Sorcerio 4596 Popular Post Share Posted November 26, 2020 Foreword Spoiler With the resurgence of the ST events over the last year or so, I have noticed there to be a greater demand for player-endorsed events as well. Many times, players will throw hunts or expeditions for their own community, though are limited to a rather simple and mundane of creatures to employ. In light of this dilemma, I wrote this piece with the hopes that players would be able to use it for the sake of creating more unique and engaging events within their community without need for ST intervention. Keep in mind that these creatures are by no means conventional characters to be played, and should only be used with the intent of organizing a player-endorsed event for one's own community. I am more than happy to work out and edit details of this piece, and should it be well received I may write others in the future. The Huntsman’s Grimoire - Volume I The following is intended for the use of player events performed without ST intervention upon its acceptance. Any player, charter, or nation leader may use these creatures at their discretion for the purpose of creating player-events for their community. Please reference this post for more details regarding player events. All of the following creatures are player event resources and thus are not meant to be played as a regular character or persona, and thus do not require a CA or application to use. These creatures exist explicitly for the purpose of OOCly coordinated events between players. These creatures may not be tamed as pets or companions nor may they be played outside of the player event. These creatures may not be used to attack other nations. These creatures may not be used to defend your own nation. The use of these creatures in events will not be granted any support from ST; trophies made are to be player signed and mundane in accordance with the lore. For example, one could have the scale of a Siren or the goo from a Gelatin be acceptable trophies, which would be player-signed by the one who ran the event. Abuse of this piece and the creatures it allows is not to be tolerated. Severe consequences will be handed out for abuse of this event resource. If you have questions regarding what is allowed, ask an ST. Gelatinous Glob The bane of spelunkers and tomb raiders, the Gelatinous Glob lies deep within the dark cracks and crevices of long-abandoned caves and catacombs, waiting for one hapless enough to pass by its den—before it then consumes them in an excruciating fashion. Spoiler Physiology Gelatinous Globs appear as a cube or glob of gel, which ranges from shades of red, to blue, to green, and even black in some instances. They may range anywhere from the size of a small dog to that of a bear, growing in mass with the more matter they consume. They do not have any other distinctive trait, and they consume their prey by engulfing them whole within the gel; suffocating them slowly before their body breaks down the biomater like stomach acid. Despite their size, they are relatively slow, though are able to squeeze themselves between crevices and caves with relative ease. Salt is fairly capable of dispersing them. Habitat Gelatinous Globs reside in dark locations, oftentimes abandoned or rarely tread. They like to make nests within moist locations particularly, such as around underground springs or waterfalls within caves. Abandoned temples, tombs, and stone ruins are among the more favorable locations for Gelatinous Globs to make their homes. Behavior Gelatinous Globs are relatively mindless creatures, who only seek to consume more mass to grow in size. These creatures are aesexual, splitting into more gelatins once they reach the size of a small bear, and continuing to reproduce in large swarms; proving deadly to lonesome spelunkers or those unfortunate enough to stumble upon their dens unprepared. Abilities Gelatinous Globs possess no remarkable affinities or skills. The only notable trait of theirs is their ability to dissolve biological matter at an increased rate while within them, the interior of the gelatin being composed near completely of a digestive acid encased in a thick membrane. Though this acid is not capable of instantly melting individuals, it would feel as a gradually burning sensation, which would leave painful rashes with a few moments of direct exposure. Gelatinous Globs cannot exceed the size of a small bear. Should they reach this size, they will split into more slimes which will grow and split again post consumption. Gelatinous Globs are incredibly stupid and only have the will to feed, grow, and reproduce. They cannot be reasoned with, and can be outsmarted easily. The acid of a Gelatinous Glob does not instantly dissolve biological mass, and would take several hours to continuous submersion to do so. At the very most, two or more emotes of direct contact with its acid would yield painful burns. Salt feels like fire to a Gelatinous Glob, and a proportional amount of it would be capable of causing it to shrivel up and die. Gelatinous Globs may be gradually sliced and smushed into a harmless goop, though this would require a decent amount of effort to achieve the desired result. Even if a Gelatinous Glob were to engulf an individual, they would suffocate to death long before the acid killed them; allowing them time to escape. The acid, once it leaves the Gelatin’s membrane, is useless for its acidic effect. Cannot be druidically communed with. Sirens Thought to be the souls of women drowned at seas, Sirens are devilish creatures whose voice may allure unsuspecting sailors to drive themselves into the rocky shores where they dwell; only to consume the ship and their crew once it has sunk beneath the waves. Those who encounter them are either turned mad—or dead. Spoiler Physiology In contrast to their melodious voice, Sirens appear as slimy, piscine-esque creatures with lime green scales and thin folds of pink tissues. They tend to be about the size of a human or elven male, their raw strength lying only slightly above such, though certainly not to the degree of any bloodthirsty orc. Sirens also possess jagged mandibles and teeth which can sink into flesh, and their hands have elongated claws which may be used to latch onto their victims and drag them to the depths. These talons cannot pierce anything thicker than studded leather, though they may still rely on brute strength. Their scales could easily be torn through with a blade as any flesh. Habitat Sirens reside under the waves around the jagged and rocky shores which surround isles and continents. As they do not have legs, they tend to spend most of their time underwater where they make their nests, though they may bathe upon the rocks at times as well. Behavior Sirens lure sailors to the rocks where they dwell by means of their melodious call, before eating them once they’ve succumbed to the waters. They are cunning to the degree of any predatory creature trapping their prey, though are nonetheless driven by animalistic instinct and desire as opposed to rational thought. While they are relatively aggressive, Sirens do not reveal themselves fully until they are certain their prey is within their grasp, hiding behind the rocks and under the murky waters. Sirens seldom tend to hunt alone and often stay in packs of three or more, making it unwise for one to fight one alone or underprepared. Abilities Sirens are capable of creating a very soothing and alluring tone, which sounds striking like a female soprano. Though the tone itself is not necessarily enticing or arousing, what truly draws people to its presence is its alluring and mystifying nature, leaving the hapless victim to wander over in morbid curiosity as opposed to romantic desire. While it is possible that a trained huntsman could recognize something is amiss, it’s very rare that they would recognize the call as a siren immediately unless they had some reasonable means of doing so. Sirens are relatively equal if not slightly superior to the strength of an elf or human. A well-trained human knight could take one down on their own with moderate difficulty. A Siren’s flesh is no stronger than that of a regular fish’s scales. Sirens are not beautiful or female like in any regard, that is merely a myth. They are aesexual and do not form romantic relationships of any sort. The Siren’s call does not inspire love or desire, nor does it ‘hypnotize’ those who hear it; it simply inspires a morbid curiosity which compels one to come closer. Sirens do not have the capability to reason and have the mind equivalent to a predatory animal. They cannot be tamed or bargained with to any extent. Sirens breathe air, but may hold their breath underwater for up to several hours. Sirens are weak to fire and cold along with regular steel as any beast would be. Cannot be druidically communed with. Maneaters Foreboding tales often circulate the more primitive tribes, stories of great carnivorous flora which prey upon unsuspecting hunters and travellers. It’s said that it is not the hunter who seeks to slay the beast, but instead the beast that seeks them; devouring their prey without so much as an agonized scream or cry of terror. Spoiler Physiology Maneaters appear as large venus fly traps or pitcher plants which blend in with the other plants around it, taking shades of light or dark green. Though whilst dormant the creature may appear as any other assortment of large plant, upon opening its mandibles it would reveal rows of jagged teeth that lie within, razor sharp. Fortunately, they are bound by their roots, and are unable to move from their location, requiring that their prey come to them instead. Maneaters also possess large tongues and vines which they may reach out to grab their prey within the near vicinity, before thrashing them around and attempting to devour them. Habitat Maneaters reside in the deepest recesses of jungles and forests, oftentimes within a thick bed of shrubbery and flora. They require direct sunlight and warmth to live, making them most commonly found within clearings in the shroud of trees. Behavior Maneaters are plagued by perpetual hunger, rarely satiated. They will lash out at anything that moves nearby, attempting to grab it with its thorny tendrils and consume it whole. Since they themselves cannot move due to their roots, they may attempt to lure other carnivorous prey by holding out the deceased carcass of some other animal, almost like a bait; and waits until some poor creature comes over. At nighttime, Maneaters tend to fall dormant into slumber, though may awaken with excessive commotion nearby. Abilities Maneaters possess long thorny vines which may extend up to ten meters away from themselves, allowing them to wrap around their desired prey and pull it into its maw; curling inward towards the plant when not in use. These vines can allow them to life up to 70kg effectively before they begin to get tired and slow. The maneater also possesses stomach acid within its bud, which slowly dissolves their prey in a painful fashion should they not already be dead. They are also capable of secreting a sticky sap which smells very pleasant and alluring, which is often harvested as a highly-valued perfume. Maneaters are made completely from plant-matter. Its flesh may be cut through as any vine or shrub, albeit with some slightly greater endurance as opposed to regular shrubbery. They are also weak to the effects of fire and cold. The Maneater’s vines can still be broken free from and cut away with steel; most Maneaters hold anywhere from three to five vines each. The stomach acid of a Maneater does not instantly dissolve the individual and may take upwards of an entire narrative day to digest them completely. If quick enough action is taken, a person could probably be freed after being consumed. The size of a Maneater does not exceed that of a small car. Maneaters have two large leaves on either side of their stem, like that of a collar. These leaves appear as a pale white with red edges; a means of identifying these creatures. Druidic Control is incapable of manipulating these creatures; though they may be communed with, relaying thoughts of agitation, wrath, and hunger. Danûngol Truly an arachnophobe’s greatest nightmare, giant arachnid which plague the mountain caves and dark woods, weaving elaborate webs which ensnare their query. These are torturous abominations, playing with their food before draining away their prey’s insides. Blech! Spoiler Physiology The general appearance of a Dunûngol is rather plain; being large and hairy black spiders which span from the size of a puppy in adolescence to that of an orc in adulthood. They tend to have a thick exoskeleton which matches the durability of studded leather, making slashing attacks less effective than stabs or blunt bashes. Their underbellies, however, are rather soft, allowing for one to dispatch of these rather easily should they manage to get one on their belly. The webs woven by a Dunûngol are thick and sticky, able to be torn through by steel with ease, though sheer descendant strength would be near incapable of freeing themselves. Habitat Dunûngol reside in dark mountain caves and under tall trees, blocked out from the sun. They weave elaborate webs within which they lay their eggs, oftentimes beside prey so that the hatchlings may feast upon the carcass once they have emerged. Behavior Dunûngol are twisted creatures, though nonetheless cunning; luring their prey into their webs before coming down to bind them in a thick cord of silk. Though they do not bear true sentience or intelligence, Dunûngol oftentimes toy around with their foot, nipping at them or bouncing them by a thread, before devouring them. Most often, they are nocturnal. Abilities Beyond their thick spider silk, the Dunûngol possess a very minor venom which is capable of sedating smaller beasts, such as wolves or deer. Descendants, due to their stronger immune systems, are incapable of succumbing to it whilst fully grown; though a weakened child might perish should they not receive prompt treatment. At the very most, a grown man might feel dizzy and lightheaded from the Dunûngol’s bite, though would recover after a narrative day. Their bite cannot pierce more than studded mail. Danûngol raw strength is, at adulthood, like that of a small bear. The underbellow of a Danûngol is relatively soft and can be shredded through with steel. Their carapace has the durability of thick leather and is immune to most damage by means of slashing or cutting. Blunt force may still harm them. The general body of a Danûngol is up to the size of a moderate uruk, though their leg span may be anywhere from two to four and a half feet. The silk of a Danûngol can be cut through by steel, though a grown descendant would struggle to free themselves by merely their own strength. A Danûngol’s venom is incapable of sedating a fully grown descendant. At most, its bite would leave them dizzy and lightheaded, and prone to infection. A Danûngol’s venom loses its effect when harvested. Bright light is capable of dazing them. They are able to see in soft daylight while under the cover of trees, though anything greater than a torch would be painful. Druidic Control is incapable of manipulating these creatures; though they may be communed with, relaying raspy voices which continue to chant about eating. Cave Naga Hideous things, the Naga are a vile crossing between man and serpent; bearing the body of a snake whilst their head appears human. They tend to mind their own, though will gladly welcome the attempts of a hunter to slay them, for they are ravenous, and have acquired a particular taste for descendant flesh. Spoiler Physiology The Naga’s body appears as a snake, whilst their head alone bears resemblance to a disheveled elderly person, having crisp white hair and slimy, sunken skin. They bear dagger-like fangs and forked tongues which flick out to smell the air, for their noses do very little of the actual smelling. They may range from seven to twelve feet in length, and are relatively swift and agile despite their frail and thin appearance. In contrast, the strength of a Naga is not extraordinary and is on par with any non-athletic, though not weak, descendant elven or human male. They most typically constrict their prey, or will bite their neck to secrete a wretched acid which dissolves dead matter into a thick goo; which they then drink. Habitat Nagas make nests within dark caves below the earth, sometimes in underground ruins or ancient tombs. They prefer colder and damper temperatures as opposed to warm or dry, making them more prominent the further north one goes. Behavior Nagas are mindless things, and rather berserk. When in groups of more than three, they will often compete for dominance and may even cannibalize one another or their young when starving. They will often hunt for their food, though remain within the caves as they despise the light; and they will steer clear of any sign of extreme heat, such as a volcano. Nagas tend to constrict or suffocate their prey to death before eating, though when that is not possible they may attempt to sink their fangs into the necks of their query instead. Abilities Nagas possess no notable skills or abilities, save for their agility and their venom, which slowly decomposes dead matter into a stew. This requires them to inject it within a vein or artery, most ideally the neck, where it may then spread to the rest of the body. The Naga’s flesh is not superior to that of a regular snake’s and can be penetrated by mere steel. Nagas are not beautiful or attractive, but instead ugly and disheveled. They are aesexual and do not form romantic relationships of any sort. Nagas do not have hands or legs. The only humanoid part of them is their head, and everything down from their neck is snakelike. The agility and speed of Nagas is not inhuman or lightning fast, and at most would be on par with maximum descendant speed. They are quite slippery, and can be hard to hold down as a result. The acid a Naga secretes only decomposes dead matter, meaning that if a person is alive it won’t do anything beyond make them feel nauseous. It may not be collected from the Naga or used to any capacity outside the event. Nagas are weak to fire, light, and heat. They will immediately attempt to retreat at any sight of light greater than a torch, or significant level of warmth. Cannot be druidically communed with. 79 Link to post Share on other sites More sharing options...
Valannor 6345 Share Posted November 26, 2020 I absolutely love this. Great work, Sorc! 3 Link to post Share on other sites More sharing options...
Johann 1418 Share Posted November 26, 2020 One step closer to Monster Hunter RP fellas 6 Link to post Share on other sites More sharing options...
Valannor 6345 Share Posted November 26, 2020 2 minutes ago, Johann said: One step closer to Monster Hunter RP fellas "Medallion's humming..." 1 Link to post Share on other sites More sharing options...
Bonito 2264 Share Posted November 26, 2020 this is very epic 3 Link to post Share on other sites More sharing options...
Shmeepicus 3942 Share Posted November 26, 2020 Woohoo! Sweet idea, glad to see a formal post about this now. Thanks Sorc! 1 Link to post Share on other sites More sharing options...
tadabug2000 3506 Share Posted November 26, 2020 I love this! I follow that other post linked a lot when doing player run events but with the creatures actually explain in this and how to do them, is A+, good go! Link to post Share on other sites More sharing options...
Melpomenne 1553 Share Posted November 27, 2020 oh to be a siren 1 Link to post Share on other sites More sharing options...
Maclunkey 453 Share Posted November 27, 2020 Very epic, Mister Sorcerio, my boy. You never fail to impress me. +1 Link to post Share on other sites More sharing options...
Gustando 1457 Share Posted November 27, 2020 Add images to the creatures. My eyes sore from all these letters. But it's good **** nonetheless Link to post Share on other sites More sharing options...
Sorcerio 4596 Author Share Posted November 27, 2020 1 hour ago, Tyrone1 said: Add images to the creatures. My eyes sore from all these letters. But it's good **** nonetheless your wish is my command, my king 👑 1 Link to post Share on other sites More sharing options...
Balmakka 331 Share Posted November 27, 2020 Good work as always, Sorc! This should help out a lot; I'm sure everyone was getting tired of running trolls and gremlins every time. 1 Link to post Share on other sites More sharing options...
Adstrom 547 Share Posted November 29, 2020 Absolutely love this! Can't wait to put the Danûngol to use! Can finally stop using bandits and gobbos. 1 Link to post Share on other sites More sharing options...
IsaaKc 1225 Share Posted November 30, 2020 ok idiot but where’s the slime girl 1 Link to post Share on other sites More sharing options...
squakhawk 7945 Share Posted December 10, 2020 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. 1 Link to post Share on other sites More sharing options...
Recommended Posts