mines,once they break into the infested tunnels. They come in ceaseless swarms,clogging the tunnels that lead to their nests,can climb on walls,and,most unsettlingly,produce a venom that they can spit or introduce to the bloodstream via a bite,which can melt flesh within minutes,or melt stone within days.
Their constant chattering and scraping have sent hardened men and women into gibbering fits of madness,and Minecrawlers have also been known to hiss and screech,further perpetuating unfounded rumors of their malicious intelligence. Their venom,however,is valuable,seeing how it can be safely stored in glass,and their plates are extremely durable and light,making for impressive armour.
They strike with their mandibles and forelimbs,which are cruelly barbed and end in vicious points,both easily capable of piercing armour. Even crawler plates.
Bloodflies
Habitat: Plains,forests,rivers,lakes,ponds...Anywhere outside and temperate,really.
Diet: Omnivorous,carrion.
Resemblance: Some demon spawn of a scorpion and dragonfly.
Average Size: An average human child,without including the stinger and wings.
Behavior: Swarmers.
Skin Type: Chitinous plates.
Skin Tone: Yellows and greens.
Bloodlfies,while squishy,are still major threats to humanity. They are extremely populous,attack in swarms,and possess an extremely flexible stinger,loaded with a potent neurovenom. When they aren't flying faster than an arrow,they crawl on the ground somewhat clumsily.
Thankfully,Bloodflies rely on their venom,and lack any other means of harming a human,though their stingers have been known to pierce chainmail on occasion. Their vocalizations sound like buzzing sighs.
Bush Baby
Habitat: Bush Babies normally live in forested or regions littered with plant life, where they can blend in perfectly with their surroundings.
Diet: Despite their somewhat large, menacing teeth, Bush Babies are actually Herbivores; guaranteed t only eat berries and other plant life.
Resemblance: They resemble walking bushes with large mouths and beady eyes.
Average Size: Bush Babies are born through a complicated process and are about the size of most breeds of small dog when born. They can reach the size of a human toddler at full maturity.
Behavior: Generally docile until provoked, Bush Babies are peaceful creatures, but are extremely timid when larger creatures are around, taking the chance to run away if possible, or hide. They can form communities with other Bush Babies of up to ten to twenty members. However, they are extremely dull, which means that one who is sneaky enough, can catch them easily off guard.
Skin Type: The underbelly seems more, bark or wood-like and share the same roughness. The back however, varies depending on where Bush Babies are found, as most grow whatever they eat over a certain period of time.
Skin Tone: Rather a type of Green base color on the back, while the under belly remains a type of dull brown color.
Other:
Krillizard
Habitat: Krillizards swarm the ocean and beaches, normally straying from the water to either lay their eggs during the mating season, hunt, or sun bathe.
Diet: Krillizards are omnivorous, feeding on aquatic plant life, while also being bold enough to attack creature much, much larger than themselves if hungry enough. They hunt in pods of approximately 50+ members, which make this possible.
Resemblance: Krill or Shrimp.
Average Size: At full maturity, a Krillizard can reach human sized proportions, some reaching up to 7 feet in length. A Krillizard larva however, is only about the size of a human's pinky finger.
Behavior: Krillizards are considered Apex Predator, with their rough exoskeleton; they can practically fend off against any natural attack. They can also use techniques to coerce certain prey into coming close enough to get the jump on them. Krillizards are generally hostile to creatures other creatures unless they don't put up much of a fight, in which case they no longer view them as a threat. If viewed as a major threat however, they will simply attempt to either intimidate the enemy or will go out on a full scale attack, generally with all members swarming the enemy.
Skin Type: They're bodies are covered in a hard, rough shell. There are absolutely no soft spots besides their eyes.
Skin Tone: They are usually a type of dull red and tan, but in rare instances, there is a blue one.
Other:
Terramite
Habitat: Terramites build their colonies wherever possible. Swamps, mountains, forests, beaches, cave, etc… They mainly live in colonies of up to several thousand members, located in hives similar to that of a termite mound.
Diet: Terramites are omnivorous, eating just about anything that can get them by. If there is a large carcass located nearby, then they will swarm the dead body until there is nothing left to show that the being ever existed.
Resemblance: Giant Rocks or Termites
Average Size: Terramites vary in size depending on their job, but the Workers (The lowest ranking amongst the hive.) are about, the size of a mid-sized dog. The largest Terramite, can only reach house sized proportions, (Which is the Queen.) and the middle class (The Warriors.) generally reach a size somewhere in between that of the Worker and the Queen.
Behavior: Rather nonchalant, Terramites don’t mind if others are around while they work, whether foraging for food or finding material to build up their mounds. However, when something attacks, the Terramites attack back, swarming as a team till there is no opponent left to worry about or until the opposing creature has retreated.
Skin Type: They are covered by a type of rock-like shell which allows them to bore underground while not worrying about heavier rocks falling on them. They’re flash is their weak spot, as it is very soft, and as so, they try to refrain from fighting by themselves.
Skin Tone: Their rock-like shell varies in color depending on where they are place. For instance, a region rich with Obsidian would mean that the Terramites might have a type of Black shell, while a region rich in Limestone might give their shell the appearance of a type of white or grey color.
Other:
Hydra
Habitat: Deep and open ocean.
Diet: Carnivorous. Ships are like canned meals.
Resemblance: A multi-headed Loch Ness Monster.
Average Size: They can range anywhere from the size of a small truck to a medium sized ship.
Behavior: Solitary predators. Moderately intelligent. Ambush or shock & awe tactics.
Skin Type: Oily Scales,tough as nails.
Skin Tone: Blues,grays,and greens,reflective of the oceans they inhabit.
Hydras are the progeny of Progenitus,the Spawnsire of Hydras. While nowhere near his size,might,and intelligence,a single hydra can still annihilate small fleets. Their scales serve as effective armour to blunt impacts,such as cannonballs,and oil slicks right off.
They possess impressive regenerative abilities,capable of regrowing even lost heads in a matter of minutes,unless the wound is cauterized,although they cannot grow two heads from one stump. With their impressively long necks,hydras can bite at distant prey,or fire jets of seawater amazing distances,over obstacles,such as islands,with great accuracy. Such jets have been known to saw galleons in half.
Hydras can have anywhere between three and eight heads,and grow more with age.
Snow-Shrieker
Habitat: Snowy Mountains, roaming the ice plains.
Diet: Cattle, mountain goats, human babies.
Resemblance: Humanoid
Average Size: Only the Alpha in each pack reaches a muscular stature like pictured above, a regular Shrieker typically clocks in at about the size of a teenage human.
Behavior: They attack wandering prey in packs of up to 10
Skin Type: What very little skin they have is thin and and leathery from constant frostbite
Skin Tone: Their skin is white, due to dwelling in blizzards and ice caves.
Other:
Meatbug
Habitat: Wherever there's filth.
Diet: Carrion. Scavenger. Omnivorous.
Resemblance: Dinnerplate-sized silverfish.
Average Size: At maturity,Meatbugs tend to be about 45 centimeters long and 20 centimeters across.
Behavior: Completely docile. They tend to gather in large colonies,but they pose no direct threat to anything but your food stores.
Skin Type: Chitinous shell
Skin Tone: Meatbugs are solidly gray,through and through.
Meatbugs are vermin. Wherever garbage,refuse,junk or other detritus may be found,Meatbugs can and WILL be found in abundance. They are immune to all disease and parasite,as no disease or parasite can survive their body for more than a few hours. It is unknown why this is,as Meatbugs are very much edible,and their meat is used in numerous dishes,most famously Meatbug Ragout with Rice and Hell Mushrooms.
Assassin Vine
Habitat: Forests,jungles.
Diet: Carnivorous.
Resemblance: Angler fish.
Average Size: The vine can reach lengths approaching seventy feet. The body can grow to be man-sized.
Behavior: Ambush predator.
Skin Type: Flesh.
Skin Tone: Generally looks identical to a vine.
Assassin Vines are one of the most hated creatures of the world. They are impossible to distinguish from a normal vine,and they assault prey by wrapping their "vine" around the victim's neck and breaking it,before reeling them in.
Assassin Vines are noteworthy of having absolutely NOTHING useful,should someone bag one. As such,people often simply avoid regions of forests where Assassin Vines dwell.
The Slidemander
Habitat: Scorching Plains/Desert region
Diet: Rocks, pools of lava.
Resemblance: A horrid crossover of a seal and a salamander.
Average Size: Slidemanders average at about 4 feet in length and 2 feet in width
Behavior: One of the more aggressive monsters in terms of hostility. They live to kamikaze themselves at any and all enemies.
Skin Type: There skin is a bed-rock like material, and is impenetrable.
Skin Tone: The bedrock is dark, and little cracks in their skin ooze lava.
Other:
Mammollusc Gigantea (Water Cow)
Habitat: Shorelines, Rivers.
Diet: Omnivorous (Microorganisms)
Average Size: Municipal Truck to the size of a 3 storey building
Behavior: Docile unless provoked
Skin Type: Leathery, soft.
Skin Tone: Ranges from light blue to dark blue. Albino Variants appear gray
These creatures inhabit any body of water they can find, they often travel in herds of up to 5 and are prone to stampeeding when spooked. The largest specimens of this race are often found in deeper parts of the ocean but they are always within five miles of a shoreline. Their meat is rich and fish like and their bones strong, the are most prized for their skin which is tough yet supple and smooth.
Adolescents are often found at the mouths of rivers or within a mile of the shore depending one how large they are. Calfs are often tended to by their large and hostile mothers While the bulls have gone out further into the depths to feed on richer organisms.
Terranus Molluscus (Claw Clam)Habitat: Deserts, Mountains, Forest floors
Diet: Omnivorous
Average Size:
Behavior: Hostile
Skin Type: Leathery, thin
Skin Tone: Brown
These creatures have adapted to breathing oxygen via lungs that have evolved from their once sea faring ancestors. These creatures are resilient and tenacious, they often mimic antlion's and dig themselves a pit using their one muscular leg and lie in wait for any prey big or small. Their shells are razor sharp and can cut through a human leg, bone and all like a hot knife through butter. They have voracious appetites and discharge excrement constantly while feeding. The mollusc's tongue is soft and is considered a delicacy by many people while it's razor sharp shells are prized amongst all.
Crocuta Titanus: (Warg)
Habitat: Blizzard Peak Expanses, Mountain Areas.
Diet: Omnivorous
Average Size: A horse
Behavior: Hostile
Skin Type: Leathery, Furred
Skin Tone: Pink and black
These beasts do not roam in packs, they are solitary hunters, they are hostile to anything and everything including a member of the opposite sex. They are highly territorial and will only brook the presence of potential prey or greater predators. Carrion or no, in the mountains; sustenance is sustenance living or not. It is rare to see to Wargs in one place except during their mating season when a female Warg will fight to suppress her male counterpart long enough to mate with him before leaving as quickly as possible.
Sus Scofa Saliendo (Tree Boar)
Habitat: Titanic Tree Tops
Diet: Insectivore
Average Size: The size of a boar
Behavior: Hostile
Skin Type: Leathery, Furred
Skin Tone: Green.
Their tales are used to store water and sometimes food. Their legs are filled with coil like muscles that afford them a great jumping ability so they can move from tree limb to tree limb. They use their hard hoofs to dig into the boles of trees where they make their homes. Baby Tree Boars are unable to walk until they are at least a year old, by which time they are grown and skilled enough to leap from branch to branch though they will spend another year with their parents before moving on. Their diet largely consists of Blood flies and Meatbugs.
Mud Men
Habitat: Marshes,forests,and stagnant water.
Diet: Omnivorous.
Average Size: Man-sized.
Behavior: Identical to primitive human society.
Skin Type: Flesh.
Skin Tone: Although it's hard to see under the mud and filth,it's as varied as a normal human's.
Many have spied these shambling creatures. They look like us. They sound like us. But,as many have discovered too late,they are not us. Mud Men are the poor souls who are lost in the Bog of Bereavement,and never returned.
Their minds decayed by constant exposure to Swampshark gas,their bodies twisted and warped by the diseases,parasites,and magics of the Bog,they have become something else entirely. The hostile creatures of the world now see them as kin,but they seem to openly hunt them for sport. They are like savage reflections of ourselves.
The Mud Men,although savage,still speak,and are still more intelligent than most of the creatures of the world. Beyond that,they seem to possess impressive regenerative abilities,might,and sharpened senses. They are extremely dangerous foes,and should always be treated with the utmost caution.
Burrowing Mud Leeches
Habitat: Swamps and shallow, slow-moving rivers.
Diet: Carnivorous
Average Size: A large chicken egg.
Behavior: Normally in a state of perpetual hibernation, when prey presents itself, any mud leeches that detect disturbance in the water, usually up to half a dozen, move in to feed.
Skin Type: Soft, almost gelatinous.
Skin Tone: In drastic variation from pale oranges to gentle greens, and even near-black shades of green or blue.
Other: Mud leeches do not actually intend to kill their prey, at least not immediately, rather, they use it as a sort of proliferation, burrowing into its flesh to lay their multitude of eggs before dying. The neuromuscular narcotics that are exuded through their skin paralyze the victim long enough to unload their precious cargo, releasing hundreds of eggs into their bloodstream. The eggs also release a similar toxin, though not perfectly formed, and it is only once the larvae reach maturity that their toxin blocks the sensory nerves as well, unfortunately they only reach maturity once the victim has been completely consumed over the course of several months. It is usually only about three weeks to a month after the eggs hatch that the host has suffered enough blood-loss and organ damage to actually die, and can feel themselves slowly being eaten alive the entire time.
Needless to say, this is not a preferable way to go.
Spore Creeps
Habitat: Subterranean caverns and tunnels, though occasionally seen in deep woodlands as well.
Diet: Insectovorous
Average Size: About fourteen feet high at the shoulder, and six feet long, though deceptively lightweight.
Behavior: Passive, and almost ponderous, usually meandering their way through cave systems alone until they stumble across suitable food-sources, usually leading to conversions around dragon-spider nests and minecrawler hives.
Skin Type: Tough and rubbery, not unlike normal fungi, though strangely more resilient to piercing and cutting. Large patches on their backs are brightly luminescent, the better to confuse their prey.
Skin Tone: Brown-grey in tone, their backs glow in variations of yellow and green.
Other: Spore creeps do not actually have eyes, nor ears, and in fact only have sense of feeling in the bottoms of their broad, flat feet, feeling the many scrapes and other vibrations that other cave-dwelling creatures make. The lack of sensory organs defend spore creeps from their greatest weapon, besides their cavernous maw that is, preventing them from blinded by their luminescent growths. Once their meals are sufficiently confused and debilitated, spore-creeps open their jaws, which make up the entirety of their lower torso, in fact, their body is simply a large glowing mouth on legs. Once inside a spore creep's mouth, the jaw fuses shut, and simply digests whatever is trapped inside, at which point the creature will continue its endless wandering of the tunnel systems.
Depth Trawlers
Habitat: Deep seas/oceans
Diet: Detritivorous (Bottom Feeders)
Average Size: Approaching 220 tonnes on average, 150 feet in length, depth trawlers are absolutely gargantuan, and appear to be a primary food-source for hydras.
Behavior: Depth trawlers behave similarly to domestic cattle, and don't even attempt to flee for their lives, and in fact hardly seem to notice that they're being eaten alive. Usually almost half of the creatures are gone before they even respond, and not long after, die.
Skin Type: Thick and leathery hides protect depth trawlers from the vast majority of harm, and little short of a hydra seem capable of harming them.
Skin Tone: Deep greys and the occasional green-black make up depth trawler skin tones.
Other: While not aggressive, they are curious, and have been known to accidentally lift ships from the water by raising from beneath them, usually terrifying sailors into thinking that a hydra is attacking them, leading to many jumping overboard, only to be dashed on the broad backs of depth trawlers as they rise above the surface to discover what had passed them over.
Bone Moss
Habitat: Swamps and marshes that are commonly trafficked by humans.
Diet: Photosynthesizers
Average Size: Varying depending on host.
Behavior: Bone moss only grows on the bones of deceased fauna, especially on human remains. In order to spread, bone moss has developed limited sentience, and mobility, which it uses to force the bones of the deceased into movement, constantly prowling the bogs in search of new life to end in order to bring new life for itself.
Skin Type: Thick moss, akin to deer-hide in many ways, though extremely flammable.
Skin Tone: Bone moss varies from off-white shades of blue, to navy blues, making them easily visible if it weren't for the perpetual fog of their habitats.
Other: Bone moss seems to have some sort of ocular organ which cannot be visibly discerned, but they are capable of seeing in the infrared spectrum of light, allowing them to easily track down living prey, though they cannot see one another. When bodies under the control of bone moss eventually find living bodies, or dead ones, they rapidly set to peeling the flesh away from bone with their long-dead fingers in a scrabbling attempt to proliferate.
Serpentes Lacertilia. (Tree Top Snake)
Habitat: Titanic Tree Tops
Diet: Carnivorous.
Average Size: They can grow to be the same size as a real world Anaconda
Behavior: Hostile
Skin Type: Scaled
Skin Tone: Range from dark green to a mottled green and brown.
Snakes are more often legless, this one however sports a pair of arms with opposable thumbs. These creatures are ambush hunters, their green camouflage is most effective. They are indiscriminate hunters, if it has a blood pulse they consider it food. Their arms are deathly strong, full grown adult males can be seen scaling the trunks of trees with their arms alone while the females are afforded greater strength within their elongated bodies. Females will often be found protecting their brood of eggs or hatchlings and will gain sustenance by feeding off tree sap or nearby prey.
Megalonychidae Primigenus (Milk Sloth)
Habitat: Titanic Tree Tops, Marshland (Rare)
Diet: Herbivorous
Average Size: Twice the Size of a normal Sloth
Behavior: Extremely Docile
Skin Type: soft, furred (Brown to Grey, mottled grey/brown variations)
Skin Tone: Pink
The Milk Sloth feeds its young via large milk patches on their chest, even the males of the species will secrete milk when there are young nearby. As far as researchers can tell, these cretures will care for any young that come into contact. It is common to see females swapping their offspring with one another. They often travel in groups of 10 and are extremely docile. They have only one predator since no other creature can survive the poison within their blood. Their milk however can be consumed by any creature so it is common to find a menagerie of creatures feeding from these beasts' milk patches.
Lumbricina Pellicius (Furry Worm)
Habitat: Wherever there are Terramites
Diet: Carnivorous (Terramites)
Average Size: They are a 2cm thick and 2 inches long
Behavior: Intelligent.
Skin Type: Soft, Furred (Purple-Grey)
Skin Tone: brown
These creatures are the natural predator to the Terramites. They devour their prey by burrowing beneath their carapaces before eating the beasts alive. it is common to see one or two Furry Worms on any one Terramite. These beasts are highly intelligent, while small their brains contain as many synapses as a human brain. They are however wholly obsessed with their prey. They lack a culture due to their ingrained obsession. They breed in the soft sediment of the earth, adult Worms that have gorged themselves will often fall from their prey and multiply before hitching yet another ride.
Flagellum Hymenoptera Alpha (Khlystian Wasp King)
Habitat: Titan Tree Tops
Diet: Carnivorous
Average Size: 3 metres from head to tail
Behavior: Intelligent.
Skin Type: Carapaceous
Skin Tone: Grey.
The Khlystian Wasp King roams the deepest part of the Titan Tree Tops, he travels from wasp nest to wasp nest mating with the many queen Khlystian wasps that make their homes in hives scattered about the forest. Guild Hunters often hide when he asses by as he is highly territorial, not even lesser monsters dare cross his path in summer time. It is as yet unknown why he becomes more territorial during the summer. Any other time of the year he can be observed carrying large amounts of pollen from the Siccus flower through the forest.
Flagellum Hymenoptera Omega (Khlystian Wasps)
Habitat: Titan Tree Tops
Diet: Carnivorous
Average Size: 1-2 metres long
Behavior: Docile 3/4 seasons Hostile During Summer
Skin Type: Carapaceous
Skin Tone: Queen Bee (Pink Feelers and horns) Warrior Wasps (Red Feelers and Horns) Worker Wasps (Purple Feelers and Horns)
There are reportedly seven hives scattered Titanic Tree Tops, they are inhabited by these Wasps, generally they are generally docile creatures, having a King that protects them has removed the need to protect themselves. Worker Wasps are born without stingers and Warrior Wasps only become hostile during the summer months.
Magic and Spells
The explanation of magic and the effects they have come from your Guild-brother Ninbiz! If not for his in-depth descriptions, we'd all just be swinging swords. So three cheers to Nin!
Schools of Magic:
Most magical manifestations can be categorised within five definitive schools.
Healing:
The first of these schools is that of Healing. Every guild in New Wahrheit values this school of magic any manifestation that specialises within it. Most prized among healers are those with the strength to cast spells over groups of people as opposed to singular individuals.
Types of Spell:
Flesh Healing:
These spells focus on healing physical wounds, such as; cuts, grazes or even deep gash. Legends tell of healers that could even replace an amputated limb or reattach one, though many mage scholars are skeptical of such abilities.
Detoxifying:
These spells focus on removing the effects of foreign agents within the bodies like poisons or pathogens.
Enhancing:
These spells deal with bolstering the human bodies via magic, some spells can offer bursts of energy in crucial moments, others can momentarily increase; speed, agility, strength or anyone of the five senses.
Medicarum:
These spells deal with the expulsion of sickness and disease, where one cannot find a skilled surgeon or medic one must find a healer with this skill for they can cure the common cold, remove malignant cancerous tumors or prevent deformity in pregnant woman, they are even able to sterilise a man or woman to keep them from having children at all. There are even instances when one of these mages can make a man or woman fertile once more, though this is a rare ability.
Illusion:
This school of magic is generally more appreciated by the Recon Corps of any guild though Illusionists can often be found in the other corps as well but it is not a common sight. This school belongs to those abilities that can change course of light, trick the mind and even sometimes one of a hundred gains the ability to create an entire world by playing with peoples' perceptions. Yet again, those mages who can cast spells over groups are highly prized.
Stealth:
These spells are made to obscure the caster from sight whether by bending the light around them, creating shadows dark enough to shelter from prying eyes. Some spells can even confuse the olfactory system by creating smells, or fooling the ears by manipulating sound. Some magics can even lend their user the ability to blend in completely with their surroundings to the point where their skin changes both colour and texture.
Effect:
These spells are cast not to befuddle the senses but emotion. A mage with a specialty in this area can cast spells that fill their allies to the brim with bravery, or make their foes quiver with fear. Some mages are even able to make their targets fall asleep or retreat out of revulsion. One could even make enemies fight amongst themselves.
Environmental:
These spell change a target's perception of their surroundings, one could create an illusory tree or female krillizard. The applications of these spells are almost unlimited.
Offensive:
This school is reserved for those magics that can wound, maim and kill. There is a subschool in this category meant for defense and those spells are meant to protect, bolster and guard.
Binding:
This school encompasses magics and spells meant to ensnare targets. Magics that specialise solely in this school are rare, often other magics have spells that can bind. This school of magic is largely unappreciated by the guilds as they do not often wish to capture beasts but instead kill them.
Binding:
These spells are generally meant to simply restrict movements, the do not have any secondary abilities. The strongest binding spells can crush the bole of a tree when constricted while others can be so strong they are rumored to be able to bind even a deity.
Sapping:
These spells are often weak and may hold an small animal for a few hours and an exceedingly large one for minutes but their usefulness doesn't lie in their binding ability but that sap the strength of their targets and cost little energy to cost so they are the most often employed. It is very difficult to kill anything with these spells since they do not last long but with continued perseverance one might be able to kill a blood fly.
Traps:
These spells are much like the the webs of spider dragons. Tough and adhesive but they cannot be cast in a hurry, no, these spells are employed by great planners with patience since they require a great deal of preparation.
Enchanting:
This school deals with magics that can bestow magical qualities upon items or weapons, sometimes even food can be enchanted.
Protection:
These spells deal with adding a layer of magical protection upon an item, whether it be armour, clothing or even a chest to prevent theft. Some spells can add protection against magic, damage, poison, rot and sickness. Other spells can increase the endurance of an item to make them last longer.
Effect:
These spells can endow items with a varied range of effects, these spells however only have a limited time of use. An item of food may bestow momentary speed or strength, while for a time an enchanted cloak may provide increased camouflage or even invisibility. Some legends speak of a mage who once created a true cape of invisibility that would hide its wearer indefinitely.
Damage:
These spells are meant for weapons, spells to make swords unnaturally sharp, to make war hammers and maces explode with hidden power at contact with a monster. There are even those who can make weapons as cold as ice that freeze any wound the weapon makes. This school is the hardest to master and requires great amounts of power.
Wilders:
These mages are able to use their magic in ways that defy categorization and are often viewed with suspicion and jealousy.
Now that you've gone back in time to the beginning of the Guild on Monster War, traveled to every region (Even the Bog!), and have visited every Guild and how one operates, as well as viewed the currently discovered monstrosities that seek to destroy all of us; let us jump to the here and now! You now have the opportunity to engage in the conflict yourself! The blood, sweat, and tears you will shed on this journey will be done so not only in the name of your brethren, but also in the name of mankind!
Let's get started, shall we?
Name:
Age:
Rank:
Class:
(What type of Guild fighter are you? Paladin, Warrior, Mage, Priest, Marksman, Craftsman)
Location:
(Where do you start out?)
Guild:
(What guild do you belong to? Some brave souls choose to wander New Wahrheit alone, but many experiences are missed out if you do not join one. It is also sometimes mandatory for one to join a Guild, depending on where they live)
Personality:
Appearance:
History:
(Required. It's not very hard to write about what your life was like up until this point. You can do it, I have faith in you.)
Weapons/Equipment:
Other:
(Primarily quirks that set your character apart. Flaws/Strengths. Weaknesses/Phobias. Y'know, stuff like that)
And that about sums it up for now! This a rough sketch, to test things out and get the general idea out. Things will be changed, edited, and cut out by the time things are through. I'm thinking the actual RP will start maybe Saturday or Sunday. Gives us all time to recruit people, yay~!
and each Generation lasted for 100 year
Ocean Deities
Progenitus,Spawnsire of Hydras
Progenitus is the origin of all hydras,and is much like the ultimate specimen of a hydra. It is positively enormous,large enough to be a large island in it's own right. Progenitus has been reported to have over a dozen heads,each mouth filled with crushing,tombstone molars,and there are rumors about how the monster's blood can melt men. The monster's scales are a dazzling rainbow of gold,jet,emerald,ruby,and sapphire,as if challenging all who behold its hide to come claim it.
Progenitus has all of the abilities of its spawn,and then some. When it loses a head,it often grows two in it's place within moments. Ancient legends say Progenitus was born with only a single head. Progenitus has been known to make whirlpools whenever it submerges,and exhale a fogbank so massive it may hide within for months.
Progenitus has been accepted as a fixture and fact of the world,and should be avoided and adapted to,instead of hunted,as millions have lost their lives attempting to slay the beast.
Ocean Deity- The Leviathan
Habitat: Ocean trenches
Diet: Large bottom-feeding creatures, just about anything that swims over it's trenches
Resemblance: A massive man/eel/fish
Average Size: 300 meters
Behavior: It lives in seclusion, though one day it shall rise to the surface and do battle with fleets of ships. An ambush hunter, sticks to fighting vessels from beneath them.
Skin Type: Most of the Leviathan's body is covered with thin scales, although it's shoulders are plated in a seemingly impenetrable plating.
Skin Tone: The tough plating is a dark blue while the softer skin and scales are a teal shade.
Other:
- Spending most of his existence slumbering in his treasure-riddled trench, most of the Leviathan's body is covered in barnacles and coral that serve as a sort of body armor to its more sensitive and otherwise unplated areas.
- Having the ability to bend the water near it, the Leviathan is capable of sending pillars of water to send naval vessels high into the air, where it either emerges from the sea to swallow the ships whole or lets them crash back down into the ocean and drown.
- It tends to just tear out the bottoms of vessels unnoticed and swims back down to its watery dungeon, letting the boats sink and waiting for any and all treasure to descend into the Lair of the Leviathan.
- The Leviathan doesn't look to pick a fight with humans, and will only hunt when hunted.
Dewloren, Hivemind of the Deep
A creature shrouded in mystery, Dewloren is a being on its own level of intelligence. It's sheer size gives it the appearance of a large, floating mountain, nonchalantly floating across the ocean surface at its own pace. However, this only masks the views of the other half of the large deity, which resembles a Sea Jelly. Those who have ever encountered such a large being and managed to see it hunt for food, have reported the large creature to have at least, eight hundred tentacles. Each tentacle lined with barbs the size of mechanical pencils. At times this creature can be seen before massive storms occur, sometimes submerging only to lift ships from water and redirect them away from such storms. The monster itself is protected by a thick layering of rock, barnacles, and coral reefs, which have grown on the top of Dewloren.
Dewloren's barbs are filled with several toxins, each with certain effects. From things like powerful poisons, to debilitating burning from inflamed muscles, Dewloren has ways with dealing against multiple enemies. Each tentacle has an almost, jello-like feeling to it, but it actually has its perks. Tentacles such as Dewloren's, have the ability to regenerate at a tremendous speed, taking a minimum of two days to return back to their original length.
Dewloren has been known to be extremely docile, only attacking when attacked or while hunting. It is also known to sometimes guard the deep trenches where another deity resides, some say protecting people from the disaster of crossing such a beast.
Blizzard Peak Expanses Deities
Yggdrasil: Tao Annihilator.
Yggdrasil is easily one of the strongest of the Deity monstrosities in terms of both sheer offensive capabilities and cognizance. It is neither a predator, nor is it a prey animal; Yggdrasil simply is. It is composed of three elements, having the ability to harness ice, fire, and lightning. Though it possesses these three, Yggdrasil has the strongest control over Ice, and thus it is most comfortable within the Blizzard Peak Expanses. It's long curved horns have been known to easily smash through massive mountains, and simply spinning its tail can summon gales of bitter-harsh winds.
Despite having these godlike abilities at its disposal, Yggdrasil meditates at the highest points in the Blizzard Peak Expanses, honing its elements for the Day of Reckoning; a Deity-made Prophecy that foreshadows the time in which the Deities will do full-on battle with the humans, who at that point will have wiped out all of the hostile monsters, except for the Deities themselves. When this prophecy takes place, Yggdrasil will not fight in its current form. The Deity will sacrifice its elemental mastery of Ice to unleash its full understanding of Fire and Lightning in the form of two colossal horned dog-like beasts, Mithos the Fire Wissen, and Martel the Lightning Wissen.
The origin of this large, flying beast is unknown, some saying that it appeared from the mountains; bringing along with it snow storms that lasted weeks upon end, leaving anything along the mountain sides frozen solid. It is extremely large, so large that its size is incomparable to any natural structure or living thing, some say only being comparable to that of other deities. There are only so many tales of Deutalios that come from those who survive the ice and snow storms it brings along with it. It is said that this creature's feathers glow brightly under the sun's rays, giving off the resemblance of of snow when hit by the sun. There are also rumors that the feathers of this beast are as hard as any type of metal or steel and that its breath can freeze anything that comes in contact with it. Those who had left to capture or challenge Deutalios are reported to never be seen again.
Deutalios's abilities are rather unknown, since those who see this mighty beast leave with their belongings in hand to avoid the coming storms; but some say that it has the ability to attack by shooting out bolt of lightning from its large horn. It has also been reported, that when Deutalios is not sleeping or flying, that it is caught slithering along the snowy regions, hunting for food. Deutalios has also been known to cause snow storms when flapping its wings and ascending into the sky, and can create large glacier-like caverns to rest in by opening it's mouth and exhaling its icy breath, while also slithering in circles.
Deutalios has been widely accepted to many as rather a warning or a force of nature, adapting to the creature's arrival by avoiding it at all costs. Those who are foolish enough to stay and fight have lost their lives to the blistering winds of this mighty creature.
Swamp Deities
Tijikko
Habitat: Bog of Bereavement
Diet: As it is a being of vegetation, it mainly feeds off of photosynthesis
Average Size: Tijikko is a rather small Deity, being only 40 yards tall and about the length of a coach bus
Behavior: Tijikko is the Guardian of the Bog, and lives only to protect his territory. It trudges through the Bog, providing nourishment for all plant-life under his care. It is basically the janitor of the swamp.
Skin Type: The Guardian of the Bog is made up entirely of sturdy tree roots and vines.
Skin Tone: Its skin is green and gray and brown, also draped with moss.
Other:
- Tijikko effortlessly patrols the Bog by means of materializing with and through the trees and vegetation, he also uses this as a method of camouflage, although nothing worth hiding from typically survives long enough in the Bog.
- Rather than simply killing or strangling those that intrude upon the Bog of Bereavement, Tijikko rearranges and shifts the swamp itself so that the intruder(s) eventually get lost and either starves to death or is fed to the many monster denizens of the Bog. Tijikko then sucks the nutrients from their dead bodies to go about and nourish its beloved plants.
Desert Deities
Thestalos, Scourge of the Desert Wasteland
A creature said to be born of primal rage, Thestalos is one of several apex predators within its region. Its sense of smell is remarkable, being able to smell its prey from yards away. Thestalos is known to be extremely aggressive to any and everything, including other deities. Those who somehow manage to escape this deity’s wrath have reported that it swims fluidly through the sand, much like a shark in water. However, unlike the aquatic species of shark, Thestalos has limbs the bear resemblance to that of a crocodile or alligator and has no gills. Thestalos has scales which bears resemblance to that of rocks, while some scales have a mossy coloring, which are strong enough to help it bore through the ground at impressive speeds.
The roars from this frightening beast are so powerful, that it is said to be able to cause sandstorms. Other reports state that powerful tremors occur quickly before the arrival of this large desert dwelling titan. At time however, Thestalos can be can be seen sunbathing on rocks large enough to support this creature’s immense weight. Also, the most distinguishing feature about Thestalos, are the large pillar-sized dorsal fin spikes, which stick out when boring through the earth.
If tremors are ever felt, it is highly advised that one leave the area immediately, mainly because it may not be nature. Those who fail to leave, have never been seen again.
Forest Deities
Gorefiend,the Blood Gorged Slaughterer
Gorefiend is a silent stalker. No one has ever heard the creature's approach,and few ever survive the creature's assaults...But they survive. They survive scarred,mutilated,and broken,in mind and body. Experts believe that Gorefiend lets some prey escape,as a means of waging psychological warfare.
Finally,and most horrifying,Gorefiend can render itself invisible by unknown means. No sane person would enter this monster's territory,marked by deep claw marks in trees and rocks,alone,or with an army.
Pseudo-Deities
Kalameet,the One-Eyed Dragon of Calamity
Kalameet is a unique specimen. It is intelligent,far more so than any man,and can speak. It is protected by thick scales of stone,and the creature's head is protected by a single stony crest,with a glowing crimson eye at the center.
Ten times the size of a man,Kalameet is a large beast,and it is fully capable of flight,despite the massive weight of the monster's scales,alone,meaning it is physically strong,as well. However,most disturbingly,Kalameet possesses decidedly magickal abilities. It breathes flames black as a moonless night,which cast an eerie,pale white light,and it is seemingly capable of telekinesis,which seems to take great concentration. It seems to find great sport in telekinetically gabbing a man,hoisting him up to eye level,and wrenching his limbs from their sockets without tearing them off completely,including the neck. The dragon then tosses them aside like a rag doll.
Kalameet,however,has been known to bargain,although they often only serve humans in that Kalameet won't assault them.
Collectors of monster knowledge kinda just threw the rest of the nasties into the ever-expanding other chapter. Your fellow Guildmates that have helped contribute to the Bestiary you see now are Riddle78, EliCarter, Xenomorphic, and Delta. Enjoy!
The 'Dragon Spider'
Habitat: Dragon Spiders mainly live in large cave systems and thrive in dark environments. This leads them to coming out when the sun has lowered.
Diet: Mainly carnivorous, the Dragon Spider will feast on anything smaller than itself. This includes other Dragon Spiders smaller than it.
Resemblance: Anybody with two sense could see that they bare resemblance to spiders.
Average Size: Newborn Dragon spiders vary in sizes, but can generally be compared to full sized house cats. Over a period of approximately 3 human years, they reach full maturity and size, the males being able to the size of the common day Rhinoceros while the females can reach the size of the usual school bus.
Behavior: Dragon Spiders are rather hostile to all other living things besides other Dragon Spiders.
Skin Type: A type of Chitinous amour covers most of the 'Dragon Spider's' exoskeleton, making the durability bare resemblance to that of the usual car. However, when it comes to rough impacts
Skin Tone: For females, they mainly a type of solid black and red coloring, while the males are a solid black and red.
Other:
- One can determine the age of a Dragon Spider through the tint in their red/ blue coloring or size.
- They have an extremely durable webbing which has sadly been proven to resist fires.
- They have two special glands in their mouths which allow them to breathe fire. In the glands located in the Dragon Spider's left side of their mouth can release a type of flammable venom. The venom's use outside of the body really has no use other than being able to be lit, but when ingested, it can cause partial paralysis. There is also the ability to be blinded if the venom makes contact with one's eyes.
- A fully matured Dragon Spider's flames can cause up to 4th degree burns.
- When hungry,Dragon Spiders emit this type of scent which is somewhat reminiscent to the smell of berries. Those foolish enough to follow this smell to the source will no doubt meet their fate.
Swampsharks
Habitat: Swamps,marshes,dense,old-growth forests. Amphibious.
Diet: Carnivorous,carrion.
Resemblance: Eel,water snake.
Average Size: An ancient oak,minus branches.
Behavior: Solitary,ambush predator.
Skin Type: Hide likened to thick rubber.
Skin Tone: Mimics the local moss and algae covering a downed log.
Swampsharks are solitary marsh predators,and possess amazing strength and a single,very powerful trick. They constantly produce and excrete an extremely powerful psychotropic hallucinogenic gas,causing those who inhale it to hallucinate to the point of being unable to function properly.
Their mouths are made of three-section jaws,arranged radially. Their maws are lined with countless razor-sharp teeth,all curving backwards,pointed into the mouth,so that escape is impossible,should one bite on. Their sense of sight is weak,but their other senses are extremely sensitive to compensate. They are immune to all toxins and poisons.
Their sole vocalization has been likened to a low foghorn. It seems to be a bellow from the beast,as it's held for several seconds.
Minecrawlers
Habitat: Caves.
Diet: Carnivorous.
Resemblance: Spiders or ants,albino.
Average Size: Buick.
Behavior: Swarmers,hive-clustered.
Skin Type: Chitinous plates,used for high-quality armour.
Skin Tone: White,gray,something between white and tan.
Minecrawlers dwell in caves,and,as the names suggest,mines,once they break into the infested tunnels. They come in ceaseless swarms,clogging the tunnels that lead to their nests,can climb on walls,and,most unsettlingly,produce a venom that they can spit or introduce to the bloodstream via a bite,which can melt flesh within minutes,or melt stone within days.
Their constant chattering and scraping have sent hardened men and women into gibbering fits of madness,and Minecrawlers have also been known to hiss and screech,further perpetuating unfounded rumors of their malicious intelligence. Their venom,however,is valuable,seeing how it can be safely stored in glass,and their plates are extremely durable and light,making for impressive armour.
They strike with their mandibles and forelimbs,which are cruelly barbed and end in vicious points,both easily capable of piercing armour. Even crawler plates.
Bloodflies
Habitat: Plains,forests,rivers,lakes,ponds...Anywhere outside and temperate,really.
Diet: Omnivorous,carrion.
Resemblance: Some demon spawn of a scorpion and dragonfly.
Average Size: An average human child,without including the stinger and wings.
Behavior: Swarmers.
Skin Type: Chitinous plates.
Skin Tone: Yellows and greens.
Bloodlfies,while squishy,are still major threats to humanity. They are extremely populous,attack in swarms,and possess an extremely flexible stinger,loaded with a potent neurovenom. When they aren't flying faster than an arrow,they crawl on the ground somewhat clumsily.
Thankfully,Bloodflies rely on their venom,and lack any other means of harming a human,though their stingers have been known to pierce chainmail on occasion. Their vocalizations sound like buzzing sighs.
Bush Baby
Habitat: Bush Babies normally live in forested or regions littered with plant life, where they can blend in perfectly with their surroundings.
Diet: Despite their somewhat large, menacing teeth, Bush Babies are actually Herbivores; guaranteed t only eat berries and other plant life.
Resemblance: They resemble walking bushes with large mouths and beady eyes.
Average Size: Bush Babies are born through a complicated process and are about the size of most breeds of small dog when born. They can reach the size of a human toddler at full maturity.
Behavior: Generally docile until provoked, Bush Babies are peaceful creatures, but are extremely timid when larger creatures are around, taking the chance to run away if possible, or hide. They can form communities with other Bush Babies of up to ten to twenty members. However, they are extremely dull, which means that one who is sneaky enough, can catch them easily off guard.
Skin Type: The underbelly seems more, bark or wood-like and share the same roughness. The back however, varies depending on where Bush Babies are found, as most grow whatever they eat over a certain period of time.
Skin Tone: Rather a type of Green base color on the back, while the under belly remains a type of dull brown color.
Other:
- Bush Babies emit a type of aroma reminiscent to wet or fresh cut grass.
- They can see in multiple spectrums of vision, including heat seeking, thermal, and night vision.
Krillizard
Diet: Krillizards are omnivorous, feeding on aquatic plant life, while also being bold enough to attack creature much, much larger than themselves if hungry enough. They hunt in pods of approximately 50+ members, which make this possible.
Resemblance: Krill or Shrimp.
Average Size: At full maturity, a Krillizard can reach human sized proportions, some reaching up to 7 feet in length. A Krillizard larva however, is only about the size of a human's pinky finger.
Behavior: Krillizards are considered Apex Predator, with their rough exoskeleton; they can practically fend off against any natural attack. They can also use techniques to coerce certain prey into coming close enough to get the jump on them. Krillizards are generally hostile to creatures other creatures unless they don't put up much of a fight, in which case they no longer view them as a threat. If viewed as a major threat however, they will simply attempt to either intimidate the enemy or will go out on a full scale attack, generally with all members swarming the enemy.
Skin Type: They're bodies are covered in a hard, rough shell. There are absolutely no soft spots besides their eyes.
Skin Tone: They are usually a type of dull red and tan, but in rare instances, there is a blue one.
Other:
- Krillizards have the ability to mimic the cries or mating calls of other monsters, as a means to intimidate foes or to attract prey.
- Some Krillizard pods can reach up to 150 members.
Terramite
Habitat: Terramites build their colonies wherever possible. Swamps, mountains, forests, beaches, cave, etc… They mainly live in colonies of up to several thousand members, located in hives similar to that of a termite mound.
Diet: Terramites are omnivorous, eating just about anything that can get them by. If there is a large carcass located nearby, then they will swarm the dead body until there is nothing left to show that the being ever existed.
Resemblance: Giant Rocks or Termites
Average Size: Terramites vary in size depending on their job, but the Workers (The lowest ranking amongst the hive.) are about, the size of a mid-sized dog. The largest Terramite, can only reach house sized proportions, (Which is the Queen.) and the middle class (The Warriors.) generally reach a size somewhere in between that of the Worker and the Queen.
Behavior: Rather nonchalant, Terramites don’t mind if others are around while they work, whether foraging for food or finding material to build up their mounds. However, when something attacks, the Terramites attack back, swarming as a team till there is no opponent left to worry about or until the opposing creature has retreated.
Skin Type: They are covered by a type of rock-like shell which allows them to bore underground while not worrying about heavier rocks falling on them. They’re flash is their weak spot, as it is very soft, and as so, they try to refrain from fighting by themselves.
Skin Tone: Their rock-like shell varies in color depending on where they are place. For instance, a region rich with Obsidian would mean that the Terramites might have a type of Black shell, while a region rich in Limestone might give their shell the appearance of a type of white or grey color.
Other:
- Terramites have several different tiers which make up their colonies.
The Queen: The largest of the colony members, they are approximately three times the size of warrior class Terramites, and have two body segments rather than one. Their legs are much larger to grant their bodies mobility in case it is needed.
- Warriors: The second largest of the colony members, they are approximately two times larger than the Worker class Terramites. Their bodies are more armored and lined with spikes for better defensive quality. They also have adapted ten, which are two more limbs than any other class of Terramite.
- Workers: The smallest of the colony, they forage for supplies and build up the most of the colony’s population.
- If there is a conjoined colony with more than one Queen, than the strongest of them all gain the title of Empress.
- They can secrete a type of acid-like substance which softens certain, rather inedible objects, which allows them to eat it. This is then stored for building up their hive.
Hydra
Habitat: Deep and open ocean.
Diet: Carnivorous. Ships are like canned meals.
Resemblance: A multi-headed Loch Ness Monster.
Average Size: They can range anywhere from the size of a small truck to a medium sized ship.
Behavior: Solitary predators. Moderately intelligent. Ambush or shock & awe tactics.
Skin Type: Oily Scales,tough as nails.
Skin Tone: Blues,grays,and greens,reflective of the oceans they inhabit.
Hydras are the progeny of Progenitus,the Spawnsire of Hydras. While nowhere near his size,might,and intelligence,a single hydra can still annihilate small fleets. Their scales serve as effective armour to blunt impacts,such as cannonballs,and oil slicks right off.
They possess impressive regenerative abilities,capable of regrowing even lost heads in a matter of minutes,unless the wound is cauterized,although they cannot grow two heads from one stump. With their impressively long necks,hydras can bite at distant prey,or fire jets of seawater amazing distances,over obstacles,such as islands,with great accuracy. Such jets have been known to saw galleons in half.
Hydras can have anywhere between three and eight heads,and grow more with age.
Snow-Shrieker
Diet: Cattle, mountain goats, human babies.
Resemblance: Humanoid
Average Size: Only the Alpha in each pack reaches a muscular stature like pictured above, a regular Shrieker typically clocks in at about the size of a teenage human.
Behavior: They attack wandering prey in packs of up to 10
Skin Type: What very little skin they have is thin and and leathery from constant frostbite
Skin Tone: Their skin is white, due to dwelling in blizzards and ice caves.
Other:
- Snow Shriekers roam in packs in search of cattle and mountain goats that have strayed from the rest of the herd or are not weary of their surroundings.
- Their inhumanly long claws are fierce from tunneling through the mountainsides to make their homes.
- Snow Shriekers are blind hunters, and use an echolocation of sorts. The echolocation has two parts to it; an ominous and blood-curdling screech that is audible to humans, and a high-frequency cry that only other packs of Snow Shriekers can understand and process.
Meatbug
Habitat: Wherever there's filth.
Diet: Carrion. Scavenger. Omnivorous.
Resemblance: Dinnerplate-sized silverfish.
Average Size: At maturity,Meatbugs tend to be about 45 centimeters long and 20 centimeters across.
Behavior: Completely docile. They tend to gather in large colonies,but they pose no direct threat to anything but your food stores.
Skin Type: Chitinous shell
Skin Tone: Meatbugs are solidly gray,through and through.
Meatbugs are vermin. Wherever garbage,refuse,junk or other detritus may be found,Meatbugs can and WILL be found in abundance. They are immune to all disease and parasite,as no disease or parasite can survive their body for more than a few hours. It is unknown why this is,as Meatbugs are very much edible,and their meat is used in numerous dishes,most famously Meatbug Ragout with Rice and Hell Mushrooms.
Assassin Vine
Habitat: Forests,jungles.
Diet: Carnivorous.
Resemblance: Angler fish.
Average Size: The vine can reach lengths approaching seventy feet. The body can grow to be man-sized.
Behavior: Ambush predator.
Skin Type: Flesh.
Skin Tone: Generally looks identical to a vine.
Assassin Vines are one of the most hated creatures of the world. They are impossible to distinguish from a normal vine,and they assault prey by wrapping their "vine" around the victim's neck and breaking it,before reeling them in.
Assassin Vines are noteworthy of having absolutely NOTHING useful,should someone bag one. As such,people often simply avoid regions of forests where Assassin Vines dwell.
Habitat: Scorching Plains/Desert region
Diet: Rocks, pools of lava.
Resemblance: A horrid crossover of a seal and a salamander.
Average Size: Slidemanders average at about 4 feet in length and 2 feet in width
Behavior: One of the more aggressive monsters in terms of hostility. They live to kamikaze themselves at any and all enemies.
Skin Type: There skin is a bed-rock like material, and is impenetrable.
Skin Tone: The bedrock is dark, and little cracks in their skin ooze lava.
Other:
- Slidemanders dart across the desert by flinging themselves around with their strong arms and slide around on their bellies at impressive speeds.
- The only way to kill a Slidemander is to have it kill itself; Either set up a decoy to trick the Slidemander, or shoot its sac of lava.
- Slidemanders can be catapulted if trick into sliding into the catapult itself, or thrown by fiercer and bigger monsters of the Scorching Plains
Habitat: Shorelines, Rivers.
Diet: Omnivorous (Microorganisms)
Average Size: Municipal Truck to the size of a 3 storey building
Behavior: Docile unless provoked
Skin Type: Leathery, soft.
Skin Tone: Ranges from light blue to dark blue. Albino Variants appear gray
These creatures inhabit any body of water they can find, they often travel in herds of up to 5 and are prone to stampeeding when spooked. The largest specimens of this race are often found in deeper parts of the ocean but they are always within five miles of a shoreline. Their meat is rich and fish like and their bones strong, the are most prized for their skin which is tough yet supple and smooth.
Adolescents are often found at the mouths of rivers or within a mile of the shore depending one how large they are. Calfs are often tended to by their large and hostile mothers While the bulls have gone out further into the depths to feed on richer organisms.
Diet: Omnivorous
Average Size:
Behavior: Hostile
Skin Type: Leathery, thin
Skin Tone: Brown
These creatures have adapted to breathing oxygen via lungs that have evolved from their once sea faring ancestors. These creatures are resilient and tenacious, they often mimic antlion's and dig themselves a pit using their one muscular leg and lie in wait for any prey big or small. Their shells are razor sharp and can cut through a human leg, bone and all like a hot knife through butter. They have voracious appetites and discharge excrement constantly while feeding. The mollusc's tongue is soft and is considered a delicacy by many people while it's razor sharp shells are prized amongst all.
Habitat: Blizzard Peak Expanses, Mountain Areas.
Diet: Omnivorous
Average Size: A horse
Behavior: Hostile
Skin Type: Leathery, Furred
Skin Tone: Pink and black
These beasts do not roam in packs, they are solitary hunters, they are hostile to anything and everything including a member of the opposite sex. They are highly territorial and will only brook the presence of potential prey or greater predators. Carrion or no, in the mountains; sustenance is sustenance living or not. It is rare to see to Wargs in one place except during their mating season when a female Warg will fight to suppress her male counterpart long enough to mate with him before leaving as quickly as possible.
Sus Scofa Saliendo (Tree Boar)
Habitat: Titanic Tree Tops
Diet: Insectivore
Average Size: The size of a boar
Behavior: Hostile
Skin Type: Leathery, Furred
Skin Tone: Green.
Their tales are used to store water and sometimes food. Their legs are filled with coil like muscles that afford them a great jumping ability so they can move from tree limb to tree limb. They use their hard hoofs to dig into the boles of trees where they make their homes. Baby Tree Boars are unable to walk until they are at least a year old, by which time they are grown and skilled enough to leap from branch to branch though they will spend another year with their parents before moving on. Their diet largely consists of Blood flies and Meatbugs.
Mud Men
Habitat: Marshes,forests,and stagnant water.
Diet: Omnivorous.
Average Size: Man-sized.
Behavior: Identical to primitive human society.
Skin Type: Flesh.
Skin Tone: Although it's hard to see under the mud and filth,it's as varied as a normal human's.
Many have spied these shambling creatures. They look like us. They sound like us. But,as many have discovered too late,they are not us. Mud Men are the poor souls who are lost in the Bog of Bereavement,and never returned.
Their minds decayed by constant exposure to Swampshark gas,their bodies twisted and warped by the diseases,parasites,and magics of the Bog,they have become something else entirely. The hostile creatures of the world now see them as kin,but they seem to openly hunt them for sport. They are like savage reflections of ourselves.
The Mud Men,although savage,still speak,and are still more intelligent than most of the creatures of the world. Beyond that,they seem to possess impressive regenerative abilities,might,and sharpened senses. They are extremely dangerous foes,and should always be treated with the utmost caution.
Burrowing Mud Leeches
Habitat: Swamps and shallow, slow-moving rivers.
Diet: Carnivorous
Average Size: A large chicken egg.
Behavior: Normally in a state of perpetual hibernation, when prey presents itself, any mud leeches that detect disturbance in the water, usually up to half a dozen, move in to feed.
Skin Type: Soft, almost gelatinous.
Skin Tone: In drastic variation from pale oranges to gentle greens, and even near-black shades of green or blue.
Other: Mud leeches do not actually intend to kill their prey, at least not immediately, rather, they use it as a sort of proliferation, burrowing into its flesh to lay their multitude of eggs before dying. The neuromuscular narcotics that are exuded through their skin paralyze the victim long enough to unload their precious cargo, releasing hundreds of eggs into their bloodstream. The eggs also release a similar toxin, though not perfectly formed, and it is only once the larvae reach maturity that their toxin blocks the sensory nerves as well, unfortunately they only reach maturity once the victim has been completely consumed over the course of several months. It is usually only about three weeks to a month after the eggs hatch that the host has suffered enough blood-loss and organ damage to actually die, and can feel themselves slowly being eaten alive the entire time.
Needless to say, this is not a preferable way to go.
Spore Creeps
Habitat: Subterranean caverns and tunnels, though occasionally seen in deep woodlands as well.
Diet: Insectovorous
Average Size: About fourteen feet high at the shoulder, and six feet long, though deceptively lightweight.
Behavior: Passive, and almost ponderous, usually meandering their way through cave systems alone until they stumble across suitable food-sources, usually leading to conversions around dragon-spider nests and minecrawler hives.
Skin Type: Tough and rubbery, not unlike normal fungi, though strangely more resilient to piercing and cutting. Large patches on their backs are brightly luminescent, the better to confuse their prey.
Skin Tone: Brown-grey in tone, their backs glow in variations of yellow and green.
Other: Spore creeps do not actually have eyes, nor ears, and in fact only have sense of feeling in the bottoms of their broad, flat feet, feeling the many scrapes and other vibrations that other cave-dwelling creatures make. The lack of sensory organs defend spore creeps from their greatest weapon, besides their cavernous maw that is, preventing them from blinded by their luminescent growths. Once their meals are sufficiently confused and debilitated, spore-creeps open their jaws, which make up the entirety of their lower torso, in fact, their body is simply a large glowing mouth on legs. Once inside a spore creep's mouth, the jaw fuses shut, and simply digests whatever is trapped inside, at which point the creature will continue its endless wandering of the tunnel systems.
Depth Trawlers
Habitat: Deep seas/oceans
Diet: Detritivorous (Bottom Feeders)
Average Size: Approaching 220 tonnes on average, 150 feet in length, depth trawlers are absolutely gargantuan, and appear to be a primary food-source for hydras.
Behavior: Depth trawlers behave similarly to domestic cattle, and don't even attempt to flee for their lives, and in fact hardly seem to notice that they're being eaten alive. Usually almost half of the creatures are gone before they even respond, and not long after, die.
Skin Type: Thick and leathery hides protect depth trawlers from the vast majority of harm, and little short of a hydra seem capable of harming them.
Skin Tone: Deep greys and the occasional green-black make up depth trawler skin tones.
Other: While not aggressive, they are curious, and have been known to accidentally lift ships from the water by raising from beneath them, usually terrifying sailors into thinking that a hydra is attacking them, leading to many jumping overboard, only to be dashed on the broad backs of depth trawlers as they rise above the surface to discover what had passed them over.
Bone Moss
Habitat: Swamps and marshes that are commonly trafficked by humans.
Diet: Photosynthesizers
Average Size: Varying depending on host.
Behavior: Bone moss only grows on the bones of deceased fauna, especially on human remains. In order to spread, bone moss has developed limited sentience, and mobility, which it uses to force the bones of the deceased into movement, constantly prowling the bogs in search of new life to end in order to bring new life for itself.
Skin Type: Thick moss, akin to deer-hide in many ways, though extremely flammable.
Skin Tone: Bone moss varies from off-white shades of blue, to navy blues, making them easily visible if it weren't for the perpetual fog of their habitats.
Other: Bone moss seems to have some sort of ocular organ which cannot be visibly discerned, but they are capable of seeing in the infrared spectrum of light, allowing them to easily track down living prey, though they cannot see one another. When bodies under the control of bone moss eventually find living bodies, or dead ones, they rapidly set to peeling the flesh away from bone with their long-dead fingers in a scrabbling attempt to proliferate.
Serpentes Lacertilia. (Tree Top Snake)
Habitat: Titanic Tree Tops
Diet: Carnivorous.
Average Size: They can grow to be the same size as a real world Anaconda
Behavior: Hostile
Skin Type: Scaled
Skin Tone: Range from dark green to a mottled green and brown.
Snakes are more often legless, this one however sports a pair of arms with opposable thumbs. These creatures are ambush hunters, their green camouflage is most effective. They are indiscriminate hunters, if it has a blood pulse they consider it food. Their arms are deathly strong, full grown adult males can be seen scaling the trunks of trees with their arms alone while the females are afforded greater strength within their elongated bodies. Females will often be found protecting their brood of eggs or hatchlings and will gain sustenance by feeding off tree sap or nearby prey.
Megalonychidae Primigenus (Milk Sloth)
Habitat: Titanic Tree Tops, Marshland (Rare)
Diet: Herbivorous
Average Size: Twice the Size of a normal Sloth
Behavior: Extremely Docile
Skin Type: soft, furred (Brown to Grey, mottled grey/brown variations)
Skin Tone: Pink
The Milk Sloth feeds its young via large milk patches on their chest, even the males of the species will secrete milk when there are young nearby. As far as researchers can tell, these cretures will care for any young that come into contact. It is common to see females swapping their offspring with one another. They often travel in groups of 10 and are extremely docile. They have only one predator since no other creature can survive the poison within their blood. Their milk however can be consumed by any creature so it is common to find a menagerie of creatures feeding from these beasts' milk patches.
Lumbricina Pellicius (Furry Worm)
Habitat: Wherever there are Terramites
Diet: Carnivorous (Terramites)
Average Size: They are a 2cm thick and 2 inches long
Behavior: Intelligent.
Skin Type: Soft, Furred (Purple-Grey)
Skin Tone: brown
These creatures are the natural predator to the Terramites. They devour their prey by burrowing beneath their carapaces before eating the beasts alive. it is common to see one or two Furry Worms on any one Terramite. These beasts are highly intelligent, while small their brains contain as many synapses as a human brain. They are however wholly obsessed with their prey. They lack a culture due to their ingrained obsession. They breed in the soft sediment of the earth, adult Worms that have gorged themselves will often fall from their prey and multiply before hitching yet another ride.
Flagellum Hymenoptera Alpha (Khlystian Wasp King)
Habitat: Titan Tree Tops
Diet: Carnivorous
Average Size: 3 metres from head to tail
Behavior: Intelligent.
Skin Type: Carapaceous
Skin Tone: Grey.
The Khlystian Wasp King roams the deepest part of the Titan Tree Tops, he travels from wasp nest to wasp nest mating with the many queen Khlystian wasps that make their homes in hives scattered about the forest. Guild Hunters often hide when he asses by as he is highly territorial, not even lesser monsters dare cross his path in summer time. It is as yet unknown why he becomes more territorial during the summer. Any other time of the year he can be observed carrying large amounts of pollen from the Siccus flower through the forest.
Flagellum Hymenoptera Omega (Khlystian Wasps)
Habitat: Titan Tree Tops
Diet: Carnivorous
Average Size: 1-2 metres long
Behavior: Docile 3/4 seasons Hostile During Summer
Skin Type: Carapaceous
Skin Tone: Queen Bee (Pink Feelers and horns) Warrior Wasps (Red Feelers and Horns) Worker Wasps (Purple Feelers and Horns)
There are reportedly seven hives scattered Titanic Tree Tops, they are inhabited by these Wasps, generally they are generally docile creatures, having a King that protects them has removed the need to protect themselves. Worker Wasps are born without stingers and Warrior Wasps only become hostile during the summer months.
Magic and Spells
The explanation of magic and the effects they have come from your Guild-brother Ninbiz! If not for his in-depth descriptions, we'd all just be swinging swords. So three cheers to Nin!
Schools of Magic:
Most magical manifestations can be categorised within five definitive schools.
Healing:
The first of these schools is that of Healing. Every guild in New Wahrheit values this school of magic any manifestation that specialises within it. Most prized among healers are those with the strength to cast spells over groups of people as opposed to singular individuals.
Types of Spell:
Flesh Healing:
These spells focus on healing physical wounds, such as; cuts, grazes or even deep gash. Legends tell of healers that could even replace an amputated limb or reattach one, though many mage scholars are skeptical of such abilities.
Detoxifying:
These spells focus on removing the effects of foreign agents within the bodies like poisons or pathogens.
Enhancing:
These spells deal with bolstering the human bodies via magic, some spells can offer bursts of energy in crucial moments, others can momentarily increase; speed, agility, strength or anyone of the five senses.
Medicarum:
These spells deal with the expulsion of sickness and disease, where one cannot find a skilled surgeon or medic one must find a healer with this skill for they can cure the common cold, remove malignant cancerous tumors or prevent deformity in pregnant woman, they are even able to sterilise a man or woman to keep them from having children at all. There are even instances when one of these mages can make a man or woman fertile once more, though this is a rare ability.
Illusion:
This school of magic is generally more appreciated by the Recon Corps of any guild though Illusionists can often be found in the other corps as well but it is not a common sight. This school belongs to those abilities that can change course of light, trick the mind and even sometimes one of a hundred gains the ability to create an entire world by playing with peoples' perceptions. Yet again, those mages who can cast spells over groups are highly prized.
Stealth:
These spells are made to obscure the caster from sight whether by bending the light around them, creating shadows dark enough to shelter from prying eyes. Some spells can even confuse the olfactory system by creating smells, or fooling the ears by manipulating sound. Some magics can even lend their user the ability to blend in completely with their surroundings to the point where their skin changes both colour and texture.
Effect:
These spells are cast not to befuddle the senses but emotion. A mage with a specialty in this area can cast spells that fill their allies to the brim with bravery, or make their foes quiver with fear. Some mages are even able to make their targets fall asleep or retreat out of revulsion. One could even make enemies fight amongst themselves.
Environmental:
These spell change a target's perception of their surroundings, one could create an illusory tree or female krillizard. The applications of these spells are almost unlimited.
Offensive:
This school is reserved for those magics that can wound, maim and kill. There is a subschool in this category meant for defense and those spells are meant to protect, bolster and guard.
Binding:
This school encompasses magics and spells meant to ensnare targets. Magics that specialise solely in this school are rare, often other magics have spells that can bind. This school of magic is largely unappreciated by the guilds as they do not often wish to capture beasts but instead kill them.
Binding:
These spells are generally meant to simply restrict movements, the do not have any secondary abilities. The strongest binding spells can crush the bole of a tree when constricted while others can be so strong they are rumored to be able to bind even a deity.
Sapping:
These spells are often weak and may hold an small animal for a few hours and an exceedingly large one for minutes but their usefulness doesn't lie in their binding ability but that sap the strength of their targets and cost little energy to cost so they are the most often employed. It is very difficult to kill anything with these spells since they do not last long but with continued perseverance one might be able to kill a blood fly.
Traps:
These spells are much like the the webs of spider dragons. Tough and adhesive but they cannot be cast in a hurry, no, these spells are employed by great planners with patience since they require a great deal of preparation.
Enchanting:
This school deals with magics that can bestow magical qualities upon items or weapons, sometimes even food can be enchanted.
Protection:
These spells deal with adding a layer of magical protection upon an item, whether it be armour, clothing or even a chest to prevent theft. Some spells can add protection against magic, damage, poison, rot and sickness. Other spells can increase the endurance of an item to make them last longer.
Effect:
These spells can endow items with a varied range of effects, these spells however only have a limited time of use. An item of food may bestow momentary speed or strength, while for a time an enchanted cloak may provide increased camouflage or even invisibility. Some legends speak of a mage who once created a true cape of invisibility that would hide its wearer indefinitely.
Damage:
These spells are meant for weapons, spells to make swords unnaturally sharp, to make war hammers and maces explode with hidden power at contact with a monster. There are even those who can make weapons as cold as ice that freeze any wound the weapon makes. This school is the hardest to master and requires great amounts of power.
Wilders:
These mages are able to use their magic in ways that defy categorization and are often viewed with suspicion and jealousy.
Now that you've gone back in time to the beginning of the Guild on Monster War, traveled to every region (Even the Bog!), and have visited every Guild and how one operates, as well as viewed the currently discovered monstrosities that seek to destroy all of us; let us jump to the here and now! You now have the opportunity to engage in the conflict yourself! The blood, sweat, and tears you will shed on this journey will be done so not only in the name of your brethren, but also in the name of mankind!
Let's get started, shall we?
Name:
Age:
Rank:
Class:
(What type of Guild fighter are you? Paladin, Warrior, Mage, Priest, Marksman, Craftsman)
Location:
(Where do you start out?)
Guild:
(What guild do you belong to? Some brave souls choose to wander New Wahrheit alone, but many experiences are missed out if you do not join one. It is also sometimes mandatory for one to join a Guild, depending on where they live)
Personality:
Appearance:
History:
(Required. It's not very hard to write about what your life was like up until this point. You can do it, I have faith in you.)
Weapons/Equipment:
Other:
(Primarily quirks that set your character apart. Flaws/Strengths. Weaknesses/Phobias. Y'know, stuff like that)
And that about sums it up for now! This a rough sketch, to test things out and get the general idea out. Things will be changed, edited, and cut out by the time things are through. I'm thinking the actual RP will start maybe Saturday or Sunday. Gives us all time to recruit people, yay~!
and each Generation lasted for 100 year
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