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Posted: Sat Jul 30, 2011 4:57 am
Akuma Kison Mynocks Locations found:Unholy lands and some caves Danger Level: X-XX Dangerous in large numbers Escape Roll:Alone: 1-15 Group: 1-8 Though these little guys look much like bats, they are more vicious than any normal bat. It was said that an Alchemist accidentally created these little guys when a bat flew into his lab and crashed into a series of potions. It is unknown how these guys reproduce but their numbers are high in the Saieth. Preferring dark spaces, these Mynocks are very protective of their homes. Any unwelcome visitor will have not just one to deal with but a bunch as these creatures prefer to attack in groups. Strengths - Ability to see in the dark and to hear the tiniest bug's wings. - Speed to dodge attacks, thanks to their bat like structure. - When attacking in large numbers, they can easily confuse their enemies while their claws and fangs go for soft flesh. Weaknesses - Any kind of light from the sun to flame hurts their eyes and they often tend to retreat from the light. - Separating one from the bunch will cause the singled out one to become weaker and far easier to kill. Been reading some Star Wars, Miss Akuma? ;3 Those damned Mynocks, always flying into my X-wing.
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Posted: Sun Jul 31, 2011 1:07 am
Blazawg Locations found: Can be found in any High and Rocky locations both in Sol Solis and Saieth Danger Level: XXXX Escape Roll:Alone: 1-10 Group: 1-15 A Blazawg. A beast that is formidable and fierce. Those who encounter this beast are either with ill luck or unfavorable timings. While this beast does not go and hunt its prey, it will defend his territory. Hunting in the higher levels of the world, this beast fears nothing but its own shadow. Well, not necessarily. Its shadow doesn't frighten this beast but its own kind does. There is one easy way to get this beast to engage in another fight, bring one of its own kind to it. No matter what they were previously chasing, if one of their own kind comes into the scene, they will go after each other. A fight to the death will take place if its one of their own kind. A fight to the death will also issue if something is larger than it. These beasts are not small in any way. Their body is like facing a building of pure steel and brick. Their size is no laughing matter. These beasts are larger than a horse as a new born and can reach sizes higher than a single story house. The average size of these beasts, given the right amount of space and food, is a two story building. Their horns, claws and fangs, are no laughing matter either. They are dangerous just to look at let alone to be grazed by one of them. It is recommended to run and hide from these beasts, but be careful. These beasts are not to be messed with. Fierce and very temperamental, these beasts prefer the high grounds due not only to the fact they don't have to run into their own kind but less people tend to travel through their homes. The less people, the less people want their hides and other body parts. They are wanted for how tough their hide is and how valuable their claws and horns are to Alchemists. Strengths - Their body is tough, their claws like five foot swords, not including their horns. This beast is a walking death trap. - Keen sense. Thanks to the fact that these beasts are much like hounds, these beasts have a delicate sense of smell. Their eye sight and hearing may not be all that strong but their sense of smell is great. - Speed. These beasts can move quickly despite their weight. Weaknesses - Their stomach and the rest of their underside is not protected as well as the rest of their body. Their eyes should be a target for archers and their underside for swords and other close range equipment. - Being territorial. If one of their kind or a beast the same size or larger, they will not hesitate to fight to the death.
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Boku_ha_Ronnel Vice Captain
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Posted: Sun Jul 31, 2011 1:17 am
Ok, you mention their size and weight obliquely, but how about giving an actual idea of how big they are? The size of a horse? A German Shepard? An elephant?
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Posted: Sun Jul 31, 2011 1:56 am
Merciful Kami I want to fight one and make it Tab's pet XD Approved.
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Boku_ha_Ronnel Vice Captain
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Posted: Sun Jul 31, 2011 2:02 am
Paestyler Locations found: Sulyll, Kaeheer, and Merseyr Danger Level: XX - XXXX The more, the more dangerous Escape Roll:Alone: 1-13 Group: 1-12 These creatures are just like normal wolves. However, while they are only a foot larger than wolves, that is not the only thing that is different with them. They have little thought process except to kill anything that looks like food, and to hunt as a pack. They cannot judge what is a risky target or what is an easy target. They hunt as a pack, they live as a pack, and they die as a pack. Anything other than this is not apart of them. But what is a pack? Five of these wolves is considered a group and something that they don't do. If there are seven then that is a small pack. Packs can get up to fifteen wolves without straining their society. However, they prefer to move in packs of ten. The smaller, the less of a risk you have facing them for the less amount of jobs they can use. The more, of course, the less chance you have of surviving. Each pack has roles that each wolf must perform. A job of a leader, the largest and strongest wolf, is also the one that will split up the pack and call off the hunt if killed. Aim for this wolf if you get surrounded. Be careful for there is another wolf that looks like the leader. A bit smaller but none the less dangerous. This is the lure. The wolf that will purposefully set itself up to be killed for the sake of the pack. If you go after this wolf, the rest will go in for the kill. You have two wolves that will try to split up the group, called distracters, and you have three who will corner you. There are, however, the rest of the pack that will go in for the kill. these wolves know only this and though the wolf that is assigned to be the lure is the second strongest, he is not one who can lead. Strengths - Vision. These wolves have a heightened sense of sight. While normal wolves have regular vision, these beasts can see heat and heat trails. They cannot see color other than heat. - Packs. These wolves hunt in small to large packs. The larger the packs, the more dangerous they are. -Strategists. These beasts may not be smart, but they can hunt. Each member of the pack has a different job from distracting to luring to cornering and making the kill. Weaknesses - These beasts hate the cold. They cannot function in or around the cold. The best way to terrify these beasts is to put something cold around them. - For those who are cold blooded, they are the one's who will be spared. For because they do not have heat, they cannot be sensed. - Sense of dominance. These wolves like any normal wolf has a tricky problem with dominance. If someone threatens their dominance, they will attack without thought. This is both good and bad. If you have the wits, you can turn them against their own pack, but if you don't, they will come after you.
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Posted: Sun Jul 31, 2011 2:34 am
Haladavar Locations found:Only In the waters of Aqualiis Danger Level: XXXXX Escape Roll:Alone: 1-8 Group: 1-18 These beasts are mechanical but also living. How they are created and how they continue to live and keep their body from rusting is unknown. Their purpose is also unknown. Their habits and attacks are unknown. Much of them is unknown. What is known is that they are very dangerous. If you come across one, you need to run or else lose your life like countless others. Because of their size, they are slow moving out of water but if under water these beasts are very swift and agile, much like a sea serpent. Which is exactly what they are. Their height is so large that when within their shadow, they are able to block out the late afternoon sun. Their entire length can reach up to a half of a mile while their head is as huge as a large house. Strengths - This beast is fearsome underwater. Its speed when fully underwater and can out swim any beast or fish. - Height. When this beast does appear out of water, you only see half of its body. It prefers to keep the rest under water in case it needs to sink quickly and disappear. - This beast has a series of attacks that it can preform and no two are the same. They are unpredictable and very hard to understand. Weaknesses - A seastar on its belly. If hit, it will cause what humans consider a heart burn plus a very upset stomach. It will cause it to basically crumple under its own weight if hit enough times allowing its head to be cut off. - Confusion. Move too fast or into its blind spot, and it will lose you. Get atop its head and it will not be able to fight you.
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Posted: Sun Jul 31, 2011 3:00 am
Cardian Locations found: Appears all around Sol Solis and Sol Solis' corners of the Wastelands Danger Level: XX Escape Roll:Alone: 1-15 Group: 1-10 What is a fool? A fool in medieval times were people who entertained the royalty and often times were crazy, fool hardy, reckless and more than likely insane. While they may have stories and songs, fools are crazy indeed. That is what these beasts are. They are crazy, reckless, and out of control. They may be weak but their attacks are wild. Standing at about the size of a Shadowmaster, these creatures do not have armor and are very vulnerable to attacks. They have no strategy when it comes to swinging their weapons and their weapons vary from swords to axes to maces. Strengths - Even though they have no strategy, they have strength in their swings. One hit could send a light man flying across the room and a fully armored man skidding back more than just a few feet. One hit from these fools could feel like being hit by a boulder. - Like fools, these Cardian's cant' stop moving. They will shake and shiver before an attack and bounce around while waiting to be attacked. Weaknesses - Being immobile will kill them. Easiest way to keep them from moving is to pin the Cardian's down with something heavy to what we would call feet. - A sharp stab to their center mass will destroy them. If only you can get there with their wild moving and random attacks.
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Posted: Sat Aug 13, 2011 1:42 pm
Campion - Leopos Locations found: Traditionally specific breeds could only be found in certain lands. But now with domestication, cross breeding, and escapes, the breeds are widespread throughout Saegareth. Of course only the hardiest can survive in Merseyer and those that end up in the Wastelands don't last long. Kielael is traditionally home to a very hairy, hardy breed that have quite a lot of body fat, a distinct difference from the sleek, thin coated Campos from Merseyr. Obviously Sulyll has the most and largest variety as its climate and vegetation is most suitable for their living conditions. Aqualis is said to be home to a 'water horse' but it is widely considered a myth. Danger Level: X, these are often used for entertainment such as racing or as beasts of burden but their temperment can make them quite volatile and they can be dangerous to the inexperienced handler. Escape Roll: Alone: 1-18 Group: 1-8 Campions have lived throughout Saegareth through the ages. They have been animals of war, of burden, for sport and for recreation. Nobles might often have a stable of these creatures and they might be seen pulling the finer carriages through cities. However they can be difficult and particular, depending on their breed. ((I imagine that these are very much like RL horses. However here I see them as a combination of a horse and another RW animal. For example the picture is a cheetah-horse. Meaning that while it is still a horse, it gets some of the cheetah attributes such as extreme speed and agility as well as being quite beautiful. However I imagine as a peacock and it HATES to be told what to do making it nearly impossible to train and even if someone succeeds they will continue being difficult while being asked to perform. Often they are simply killed or die from the harsh training that people have to use to tame them. This leaves room for other 'breeds'. For example, I mentioned a fat, hairy, hardy Campo from Kielael. I imagined this like a wooly mammoth-horse. So it would be huge, strong, and very hardy but it is very dumb and slow. So much so that it can be difficult to direct and usually requires more than one handler to do so. You get the point. This is much like RL horses where TB are taller and well muscled and have a mid range ability to balance speed and stamina, where an Arabian is very lightly muscled with the most incredible stamina and moderate speed and Quarter Horses are more heavily muscled but the fastest horse over a short distance. Hope this all makes sense)) ((As I imagined that each different breed of Campion to have different strengths and weaknesses, this is just for Balgard's breed, Leopos.)) Strengths -Extreme speed. Sometimes up to eighty miles an hour if in top shape. -Very agile. Can jump and climb quite well. ((Climb= mountain trails or rocky terrian, not like trees or anything. smile )) Weaknesses -Extreme Pride. They hate to be told what to do and will not EVER totally submit to a handler. The closest exceptions are if they have a positive relationship with someone they will allow them to ride them or they can be forced to perform but it is never to the best of their ability and always with a fight. -Aggression. Because they hate being forced to do things, they will bite, strike out, kick, run over and generally do anything in their power to injure, maim or kill those that they percieve as a threat.
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Garden of Wisteria Vice Captain
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Boku_ha_Ronnel Vice Captain
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Posted: Sat Aug 13, 2011 9:14 pm
Miss Akuma: Paestyler Haladavar (that's a lot of 'a's... XD) Cardian --All Approved.
Wisty: Leopos Campion: Approved.
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