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Jagdkatzchen

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  1. Mud squelched beneath Talbott's boots as he found refuge from the storm beneath a tree, the reprieve affording him the opportunity to review the missive once more. "Strange shapes, they say...? If there are monsters about, those merchants will need as many escorts as they can get." At that, the red-headed man stashed the paper, and began to ponder...
  2. APPLICATION FOR INTERVIEW FULL NAME: Talbott Talhoffer AGE: Middle-Aged PRIOR EXPERIENCE: Various personal experiences, related to a former member of the Guild (Tou Ni) SIGNED NAME: T.T. METHOD OF CONTACT: Jagdkatzchen
  3. 𝕾𝖎𝖗𝖊𝖓 𝕺𝖎𝖑 A group of radiant noblewomen. Must be the Mermaid Oil. Origin Siren Oil was first made popular by a Kompanie of Jagdmarines, who, after clearing a cove of Sirens, began butchering the creatures for their parts. At the time, it was already known that the fatty tissues surrounding a Siren’s organs could be rendered into a slow-burning fuel source, and the Kompaniemen often made use of these Siren Candles as a light source. However, there was opportunity afoot, and this was a particularly enterprising Kompanie. A fair was being held in the nearby city, and seeing an opportunity, they mixed the rendered fat with fragrances, and began peddling it to visiting noblewomen as long-lasting aromatherapeutic oils. While many were skeptical, there was no falsehoods in their advertising. Siren Oil burned cleanly, carried scents further, and quickly became a local sensation. It wasn’t long before others saw its potential. Experimentation led to the refinement of Siren Oil for facial application, repackaged under the more appealing name Mermaid Oil, and used in various skincare products. Description The fatty tissue surrounding a Siren’s organs serves as insulation, keeping them warm and functional when diving deep into the sea. When harvested, this tissue can be rendered over a flame to produce Siren Oil, which has a high melting point of 50°C. Once cooled, the oil solidifies into compact fuel chunks, often referred to as Siren Candles. These chunks burn slowly, with minimal smoke and a neutral scent, making them ideal for belt lanterns, room lighting, and other long-lasting flames. Without any additives, Siren Oil takes on a pale pink tint. When mixed with other substances, Siren Oil enhances their scent intensity and longevity, making it a sought-after ingredient in perfumery and cooking. When blended into creams or liquid oils, it transforms into a versatile cosmetic product, and is often referred to as Mermaid Oil in this context. Capabilities As a source of light, Siren Oil burns slowly with little smoke. Even when tossed around within a closed lantern, a lit Siren Candle will not be put out with ease. As an aroma amplifier, Siren Oil intensifies existing scents, and allows them to travel farther after the application of heat. This gives it great utility in the production of scented lamp oils, cooking, and even hunting. As an ingredient in skincare, Mermaid Oil has three key properties. The first is its ability to control and prevent breakouts of acne. The second is its ability to lock in moisture. The third is the gentle radiance it imparts to the skin. The oil itself feels gentle and thin to the touch, allowing users to wear it with comfort. Redlines Siren Oil has a melting point of 50°C, causing it to naturally solidify at room temperature. When mixed with other substances, it can liquefy into a creamier or more watery form. Purpose I want to carve cool things from monster corpses. Citation This invention is based off the Sirens located in this post by @Sorcerio: https://www.lordofthecraft.net/forums/topic/196639-%E2%9C%93-world-lore-the-huntsmans-grimoire-volume-i/
  4. 𝖁𝖔𝖗𝖊-𝕿𝖊𝖝 A brooding hunter stands in the rain. His Vore-Tex cloak could not stop him from wetting himself. Origin Within the depths of a jungle, a poor hunter had the misfortune of stumbling into the path of a Maneater. The giant carnivorous plant lashed out, ensnaring him with its long thorny vines and dragging him toward its gaping maw. Fortunately, the hunter managed to unsheathe his machete in time, and hacked at the monster until it could no longer hold him captive. Still, the ambush left him battered, his body covered in punctures and bruises. More importantly, he had suffered a fractured tibia when the Maneater had bashed him against a boulder. A storm was brewing, and the struggle had left the tent he carried torn beyond repair. Knowing that time was of the essence, the hunter gathered whatever vegetation he could scrounge from the ground, including the corpse of the Maneater, and fashioned a makeshift shelter. As he did, he noticed just how stretchy the vines of the Maneater were, and when tested against the elements, the patchwork weave performed surprisingly well as a shield against the rain. The hunter went on to survive the ordeal, but his injuries left him bedridden for months. During his recovery, he began to experiment with the fibres of the Maneater’s vines, attempting weave after weave until he created a fabric he was satisfied with. He began to sell cloaks made from this fabric, marketing them as being suitable protection against rain, and outsourced the procurement of more Maneater vines to passing adventurers. Finding success as a cloak merchant, the hunter abandoned the dangers of his old profession and focused on perfecting his product: Vore-Tex. Unfortunately for him, the method of constructing Vore-Tex, which its creator had tried to keep secret, was leaked after about a decade of business. As a result, Vore-Tex could be replicated by any common tailor, and profits dwindled. Eventually, after about a year of decline, the man returned to the life of a hunter. Description The vines of a Maneater are uniquely adapted for movement, possessing an epidermis made of interlocking microfibres. These fibres branch out again and again, resembling the construction of down feathers. As these branches inevitably interlock with one another, even if the vines are stretched and twisted, there is a great deal of leeway before the structural integrity of the epidermis is breached, forming a flexible barrier that remains dense enough to prevent the flow of water through it. When processed into textile form, the loss of water within the cells opens microscopic gaps just wide enough to allow water vapor to pass through while still remaining impermeable to liquids. Without dye, Vore-Tex takes on a pale khaki hue. Its texture, weight and drape resemble velvet, yet has a muted reflectivity more akin to linen. To create Vore-Tex, one begins by cutting out the epidermis of a Maneater vine before fully drying it. The dried epidermis must then be rolled out into smaller strands of fibres, and then spun in a wheel to create loosely-packed threads. These threads are then set into a loom, and undergo the same weaving method as velvet. Capabilities Vore-Tex is resistant to permeation by liquid water while managing to remain breathable. Redlines Vore-Tex is a fabric. It can be cut or burned, and while it does stretch, a descendant can still rip it apart with their bare hands. Vore-Tex is impervious to liquid water, and will not be compromised even when submerged in a lake. However, water in a gaseous state, such as steam, is small enough to move through it. Purpose I want to carve cool things from monster corpses. Citation This invention is based off the Maneaters located in this post by @Sorcerio: https://www.lordofthecraft.net/forums/topic/196639-%E2%9C%93-world-lore-the-huntsmans-grimoire-volume-i/
  5. 𝕲𝖑𝖔𝖇𝖚𝖑𝖆𝖗 𝕷𝖆𝖈𝖖𝖚𝖊𝖗 The surface of a lacquered cuirass adorning an unnamed knight. Origin The invention of Globular Lacquer can be traced to a band of monster hunters known as the Höhlenjägers. After slaying Gelatinous Globs during a cave expedition, a few of its members began playing with the remains of their recent kills. They noticed that, as time passed, the membranes became stickier with the evaporation of water, eventually hardening into a waterproof coating. Since the Höhlenjägers were spelunking specialists that often found themselves in dank, humid environments, they saw a practical use for what they called Glob Resin, and started applying it to their armour to prevent the metal from rusting. Over time, this practice became more refined, leading to the development of what is now known as Globular Lacquer. Description Gelatinous Globs produce a hydrophobic organic compound that make up about half the volume of their membranes, with this compound helping in the regulation of the intake of foreign materials into their bodies. This clear substance is colloquially called Glob Resin, owing to its similarity to certain tree saps. Due to its coagulative properties, a purer extract of Glob Resin can be obtained by leaving a chunk of membrane over a strainer for up to 12 hours. By then, nearly all the other half of the membrane will have been strained out, leaving only pure Glob Resin at the top. The purity of the extract directly affects the lacquer’s final appearance. More impurities result in a glossier, more reflective finish, while a purer extract creates a lacquer that absorbs light better, giving it a more matte look. After application, salt can be used to further modify its appearance while it dries. An even spread of a mild saline solution would cause the surface of the lacquer to segment into uniform circular honeycomb-like bumps. If a concentrated dose of salt is applied to a single point, it would result in the area breaking into smaller, clustered bubbles. The application of heat ranging between 50 to 100°C can also alter the lacquer’s appearance during the drying process. At these temperatures, certain proteins in the compound break down, causing formations created by the introduction of salt to pop into swirls, droplets, and other rounded shapes. The hotter the temperature, the more chaotic the resulting patterns will appear. Those of artistic inclination can create interesting effects by combining dye, salt, and heat to manipulate how the lacquer will appear once it finishes drying. While the surface of dried Globular Lacquer is solid, thicker applications will result in the underlying layer maintaining partial mobility, causing designs to appear to wobble like jelly with movement. Capabilities Globular Lacquer is waterproof and can be applied to metals to prevent rust, or used to waterproof other kinds of materials. More interestingly, Globular Lacquer has self-repairing properties. If a lacquered surface is scratched or cut, the underlying layer of the surrounding lacquer will slowly flow to cover the damaged area, fully mending it with a lacquer ‘scar’ within an hour. This phenomenon will occur until the underlying layer of lacquer is fully expended, resulting in significant larger gaps being harder to fill completely. Redlines The self-repairing property of Globular Lacquer will not activate if the gap between lacquered surfaces exceeds an inch. If the gap tapers to a close, repair will start from the tapered end. The surface of Globular Lacquer is as hard as a fingernail, and the underlying layer has the consistency of a block of agar. Purpose I want to carve cool things from monster corpses. Citation This invention is based off the Gelatinous Globs located in this post by @Sorcerio: https://www.lordofthecraft.net/forums/topic/196639-%E2%9C%93-world-lore-the-huntsmans-grimoire-volume-i/
  6. ✠ ℑ𝔫𝔠𝔦𝔡𝔢𝔫𝔱 ℜ𝔢𝔭𝔬𝔯𝔱: 𝔄𝔷𝔡𝔯𝔞𝔷𝔦 𝔦𝔫 𝔗𝔥𝔢 ℜ𝔢𝔡 ℭ𝔦𝔱𝔶 ✠ Date: 14th of The Deep Cold, 2011 To the Faithful of Canondom, In the chill of the northern evening, Chaptermaster Vincenzo, Brother Leofred, and Brother Cassian made their way through the streets of New Valdev. The three crusaders patrolled the red city, their eyes keen for any sign of suspicious activity. Their dutiful endeavour was rewarded, for it was on this day that Brother Cassian spied a most curious figure. Hunched over and cloaked in darkness, the entity shifted through the alleyways like a fiend in the night, though it seemed as if it had yet to detect either of the Grailmen. As they say, the wicked flee when none pursue, but the righteous are as bold as lions. And so it was that our three lions strode forth, drew their blades, and confronted the creature with a measured caution. The Chaptermaster ordered it to turn, and so it did, revealing a most DEMONIC visage. Its skin was as red as hellfire, and its head was crowned with the horns of an infernal beast. The pair had initially suspected their quarry to be curseborn, but now they knew it to be something far worse. Azdrazi. At this point in time, Holy Ser Talbott was situated at the gates of the city, having been stalled by a misunderstanding within New Valdev’s customs office. Nevertheless, upon hearing the Chaptermaster announce the presence of the creature with a shout, the gates were raised, and Holy Ser Talbott galloped towards the scene. As the incoming rider approached the Azdrazi from behind, the creature went to its knees, apparently knowing that it stood no chance against the combined might of GOD’s men. While the others moved to secure their target, the insightful Brother Leofred took a step back and began to scan the area for the possibility of co-conspirators lurking about. But though the creature had appeared to submit, it had more nefarious intentions. Positioned at its rear, Holy Ser Talbott saw a glint in the darkness. The Azdrazi was drawing a knife! Before Holy Ser Talbott could even utter a word of warning, the ever-perceptive Brother Cassian moved first. He must have seen the subtle shift in the creature’s posture, for he plunged the tip of his blade straight through its throat. The Azradzi’s tongue lolled and its eyes rolled back in its head, making it appear as through its cranium had been smitten by GOD Himself. Then, Brother Cassian withdrew his blade, sending a spurting shower of red across the cobblestones before the Azdrazi slumped down to the ground. Dead. Holy Ser Talbott Talhoffer Marshal of the Order of the Grail
  7. 𝔗𝔥𝔢 𝔄𝔫𝔞𝔩𝔬𝔤𝔶 𝔬𝔣 𝔱𝔥𝔢 ℜ𝔬𝔰𝔢: 𝔄 𝔗𝔯𝔢𝔞𝔱𝔦𝔰𝔢 𝔬𝔫 𝔖𝔬𝔩𝔡𝔦𝔢𝔯𝔦𝔫𝔤 ✠ FOREWORD ✠ In the pages that follow, I, Talbott Talhoffer, offer my observations and teachings drawn from a life devoted to the art of combat and the discipline of soldiery. It is my belief that the path to mastery lies not solely in skill with the sword, but in understanding the harmony of discipline, unity, and purpose. To convey this, I have chosen the rose—a symbol of beauty and strength—to serve as an analogy for the qualities required of a soldier. May this treatise serve as a guide to those who seek to refine their craft and find purpose in their role within a larger whole. ✠ The Form of the Rose ✠ The beauty of a rose can only be observed so long as it remains, recognizably, a rose. If it were simply a splash of different colours, or the shredded remains of the different parts of a rose, the beauty and function of the flower is void. Likewise, the elegance and efficacy of an organized fighting force can only be observed if its constituents play their role. While it is normal to have disagreements with one's superiors, you must keep the preservation of the organization's integrity your priority. In the presence of outsiders, do not question the judgment of your superiors to maintain the unity and strength of the group. In the midst of combat, follow orders no matter how foolish they may seem, for a united force going the wrong way is better than a divided force going opposing ways. Do not give the enemy time to organize while you squabble about tactics. Have faith in your commanders to know the gravity of their position, just as they must have faith that their men shall act in accordance with their judgement. However, I encourage the keen-minded soldier to raise his concerns and suggestions to his officers in private, such that his initiative might be recognized, and the efficacy of the organization be bettered. ✠ The Thorns of the Rose ✠ A rose in nature is subject to assault from all manner of creatures. As such, their thorns exist to defend it from those who might destroy it. However, should a rose only bear a single thorn, it is easy for beasts of adequate intelligence to simply avoid it, and strike at an unprotected part of the flower. On the battlefield, you are like a single thorn. You have lethal potential, but should you be outmaneuvered and overwhelmed, your value to the mission shall be rendered moot. As such, you must be aware of your brethren, and work with them to achieve victory. Be a mass of thorns upon a rose, covering for what your comrades cannot. Remain disciplined in formation, and move with the position of the entire group in mind. Even when flanking, do so while retaining awareness of how it shall support your allies in the larger scale of battle. Do not be blinded by a selfish desire for personal glory, for one reckless move is all it takes to bring down an army. ✠ The Stem of the Rose ✠ A rose may only stand tall if the strength of its stem allows it. A weak stem begets a wilted flower; ailing and ineffective. Similarly, a fighting force comprised of weak men shall find itself faltering in the face of adversity. As a soldier, you must take it upon yourself to ensure that you remain fit for combat. Strengthen your body and sharpen your mind, and prepare yourself for potential threats as best you can. As a professional combatant, your corporeal form is the most important tool of your trade, so take care to keep it in good shape. I would recommend regular runs in full kit, for such an exercise will develop one's stamina and condition a soldier for the exhaustion he might face in a true battle. To build strength, it is good to lift and throw boulders, or to wrestle with your comrades. ✠ The Leaves of the Rose ✠ The leaves of a rose may bend and sway in response to the wind and rain, but they endeavour not to compromise in form. Likewise, a soldier should exercise flexibility in thought, so long as it remains within the scope of his creed and task. If a combatant is too rigid in the execution of his mission, he is likely to break when confronting a more potent challenge. When your usual methods seem unlikely to work, keep an open mind and explore your options. Be willing to seek victory through unconventional tactics and unexpected angles. At times, this may mean considering a less violent approach to a problem; an important fact to note for anybody in a position of leadership. ✠ The Petals of the Rose ✠ From a distance, the petals of a rose may seem crammed together in a disorganized fashion. However, closer inspection would reveal that each petal interlocks with each other, forming into a radial pattern that grants its appearance an unexpected harmony. Just as GOD created the rose with such intention, so too must a soldier move with measured intent even in the chaos of the battlefield. Do not simply swing and cut with the general wish to harm your adversary. When you slash at the throat, do so with the intent to dispatch your foe quickly. When you strike at the knee, do so with the intent to cripple your foe to make it easier to finish him off. Then, should you have the wits for it, consider what you shall do in reaction to your opponent's response to your action. Think of what your actions shall accomplish and how you can capitalize on them with future moves. Endeavour to plan as many steps ahead as you can. ✠ CONCLUSION ✠ And so, a good soldier shall abide by five principles: to prioritize the integrity of the group, to work with his fellow soldiers, to keep himself fit for action, to be of flexible mind, and to act with calculated intention. Ser Talbott Talhoffer Knight of The Order of the Grail
  8. Anton had never found much joy in reading any more than what was required of his duties, but a certain name caught his attention this day. “Isabella Nora Bennett…?” The young Jäger’s brow furrowed at the mention of the blonde-haired woman’s name, and his eyes began to scan through the document with rising scrutiny. “Vague accusations… pointing to an illicit affair.” Anton had never been well acquainted with the customs of Orenian high society, and with the knowledge he bore, the man struggled to see the persuasiveness of Duchess’s claim. “I may be ignorant of all the facts, but I do not believe Bella capable of the deviance this piece appears to suggest. She’s a sweet girl, and I do not find myself prone to deception. More than just a pair of pretty peridot eyes, her character is marked by a drive for self-betterment, and to be of good use to society.” And with that conclusion, the red-haired man nodded his head, and continued with his day.
  9. Name of the creature: Romeo Vowl (Optional) Link to a picture of the creature + name of the artist: (Art taken from Pinterest, no link to specific artist) Is this creature tamable and if so, how: Romeo Vowls are not tameable. They are unsociable by instinct, with adults seeing most mobile organisms as either potential prey or threats. Though more accepting of company during their youth, attempting to raise a Romeo from an egg will still result in it becoming hostile during its juvenile years. Can you use this in combat: N/A Habitats - Check all that apply: Savannah Summary of the creature: The Romeo Vowl is a vicious predator that stands at an average height of 2 metres, bearing a coat of feathers patterned in a manner highly akin to that of tigers. They stalk the savannah in search of prey, closing in to ambush their target before rushing forward to dispatch it with a series of critical blows. A Romeo’s body is an arsenal of formidable weaponry, and with their specialized intelligence, they use each tool to their greatest potential. However, they are unmistakably savage is all other ways, and would most definitely not make for the friendliest of pets. Characteristics of the creature: Physiology: The average adult Romeo Vowl, when viewed standing from the side, has a height of 2 metres and a length of 4 metres. They sport feathery coats of fiery orange interspersed with arrays of dark brown stripes, with off white colouring their underside and lower legs. The only areas of their body left uncovered are their jaws, their forelimbs below their wrists, and their hindlimbs below the ankles. Most of these feathers are filamentous and furlike, with pennaceous feathers being located along the tail and arms. Romeos develop a tougher second coat along their back, arms, and chest during their time as juveniles. When combined with their softer undercoat, this grants them protection akin to a buff coat. The pennaceous feathers along the arms of male Romeos also begin to change during this time, with replacement feathers eventually giving the appearance of scarlet rims running along the outer edge of their arms. During their youth, Romeos are slender creatures built for speed, with some juveniles being capable of sprinting speeds up to 70km/h. However, as they transition into adulthood, the bones and musculature of Romeos become increasingly robust relative to their size, and their top speeds eventually drop to around 45km/h. Romeo Vowls possess decent binocular vision that, while not as useful in spotting things from a distance, grants them good visual clarity when close to their target. When it comes to sensing things at a range, it is their sense of smell that is of note, allowing them to track down wounded and sick prey items from afar. Their jaws of serrated teeth can deliver bite forces comparable to lions, but are not their primary killing tools. Their shoulder joints have great ranges of motion, and each of their arms sport three long claws resembling hooked blades, with sharp edges showing an adaptation towards slashing over piercing. Their powerful legs can deliver kicks comparable to a grizzly bear’s swipe, and when used in conjunction with the large retractable ‘vowlclaw’ on each of their feet, can create devastating puncturing wounds. Behaviour: Romeos are highly aggressive diurnal hypercarnivores. They are unsociable creatures, and when faced with another of their kind, they will fan their arms out and attempt to intimidate them with hisses and screeches before resorting to violence. The only time Romeos tolerate each other outside of mating season is when two or more chance upon a large animal too large and dangerous for one to dare to attack alone. Even then, they do not actively cooperate to take it down, with each Romeo simply deeming it safe to make their move whenever their target is distracted with another. Once the prey is killed, the Romeos will attempt to chase off as many competitors as possible while rapidly scarfing down as much meat as they can. Romeos are ambush predators. They stalk their prey, closing the distance before bursting forth to catch them in a sprint. Young Romeos rely on their speed to catch smaller prey before they can escape, but as they transition into adulthood, their strategy changes. With their increased power but reduced speed, adult Romeos shift their target towards larger prey either closer to their size, or larger than them. With their array of natural weapons, they will seek to land a critical blow in the first strike, often targeting arteries and tendons. They will continue to assault their victim until they are incapable of fighting back, which sometimes ends in Romeos eating their prey alive. While not particularly intelligent in most fields, Romeo Vowls are gifted with heightened spatial awareness, bodily coordination, and advanced combat sense. Although their general hunting strategy nearly always revolves around sneaking up on prey as close as possible before rushing them down, Romeos often display remarkable accuracy and immediate tactical skill when dealing with creatures that attempt to fight back. They appear to understand concepts such as spacing, timing, armour and leverage, and know where and how to attack certain parts of the body to inflict grave injuries. Habitat: Romeo Vowls roam the savannah in search of their next meal. Diet: MEAT. Lifespan: Romeos can live to 30 years of age. Reproduction: During mating season, Romeo Vowls gain a tolerance for those of its species that happen to be of the opposite sex. Males attempt to impress females by displaying their scarlet feathers in a courtship dance, and if receptive, they will mate and build a nest on the ground. After fertilization, the female will lay a clutch of 3-10 eggs, each the size of 2 fists. The eggs will take 1.5 months to hatch, and until then, their parents will take turns to incubate them. Hatchlings emerge from their shells fully developed, and will begin to follow their parents around and eat their scraps. However, the adult Romeos will gradually start to lose tolerance for their own kind, and might even kill their own young if they lose their scent. After around 6 months, the parents would have already chased each other off, and will now become fully hostile to their own offspring. Now juveniles, the young Romeos will fend for themselves as the continue to grow, and will reach sexual maturity at 3 years of age. (Optional) Origins of the creature: The Romeo Vowl is based upon dromaeosaurids, with the utahraptor being the most prominent specific raptor that inspiration was drawn from. Its abilities draw from the current contention regarding the extent of dromaeosaurid intelligence, with me opting to give this creature reduced intelligence in most fields, but heightened competence when in comes to direct violence. Strengths/Weaknesses Strengths: Adults are considerably strong They possess natural armour that protects the back, arms, and chest Intelligent enough to perform immediate tactics Fast and accurate reflexes Their claws are nearly as strong as iron (attributed to fantasy for now, but I plan on writing a material lore submission to elaborate) Weaknesses: Their natural armour is largely inefficient against punctures and percussive force Not particularly intelligent outside of direct combat Claws still chip away with repeated abuse Incapable of cooperation Red Lines Romeo Vowls cannot be reasoned with. Their tactical acumen at close range resembles that of trained knights. Their claws can only take a maximum of 3 direct hits before breaking. Their claws cannot puncture steel plate. ET Only. They are still animals, and will flee from fights that they lack confidence in. Availability: Uncommon - A person can only find one of these IRP from someone else who has approval to have one.
  10. Name of the creature: Trudi Vowl (Optional) Link to a picture of the creature + name of the artist: (Art by Paperiapina) Is this creature tamable and if so, how: The Trudi Vowl is tameable, and quite capable of being integrated into human societies. Trudies exhibit a wide range of personalities, so bonding with one will usually require getting to know the specific Trudi in question as one would a new friend. Fortunately, a sense of security and a supply of food can help keep a wild Trudi around, which gives an aspiring Trudi tamer more time to form lasting connections with it. Can you use this in combat: Yes. Habitats - Check all that apply: Savannah Summary of the creature: Trudi Vowls are feathered maniraptorans with coats that come in a variety of feathers and patterns, with males usually possessing flashier displays when compared to females. Adults stand at around half the height of a grown human, and while they cannot boast of their strength, they can achieve impressive sprinting speeds. They are omnivorous, typically eating small prey animals and vegetation low in cellulose. Trudies come in a vast array of personalities, which they often display through their advanced social and communicative skills. Their cognitive ability is also notable, and when used in tandem with their opposable thumbs, allows them to use tools to accomplish menial tasks. Characteristics of the creature: Physiology: When viewed from the side, a standing adult Trudi Vowl measures about 1 metre in height and 2 metres in length. These creatures are nearly totally covered in feathers, with the only exceptions being the frontal portion of their jaws, and the undersides of their hands and feet. Most of these feathers are filamentous and resemble down feathers or fur, with pennaceous feathers being found along their arms and tails. While the colouration and patterning of these feathers can vary from Trudi to Trudi, males tend to possess brighter and more conspicuous coats, while females tend to appear less vibrant. These creatures possess a keen sense of hearing, and their binocular vision is well-adapted to use during the night. When struck with light in a dark environment, the eye of a Trudi Vowl can appear to glow due to the presence of the tapetum lucidum; similar to a cat. The slender frame of the Trudi Vowl gifts it with increased cursoriality, allowing it to reach a sprinting speed of 70km/h. Trudies do not have a strong bite force, and though they possess jaws of small, pointed teeth, these teeth are serrated in a manner like the teeth of certain herbivorous species. Another notable aspect of their physiology lies in their hands, as each of them bear an opposable digit that could be called a thumb. They also possess a retractable claw on each foot that is slightly larger than the rest of their hind claws, which is held above the ground when moving. Behaviour: Trudi Vowls alternate between being crepuscular and nocturnal, depending on the most convenient lifestyle for their present situation. When it comes time to rest, they can climb up trees to roost, though any place where a Trudi can feel comfortable will suffice. Trudies are social animals, and often stick near other Trudies that they like. However, perhaps owing to their diet, they rarely hunt in packs. Instead, they often search for food alone, and once satiated, they return to their clique to mingle and relax. The personality of an individual Trudi is hard to predict, as they can possess a wide range of personalities. Some Trudies abhor conflict, and will shy away from anything that appears remotely threatening. Others will band together to climb up a tree a predator is sleeping under just to take a collective poop on its head. They are fiercely intelligent, displaying heightened pattern recognition skills, problem solving skills, and the ability to formulate long-term plans. Trudies have been known to catch insects to use as bait for fishing, and can cooperate with others to flush out burrowing animals from the ground. With their opposable thumbs, they are also capable of manipulating tools, though in a less dexterous manner when compared to a human. Trudies are capable for emitting warbles and chirps, and use their vocalizations in tandem with body language to display their emotions. However, it would appear that they are also capable of understanding and utilizing languages, with different groups of Trudies utilizing different arm gestures and vocal patterns to communicate more complex ideas. In fact, they often utilize this ability to share information with other Trudies about their environment, such as if there is an annoyance around, or if a new supply of food has been discovered. Habitat: Trudi Vowls reside in the savannah, and though they may roam across the landscape, they tend to prefer sticking close to areas with plenty of cover and trees. Diet: Trudies are omnivorous, but when they do consume vegetation, they will opt for choices with lower levels of cellulose. Trudies will usually prefer hunting for meat over eating plant matter, with their choice of prey being small animals such as invertebrates, rodents and fish. Lifespan: Trudi Vowls can live for 50 years. Reproduction: Trudi Vowls reach sexual maturity at 5 years of age. During courtship, males will present their plumage to females and allow the latter to inspect them. Should a female be receptive to a male, she will initiate a courtship dance, to which the male will respond by transitioning into a flashier dance. If the female’s interest is held, they will mate. The pair will construct a nest in a location they deem safe, and the female will lay 1-5 eggs 3 days after mating. The eggs resemble elongated teardrops about the size of two fists, and will have to be incubated for 1.5 months before hatching. Hatchlings will follow their parents around and learn from them, and will become gradually more independent as they approach sexual maturity. (Optional) Origins of the creature: The Trudi Vowl is heavily inspired by the stenonychosaurus, or the troodontid portrayed in NHK’s Amazing Dinoworld. However, I increased the intelligence and sociability of the creature so that Trudies might be able to fulfill roles like those of Palicoes in Monster Hunter. Strengths/Weaknesses Strengths: Good senses of sight and hearing Fast enough to run 70km/h Possesses opposable thumbs and can use tools Advanced social and communicative skills Big brain Weaknesses: Relatively small Not particularly strong Struggles to take down anything more than half its size alone Red Lines Trudi Vowls lack the dexterity to use anything more complex than sticks and stones in combat. The claws of a Trudi’s feet do about as much damage as a lynx’s swipe. They will feel insulted if treated as a mere pet. A Trudi Vowl can be taught to perform menial tasks. Don’t expect them to comprehend algebra. Trudies cannot live beyond the age of 50. Availability: Common - Anyone can RP finding this creature.
  11. Name of the creature: Pophop (Optional) Link to a picture of the creature + name of the artist: (Picture taken from the RuneScape Wiki) Is this creature tamable and if so, how: Though skittish and slow to trust, the Pophop is tameable. In a similar fashion to how one might tame wild rabbits, repeatedly associating oneself with positive attributes such as gentleness, safety, and food can eventually win a caught Pophop over, though the process may take several months to bear fruit. Can you use this in combat: No. Habitats - Check all that apply: Desert Savannah Summary of the creature: The Pophop is a hare-sized therapsid that occupies an ecological niche similar to rabbits. They are brown-haired creatures that have barely noticeable tails, powerful hind limbs, short forelimbs and stout heads. These easily frightened herbivores will consume nearly any vegetation that they can get their jaws on, though they will not stray far from their burrows. Pophops usually form warrens near those of other families, and will sound an alarm to alert all in earshot of potential predators. When faced with danger, they will hop to safety as quickly as they can, and will only turn and fight when driven to a corner, or when protecting their young. Characteristics of the creature: Physiology: Pophops can reach sizes comparable to that of adult hares, and they all possess pelts in varying shades of brown. The nature of their short fur changes depending on the selection pressures exerted upon them by their environment. For example, desert-dwelling Pophops have paler, more uniformly patterned fur so as to more easily blend in with the sandy expanse of the desert. Savannah-dwelling Pophops, on the other hand, typically possess coats of darker shades, and have more distinct patterns that help break up their form among rocks and shrubbery. Pophops possess robust skulls with rounded beaks that are well-suited to gnawing on fibrous material, and scutes that help protect the front of their heads. Their short arms are usually kept close to their chest, only being brought forward to utilize their long claws when working the earth. They locomote by hopping around on their powerful hind limbs, and are known to be able to achieve speeds upwards of 60km/h. Though they do have a stumpy tail, it is largely vestigial. Pophops are not sexually dimorphic. Behaviour: Pophops are crepuscular burrowing animals, and they will try to form new warrens close to those of other family groups. They are easily frightened, and will give out frantic squeak-snorts when they sense danger; almost always with their near 360-degree vision. As Pophops rarely wander over 150m from the safety of a burrow, hearing this alarm will usually cause them to dash straight towards safety. Habitat: Pophops will live wherever they can create burrows, and where there is a sufficient supply of food. Though their bodies appear adapted to warmer climates, it is reasonable to assume that given time, new generations of Pophops could adapt to new environments. Thus, their absence in the northern continent of Alamris could be largely attributed to the sea preventing their continued spread. Diet: Pophops are herbivorous creatures, and will consume any vegetation that they can get their jaws on. Grass, shrubbery, and seeds can all be found in their diet, but they do prefer tubers and fallen fruit. Pophops are known to be able to quench their thirst through the water content of their food sources alone, with desert-dwelling Pophops having been sighted using their beaks to consume the water-rich flesh of cacti. Lifespan: Pophops can live to the age of 12, though stress and predation often drastically reduces this number. Reproduction: Pophops reach sexual maturity at 6 months of age, and will mate with the same partner until one of them dies. After fertilization, female Pophops will gestate for a week before laying clutches of 1-14 fist-sized eggs in their burrows. It then takes another 3 weeks before the hatchlings emerge from their shells fully developed. Should they lose both parents prior to reaching adulthood, the young Pophops will instinctively seek out other adults. If they must travel away from their original burrow to do so, they will create new ones close to those of the adult Pophops. (Optional) Origins of the creature: This creature is heavily inspired by the myosaurus, or the dicynodont portrayed in BBC's Walking with Monsters. After realizing that the interpretation shared several similarities to rabbits, I decided to merge them together, and then used the kebbits in RuneScape to visually represent the outcome. Strengths/Weaknesses Strengths: Near 360-degree vision, with a blind spot just behind its head Capable of camouflaging well Cautious and easily spooked Usually near a burrow they can flee to Capable of hopping at speeds exceeding 60km/h Its facial scutes are comparable to a crocodile’s back scutes When cornered, can deliver a nasty bite with their beak that can sever an unprotected finger Weaknesses: Will only fight as a last resort Most of its body is protected by a thin layer of fur and skin A powerful scare can send a Pophop into shock Will avoid large bodies of water Red Lines Pophops will only fight when driven to a corner, or when protecting their young. Pophops will die if they do not eat for 3 days. Pophops will not attempt to cross any body of water larger than a brook. Pophops cannot live beyond 12 years of age. Availability: Common - Anyone can RP finding this creature.
  12. Toni's lips curl into a faint smile. He leans forward in his seat, propping his elbows upon the tabletop as he interlaces his fingers together. "Now then," he mutters, "to the task of recruitment..."
  13. RESUME: Discord : Jagdkatzchen#1890 MC Name : Jagdkatzchen RP Name : Ordivician RP Race : Human Timezone : SGT / UTC + 8
  14. RP Name: Anton/Toni Talhoffer MC Name: Jagdkatzchen Voted: Yes :)
  15. Name: Zeki Zizka Age: 16 Race: Human Prior Relevant Experience: Waldenian trapper, PFI
  16. =+= A STICKY SITUATION =+= =+= A gentle snow had just started to fall that evening. Four Jägers gathered before the abandoned shack; the group charged with a simple mission. They were to investigate what laid behind the barricaded door within, and if it was deemed a nest of Danûngol, they were to clear the area of the giant arachnids. =+= =+= Auriter Yl’Asath, better known as Hans Dragovitch, led the group into the dilapidated building. Zirath R’enar, the most veteran of the Jägers in the team, then took an axe to the barricaded door. With a few swift hacks, the boards were destroyed, and the door behind them collapsed with a simple push. It revealed a dark cave within… one with walls lined with massive clumps of sticky silk. =+= =+= With a lantern in hand, Anduin Rhys Dering entered the cavern, illuminating the way for his allies. The party soon came upon a bulge of silk clinging against a stone wall, wriggling slightly, as if alive. Hans sliced the white sack open, and out came the near-corpse of a fawn… the unfortunate victim of the spiders’ most recent hunt. =+= =+= But as the group gazed upon the poor animal, Anduin caught sight of something with the corner of his eye. Dots that shimmered with the light of his lantern, betraying the presence of the large spiders shrouded within the shadows deeper within the cave. The elf issued a word of warning, and the Jägers readied themselves for combat. =+= =+= Hans and Zirath stepped forth to meet their adversary, with the latter making quick work of the creature with a blade through its head. But just as the spider was dispatched, a second descended upon Zirath, smashing the Jäger’s back down upon the stony ground. =+= =+= Anduin conjured a shield of light and charged forth, aiming to bash the creature off his companion. It was then that Ira, the enigmatic Unterjäger, stepped forth to crush the monster’s head under her heel. She moved in perfect sync with Anduin’s actions, and her foot connected with the beast just as Anduin’s shield did, ripping the Danûngol’s head from its body. Then, the third and final spider appeared. The final foe of the night clashed briefly with the Jägers at the front, but with another well-placed strike, Ira ended the arachnid with the tip of her blade skewering it through its soft underbelly. And then, there was silence. The group waited for another enemy to face, but none came. The nest of spiders appeared to have been cleared out. Their mission was complete. =+= =+= However, a certain curiosity regarding the cavern was noted in the aftermath of the fight. The back of the nest appeared to have been formed by a cave-in, with noxious fumes emanating from the gaps within the wall. Perhaps there was something more to this place… But finding that out would be a task for another day. =+=
  17. SURNAME: Talhoffer FIRST NAME: Toni / Anton ADDRESS OF RESIDENCE: Dove's Demitasse Inn Room 1 (Temporary family home in New Esbec. House under construction) YEAR OF BIRTH: 1765 Are you registered and eligible to vote in the Western District? Yes. Do you have any other title, peerage or military service that may conflict with becoming a Member of the House of Commons, as per the Edict of Reform (1763)? No. If yes, do you understand that you will be required to resign or abdicate from this position should you be elected to the House of Commons, and if this does not occur your seat shall be considered to be vacant?: Yes. ((MC NAME)): Jagdkatzchen
  18. SURNAME: Talhoffer FIRST NAME: Toni ADDRESS OF RESIDENCE: Dove's Demitasse Inn (Temporary family home in New Esbec. House under construction) YEAR OF BIRTH: 1765 Are you registered and eligible to vote in the Western District? Yes. Do you have any other title, peerage or military service that may conflict with becoming a Member of the House of Commons, as per the Edict of Reform (1763)? No. If yes, do you understand that you will be required to resign or abdicate from this position should you be elected to the House of Commons, and if this does not occur your seat shall be considered to be vacant?: Yes. ((MC NAME)): Jagdkatzchen
  19. Full name: Toni Talhoffer Age: 26 Experience: Ex-trapper, Military veteran Race: Human [OOC] Username: Jagdkatzchen [OOC] Discord: Jagdkatzchen#1890
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