Jump to content

Search the Community

Showing results for tags 'monster'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 4 results

  1. ATTENTION!!!! My name is Kaelin Keldor, The grand warden of the Black dawn hunter association, Due to the modern dark forces the guild has not performed in peek performance and is there somone to blame for it..... ofcourse there is. LIsten and listen close, for all that seek to be hunters of the black dawn and all that shall fall prey to ous, We are back stronger than ever, more deturmend than ever, ready to take on the forces of that is deemed evil. Join The black dawn today as we made a new alley with the orc kingdom that has, allocated ous land to fullfill our dutys in the new land to come. https://discord.gg/s5KwnnUv4Q
  2. ~A Hunter’s Life~ We who inhabit this world have done plenty of horrifying things. Things that have been eternally engraved in the scrolls and books which hold our long and unforgotten history. However, it seems that even though we wage large wars against our own kind and have caused many crises which have led to our demise, that our accumulation of races continues along with no fear of what has happened in the past - as they had no other choice but to. Instead of wallowing around and trapping ourselves in the worst of pasts, our kind moves forward and learns from the mistakes we make. We make sure never make them again, les we wish for our heads to part from our bodies. Though some things in this world us inhabitants simply cannot push through. . . or exterminate entirely in the end. Though we descendants do our best to get past these small obstacles the world we live in has. But the lingering beasts and creatures who terrorize and threaten the very existence of many kinds must be dealt with. Hell, even though they are plentiful in number, and never able to be fully extinguished from existence, it is our job as those who’ve chosen a Hunter’s life to rid as many of these dark beings and monstrous creatures who walk our lands - all so that people stop cowering behind their gates and walls whilst their lives unravel quickly before them. Signed- Yvo Mondblume “It’s a Hunter’s Life for me!” ~A Hunter’s Code~ Members must abide by this code in order to keep their spot in the guild. Taking a contract or job up means seeing it through No matter the cost. We don’t hunt our own kind, and, under absolutely 0 circumstances, will not ever take jobs to harm other descendants. Monster hunters don’t ask many questions when under contract. See out the job unless it is questionable to your morals, and remember that there are many ways of completing a hunt. In fighting with guildmates is restricted. Help others instead of harming them. :OOC Guild post area: The Haense Monster Hunting guild is a place for those yearning to take on mighty beasts and become reputable to other nations shall thrive! We are a guild that offers out player-run events from those wishing to test the waters in event running, as well as some ST events. Not only will we be doing monster hunts in Haense, and with our own event runners, but we also will be branching out into other nations, looking for work so that we can gather fellow guildmates and attend a larger array of hunts. ~Location of Guildhall~ Haense/Karosgrad The Hunter’s Inn ~Application~ Full name: Ign: Reasons for joining: Experience: Discord:
  3. Who are the UMHG? The UMHG is a Group of dedicated men and women that ensure the safety of Anthos by slaying Unnatural beasts that lurk the lands. Upon the rapid increase in these beasts, a group is being established to successfully restrain and contain these abominations, or if necessary, slain. These individuals who put their efforts into this should fall into adventurous categories, they'll be across Anthos, from the East, to the West, down to the South and up into the treacherous North. Do not mistake Monster for Paranormal, the UMHG alone is designed to deal with Monsters, and not Apparitions, Spirits, Gravens, or any of the sort. This also doesn't include Demons or, if there was reason, Angels, or a sub-breed of them. The Classification of Monster the UMHG deals with are single beings with extreme abnormalities, therefore any abundant abomination, signifying the prior Northern attack, is not the responsibility of the UMHG, nonetheless assistance may be provided if the UMHG forces are sufficient. *This is hung in all Major cities* Monsters and their Weaknesses As a general guideline, most of these abominations are affected with the material 'Gold'. It is a guarantee that some monsters will not display this weakness, and unfortunately that can only be learned through trial and error. The UMHG is by default required to bring Golden weapons into combat, but a designated carrier will be chosen prior to the objectives, with the standard Iron weapons if the need arises. The rest is common sense. If it's hairy: Fire. If it's a fish: No water. If it's a snow Yeti: Fire once again. That should cover the point. *This can be found as an information sheet along with the application form* Spirits and if there is NO way to avoid them? The harsh fact of reality IS that the UMHG will run into Spirits, like all Anthos residents do, in the event escape is impossible, avoid looking into their eyes as a general rule, this won't apply with all spirits, but the risk is not worth the reward. Gravens: They are corporeal, fight them as you would a normal being, but avoid looking into their eyes, weapons blessed with Holy Water instantly de-manifests them. Apparitions: N/A. *This is also part of the information package* UMHG Ranking System *Flag of the UMHG* -The Realm Guard- Held by: Aeyrius Oussana Essentially the head of the UMHG, the title is given to the one most proficient and experienced in slaying Monsters, not allowing abominations of nature to walk the realm. The orders of this individual are absolute, and by applying you agree to do whatever comes from his mouth, that applies to your job to avoid corruption. The Abominist The Monsteric This rank is a division leader This rank is another division leader specialized in slaying massive monsters, specialized in killing the average the sort that tower over your homes and, sized, extremely dangerous monsters, wreak havoc, considering these are even fairly straight forward, they only rarer, often times they act as a take orders from the Realm Guard, support officer with the Monsteric. same applies to the Abominist. The World Guards There is an unlimited number of these units technically, but due to some dying in combat, or there are simply an over demand of honorary Slayers, there is usually an unspoken limit of ten of these individuals. These are the best of the best, and in -CRISIS- situations they take command, if the Realm Guard and division leaders are absent or deceased. Archers, Mages and Warriors alike can have this position. Honorary Slayers The Proving Grounds to see if you're ready to become a World Guard, just after being promoted, the week after the week you were promoted will be your testing phase, your combat will be rated by multiple individuals, you either fail and drop down the Professional permanently, or ascend to a World Guard. These individuals are free to train more than participate in combat before the testing week. Professional Slayers Earning their name through the bloodshed of Unnatural Beasts, these individuals are the elite footsoldier, trusted by superiors to get the job done. They have proved to be loyal to the syllable in their work, giving the utmost care to perfection. Slayers The footsoldier of the UMHG, after having graduated from the recruitment stage they can officially start hunting full-fledged Monsters, most of these individuals meet their fate on the first battle. Those that show combat prowess and continue to survive over and over are those who ascend further. The Trial Stage Nicknamed 'Tries', these individuals are observed absent-mindedly, having their loyalty and attendance tested, their preferred weapon and armor type recorded, and their general personality through observation. Auxillaries The special parts of the guild, this doesn't include Lumbermen, Miners, or any of the manual labour spots, but this means the following: -Gravens. -Mystical Entities. -Ghosts. These are all capable of taking "sides" per say, and if one were to take ours, this is where their spot would be. *This can be found within the Information package as well* The Information Package After vaguely eluding to this package, it would be specified that the information package is obtained through going to an Aviary and collecting one of the applications as well as the bundle that is within it. The Emblem Current Targets Shark Bat(s): Lives in the small Northern town of Vaerhaven mostly, standing at the size of Orcs, with a bat-like skeletal frame for flying, thus it would have wings, as well. Known to be pitch black to blend with their native environment, dark areas. (Caves, Sewers, and so forth). The Dreaded Eastern Cow: Lives in the Eastern Lands, assumed to be a massive cow, could possible have a mate and Calves of equal size. Sliphek, The Giant Squid: Location is unknown, but time will surface these details. The Razor Abomination: Location is unknown, details are still arriving. Mimura, Plague of the South: Assumed to be of Toxic and Infectious nature, this creature lives in the Southern lands, or originated there. The Abresi-Leech: As the same suggests, Monsters could be within the Oren Capital or near it. The Glacial Wurm/Worm: Glacial would imply that this creature is from the North, or resides there. The Boy of Ice: N/A, awaiting details until it is officially glassified as a monster. The Dreary Stare: Location is unknown, awaiting more details. The Allfather of Darkness: Location is unknown, awaiting more details. *This is received upon being officially admitted as a Slayer, although it can be found in a different location* The Application: ((Can't read it? Take the raw form below.)) Okarir Application (For Aeyrius' Lowers) Members -The Realm Guard- Aeyrius Oussana -The Abominist- -The Monsteric- -The World Guards- -Honorary Slayers- -Professional Slayers- -Slayers- Gamil Irongut - Banding together with Wolfe to meet Catherine and Fenair. Fenair Serax - Assisting Catherine. Catherine - Buying Gold. Rathina Oussana- Stationed in Luminaire. -The Trial System Applicants- Wolfe Stryker - Fresh Recruit, receiving gear from Catherine and Fenair. Charley Greywood - N/A, possible abandoning of the UMHG. ((-Skins will be added as they are in demand-)) --------------------------------------- Extra Notes: 1. You must provide your own equipment until stable funding is received. 2. All types of fighters are admitted (Mages, Rangers, Warriors, etc). 3. A base of operations will be created once there is sufficient demand, after a week of the first applicants being accepted, the number of members will determine the size of the Base of Ops, plus some size to have room for extra members. 4. Outposts will be applied if the demand is high enough. 5. Capture is always a Higher Priority than killing, for taming the Beast than auctioning them is far more efficient. *Provided by verbal interaction with an HRO (Higher Ranking Officer)* If you have questions, inform Aeyrius Oussana VIA Aviary and he will answer them.
  4. Mimics Seeing all this monster lore and stuff coming around I thought that we should add an age old monster from DnD to the adventure of LOTC, to be a thorn in your side whenever you're off treasure hunting :P. What is a Mimic? ((by ~MichaelJaecks)) A Mimic, or sometimes known as the bane of adventurers, is a creature that can adapt itself to any surrounding, able to change on a whim and blend in. The reason why they are named the bane of adventurers is due to the fact of "what" exactly they try to blend in as. They take the form of chests, doors, walls, floors, objects of interest, cupboards, and sometimes... even stairs... The Mimic is a predatory doppelganger, disguising itself in order to lure would be fortune seekers to their doom. Residing usually in ancient ruins, burial chambers, tombs and other deep dark places in the world. How Does it Mimic objects? Usually, a mimic when migrating to a new hunting ground will seek out the most interesting objects in their new home. Chests are usually a predominant choice of mimics, due to the compelling nature of treasure usually found within such objects. When a Mimic has found what it would like to become, it will remove the original object, usually by consuming it. As to remove suspicion from itself once adventurers enter its home. Because of this , it is not uncommon to find treasures within slain Mimics. How Does it React to Adventurers? When adventurers enter the chamber of a mimic, the creature will start to slowly secrete a sticky adhesive that will cause any who touch the mimic to become stuck to it. Once the realization comes to those caught in the trap, and start to try and pull away, the Mimic will strike. The shape of the object will slowly start to almost "melt" in some cases. Becoming globule in form, warped from the original state. Tendrils will start to come out of the object, forming into fists, keeping the victim stuck in place, it will try to beat and pull the adventurer with these tendrils, usually to either knock out or kill the adventurer, so that it may pull them into the awaiting maw which usually forms where the opening of the object would be in order to consume the victim. What Does a Mimic Look Like When not Mimicking an Object? It is not truly known, what the true shape or form of a mimic is... all that is known is that they usually take the form of a globule slime or gloop with a horrifying maw. Tendrils and fake limbs flailing all over the place. This is the weakest state a mimic can be in, which is why Mimics will try to not move if they can help it, as moving will result in the deterioration of their mimicked object and make them easier to kill. Where Did they come from? Some believe that the mimic is a close relative of the "Slime", at some point off shooting from Slimes to create a new creature, forming a mouth and the ability to change shape and colour. Over time becoming the predator that it is today. Are there different kinds of Mimics? Indeed there are, mimics grow in size over time, older mimics will be much larger and capable of swallowing prey whole, whilst others could only be capable of biting people. These are the different kinds of mimics: Handheld mimics: These mimics can take the form of small objects, such as swords, small caskets, trinket boxes etc. They're baby mimics, and are of little worry. Chest/Door/Cupboard mimics: These are the usual and most common mimics found in our world, they are capable of swallowing a whole man if given the chance and are more than a match for a couple of adventurers. Great mimics: The most feared of all mimics, great mimics are ancient creatures, capable of taking the form of objects of tremendous size, such as houses, stairwells, ancient tunnels and more. They are so large that people can actually walk inside them and feel completely at home. Most great mimics sleep for hundreds of years at a time, only awakening when they need to feed once more. It is theorized that some who mysteriously go missing inside their own homes and down mines could be due to an untimely end inside a great mimic. Do They Only Eat Things? Not always, some mimics may choose to toy with their food, some are mischievous in nature, and will sometimes cause havoc not out of a need to feed, but simply because they can. Scaring people by becoming chairs in their own homes etc. Weaknesses? The weaknesses of mimics is that sometimes the objects they mimic can sometimes have... differences that could be considered strange. Sometimes, a more eager mimic will move closer to adventurers when they're not looking, though more experienced mimics may wait and bide their time... Groups of adventurers are the weakness of mimics, due to the fact that once one has fallen for the trap, all other party members will quickly realize the truth, and will have a better time at attacking it, due to the fact that they will not be restrained by the monster via the adhesives secreted. Cannot stand sunlight or bright lights and will actively retreat from it or else stop the source of it. But will release any it has trapped via the sticky adhesive. Has an extreme distaste for water, as it breaks up the creature's body and turns it back into a globule gloop of mess. Aurum. Strengths? Can perfectly mimic wood and stone, however metals and gemstones etc are more difficult to mimic. Mimics are immune to golden weapons, any attempt to use one against it will result in the weapon doing no damage, or otherwise break the weapon. It is immune to fire, magical or otherwise. Who would Play These Mimics? Where Can I Find Them? Mimics would most likely be event creatures found in dungeons etc. Played by ET or GM members. Player played Mimics I would presume would require permission. Cans and Can'ts Cannot take the form of living objects, trees, people animals etc. Only inanimate objects. It can take the form of any form of inanimate object, though the size of the mimic matters when choosing what object to become. A mimic sword would be a smaller mimic overall compared to a mimic door or chest.
×
×
  • Create New...