Jump to content
News Ticker
  • We host a Weekly game night session at 10pm GMT (5 EST) every friday!
  • Submit your best emotes of the month to the "Best Emotes of the Month" thread for a chance to win a $20 steam card every month! The void menace approaches! How will you help to save the future of Aversia? Upcoming Updates Include: The Hub Server - The Crafting System part 2 - The New Whitelist/Verification System and more!

    The Voidlings


    Loremaster

    Recommended Posts

    Loremaster

    - Wrathguard -

     

    Harbingers of the First Cycle

     

    Description: Once a noble race of gatekeepers and psuedo-divine beings who defended the planes of creation from the ever-advancing scourge of the void, the Wrathguard were once saviors to the countless planes they defended. Over the course of many millenia however, their purpose became less and less focused. The void returned each time it was repelled, and each time it became stronger than the last. Nonetheless, they defended until their last breath, and each time they were successful, albeit temporarily. Eventually, the people whom they protected grew greedy and selfish, demanding much of them for nothing in return, despite the fact that their very lives were saved from a fate worse than death each and every sept. But everything truly changed when the mortals of the realm killed one of the Wrathguard in cold blood, because it refused to grant them their wishes.

     

    Eventually, the Wrathguard turned on the people they once defended, ushering in the first Cycle of the universe, and the age of Darkness. Though eventually another Immortal race would eventually take up the torch, the now corrupted race of noble beings serve as the final, hopeless end to countless cycles which have followed suit.

     

    Distribution: Wrathguard are not naturally born creatures, and only enter the world during a tear within the Veil near the realm of absence. They are known to be sapient, and as such can live anywhere at anytime, regardless of mental state.

     

    Physical Description: Wrathguard are beings made of pure stone and corrupted metals, whose bodies stand tall at over 50m in height, and are capable of destroying entire villages with one landing of their fist upon the earth. Kept together only by the malfeasance of magic that the void energies within their body creates, the arms, legs, torso and head are all connected through magical tethers instead of physical limbs. Their "Skin" is made of the hardest known stone to exist, and they carry a massive magical resistance which prevents anything but the strongest of spells from penetrating their thick structure. Classified as one of the most dangerous voidlings, even some of the strongest warriors in the realm will have difficulty taking them down.

     

    Language: An ancient, hellish tongue of the void, the creatures of naught such as the Wrathguard speak the Aberrant tongue, an unholy machination of words reversed from all languages currently known to exist in the multiverse. As such, they can comprehend anything that comes from a mortals word of mouth.

     

    Behavior: Wrathguard tend to exhibit extremely aggressive behavior, and as such any type of diplomacy is mostly impossible. Mortalkind is not seen as redeemable in their eyes, no matter what they say.

     

    Mechanics:

    • Wrathguard stand at a mighty 50m in height, and most of their bodyparts are connected only with a tether of corrupted energy, making them conventionally inseparable.
    • The carapace around the beasts core is made from pure, corrupted stone infused with root of the mountain, and is impossible to destroy without extremely powerful conventional weaponry.
    • Wrathguard carry an Aura of dread to non-sapient creatures, causing them to often turn away or simply run in fear. Even trained animals have difficulty resisting this. [Trained Animals must roll a 1d20-2 and suceed a 13 to remain vigilant.]
    • Wrathguard posses the Innate ability to use Hellfire magic, a remnant of demonic energy that had been somehow stolen from Veltes domain many millennia ago.
    • Wrathguard, when "Killed", proceed to quite uneventfully fall apart, as their pieces lose the gravity that kept them in place and thus return to the grounds below.
    • Wrathguard traditionally are entirely immune to all forms of known magic.
    • Like 6
    • Love 1
    Link to post
    Share on other sites
    Loremaster

    - Gargoyles - 


    Bringers of the End Times

     

    Description: Only known to the most basic of rumor, Gargoyles are a myth that have been carried through many generations. So few real ones have been supposedly spotted in their lifetime that mostly legend is all that remains. Even rarer is their voidling, corrupted brethren, whom are often seen as omens of the end times or disaster when they are spotted. Most know these creatures by their statues built around the land, used to scare many commoners to obedience, or just for eerie effect.

     

    Distribution: Gargoyles are not naturally born creatures, and only enter the world during a tear within the Veil near the realm of absence. They are known to be sapient, and as such can live anywhere at anytime, regardless of mental state.

     

    Physical Description: To those that have described them, they are known to be up to 2m in height in their slouching form, and nearly 6m tall in their total bipedal stance. This in turn makes them a terrifying prospect to even note on the field of battle. Their wingspan can elongate up to 3m across from it's form, and are able to be swung easily in any direction it so chooses. This in turn allows them to fly at high speeds in the air, nearly unmatched by other voidlings that exist. Their large wings can allow them to create shock-waves, and as such can sometimes displace items on the ground upon landing. Their skin always tends to be made of a smooth, soap-like stone that is as hard as metal.

     

    Language: An ancient, hellish tongue of the void, the creatures of naught such as the Gargoyles speak the Aberrant tongue, an unholy machination of words reversed from all languages currently known to exist in the multiverse. As such, they can comprehend anything that comes from a mortals word of mouth.

     

    Behavior: Gargoyles tend to act quite arrogantly, and do not regard danger as a true threat. Upon seeing mortals, they tend to incur an aire of hopelessness, refusing to budge even from the most mortal wounds upon their body. Generally unless provoked or ordered, they tend to avoid combat and act as advance scouts, but are far more hostile to anyone carrying, possessing or bearing the blessing or item thereof of any divine beings.

     

    Mechanics:

     

    Statue Form:

    • Gargoyles in the Statue form are invincible to conventional damage.
    • In this state, Gargoyles regenerate extremely fast, only taking up to 4 emotes to fully heal themselves.
    • Gargoyles take 3 emotes to change form from statue to living.
    • While in this form, Divine traits within 10m are entirely disabled, minus cosmetics.

    Living Form:

    • Gargoyles in this state are entirely Immune to magical and enchanted attacks, Divine included.
    • Gargoyles are unaffected by weapons that are not silver or gold conventionally, however blunt weapons are an exception.
    • Gargoyles carry the physical strength tier eight.
    • Upon the death of a Gargoyle, they crumble to naught but stone in a violent explosion, breaking bones and denting armor should people be caught in a 5m radius around it.
    • Gargoyles are capable of draining divine energy from their targets, and stealing their abilities to be used as their own. If a divine attacks a gargoyle directly with an ability, a shock of pain is sent into the user who casts it upon the creature, causing their divinity to be temporarily disabled for 24 [OOC] hours.
    • Like 5
    • Love 1
    Link to post
    Share on other sites
    Loremaster

    - Rakavos -


    Scourge of the Skies

     

    Description: While now a far distant stretch of their Shike brethren, Rakavos are an extremely quick-breeding scourge of beasts who have no other intent but to hunt, eat, and grow. While they are often seen in great packs with their masters who have domesticated them, it isn't uncommon to spot feral Rakavos near tears in the veil close to the border of Absence. When this happens, they are known to infest these areas and terraform them to better suit their needs.

     

    Distribution: Rakavos first originated as a mutation of the Shike, before they were horribly corrupted and turned into pets by the voidlings who inhabit the infinite. This in turn means that these beasts can be located anywhere that their masters lie, but some feral Rakavos tend to inhabit and invade ecosystems, and are known for completely taking over and corrupting the surrounding landscape.

     

    Physical Description: Rakavos are a devastating mutation from their previous bi-pedal form. Far larger then before, a fully grown Rakavos is more like a quadrupedal blood-hound with bat wings and sharper everything to boot. Their bodies emit a sickly green glow, as their bodies carry an acidic blood poisonous to everyone, and their grey, shredded fur acts as an insulator for all kinds of weather hazards.

     

    Language: Rakavos are not Sapient, but are capable of taking orders from their superiors in the Aberrant Tounge.

     

    Behavior: Rakavos are hostile to any who are not touched by the void, and are often seen obeying their voidling masters like trained animals when not out hunting for their next meal unless they are entirely Feral.

     

    Mechanics:

    • Rakavos carry fur that allows them to operate efficiently in any type of terrain, barring harsh winds that impede flight.
    • Rakavos carry the grip and strength to lift a normal armored man into the air with ease.
    • Rakavos claws are extremely sharp, and are often able to pierce plate, given enough momentum in their dive.
    • Rakavos are hostile to any who are not touched by the void, however it is not uncommon for them to be distracted by bait or other means of distraction from mortals.
    • Rakavos talons are etched with void poison, and any open wounds they create are tainted with a corruption that spreads throughout the body.
    • Like 7
    • Love 1
    Link to post
    Share on other sites
    • 2 weeks later...
    Loremaster

    - The Deprived -


    Despair's Vanguard

     

    Description: At the front of every mortal army lies a bannerman, a soldier who will most often willingly give it's life for the cause of battle. Behind him are grunts, countless in number who will die often nameless on a battlefield of more import than their very lives. Though they may pass on, the shell of their spirits remain with nowhere to go but the void. Drawing forth from the malevolent forces of the infinite, countless numbers of these creatures march, created by a fragment of every fallen soldier who had once graced the mortal planes. Now nothing but a slave to their sentient masters, these creatures are nothing if not brutish, and often deadly in combat.

     

    Distribution: Deprived tend to only march in large bands or raiding parties. Though they are not sentient, their rough bodies are built to withstand all climates, regardless of weather.

     

    Physical Description: Ranging anywhere from six to seven feet in height, these beasts tend to carry swords, spears and pikes, similar to mortal military forces. On occasion, Deprived also use Arbalests and bows in their back lines as well, though most seem to prefer the standard melee line. They are often seen adorned in coats of plate, and some of the elite are often sealed from head to toe in an extremely powerful suit of armor, which only further enhances their strength on the battlefield.

     

    Language: An ancient, hellish tongue of the void, the creatures of naught such as the Deprived speak the Aberrant tongue, an unholy machination of words reversed from all languages currently known. As such, they can comprehend anything that comes from a mortals word of mouth.

     

    Behavior: The rank and file of the voidlings, Deprived tend to be extremely obedient, and are organized just as much as any professional army.

     

    Mechanics:

    • Deprived are generally stronger then most humanoid races, however can be beaten out by the more brutish denizens of Aversia, but it varies wildly from deprived to deprived.
    • Deprived's weapons carry a curse upon them, and slowly erode away at the life-force of a being should their weapons strike them. Wounds do not regenerate conventionally from their strikes.
    • Any open wounds they create are also tainted with a void poison that spreads throughout the body.
    • Like 8
    • Love 1
    Link to post
    Share on other sites
    • 3 weeks later...
    Loremaster

    - Servitors -


    Cairns of the Fallen

     

    Description: Often seen in the backdrop of most of the void's invasions or facilities deep within their lines, Servitors are the spiritual "Guts" left behind in the process of creating a deprived which is crafted into a being of pure magical energies from hundreds of lost souls. Often looking like a tall humanoid silhouetted draped in black and red clothing, Servitors often stand around 4-5 ft in height, with its shape being merely a vessel of sorts which contains all of its energies. The shroud which covers the shadowy form of this beast are actually its primary form, which are six flat cloth-like tendrils that are black on the inside, yet lined with a gruesome bloody red sheen. Often serving as maintenance drones or even overseers to entire armies of deprived, there are very few sightings and even less known about these supremely magical beings which lead the void from the shadows. What little is known, however, is that they are capable of incredible feats of magic, as well as being capable of corrupting and turning animals and monsters into Exia-filled murderous beasts, alongside magical familiars and other beings.

     

    Distribution: Servitors are not naturally born creatures, and only enter the world during a tear within the Veil near the realm of absence. They are known to be sapient, and as such can live anywhere at anytime, regardless of mental state.

     

    Physical Description: Often looking like a tall humanoid silhouetted draped in black and red clothing, Servitors often stand around 4-5 ft in height, with its shape being merely a vessel of sorts which contains all of its energies. The shroud which covers the shadowy form of this beast are actually its primary form, which are six flat cloth-like tendrils that are black on the inside, yet lined with a gruesome bloody red sheen. If glanced under the hood, a featureless silhouette of a man or woman of pure black coloration rest, with their face not even containing eyes, a nose or a mouth.

     

    Language: An ancient, hellish tongue of the void, the creatures of naught such as Servitors speak the Aberrant tongue, an unholy machination of words reversed from all languages currently known to exist in the multiverse. As such, they can comprehend anything that comes from a mortals word of mouth, yet they only speak through maddened telepathy.

     

    Behavior: Servitors are often the most peaceful creatures of the void, as they are naturally passive and do not attack on sight unless threatened, or have an objective in mind.

     

    Mechanics:

    • Servitors have six cloth-like tendrils which serve as its arms and limbs to interact with the world. They have the strength of a human, but one stage extra for every tendril doing the same action.
      • Additionally, these tendrils are also capable of slicing open void tears, calling forth reinforcements or even beginning whole invasions if not sealed quickly, as well as corrupting whatever they touch, filling it with Exia.
    • Servitors are capable of creating clones of lifeforms they have previously encountered and examined on a small scale, but are capable of creating "Hatcheries" to produce them in vast quantities. These often appear as pools of a tar-like dark liquid made of pure Exia.
    • Servitors posses every discipline of magic known, including any void magics as they are fully capable of harnessing the power of Exia to its fullest extent, though they are not the most effective frontal attacker, their skills in the backline are unparalleled.
    • If a magical being of any kind (Divinity, Shamanism, etc) or animal/monster come into contact and are grappled by the tendrils of a Servitor, the inherent Exia that possesses its form will begin to corrupt them, overloading their forms and causing major hemorrhaging and necrosis, as well as lingering void poison if they manage to escape.
    • Like 1
    Link to post
    Share on other sites
    Loremaster

    - Corrupters -


    Deep-Seeded Hatred

     

    Description: What is often referred to as one of the most dangerous beings to exist, the corrupter is a hive-like entity that is capable of corrupting, assimilating and terraforming entire planets to its own voidal form, turning it into a breeding ground of mutated monsters and memories of a fallen age. Starting at first as a single seeder (see below), corruptors, after they find a place to form a hive, begin to consume the person they used as a host, and spread a strange violet-like biomass around them. This soon results in organs which are capable of reproduction of further seeders and other creatures that it can create, along with defensive tools and vital functions to keep them alive. Corrupters consume not just people, but often their memories, powers and everything they hold dear into a single collective. It isn't uncommon for legends to speak of a single seeder being capable of wiping out an entire planet.

     

    Distribution: Corrupters are only often ever deployed one at a time to prevent any hive rivalries that could impede their growth, and as such are often the only ones on the planet of themselves.

     

    Physical Description: A massive hive of organic biomass and organs that takes the shape of whatever large building it finds itself in, the corrupter is often a more elaborate description of a regular castle interior, except with far more random doorways and biomass platforms that awkwardly cover everything.

     

    Language: An ancient, hellish tongue of the void, the creatures of naught such as Corrupters speak the Aberrant tongue, an unholy machination of words reversed from all languages currently known to exist in the multiverse. As such, they can comprehend anything that comes from a mortals word of mouth, yet they only speak through maddened telepathy and for the case of corrupters, the words of those that they consumed.

     

    Behavior: Corrupters are always entirely hostile to everyone that is not a voidling, and can sometimes even mistake a fallen for a regular person.

     

    Mechanics:

    • Create large hives and strange biomass capable of reproduction of other creatures.
    • Plague-like spread, seeks to infect much like a parasite.
    • Combines all aurums, pools and memories of that which it consumes.

     

    - Seeders -


    Description: The seeders are small, bulb like entities that have numerous fiber-like legs and three large tendrils with pointed ends, which they use to dig in and consume the body of the person they posses. While seeders posses a body, they are known as "Infected", for their host is still self aware, but only controls their vocal cords and head. They are extremely fragile and let out a violet slime when slain, but are capable of re-attaching to an Infected host that lacks a seeder to re-posses them, even well after the mortal part is dead and gone.

     

     

    Mechanics:

    • Capable of digging in and taking over a person's body, mutating to create combat limbs and modifications at will with the person's body.
    • Fragile and rather useless unless in large numbers without a body, rather slow moving but has a high leap.
    • Vulnerable to everything, but especially fire.

     

     

    - Locusts -


    Description: The locusts are odd medium sized quadrupedal creatures around the size of a human on all fours, with two large frontal talons and their mouth filled with razor sharp teeth that can rip through leathers and fur, alongside flesh, with ease. Enough bites can even pierce through plate if given enough time. They have grasshopper-like legs and are extremely fast, but are not capable of large leaps. They often aim to kill with their attacks, but they do not eat corpses-instead, they drag them away to the corrupter to grow its strength.

     

     

    Mechanics:

    • Extremely dangerous en masse, capable of overrunning a location rapidly and surrounding retreating forces. Exceptional hunters.
    • Bite similar to that of an Alligator or crocodile, but their teeth are capable of shredding through plate given enough time.
    • Talons can be used as extra limbs once latched on to fight back. Strong as a human.

     

     

    - Pure Forms -


    Description: Pure forms are terrifying creatures that are only formed once a corrupter is fully matured. They come in countless different forms delegated for specific situations, and are noted by the distinctive glowing orange tumors collected in certain areas on their bodies. They can range wildly in just about everything, but are generally classified into this form.

     

     

    Mechanics:

    • Can be shaped and formed from whatever material and concepts the Corrupter has with a variety of effects, often at the cost of the corrupter itself.
    • The ultimate mix-and-match from whatever the corrupter has absorbed and is necessary for the situation.
    • Only appears in nearly or fully evolved corrupter outbreaks.
    • Like 1
    Link to post
    Share on other sites
    • 3 months later...
    Loremaster

    - Voidra -

     

    Abysmal Serpent

     

    Description: Coming from the species of creatures quite passive yet monstrous, the Voidra is a being which takes all weaknesses of the Hydra and makes them its own strengths. Able to propel full spouts of Exia from its heads, this creature is by far the most dangerous thing one could encounter in the seas of Aversia. Entire fleets have been lost in recent times to this force with its capability to obliterate a vessel with but a single head’s deadly blast. All traveling through the seas hope and pray they never meet the Voidra in their voyages.

     

    Distribution: Spawned from the unholy tampering of summoning abilities mixed with influence from the Void, these creatures are extremely rare as they are only formed by extensive corruption of a hydra's corpse upon the mortal realm. As such, there are often only one or two at any given time.

     

    Physical Description: Boasting a devastating size, one like an aquatic fortress in and of itself, the Voidra’s main body is roughly fifty meters long and thirty meters wide with a twenty meter long tail. Each of the ten serpentine heads are twenty meters long and around five meters thick in diameter. Exia seeps from each of the heads like black and violet flames waiting to destroy, and the scales upon its form are like that of a dragon’s, holding terrifying resistances. Topping it off, five meter long fangs, two upon both the upper and lower jaws, are found within the maws of each of the heads, these being the primary conventional weaponry of the beast. 

     

    Language: With the influence of dragons and the corruption of the Void, each of the heads are able to speak the Aberrant tongue, a horrifying machination of words preaching the end of existence. Only just before appearing does the Voidra speak, condemning its victims to Absence itself.

     

    Behavior: Utterly and completely hostile, even known to turn its heads upon itself in the most dire of situations, if only to create more of itself to fight with. While willing to temporarily cooperate with agents of the Void, viable relations are near impossible to form with this beast.

     

    Mechanics:

    • Each of the Voidra’s heads are capable of producing spouts of Exia, each one the size of a carriage. These tear through all materials that aren’t effective against the Void like they’re nothing, able to completely disintegrate platemail in two turns before disintegrating flesh. An unarmored body struck will be left with what’s like third degree burns along with Void Poisoning while an armored body struck will take first degree burns and Void Poisoning.
    • If a head is cut off by anything that isn’t Celedium or Meteoric Iron, two entirely new heads will form in three turns in its place.
    • The scales encompass the entirety of the Voidra’s form and are impenetrable to blunt damage as well as any magical or divine abilities. Piercing damage is only truly effective using silver, gold, Celedium, or Meteoric Iron.
    • The fangs of the Voidra can impale a fully plated being in one bite and is exceedingly capable of tearing through its own scales. 
    • Its blood is pure Exia mixed with acidic poisons, this substance which is able to destroy anything at two times the rate of the Voidra’s Exia blasts.
    • Like 1
    • Love 1
    • Honk 1
    Link to post
    Share on other sites
    Guest
    This topic is now closed to further replies.
    • Who Viewed the Topic

      153 members have viewed this topic:
      ThatRainbowKitty  Bunn  Hiccup  Anauriel  StarGlaze  dizzyfawn  sadertyr  Ender  emp  Phantom  llmited  Korus  Bromophobe  RedAttendant  Pilot  Vyniel  Strudelicious  animemandan  Brogan  Tree  TheShadowMatrix  The Moontani  blastblight0  fantomturtle  Nyrvir  GhostieGoesHard  Star  Suldar  MoonCake  Fern  Sizzix  ArkenGuard  CaitTheGr8  Fuzzy_Yeti  DankuzMemuz  TheDrakeProject  UmbraNight  Azur  Cat956  Meisa  MCcookie333  Alyssa  Kyle1322  Eviscero  sl5  AlienDark12  GhostKairo  LordOfTheDank  Aux  ofinnyo  Ottorintsu  Xenmos  Nyestea  Fooldude  Mael_  NightFlame711  gartono  apollo6000  Liluwu  Crevan  Armstaar  Hazy  RaiRaiThatChillGuy  Skuei  Scuffle2423  Lilbren2u  dogbew  Demented_Delila  Bobbie  Moolight  Nathan1012  Lioln  natureluvr  Moncher  WaterFox  Boog  Kenophobia  SubSammich  Generalissimo  Duke Kayzz  Necronome  Ayasha  Purpleyy  Redwall  kinzie09  oCoffee  Fraser028  Vmwareguy2  Kismess  Neci  YeOlSmithy  RoguishLaughter  GermanTacos  Arcturio  Bloomed  Megadonkey  Bones__  Youngsage3  Abivi  Rhazort  Brave 
    • Similar Content

      • Loremaster
        By Loremaster
        - Psionium -

           
         
        Description: Psionium is a metallic residue produced through an effect known as astral bleeding, astral bleeding being an effect where a mortal's dreams reaches far outside the collective unconscious of species and brushes against the veil, the result being a manifestation of Psionium forming somewhere in the world the locations of which appear random save for the common factor of the areas being pristine and unpopulated. The metal itself being found in liquid state within pools of itself where it coalesces until disturbed, once agitated it begins to harden until solid as steel.
         
        Color: Translucent Purple with what appears to be smoke running within it.
         
        Composition: Psionium
         
        Rarity: Rare.
         
        Traits:
         
        Malleability: Extremely High -->Low Magnetic: No Conductivity of Heat: Extremely Low. Primary Uses: Curiosities.  
        Special:
         
        Psionium exists in a liquid state until agitated at which point over the course of 24 hours (ooc) it will solidify until a solid form, returning and altering the shape once solidified is difficult but not impossible, requiring extremely high temperatures. Psionium, once shaped, cannot be destroyed conventionally. If the object or weapon would take an effect or strike that would normally break it, the object temporarily liquifies and allows the strike to pass through it, reshaping and hardening immediately afterwards. If transmuted into, produced Psionium will appear in liquid state. This material offers a 0% resistance to psionic magics when in a majority purity.  
      • Loremaster
        By Loremaster
        - Bru'tag -

        [These beings are not a playable race.]
          Description: Related to the proud race of orcs, the Bru'tag are a primal and widespread group of twisted beings. Their history is largely unknown, but a few words of truth have permeated through the sands of time.
         
        A Bru'tag most often stands at approximately 3 to 4 meters tall, their features largely resembling that of an orc's. However, a few traits separate them from their kin. Two straight horns of pure white ivory protrude from their skull - jutting forth a single foot. Their tusks hold a similar color and size. One Bru'tag holds twice the strength of the average adult male orc. Their skin color greatly deviates from the normal dull green - often being found in a myriad of different dark reds or a flat onyx black. The color a Bru'tag adorns denotes the certain mannerisms it may display. While one of red skin may be slightly stronger than those of black skin, the onyx Bru'tag have the mental capacity of a somewhat dull human. These Bru'tag are most often the ones keeping the others out of bad situations.
         
        In combat, they most often use brutish and unorganized tactics of cleaving and crushing their opponent beneath their size. Very rarely will a Bru'tag be found adorning armor or any form of protection besides for their inch-thick skin and various fabrics where needed.
         
        Distribution: The Bru'tag are derived from an ancient band of orcs. These orcs had their zealousness for power, control and wealth. The powers that be seemed to turn fate against them, as whether this was a curse from Sterk or a blessing from a malevolent being- the Bru'tag have lost any remaining sentience they once had and now wield the demonic features they now have. However, their lack of advanced thought does not denote them to the ways of savagery. Despite this, they are quite Rare.
         
        Habitat: These demonic beings can be found quite literally anywhere imaginable. Whether it be wandering through the whipping sands within the deserts, or in the freezing tundras of the north. They are vastly nomadic and hard to track, though will make their presence known to travelers encroaching on their claimed territory. The Bru'tag are most often seen in small bands of three to five, though full tribes of them are not unheard of.
         
        Diet: Akin to orcs, the Bru'tag require an unholy amount of sustenance and water to maintain their composure and powerful demeanor. Their foods are most often unlucky beings wandering too far within their lands and pillaged grains. They carry on the natural distaste of vegetables that their brother-kin possess, and the flesh of sentient beings seem to be their favorite thing on the proverbial menu.
         
        Relations: Mainly caring for themselves and their own machinations, the Bru'tag may sometimes befriend an outsider to small extents. However, befriended outsiders most often find their skull split in two if they step beyond their grayed boundaries. Small tokens and gifts, namely alcohol, increase a person's chances of befriending a Bru'tag. The usual behavior of these beings is ireful and power-seeking- a trait passed down from their ancestors and whatever malevolent being turned unto them this form. Their small societies are driven by who has the strongest swinging arm.
         
        Mechanics:
        Twice the strength of the average male adult orc. Incapable of advanced thought and social invention. Almost entirely immune to blunt damage. A Bru'tag will accept any challenges to power or title. Do not inherently take martial action against outsiders unless hungry or are trespassing. Often wield the weapons of fallen men and women, or makeshift massive blunt weaponry. Material Properties:
        The tough, leathery skin of a Bru'tag is a great material for armor, as it has the capability of chainmail, with the weight of leather and reduces blunt impact damage by 1 strength tier. Alchemical Properties:
        The tusks of a Bru'tag can be used, to heal or regrow bone tissue if its been shattered or heavily damaged. This does not allow the growth of extremities, but can heal them much from the bodies memory.
      • Loremaster
        By Loremaster
        [Art by Scuttlebutt]

         

        - Reaver Worker - Description: Reaver workers are a giant insect like species that infest the deep runs. These horrifying creatures move on four spindly legs and boast 2 large scythe like blades for arms. Often hunting in groups of 2 or 3 these creatures are efficient killing machines, drawn by the body heat of their prey. Their hunting relies mostly on sound and heat, having almost entirely lost their eyesight to the years spent in darkness. They do still possess some vision however and bright light such as fire will temporarily repel them and ward them off.
         
        Normally growing to a total body length of 7ft at full maturity with a total height of 5ft, these creatures are fearsome predators to anything dwelling within the Deep Run. They possess a natural carapace armor more than capable of deflecting untrained sword strikes. Their heads are pointed and arrow shaped topped with the same carapace as their bodies.
         
        These worker drones, when hunting, will surround their prey using the darkness to remain almost undetectable. Those with well tuned hearing may identify their approach by the clicking sound of communication between packs. As they make their move one will attempt to draw the attention while any others move for more lethal strikes on the distracted target.
         
        These creatures have a lifespan of up to around 12 years, reaching maturity at just 1 year. Much like bees, the worker drone is used for three objectives. Building, hunting and mating with the queen.
         
        Distribution: Worker Reavers are located only in the Deep Run, but are known to venture out in the dead of night to hunt larger prey, but will not stay when the sun begins to rise, with their prey or not, but are considered rare.
         
        Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Reaver Hives are rather large, and can be seen with up to one-hundred reavers per hive. The creatures are matriarchal in nature with a large number of males defending a single queen.
         
        Diet: Reavers will often hunt prey in groups of 1 to 3. These packs will seek out other creatures living in the Deep Run and return them to the nest dead or alive, but sometimes venture out to hunt larger prey on the surface.
         
        Relations: Worker Reavers do not consider the feelings of other races. All creatures are food.
         
        Mechanics:
        Repelled by bright lights. Has a decent low-light vision, but is capable of tremor-sense, making their other senses far more dull. Incredibly Stealthy, their spider-like feet move almost silently, and can only be seen with their rather towering figures. through silhouettes. The spittle of a worker reaver is one that hardens very quickly into a cement-like consistency, and once fully dry in a few minutes retains the strength of concrete, but is brittle to blunt weaponry. Material Properties:
        The spittle of a worker reaver is one that hardens very quickly into a cement-like consistency, and once fully dry in a few minutes retains the strength of concrete, but is brittle to blunt weaponry. it is also an extremely efficient fuel source, and burns twice as long as coal or charcoal. A worker reavers carapace can be removed and re-purposed as a makeshift armor. The material will not decay, however although strong [a bit stronger than leather], lightweight and reasonably flexible, it is incredibly difficult to repair, usually requiring replacement. Alchemical Properties:
        A pheromone sac is located within the worker reaver's lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations. ---


         

        - Reaver Soldier - Description: Reaver Soldiers are a giant insect like species that infest the deep runs. These horrifying creatures move on four spindly legs and boast 4 large scythe like blades for arms, along with two smaller arms that have extremely sharp claws for tearing and carving. Often responding in groups of 1 or 2 these creatures are efficient killing machines, with advanced senses that seem almost genetically bred to be the best they can. Even their eyesight within darkness is top notch, and they do not get effected by the sunlight weakness like their weaker workers.
         
        Normally growing to a total body length of 10ft at full maturity with a total height of 8ft, these creatures are fearsome terrors to anything dwelling within the Deep Run. They possess a natural carapace armor more than capable of protecting against piercing and slashing damage. Their heads are pointed and arrow shaped, topped with the same carapace as their bodies.
         
        These creatures have a lifespan of up to around 30 years, reaching maturity at year 3. Much like bees, the Soldiers are used for one thing and one thing only. Fighting threats or removing them from existence.
         
        Distribution: Soldier Reavers are located only in the Deep Run and rarely leave unless provoked. But are considered rare.
         
        Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Reaver Hives are rather large, and can be seen with up to one-hundred reavers per hive. The creatures are matriarchal in nature with a large number of males defending a single queen.
        Diet: Reavers will often hunt prey in groups of 1 to 3. These packs will seek out other creatures living in the Deep Run and return them to the nest dead or alive, but sometimes venture out to hunt larger prey on the surface.
         
        Relations: Soldier Reavers do not consider the feelings of other races.
         
        Mechanics:
        Lacking tremor-sense like it's cousin, the Soldier reaver has excellent perception of all kinds, and is capable of sensing the heartbeat of its prey. Unlike it's cousin, a soldier reaver is extremely loud when it walks, it's armored carapce weighing down on them heavily, and intended to make enough noise to scare prey off before a fight even begins. The carapace of a soldier reaver is one that is extremely durable, and a bit stronger then plate armor while being entirely immune to blunt weaponry. Soldier reavers carry a venom sac that introduces necrosis upon any wound that a reaver creates by their scythe like claws, or razor sharp teeth, and is capable of melting most types of metal with enough of its venom. Material Properties:
        A soldier reavers carapace can be removed and re-purposed as a makeshift armor. The material will not decay, however although strong like plate, lightweight and reasonably flexible, it is incredibly difficult to repair, usually requiring replacement if damaged beyond a mere piercing. Alchemical Properties:
        Soldier reavers carry a venom sac that causes necrosis on exposed flesh, but skin protects against the effects. They are especially dangerous on open wounds, or after they cleanly cut someone open, causing immense amounts of pain. It is also potent in melting metal, if there is enough liquid. A pheromone sac is located within the soldier reaver's lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations.

        ---

         

        - Reaver Queen -

        [sightings of or interaction with these creatures are prohibited outside of EXPLICIT lore approved events.]
          Description: The Reaver queen is a massive being, far different in its anatomy then its spawn's counterparts. About 4-8 meters in height and up to 50m in length, the Reaver queen is all but myth, as few, if any, have ever been seen. This wormlike creature hardly ever moves, despite its 16 pairs of legs that are as large as a soldier reaver themselves.
        It is constantly fed masses of food, so that it can produce more offspring for the colony, up to a fault. Everything about a reaver hive is built around these massive beings, from the hive walls, to the location they stay based on how much food they can feed the queen. Despite their massive nature and how much energy it takes to move, reaver queens are inherently nomadic, and often travel from place to place once the prey has either been driven away, or all eaten up.
         
        The brownish carapace, a signature of the reaver, is inches thick around the queen, with the same strength of a soldier. What parts are exposed around it's egg-sac are a stark white in color, much like a maggot or tapeworm. Reaver queens are capable of moving at extremely high speeds, and it is theorized that they can break a stone wall to piece if they charge at full force into it. It is also rumored that Reaver queens are sentient, though the truth of that statement is unknown.
        The reaver queen's mouth is a massive hole, rowed by thousands of layers of razor sharp teeth, but the front two layers [20 in all] are special-they are capable of boring through rock like nothing, and creating vast tunnel systems if required, and uses the raw minerals as nutrients. The rest becomes refuse.
         
        Distribution: Reaver queens are few and far between, with massive colonies being based solely around them. If someone spots a reaver, chances are the queen isn't far behind. They are regarded as quite legendary.
         
        Habitat: Reaver nests are normally located within more defend-able regions of the Deep Run. These places are usually side passages from the main tunnels in which a large number of the creatures can live. Queens tend to live within the dead center of these tunnels.
        Diet: The reaver queens eat whatever the workers bring in. They are not very picky.
         
        Relations: Reaver queens are inherently hostile to anything and everything except its own brood. If one were to communicate with it however, who knows?
         
        Mechanics:
        The reaver queen has an extreme amount of thick carapace plating on its body, that is resistant to every type of damage, and has a medium magical resistance. Reaver queen's have excellent tremor-sense, but is totally blind. The rest of their senses exist, but are dulled the older they are. The reaver queen's sole purpose is to create offspring. They can lay dozens of eggs per week, though few actually survive to become full fledged adults. The reaver queen is entirely sentient and capable of communication, but communicates with its hive using pheromones that it ejects from its body. Material Properties:
        A reaver queen's carapace cannot be used for armor. It is not lightweight, but it is amazing to use for barricades or to create a wall that cannot be penetrated due to its weight and toughness. A single queen's carapace is enough for a small keep. A pheromone sac is located within the reaver queens lower abdomen, and the liquid inside can be manipulated to confuse and mess up the pheromones of other creatures that communicate in that fashion, or even disguise yourself or others as one of them, in desperate situations. The queen's pheromones specifically can be used to temporarily dominate other reaver's, but with their limited intelligence they can eventually figure out the ruse when it is raw and un-manipulated to be stronger. Alchemical Properties:
        The teeth of a reaver queen are capable of being broken down into a thick, paste like liquid. When placed on raw ore, the stone will melt around the ore, removing any impurities and destroying anything that isn't the metal itself, allowing for an increased amount of metal from the ore. [5 Teeth 1kg=2kg with this paste].
      • Loremaster
        By Loremaster
        - Wyverns -
         
        Description: Wyverns are a small species within the dragon-like class of beings. They carry an overall mammal-like appearance, adorned with two large plated horns atop their head, pawed hind feet, and a long mane that connects from their head to the ends of their tails. They propel their bodies through the air with a pair of tough wings that measure a wingspan of one meter and a minute amount of mana. The fur of a Wyvern is generally blue, purple, white, or a mixture of the three. A single Wyvern is approximately three to four meters long, with a width of one meter. A Wyvern's face resembles that of a dragon's, angular and sharp, with a piercing gaze.
         
        When a Wyvern is touched, it would be discovered that they secrete an odd powdery residue that clings to the hand of the bearer. See alchemical properties for more information.
         
        Distribution: The origins of the Wyverns are shrouded in lost languages and worn parchments. All that is known is their magical inclination, thus leading most of the populace to believe they are an extension of Vikret. Due to this, they are considered rare.
         
        Habitat: Wyverns tend to be found near magically inclined areas. Places such as leylines, Veil tears, and near the homes of powerful mages. For what reason they remain in these places is all but unknown to very few. Many theorize them to be the secret 'guard dogs' of mages. Even though a Wyvern dwells most prominently within these arcane-bound regions, their occurrence deep within the ruins of lost civilizations is also quite prominent.
         
        Diet: A Wyvern is never seen to consume either water or any form of nutrients. Seemingly, they require no food to survive.
         
        Relations: Despite their rumored role as mages’ ‘guard dogs’, Wyverns are extremely aggressive towards mages and beings that manipulate mana; mages, runesmiths, fey speakers. etc, this includes each other; because of this, it is abnormal to find more than one Wyvern lingering in an area with others. However, when it comes to beings that cannot manipulate mana, they are mostly passive unless they are threatened or intimidated.
         
        Mechanics:
        Capable of casting unique spells, those of which are listed below. However, Wyverns don't take spell strain for casting them. Mana is still listed within the spells in case of counterspells. Fly at a speed of 6 meters per turn. Susceptible to magic counters and physical attacks. Unable to be domesticated by mundane means.  
        Spell Name: Spellshock
        Mana: 0
        Disciplines: Mana
        Classification: Abjuration
        Concentration: Low
        Cast Time: One Turn
        Spell Duration: Instant
        Range: Twenty Meter Radius
        Spell Effect: The Wyvern surges mana around themselves, targeting any mage in the vicinity. This creates a sharp pain that isn’t enough to immobilize them- but interrupts the channeling of any spells.
         
        Spell Name: Mana Shield
        Mana: 4
        Disciplines: Mana
        Classification: Abjuration
        Concentration: Low
        Cast Time: Two turns
        Spell Duration: Fifteen turns
        Range: Self; Ten meters
        Spell Effect: The Wyvern casts a magical aura around themselves or an object/target within range, shielding them against 4 physical and/or magical attacks before dispersing.
         
        Spell Name: Mana Breath
        Mana: 5
        Disciplines: Mana
        Classification: Evocation
        Concentration: Low
        Cast Time: Three turns
        Spell Duration: Instant
        Range: Fifteen meter line
        Spell Effect: The Wyvern exhales condensed mana that takes the form of lightning in a 15-Meter line that is 5 meters wide. Unarmored creatures are knocked off their feet from the force of impact, as well as drop their weapons if made of metal. Regardless of armor, all creatures hit suffer 2nd-degree burns and are Stunned for 1 turn.
         
         
        Material Properties:
        The eyes of the Wyvern may be petrified and used similarly to how Arcamite Stones are used. Alchemical Properties:
        When a Wyvern is killed, its entire body disperses into a fine cyan powder, commonly referred to as Wyvern Dust. This powder can be dissolved in water to create a concoction of liquid mana. Its properties are just as potent as pure liquid mana and can be used for such that the former would. Most Wyverns drop enough Wyvern Dust to make 1 liter (1.000 mL) of liquid mana.
      • Loremaster
        By Loremaster
        - Ya'kaldrum -
         
        Description: Waxen and silvery hair coats the beasts' grey, tarnished skin; leaving his facial features and mammalian paws without a single hair. Standing at a colossal stature, the creature had not been seen to be higher than eight or nine feet. However their wide bodily mass was of an endomorphic build, the bodily fur making those unsure if it was fat or muscle that made them so large. The rare and elusive creatures are commonly associated with apes, taking a little liking to Humanity in physique and anatomy. Usually atop of their sunken in eyes: which are always a crystal white, are large brows which leave them with a permanent frown. These eyes may change during the cycles of days, as when night comes the white eyes quickly become ineffective when taking in light. Due to this the Ya'Kal have developed a secondary lens, leaving their iris and whites fully black. Four canines nestle themselves inside of the Ya'Kaldrum's square jaw alongside other slightly sharper teeth, however the canines are noticeably so. Depending on the creature's recent feed will vary their decay and whiteness of the teeth, though normally they are yellow due to the unhealthy dietary habits. Overall the canines are twelve inches in length, eight of these twelve visible from the saliva drenched mouth. Due to the Hinterland's freezingly cold temperatures, the Ya'Kal have developed a mane-esque mass of hair around the scalp, chin, and jawline of the facial area. This section of hair is thicker than the rest spreading across the body. Another feature of the Giants is that they have tough skin, leaving them with twice the thickness of a common Orc.
         
        Padded feet helps them maneuver easily through the thick snow, spreading a large surface area across to avoid sinking. However moving the large weight causes slight tremors being released into the snow, and if near to a cliff-side the Ya'Kal have been rumored to cause the very snow to fall and tumble down at a treacherous speed.
         
        Mechanics:
        If near to a cliff face, the Ya'Kal can cause minor avalanches to pour down the hills. The strength of the Ya'kaldrum is rivaled by few in the northern hinterlands, the tops of mountains may be obliterated by their hand to scatter torso sized stones upon those below. Ice is near weightless to the Ya'kal, allowing them to raise and throw whole glaciers with ease. The breath is strangely warm, foul in stench. Those within 3m before the Ya'kaldrum who may smell its breath will have their concentration broken. The frigid fingers of the of the Ya'Kal may shape ice and snow freely, and without resistance. The icy gaze of the Ya'Kal will send chills into those they look upon, stripping them of any warmth.  
        Material Properties:
        The thick hide makes for perfect winter clothing. Teeth of a Ya'Kal are normally kept as trophies, the canines being treasured. The hands of the Ya'kal may be harvested and used in an invention which will allow the user to shape ice and snow with ease.  
        Alchemical Properties:
        The blood of Ya'Kaldrum can be spread across one's skin to assist in fighting off cold temperatures and the early stages of frostbite. If the blood is not preserved properly it's effects will weaken or cease to work at all. The most effective way of preserving it is to keep it chilled. Normal cold water will not suffice for this process, as the blood needs a colder climate, like that of the mountain peaks it came from. The saliva of the Ya'Kal may be harvested and used in a foul alchemical that will break concentration. The eyes of the Ya'Kal may be harvested and used in alchemicals and inventions involving frost and freezing.
    ×
    ×
    • Create New...

    Important Information

    Terms of Use