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[✓] [Creature Lore] THE MYRZYMS


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THE MYRZYMS

The Mount of Clan Raguk

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A Raguk myrzym, in blue warpaint, ready trample over its enemy.

 

 


Overview

 

Harsh were the desolate plains of Vailor. Harsher still to the Redskins. Whilst Lur had found a companion in their wolves, and the Braduks had found their rhinos, the crimson skinned Uruks had yet to find companions of their own. They looked far and wide, and yet, even in the farthest corners and widest caves, they found nothing. The Wargoth of yore, the powerful Kharak’Raguk, was lost and bereft of ideas and plans.

 

He didn’t know where to look. He didn’t know what to do. And as such, he turned to the last option; praying. Alongside five other redskins, the Wargoth sacrificed a host of animals, including humans, elves and dwarves, in the name of the Blood Mistress, the spirit of Blood and Bone, Gazigash, and requested the Mistress that she made her Blood-Skin children with a worthy mount.

 

While it is unclear whether or not Gazigash truly answered the Wargoth’s prayer, it is a fact that, upon a week’s time, a Raguk scouting party brought back two scrawny elephant-like cubs - though even in their scrawny state, the Raguks could feel the might and grandeur they’d grow into - and grow they did. The first to grow fully, named in honor of the Spirit Leyd, reached fifteen feet in height, and the second to grow fully, named in the honor of the Spirit Gentharuz, reached twelve feet in height. These mighty beasts - male and female - are the progenitors of the lines of Myrzyms passed down from generation to generation of Raguks.

 

Thought to be lost to the Raguks after the quick escape and destruction of Arcas, once more the Redskins found themselves with no mount. Their Lur brethren with their wolves, their Ugluk comrades with the bulls. And once more, did their Wargoth, Leydlûk’Raguk II, resort to the same means the Wargoth of Yore turned to; praying. And much like Kharak in the times of yore, it seemed that, though with no confirmation, the spirits had answered the Redskin’s call, and upon the deserts of the South, two Myrzym cubs were spotted and recovered, much to the jubilation of the Clan.

 


Anatomy & Habitat

 

Myrzyms are enormous, huge mammoth-like creatures that are bred for war. They have large, ivory tusks that stem from their trunks, and similar to Uruks, elder Myrzyms will witness their tusks begin to curl into their skull, unable to chip and polish them due to being unable to partake in combat. An elder Myrzym is a beast of immense honor and reverence; to make it to such an old age implies the elder beast has seen many skirmishes, raids and wars.

 

These mighty beasts can range from ten feet tall to fifteen feet tall on the males, and female Myrzyms range from nine feet tall to thirteen feet tall, and traditionally have shorter tusks, but do not lack the might and ferocity of their male counterparts. Their rugged, battle-ready and almost scale-like skins can range in color, though usually keeping to shades of red, brown, yellow and orange. 

 

Due to their massive size, Myrzyms usually cannot go inside of cities properly, but Raguks and Krugmar have, in the past, mounted ballistae and scorpions upon the backs of these massive beasts and utilized them as mobile siege weapons, and with recently Cannons becoming popular, the Raguks have begun experimenting with them as well.

 

Myrzyms are natural to deserts, deep jungles and volcanic landscapes, their incredible resilience and wide palate make it so these beasts are readily adaptable to the environment they are in, though it is known that Myrzyms will not mate and reproduce if they are not in a desert, for their nature and true allegiance is to the sands.

 


Behavior

 

There are few things more dangerous and unpredictable than wild Myrzyms. Though they are usually domesticated and found by Clan Raguk when they are cubs, there is always the waning possibility that some aren’t found, and grow up in the wild. These beasts, when left unchecked and untamed, become apex predators of whatever food chain they are in, usually battling it out with other legendary beasts.

 

While they aren’t directly aggressive, a hungry myrzym will lash out and strike against anything in its immediate surroundings, seeking to feed upon it, or at the very least, quell their natural yearning for confrontation. These beasts are also immensely territorial, and once can see when they’ve walked into a Myrzym’s ‘turf’ or den when they see tusk marks on nearby environments - be it walls, trees, boulders, or carcasses.

 


General Redlines

 

 

  • Due to their massive size, both in width and height, Myrzyms cannot be used inside of cities.
  • Myrzyms have an OOC lifespan of ~2 months to 6 months at max. An ‘elder myrzym’ is about 3 months old, whereas a young myrzym is a couple of weeks old. 
  • Myrzyms have an internal and natural yearning for confrontation, much like Orcs with their bloodlust, which means that, much like Orcs, they will go either into a frenzy, or deep depression, at the lack of combat.
  • Myrzyms require tons of food to remain in shape, and properly feeding a Myrzym requires roleplay with the creature.
  • Myrzyms cannot and will not reproduce if they are not in a desert.
  • Myrzyms cannot go past the 15 feet threshold of males.
  • Myrzyms are not magical and are not summoned by the Spirits. They are simply wild and rare beasts.
  • Myrzyms are NOT usable in combat.
  • Myrzyms require ST permission to be used during events.

Credits

 

Krugmenistan - Writing.

Panashea - General inspiration.

Old myrzym lore found on the forums.

 

Spoiler

This has been a long time coming! With the resurgence and rebranding of Clan Raguk under me as Wargoth, it was about time we got our legendary mount back, and its about time these great beasts grace the Uruks and strike fear upon the others. Ang grund griizh, nagijak urukim!

 

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he has no hair

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Diz ahm hozh myrzym lore, mi hab blahed

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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.

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