[Recruiting/OOC] The Wastelands

A forum for recruitment and out-of-character role-play discussion.

Rehauling a lot of things and clearing up story elements to make more sense/be easier to read.

Wing it with posts until the rehaul is complete in May/June
7
58%
No posts while everything is rehauled (A week to three weeks)
4
33%
No rehauls at all, let anarchy rain from the GM seat!
1
8%
 
Total votes : 12

Re: [Recruiting/OOC] The Wastelands

Postby berserkerhorn » Mon Jan 06, 2014 4:05 am

i'll be a human... just pretend i have a genetic disorder for my ears >:D
making a char sheet later
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Re: [Recruiting/OOC] The Wastelands

Postby [Brand_Name] » Mon Jan 06, 2014 4:55 am

Okie dokie... For her companion, give her...

A rat!

__________

Love the intro haha. As a side note, my preferences are as follows...
Spoiler (click to show/hide):

Gangrape, sex slavery, bdsm, domination... Etc etc etc you catch my drift.
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Re: [Recruiting/OOC] The Wastelands

Postby Reaver » Mon Jan 06, 2014 5:08 am

XD Damn first post and Im already got a hangover and missing money. Its a regular weekend!
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Re: [Recruiting/OOC] The Wastelands

Postby Grape_Drink » Mon Jan 06, 2014 5:41 am

redkeri13 Wrote:-snip-


Approved! I'll need to double check everything when you got your traits/equipment and everything in.

LoneWolf Wrote:
Grape_Drink Wrote:Alrighty, I changed the Orcish trait slightly to make it more manageable (looking over it now, I think this is more in-line with what I had in mind).

Yeah, this version feels about right. Protecting any woman under any circumstances did seem a little excessive. 'A crazed cultist of Irilin is trying to chop your head off. She's female; make a will check to fight back...' :roll:


Yeah, never meant it like that with the "all women" thing... I probably need to clear up the elf animal/plant thing too. If something has shown hostile intent in the past/now an elf dgaf if it's an animal/plant. That just applies to new species of animal/plant that are not showing hostile intent and such. Like "Oh, you come across a random purple bunny in the woods!" "I want to shoot it!" would result in the roll while "oh, you see a lion mauling your friends face" would be cause to attack it.

Also, unless I've misread something a fine for illegal slavery of 'between 500 talons and 5 Lorannans' is, in fact, a fine of exactly 500 talons. Typo?


That would be a typo on my part. Fix'd. I forgot to put an extra 0 on the Lorannans.


Reaver Wrote:XD Damn first post and Im already got a hangover and missing money. Its a regular weekend!


Gotta love drugged wine, eh? But yeah... At least it was only three talons :3
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Re: [Recruiting/OOC] The Wastelands

Postby Reaver » Mon Jan 06, 2014 6:43 am

Reaver Wrote:XD Damn first post and Im already got a hangover and missing money. Its a regular weekend!

Grape_Drink Wrote:Gotta love drugged wine, eh? But yeah... At least it was only three talons :3

As long as it doesn't become a common occurrence :P I don't wanna spend ALL of my money on wine. Some gotta go to the ladies ;)
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Re: [OOC] The Wastelands

Postby redkeri13 » Mon Jan 06, 2014 1:40 pm

Grape_Drink Wrote:Approved! I'll need to double check everything when you got your traits/equipment and everything in.


Alright! Traits and equipment added, hope everything is acceptable
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Re: [OOC] The Wastelands

Postby Urhr93 » Mon Jan 06, 2014 6:56 pm

I read all the first post, completely (even the unrelated part XD), but as that left me a bit tired i didn't read in detail the rest of the posts there and just read a bit of the RP posts, so i'll ask instead of searching for an answer XD

I'm interested in this RP, but would prefer a single run instead of a group play, and it seems that the players are only in a group. So i'll ask, is the RP mostly group-oriented or there is the possibility of single plays?

Thank you for your time ^^
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Re: [OOC] The Wastelands

Postby Phoenixcz » Mon Jan 06, 2014 8:53 pm

Sorry, too much to do IRL, I'll try to finish my submission tonight, it propably won't be comparable to others though.

Hunters have penalty when using 2-handed weapons, but I think spear or some elven-style "blade-on-a-stick" polearm, something like naginata would fit, reach keeps enemies from getting too close and it's "woman's weapon"...would it be possible to use something like that?
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Re: [OOC] The Wastelands

Postby Grape_Drink » Mon Jan 06, 2014 11:09 pm

Alrighty, I'm going to work on establishing a basic bestiary some time today that will be expanded on as things are uncovered. I'm not going to necessarily restrict "what you'll know," but generally speaking, use your head. Unless you're a native to the wasteland (or have gotten ahold of knowledge about that particular enemy) you likely won't know much about the beasts in question.

I'm also working out character "quicksheets" that I can refer to for bonuses in order to not jump back and forth twelve dozen times... So when I get those done I'll have y'all check on yours and either post (or PM) me if I forgot something or another.



Urhr93 Wrote:I read all the first post, completely (even the unrelated part XD), but as that left me a bit tired i didn't read in detail the rest of the posts there and just read a bit of the RP posts, so i'll ask instead of searching for an answer XD

I'm interested in this RP, but would prefer a single run instead of a group play, and it seems that the players are only in a group. So i'll ask, is the RP mostly group-oriented or there is the possibility of single plays?

Thank you for your time ^^


Oh there's plenty of potential for single runs if that's what you want to do! The biggest thing with single runs is that you'll need to be doubly careful about keeping your wits about you since yah won't have anyone watching your back. I've started people out in "groups" so that they can at least have some level of collaboration between them, and can decide if they want to split up from there. If folks want to go solo they're more than welcome to though! There's plenty of things they could find, and plenty of *cough* challenges, *cough* they will face, but if they're successful the riches would be all the sweeter. :twisted:



Phoenixcz Wrote:Sorry, too much to do IRL, I'll try to finish my submission tonight, it propably won't be comparable to others though.

Hunters have penalty when using 2-handed weapons, but I think spear or some elven-style "blade-on-a-stick" polearm, something like naginata would fit, reach keeps enemies from getting too close and it's "woman's weapon"...would it be possible to use something like that?


No need to apologize, s'all good! There isn't any need to meet some "comparison," I'm sure it's fine!

Yep, that was the idea and why I listed it as "heavy" two handed weapons. A spear, staff, naginata, lance, ranseur (love those things), etc. is fine. Obviously it'll affect starting talons if you start out with a spear and composite longbow vs. a light crossbow and dagger. Really if a weapon relies more on movement and quick strikes over brute strength two-handed wise, a hunter can probably use it well enough. The restriction is on things like greatswords, mauls/warhammers, greataxes, large flails, urgroshes, falchions, giant clubs, halberds, double axes/swords, spiked chains, etc.



redkeri13 Wrote:Alright! Traits and equipment added, hope everything is acceptable


Alrighty! Looking over everything, I'm going to start you out with 10 talons to account for the kit and due to being a shaman.

Your Sprite will be considered an "earth" sprite- They will provide bonuses to herbology, "earth-like" spells, and healing. They will provide penalties to "fire-based" uses and some wind-based spells.

You will also start out with the following spells (though like with all other magic users you're more than welcome to get creative);

Spoiler (click to show/hide):

Nature's Communion; When around animals, spirits, and nature, you can attempt to make contact with them. This requires physical contact with the being in question, and while you can speak, you will only receive communication back via your senses rather than actual "words."

Elemental Sprite; When you call upon the spirits, you can conjure forth an elemental sprite that will release its energy upon the target it comes into contact with. You can "split" a sprite to attack multiple targets, but the sprite will do less damage to each individually.

Cure Wounds; "Fallana, spirit of soothing, grant us your warm embrace..." A rather draining spell, shaman healing is some of the best in the lands comparable only to the priests and priestesses of Cara. You can repair most wounds, though limbs will not regrow, and bones will require multiple uses. You can also choose to try and purge corruption from your own (or another's) body, but doing so will leave you unable to cast spells for the next 12 hours, and has limited success. Curing wounds draws heavily on your ability to cast magic; expect "short-outs" to be more common after use.

Natural Armor; "Myn, goddess of all that is wild and free, grant me your cloth so that I may protect myself from the dangers to come..." A special spell that lasts four hours before the plants will wither and fall off, you may call upon the spirits to form a natural armor around you. This armor will be formed from any local flora around you (vines, moss, roots, etc.).

Herbology; When you find the proper reagents (or buy them for ~20 talons) you can craft healing salves. These salves will heal any superficial wounds they're placed on over the course of 24 hours, or toxins (using a part of the creature that inflicted the toxin) over the course of two hours. You can also create various products from plants and animal parts gathered.

Predator's Eyes; You can call upon the spirits, creating a natural glow that flows from your eyes like vapor. This glow allows you to see better in the dark, and (more importantly) deduce a natural being's intentions at that moment by the glow that fills your vision when looking towards them (hostile red, defensive/protective blue, lustful purple, friendly white, or passive green). Doesn't work on unnatural beings (constructs, undead, demons, etc.).



If I ever miss anyone/anything, feel free to inform me! I tend to jump around when making posts and such, so stuff can accidentally get cut off. >.<


Oh, and for using spells (for future reference) it can be as easy as saying "I cast X" or as RP-oriented as you'd like. All I need to know is what exactly you're casting (or in the case of innovation, what you're trying to do with magic), and who the target is, hehe.
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Re: [OOC] The Wastelands

Postby LoneWolf » Tue Jan 07, 2014 1:58 am

Fair warning, Reaver: Alaric might not have Holy Warrior-level devotion, but he's still basically a Rastanite. (More precisely, he follows the Three Chains in general with an emphasis on Rastan)

Just something to think about before you commit yourself to teaming up; letting slip that Darius is an Irilin-cultist while he's within arm's reach might be bad for his health. :twisted:
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Re: [OOC] The Wastelands

Postby Argonaut » Tue Jan 07, 2014 2:19 am

*Will post once he gets the message with the stuff and such*
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Re: [OOC] The Wastelands

Postby Reaver » Tue Jan 07, 2014 2:42 am

LoneWolf Wrote:Fair warning, Reaver: Alaric might not have Holy Warrior-level devotion, but he's still basically a Rastanite. (More precisely, he follows the Three Chains in general with an emphasis on Rastan)

Just something to think about before you commit yourself to teaming up; letting slip that Darius is an Irilin-cultist while he's within arm's reach might be bad for his health. :twisted:


Hehe It wouldn't be fair if I didn't give you a warning about Darius too. Don't bite off more than you can chew because you'll choke to death. Slowly ;)
I think we'll get along great :)
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Re: [OOC] The Wastelands

Postby Grape_Drink » Tue Jan 07, 2014 2:49 am

Argonaut Wrote:*Will post once he gets the message with the stuff and such*


Working on that right now. It's a lot of info, so more might be added as I go along. I'm just going to put up the bestiary publicly (and tell folks through the RP which monsters they've gained knowledge about either from discoveries or they'd know from experience), and send you a PM with additional information about 'em that Elspeth would have as a wanderer of the wastelands.
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Re: [OOC] The Wastelands

Postby [Brand_Name] » Tue Jan 07, 2014 2:51 am

Reaver Wrote:
LoneWolf Wrote:Fair warning, Reaver: Alaric might not have Holy Warrior-level devotion, but he's still basically a Rastanite. (More precisely, he follows the Three Chains in general with an emphasis on Rastan)

Just something to think about before you commit yourself to teaming up; letting slip that Darius is an Irilin-cultist while he's within arm's reach might be bad for his health. :twisted:


Hehe It wouldn't be fair if I didn't give you a warning about Darius too. Don't bite off more than you can chew because you'll choke to death. Slowly ;)
I think we'll get along great :)


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Re: [OOC] The Wastelands

Postby LoneWolf » Tue Jan 07, 2014 3:08 am

Reaver Wrote:
LoneWolf Wrote:Fair warning, Reaver: Alaric might not have Holy Warrior-level devotion, but he's still basically a Rastanite. (More precisely, he follows the Three Chains in general with an emphasis on Rastan)

Just something to think about before you commit yourself to teaming up; letting slip that Darius is an Irilin-cultist while he's within arm's reach might be bad for his health. :twisted:

Hehe It wouldn't be fair if I didn't give you a warning about Darius too. Don't bite off more than you can chew because you'll choke to death. Slowly ;)
I think we'll get along great :)

I specified 'within arm's length' for a reason. The result of mage-vs-warrior depends heavily on how quickly the warrior gets his hands on the mage's throat. ;) (Or, in Alaric's case, possibly 'headbutts the mage in the face'. Either one works.)
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Re: [OOC] The Wastelands

Postby Grape_Drink » Tue Jan 07, 2014 4:00 am

Right! So I've reached the maximum character limit it seems! Bestiary is going to go here and I'll expand on it (and make a note on the first page about it being here)!

Bestiary (Incomplete)
Spoiler (click to show/hide):

Most of the beasts that roam the wastes (aside from demons) are specific to the wastelands, or different from their "core" species back on the mainlands. You would probably not have much knowledge of these beasts unless you obtain that knowledge somehow (in-game bestiaries or first-hand experience).

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Amnizu
Classification; Devil (Passive-Aggressive)
Corruption Levels: Extreme
Amnizu are one of the few "sanctioned" devils that are utilized by the three chains (and on rarer occasions, the church of Radamis). Amnizu have little care for the affairs of their mother and father, and would rather oversee beauracratic systems for flaws and loopholes. In ages old, Amnizu were constantly summoned and bound to ruins and ancient sanctuaries with the goal of acting as a sort of "checkpoint security." Amnizu are typically nonviolent powerful dark mages, and they will happily let adventurers pass by them after subjecting them to humiliating searches and occasionally (if the master that bound them dictated it), sexual experiences first. Still, these individuals have their use. If not for an Amnizu advisor, the Church would have never sanctioned teleportation magic nor its use in mailing letters enormous distances. Still, many do not trust Amnizu because their touch can erase memories, allowing them to occasionally take advantage of travellers when their needs aren't in check. Amnizu on the material are bound by powerful magics that make them unable to have sexual encounters with priests/priestesses, nor virgins.

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Bar-Lgura
Classification; Demon (Defensive or Highly aggressive depending)
Corruption Levels; Moderate
Bar-Lgura in many ways look like apes, save for their prominant lower jaw and the fact that they're a little more than twice the size and strength of an Orangatan. Bar-Lgura tend to travel in small communes, and shun their demonic heritage because they enjoy life on the material more than life among their demon-kin. They are ruthless and easily angered however, and when they make a demand they expect it to be followed to the letter lest they take their rage out on whomever inspired it. Clans of Bar-Lgura have been known to work alongside Rastanites and Myrdurans in exchange for various things- weapons, food, shelter, women... They are typically not treated as a true demon, but they can be demonic when the mood strikes them. On rare occasions, they will befriend other beings, but these relations usually only form on accident when the person in question has something they want/need. The only "armor" that Bar-Lgura wear are cold iron bracelets formed from their own demonic blood mixed with metals from their smiths, which they use to deflect "puny weapons" such as longswords and spears. Bar-Lgura are known to use Guerrilla tactics in forests where they can take advantage of their foes.

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(Before anyone asks it; NO beastmen will NOT be a playable race... At least not at the moment.)
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Beastmen
Classification; Humanoid (passive-aggressive)
Corruption Levels: Very Low (N/A) to Moderate
Native to the wastes, and wastes only, they are constantly referred to as "monster children." While most pregnancies with monsters result in the production of the monster's own kin, it is not unheard of for "beastmen" to be produced. These humanoids are infertile with all other sentient species, and typically do not live very long lives (most averaging out at about 20-40 years). These rare offshoots typically have some features of their monstrous parentage ranging from animal-like ears to claws and gills. Beastmen are typically outcasts from human society, but too fragile to survive in the wastes on their own, typically forming in groups. Some are not capable of speech, others still have the minds of animals, and when groups are formed of them, they are formed only out of necessity. Beastmen have the libido of their monstrous parents and the smarts of their sentient parents, thus making them a bane to sentient beings who pass by them, and the perfect snack/sexual toy for monsters.

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"Bill" (Closest thing I can find. Imagine it as black, translucent, with a yellow cyclops eye, and with a lot more tentacles).
Classification; Higher Devil (passive to church ships usually, otherwise horribly aggressive)
Corruption Levels: Extreme
Bill... It's hard to believe that a higher devil would be given a nickname at all, but this... Thing exists. It seems to swim along the coastlines, feeding on fish and adventurers dumb enough to try and escape/enter without a church vessel.

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Brachina
Classification; Redeemed Demon
Corruption: Moderate
Brachina are Erinyes who have been redeemed in the eyes of Loranna. They are typically Priestesses of Serenith or Cara, and constantly try to do good in the world through the demonic energy inherent in them. Brachina have traded in their wings and demonic sexual charms (though they are still quite beautiful) in exchange for a lesser form of corruption and a life of servitude to the Church and Chains, with the promise that their souls will be redeemed and recycled rather than returning to ravage when they "die," though some Brachina are quite old since they are technically immortal. Brachina produce children of the race they reproduce with (and are even rumored to be able to reproduce with other Brachina through rituals) at the rates of their demonic heritage, and thus, they are considered "goddesses" in some Orcish cultures.

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Butterfly, Giant
Classification; Animal (passive unless hungry/startled)
Corruption Levels: Very Low (N/A)
The giant butterly... Understood little, feared by many... Typically newcomers to the lands of Mesh'la scoff at the power of these mighty beasts. It usually ends up badly for them.

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Death Spindler
Classification; Monster (Horribly Aggressive)
Corruption Levels: Males- Moderate, Females- Low
Native to the Wastelands, the Death Spindler is a mighty beast that spits acid and webbing at its enemies. It's an extremely aggressive monster, and is generally best avoided due to its speed and strength. The much smaller male Death Spindlers travel in large groups, and will typically try to inseminate any sentient being or spindler they can get ahold of, while the more aggressive (and larger) female Death Spindlers are more likely to simply make lunch out of anyone they get ahold of (though they have been known to implant eggs inside of adventurers).

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Dragons
Classification; Dragon-Kin (range from passive to horribly aggressive)
Corruption Levels: Uncorruptable (Except Spawn, who are considered low)
One does not meddle in the affairs of dragons without very careful consideration... Before the first cataclysm, when beasts of great strength roamed the earth and death was an accident rather than a part of life, the Dragons roamed. Dragons began to roam the world, fighting with other beasts of immense magnitude- some larger, some smaller... It didn't matter. When Rastan's creations began to purge the world, the Dragons became crafty and hid, many surviving as less intelligent beasts were slain by the massive armies of orc and dark elf. Loranna was intrigued, and Rastan was impressed- Thus they gained the favor of the gods... While incapable of creation like their deity friends, they were more than capable of overpowering them. The dragons grew stronger and larger, but with their immortality they found few beings worth dealing with- including their own kin. It was not unheard of for a Dragon to give birth to a single spawn over the span of a thousand years...

With each new generation, Dragons found their spawn to be weaker than the last, less intelligent... A world that was capable of supporting so much life- a world that was gentle compared to their nature... It was not a world where their kin could grow strong. Perhaps in response to this, or perhaps simply a quirk- Dragons of all kinds (except the most recent born) tend to find children of all sentient races amusing- and are prone to much less dangerous moods when such beings are around. Some scholars suggest this was part of their pact with Loranna, though only the dragons seem to know what that pact entails... Eventually, the eldest of dragons began to classify their race based on when they were born...


The Creators
Many often refer to dragons of this sort simply as "Ancient Dragons" due to their nature. The Creators are a rare breed of dragon- they've been around since before the first cataclysm, and slumber for hundreds of years at a time. They are old, they are powerful, they are larger than any beast seen, they have large troves of gold, and they don't like those who disturb their naps. Many Creator dragons were slain in the first or second cataclysm, but all know that they still roam the world, typically after years of isolation.. The Creators are privy to ancient magics that the deities would rather see forgotten, and to knowledge older than most of them. Many of the deities do not like The Creators... Myn considers them unnatural with their immortality, Cara does not like beings that throw away the lives of others so easily, Radamis is perplexed at beings that know more than he, Myrdur and Crux don't understand them at all given their youth, Serenith is disgusted in a beast that doesn't enjoy her fine arts, and rumors spread that even The Unnamed One fears these ancient beasts... While a deity could likely slay one singlehandedly, it would likely leave them with grievous (if not mortal) wounds for centuries to come.


The Progenitors
Born between the rise of Orcish civilization and before the second cataclysm, The Progenitors are what most common folk think of when they think of dragons. They are beings of great knowledge and fine arts, and are known to occasionally help in the affairs of man and mer. They are outcasts to the Creators who see them as too quick, and refuse to associate with their young whom they consider too stupid. They are dragons in their own right, and rarely act without thought. Only the oldest of the Progenitors are seen with caution by the deities, as most are considered very much mortal, even if they do not die of natural causes. It was their craftiness that saved many Progenitors from The Second Cataclysm, and the memory of that event is still fresh in their minds, even with the millennium and a half that has passed since then.

The Spawn
Born after The Second Cataclysm, Spawn are not considered dragons by their brethren... While long-living compared to most races, they are not immortal, and more beasts than dragons. Many are born with defects such as missing wings (a theory behind Land Wyrms), others are unable to breath fire... The Spawn are still dangerous in their own right, but a group of well-trained adventurers (or company of soldiers) could likely take one down. Some Spawn speak, but they are arrogant and ruthless. Most of the stories that have originated of "Dragon Slayers" could honestly be linked back to Spawn.

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Erinyes (Succubus)
Classification; Greater Demon (???)
Corruption: Extreme
Daughters of Ravage herself, Erinyes are powerful demons that surpass many of Irilin's Devilish direct descendants in strength and power. Erinyes are known through every culture and myth for their ability to sway men and women of great faith to their cause, but less known for the incredible strength they possess. Some rumors suggest that an Erinyes can "steal your soul with a kiss," but these are rumors. In actuality, Erinyes simply ingest the spiritual energy of those they kiss to satiate their desire without spreading corruption. Erinyes are the only demon to ever be "redeemed" by Loranna, and such individuals are known as Brachina. Erinyes loath their mother and her plane of existence, as when they return to it, they are forced to pleasure various devils and demons under their mother's orders. To this end, many will bargain to great extents to prevent being sent back, even going so far as to ally themselves with their mortal foes and fight against their betters (as was seen when a number of Erinyes turned on the Devil King). The term Erinyes and Succubus are interchangeable among various cultures.

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Eyestalk
Classification; Monster (passive-aggressive)
Corruption Levels: Moderate
The eyestalk is a strange creature indeed. Weak, defenseless... One would think it's an easy prey to all around it. They travel in groups, and adventurers tell only horror stories of them.

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Fairy
Classification: Feywild Spirit (passive)
Corruption Levels: N/A
When Myn began work on the Feywild (later to become her permanent residence), Loranna requested that she build a guardian. Myn began work on a terrifying beast to guard over her abode, but Loranna quickly swept this being away, and informed the young goddess that the being needed to represent the land and her in its very essence. With the help of her mother, Myn, thinking she was being funny, created the smallest of creatures- fragile, young, full of playfulness and only the purest intentions at heart. Loranna looked upon these creatures. Myn had created them as a joke, but Loranna saw only strength in these beings and their representation of Myn's inner self. She blessed her daughter's creation to act as guardian over not only the feywild, but elves and forests as well. This creature became known as the Fairy. Fairies are weak, playful, young... And they are also skilled with magic, and capable of fending off evils much greater than them through both numbers and the light from within their souls that protects them.

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Dark Fairy
Classification: Feywild Spirit (passive)
Corruption Levels: N/A (technically high)
The Unnamed One saw the Fairies and the light they brought to the forests, how they drove his creatures out with ease despite their small size, and thus he had his clergy capture them, experiment upon them for centuries upon centuries. Torturing their very souls, the Dark Fairy was created- a being immersed in Dark Magic that roams the Feywild. Even The Unnamed One's greatest prodding though could not break the essence of Dark Fairies, and thus they still serve Loranna, their features warped, clothes torn, a dark aura about them that scares off other beings when all they wish for is love. Dark Fairies act as the guardians of powerful places in the Feywild to prevent their brothers and sisters from ever experiencing the pains they've been through. They act as messengers of doom prophesies and death, guiding souls to the spirit realms, as more of their kind are born from the maggots of despair. Dark Fairies are one of Myn's most loved creatures for they have seen Ravage with their own eyes, now dark hollow bleeding spheres of energy, and yet continue to enforce her will for the betterment of all.

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Filth Imps ("Imps")
Classification; Lesser Demon (passive-aggressive)
Corruption Levels: High
Filth Imps, commonly referred to simply as Imps, are possibly the lowest (and most common) demonic beings born from devil-human interbreeding. These beings are covered in small barbs, and are considered by many to be "spirits of depravity." They are about the size of a Troll's fist, though they are capable of growing up to 3/4 of a meter in height. Imps are typically seen acting as the night time scouts for Lemures, as they are very poor combatants. Still, they are capable of sneaking up on their prey when they least expect it. If they think they can get some, Imps are very likely to completely drop their guard as they usually only get to watch their master's (or Lemures) having fun.

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Frost Wolf
Classification; Animal (Passive to larger groups)
Corruption Levels: Low
Frost wolves are one of the few animals that the corruption seems to not affect in a sexual way. They are found only in the wastelands, and are spottable by the white-grey fur that covers their bodies. Frost Wolves produce a liquid in their throat which they can "spit" at adventurers as it freezes instantly. Frost Wolves are very territorial and will kill anyone that encroaches on that territory. While cases have been heard of them mating with people, such cases are rare and far inbetween, many suggesting it was the result of witchcraft gone wrong.

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Gnoll
Classification; Monstrous Humanoid (very aggressive)
Corruption Levels: High
Living in cave systems throughout the lands, the gnoll is considered a powerful and very evil creature. Their origins are unknown (some suggesting them to be the result of Dark Magic on Hyenas), and they aren't a very pleasant race. Gnolls are typically followers of the Unnamed One, and are sadistic in their method of killing prey. They like to cook or eat their victims alive so they can listen to them scream. Some rumors suggest that gnolls in the wastelands like to hear their victims scream in more ways than one...

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Goblin
Classification; Humanoid (aggressive)
Corruption Levels: Low individually ("high" due to group presence)
The scourge of society, goblins are a pain in the ass. They loot, steal, raid farms for crops, and generally just make people's days a little bit worse. They aren't particularly dangerous (as can be seen by peasants bringing their corpses back quite often), but that doesn't mean they're incapable of being dangerous. Goblins travel in group of six or more, and have a tendency to steal what they can before scampering back off into their hidey holes and camps. They are often kept as a stress ball/punching bag by demonic princes and evil beings, because they have a very high damage threshhold and their squishy innards let them get pummelled to a crisp without too much permanent injury. The Devil King was quite fond of keeping a goblin around to choke when upset, or to chuck at his minions when they were bothering him. They also have libidos like rabbits during mating season, and breed twice as fast. Nasty little buggers.

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Grub Fish
Classification; Aquatic Monster (aggressive)
Corruption Levels: High
The Grub Fish is an interesting little specimen. It's inedible (its organs are toxic to ingest), and it only seems to grow in streams and oceans around the wastes (seeming to not care about whether it's in salt or fresh water). They can travel along the beach for set amounts of time, and drag their prey back to shallow water typically to enjoy them.

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Hornet, Giant
Classification; Animal (Defensive yellows and Aggressive browns)
Corruption Levels: Moderate for browns, N/A for Yellows
Quite common in many lands, giant hornets tend to be about the size of a shortsword. They release deadly toxins into their victims to kill them, and typically ingest them afterwards.

Giant Hornets in the wastelands are different in some ways, similar in others. The two most notable difference is their size (Wasteland hornets being closer to the size of a young child), and that they consist of "breeders" and "killers" leading to the common statement "If it's yellow, just stay mellow, if it's brown, shoot it down."

"Killer" Hornets roam the wastes and are like their brethren in other lands in many ways. They have thick greenish-yellow chitin covering them, and tend to walk along the ground rather than use their wings (when possible). Despite their name, they're quite docile for the most part. They become horribly aggressive when they smell the blood of another hornet though, and their sting can leave adventurers in a catatonic state if not treated quickly. They tend to fly very close to the ground.

"Breeder" hornets are a mottled red-brown color. Their stingers are much sharper (if not more fragile), and are used for slicing through leather and cloth like a hot knife through butter. They can deliver a powerful toxin into an adventurer's body which numbs them and leaves them more than a little flushed, allowing the beasts to implant their eggs into their victims.

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Kobold
Classification; Monstrous Humanoid (Skittishly aggressive)
Corruption Levels: Very Low
Created by Rastan to act as servants to the Dragons, Kobolds have long since been free of that pact when their masters fell asleep and crushed half their tribes guarding over them. Kobolds are known to speak both very poor common, and some strange draconic language that sounds sort of like a lapdog yipping and squeaking. Kobolds tend to be a very cautious and fearful race. Unlike orcs, which they hate with a loathing passion for some unknown reason (except to Orcs who make a fine kobold- *ahem* mystery lizard meat stew), the Kobolds have not grown much more civilized witth age. Likely due to the fact that they're all nitwits and it's a miracle in itself that they manage to stay alive. Kobolds are easily tricked when caught off-guard, but are not so easily prone to tricks/diplomacy in larger groups. They are more likely to attack a single adventurer than a group, and even then only when the numbers are stacked in their favor at least three to one. Kobolds don't particularly worship any one being, but the few intelligent members tend to favor Crux above all others. They are insectivores, though they are prone to eating meat when they are capable of catching it (as is the case with unwary adventurers).

In the famous words of the Devil King- "Why would I bother corrupting such a pitiful being laced with more idiocy than a barn rat?"

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Kocrachon
Classification; Demon (Sadistically Aggressive)
Corruption Levels: Very High
The Kocrachon are the torturers of Ravage. They are skilled in breaking the souls of victims and demons alike in many ways, and are quite ruthless. They are extremely strong, though easily killed when tricked or harmed. To this extent, Kocrachon typically stay on their home plane of Ravage unless called forth by a summoner for one reason or another.

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Kython
Classification; Lesser Demon (Extremely Aggressive)
Corruption Levels: N/A (Technically High)
Kython are small, eyeless creatures that travel in large packs and track by scent and vibrations. They rip their victims limb from limb and feast upon them before performing complex mating rituals that end with their deaths. Kython that never mate eventually grow to about three times the size of an orc, and possess powerful jaws, sword-like claws, and extremely thick carapices as their genitalia shrink and eventually dissappear. These beasts are called "slaughterkings."

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Land Wyrm
Classification; Animal (Dragon-Kin) (aggressive)
Corruption Levels: N/A, miniscule levels
The Land Wyrm... A mighty beast that prowls the wastelands. Scholars of Radamis claim that these beasts are the result of a curse placed upon the Dragons, but the few dragons that they've spoken to claim that there is no connection whatsoever. Given the prideful nature of dragons though, it's hard to believe them on this matter. Land Wyrms seem to be largely unaffected by the corruption of the island. They're aggressive, big, and not interested in mating with bipeds. They do however like a good canned meal and aren't bothered by having to chew up and spit out leather armor. Land Wyrms are incapable of common speech (or at least have never talked to someone before), and a gland in their throat can produce a compressed liquid that ignites when exposed to air, creating bursts of flames that have been known to set acres of land ablaze. Land Wyrms have poor sight, but an amazing sense of smell, and utilize their environment full of sex-crazed monsters to locate easy meals. Land Wyrms are about as wide as two orcs at the base excluding limbs, and as long as four. Their bodies let off a mild smell like rotten eggs.

Despite all of this, if you ask any adventurer familiar with the wastes if they'd rather encounter a Landwyrm or Lemure pack- They'll always choose the Landwyrm.

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Lemures
Classification; Demon (horribly aggressive)
Corruption Levels: Very High
Sometimes referred to as "grey slime," the Lemure is the most common demon encountered in the wastes. They aren't very powerful, but they roam the vast plains, capturing all sentient beings for Irilin and tending to call for help when they encounter a promising subject...

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Lilitu/Falxugon
Classification; Greater Devil (Passive)
Corruption Levels: Extreme
Lilitu and Falxugon are some of Irilin's oldest children. They posses the hooves of a goat, the horns of a juvenile, and a pointed tail (Lilitu possessing four such tails). They are extremely good at manipulating mortals, and spend their days studying and enjoying the sensual pleasures of the mortal realms. What mortals consider to be taboo, these beings consider the norm, and vice versa. They are well-versed in various languages, and typically combine powerful magics taught by their father with the charisma of their mother. Lilitu and Falxugons are typically what people think of when they mention "devils." The Devil King was, in fact, a powerful Falxugon skilled in swordsmanship.

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Locathah
Classification; Monstrous Humanoid (typically passive)
Corruption Levels: Low
A relatively peaceful race, Locathah make their homes along the coasts and rivers, travelling in small tribes and feeding on various aquatic plants and animals. They are slow to form alliances, but once formed, Locathah are very prone to keeping those alliances at all costs short of violence. It's unknown whether it's a common trait or simply a common fetish, but many Locathah are known to have a thing for elven females, and have drawn great works of water art ("sinful material" in the eyes of the Church) with regards to them. Locathah are not necesarily xenophobic, but they aren't quick to trust non-Locathah.

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Malebranche
Classification; Greater Demon
Corruption Levels: Very High (Typically N/A)
Malebranches are one of the greater demons that roam the world. They are large, muscular, and covered in thick black hide. Malebranches typically do not bother with sexual advances because their minds are far too focused on causing pain and suffering throughout the lands. However, they do have the necesary parts, and witches are known to attract these beast's sexual desires.

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Orc
Classification; Humanoid (Aggressive)
Corruption Levels: Orcs- Very Low (N/A), Orgs- Moderate

Perhaps one of the oldest sentient races (short of dragons), Orcs have been around for a very... Very long time. When beasts of unimaginable horrors roamed the world, Rastan (then a child) had an idea of creating a much smaller race that could populate quickly and had intelligence greater than the average beast (but less than his own). He created the Orc, a race of humanoids that represented the world they were born into. The Orcs spread quicker than his wildest dreams (he had imagined them to die in mere minutes), and began to slaughter the various beasts that roamed the lands for food.

Many, many years have passed since that day, and Orcs have become a much more social race than the savages they were after their creation, but they are far from "civilized" compared to most sentient humanoids. Orcs live in a loose social hierarchy, where the the eldest of orcs are revered for their capability of surviving, and those who can gain the power (whether through brute strength or their wits) lead. Honorable orcs do not resort to poison and similar trickery without informing their bretheren first that it will be used in duels and fights. As far as they are concerned, poisons and magic are perfectly fine for use, but that an orc should still face their bretheren in battle head-on. This doesn't always translate when fighting against other races, whom the Orcs assume will know their ractics. Orcs speak a mixture of the ancient tongue and common. Orc itself litterally translates as "us" in the ancient tongue, given how well they get along as a society, despite their brutish nature. Orcs have a strong sense of honor when it comes to them and their own, and show a very powerful parental instinct for all their kin, slave or orc. It is not unheard of for a child to be born, their mother to be captured, and said child to be raised by the orc as if they were flesh and blood rather than a slave. Similarly, slaves who openly embrace their orcish culture they've been brought into have even been known to achieve positions of power, some even leading cities and tribes of Orcs such as the Dwarven hero Gro'fernog. Slaves are typically allowed to visit former lovers and friends back at their villages every few months under the supervision of their master.

Orcs however will not allow a non-slave non-orc to rule over them, considering such a thought to be an ultimate affront to Orcish civilization. Orcs tend to have a very strict dominant-submissive form of speaking. If two Orcs both utilize dominant forms of speaking while talking to each other, it can lead to massive fights and honor duels with the loser taking a more submissive form of speech. This has lead to the occasional misunderstanding with new orcs entering civilized territory. Orcs are very fond of war- War is not bloody and brutal, it is a powerful form of communication to Rastan of their loyalty. Dieing in battle is considered a great honor among Orcish society, as they believe it will lead to higher standing in Rastan's army. Orcs however consider themselves the "true" children of Rastan, and while they get along with clergy members not of Orcish society, they are by no means friends with them. This distinction has led to the occasional holy war between Rastanites and Orcs that other races (such as elves in regards to Myn) simply don't understand.

Orcs always give their opponents fair warning in advance and a chance to surrender. Orcish leaders have to have their men fight in order to obtain more women, for otherwise their almost all-male society (only 1 in 10,000 orcs born are female) would collapse in on itself. To this end, adventurers who travel into their territory are considered ripe prey for the taking. Orcish leaders rarely let anyone except slaves, orcs, and dark elves into their encampments, but are known to strike deals with sentient civilizations, which are considered some of the safest places in the world. In exchange for women (and in times of war, soldiers), many villages of non-orcs live peacefully and comfortably under their more "savage" rulers. These civilized towns are usually free of poverty as they trade orcish goods to outsiders in exchange for supplies Orcs buy from them, and have very low crime rates as few bandits/criminals dare go into orcish territories in fear of the horrors that await such ilk.

Savage Orcs or "Org" as they are referred to by Orcish society are the scum of said society. Org have turned their back on the three chains, and unlike their honorable if uncivilized bretheren, they have no morals whatsoever. When most people think of the atrocities of Orcish folk, they commonly are thinking of the Org who kill and slaughter aimlessly in their very poorly contained tribes.

Orc words of status:
  • Mubarshtaum- Leader or "administrator" in common. Literal translation is "above battle."
  • Moshar- Adult (or a full-fledged member of society) Interchangeable with Orc for those of Orcish descent.
  • Kuu-Moshar- Old Adult, a respective term for an elder or one who is respected by society/considered of "higher status."
  • Vajodhar- Thief, a very offensive term in orcish society. The only thing an individual owns personally are their slaves and honor.
  • Thrug- Murderer. Since honor killings are allowed in fair duels, Thrug are considered the scum of Orcish society, only beaten in their vileness by Orgs.
  • Zot- A term meaning master used by slaves.
  • Zotgoth- A term of endearment for one's master. Roughly translates as "spouse" in common.
  • Foshan- A child. Used to either refer to someone who has not come of age, or to act as an insult when an Orc uses rash behavior.
  • Kurv- An derogatory term used for a slave who sleeps around without their master's permission/against their orders. Roughly translates as "whore," but the connotations have less to do with sex (which is a common form of expression in Orcish society), and more to do with disobediance.
  • Gru- A word roughly translating to "woman" or "wife" depending on the context. Many Orcs refer to their female companions and/or slaves as "Gru" if they are close to one another. A female who has integrated into Orcish society and fought to a position of power is referred to as "Gru-Moshar" while slaves that are no one's own are referred to as "Vajaz."
  • Moz- Used before a word, such as "Moz-Moshar." Roughly translates as "delicate" or "weak."
  • Org- A term with no rough translation, it is the ultimate insult to an Orc. Many a traveller has accidentally referred to someone as "Org" by mispronunciation and has paid dearly for it. The "literal translation" of org is "you."

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Passion Vine
Classification; Monster Plant ("aggressive")
Corruption Levels: Moderate (per appendage. Technically "High/Very High" overall)
Any decent adventurer has heard about assassin vines, but few have witnessed the wasteland's passion vine. Passion vines drop from the trees of deeper forests and ruins onto their victims to begin their assault. Passion vines are poorly understood, but the name is rather obvious of their intent. They release a sickly green fluid laced with purple seeds... Most adventurers who encounter passion vines never return, those who do usually refuse to speak about whatever horrors they've encountered.

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Siren
Classification; Aquatic Monster (Horribly Aggressive)
Corruption Levels: N/A (Technically moderate)
The Siren... Throughout the lands, Sirens are found as they bring music and beauty to the oceans throughout the lands. They are known to lead folk astray, to act as the messengers of great quests, to play pranks on sailors, and to lead their lovers to the depths of the seas depending on the region and their tales.

The Sirens of the wastelands are this... And more. They are deadly. Crafty. Their songs seem to possess a hypnotic quality matched only by their eyes as they travel up the great northern river. They do not bother with pleasantries and guile though... When their prey is close enough, they lunge for them with the intent of pulling them into the river's depths to make them unconscious, binding them and bringing them to their lairs- for what purpose is unknown.

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Slime
Classification; Monster (amorphous form) (Range from passive to horribly aggressive)
Corruption Levels: Blue- Very Low, Green- Moderate, Red- High
A creature quite common throughout all lands. They are known to absorb their victims and ingest them to grow larger, usually standing to be about the size of a two men, they feed on anything and everything, splitting when they become too big. While a danger to the unsuspecting or sleeping, they can generally be outrun or killed via dehydration, or physically hurt enough to end their miserable existence. Typically found in any region that sees at least weekly rainfall, being most common before and after. Slime are quite agile when on a liquid surface.


Wasteland slime are far different, and most notably, do not grow larger than half a dwarf's height. While slime color doesn't seem to matter in most places, slimes of the wastes seem to have special properties based on coloration.

Green; Not the fastest monster, but overall the closest to "normal" slime, perhaps being the least corrupted. It will latch onto its host and use digestive juices to burn away material (even iron and steel over time) in order to get to its target. After implanting its offspring, green slime typically run off.

Blue; These slime are extremely slow, some claiming the larger ones to be immobile. Their cores are "squishy" compared to other slime making them resistant to being crushed. Blue slime are known to stay with whatever host they find- sometimes for hours, sometimes for months on end, and take far longer to mate. More "open-minded" individuals are known to keep blue slime as "gentle lover" pets, claiming that their low corruptive quality makes them the perfect "toys" to use.

Red; Considered the most dangerous slime, red slime tend to be made of a much "thinner" material allowing them to move at rapid rates.

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A Fire Sprite in its natural form.

Sprites
Classification: Feywild Spirit (Passive)
Corruption Levels: N/A
Sprites are one of the most common feywild creatures. They are typically stuck in the Feywild (Both to prevent them from causing unnecessary destruction and to prevent their mischief from spreading), but are known to be able to enter and exit the material plane when called upon by Shaman or in places of great power. They are also known to bond with Shaman and Elves, as their connection benefits one another. Some elves spend quite a bit of their lives before acquiring a sprite or fairy, while others attain their sprite in early childhood. What is known, is that once a feywild sprite has made that connection to another, their very souls become intertwined and that being can never locate a new sprite. Feywild creatures like sprites act to stabilize an elf or shaman's connection.

Typically a fey sprite cannot truly be "killed" by mundane creatures as it will return to the Feywild. It requires strong magic (such as enchanted weaponry or demons/dark spirits) to kill a feywild spirit, or their connection must be temporarily severed. Elves and Shaman who have managed to lose their sprites in freak magical accidents or to spirits/demons lose their powers permanently, and typically become horribly depressed as a part of them and their connection to the Feywild is permanently severed/destroyed. Bonded sprites are not just a connection; they're a part of their master, and perhaps a being that understands them on a fundamental level better than anyone. They are a guardian angel and guide, and (if they survive past their master) will usually return when their master's soul is recycled.

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Toad, Giant
Classification; Animal (Passive-Aggressive)
Corruption Levels: Moderate
Giant Toads are a pain to run into along the wastes. They're extremely unpredictable, and stand at about three times the size of a human.

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Torch Demons
Clasification; Lesser Demon (aggressive)
Corruption Levels: N/A (High, technically)
Torch Demons are spirits brought into being from Ravage. They are non-sentient and can only be brought into the world via magic. While "technically" a demon, their lack of mental capabilities beyond the most basic commands make the church and three chains feel pity for the beasts, allowing their use by those capable of summoning them. Torch Demons are only as powerful/last as long as their fuel source on the material plane.

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Troll
Classification; Monster (Horribly Aggressive)
Corruption Levels: High (Typically N/A)
It's a monster... It's a troll... Not much else to tell. Well... Except the part where they are savage brutes that will rip your arm off and slap you around with it for fun.

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Wailing Wendy
Classification; Monster Plant (Aggressive)
Corruption Levels: Very High
A rumor once spread of a girl named Wendy whom had disappeared deep in the forests of the wastes. People claim that the villagers who came looking for her only went missing as well. A single adventurer who had somehow escaped the beast claims it to be a stump of some sort, that he had almost been lead into its trap before realizing it was a monster, narrowly escaping as the shrieks from Wendy for help filled the night. Many consider the story to simply be that- a story to convince children to not wander too far into the woods, though some claim it to be more. Whatever the case is, between giant butterflies and passion vines, people don't tend to travel very far into the woods anyways.

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Werebear
Classification; Shapechanger (passive OR aggressive depending)
Corruption Levels: Very Low (N/A)
One of the few beings able to resist the corruption of Mesh'la, Werebears travel the countryside, killing beasts of corruption and resting along the way. They tend to appear as ridiculously tall members of their race with plenty of hair to go around (even on the women), and they have a specific affinity for honey and grapes. Especially grapes... A werebear can either be your best friend or worst enemy depending on if they smell taint on you or not (and they can smell it out almost as well as a Rastanite). They aren't particularly fond of Dark Elves.

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Wereboar
Classification; Shapechanger (aggressive)
Corruption Levels: High
Prowling forests and mountains, wereboars are horribly affected by the corruption, permanently changed into their hybrid form. Wereboars are not pleasant beings even in other lands, but especially not in the wastelands. Wereboars and Werebears are mortal enemies.

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Zombie
Classification; Undead
Corruption Levels: Very High
Zombies- a scourge on the earth and commonly misunderstood by peasants. Many believe that the undead are capable of turning others into undead, but this usually has more to do with a local necromancer using the corpses their pets drag in. Zombies come in two varieties- Typical undead raised by Dark Magic, and the more... Sexually active kind that are more common in the wastelands than they should be. Ew.

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Last edited by Grape_Drink on Wed Jan 15, 2014 5:45 am, edited 12 times in total.
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Re: [OOC] The Wastelands

Postby berserkerhorn » Tue Jan 07, 2014 4:07 am

Name: Marjory

Gender : Female

Age: 23

race: human-dark elf halfbreed

Class: Hunter

Religion: Follower of Myn of The Church Of The Five

Bio:
Born in an Orcish slave camp where they produce slaves by breeding other slaves, Marjory was considered a higher slave when she reached the age of 5. Few half breeds live to that age. In these 5 years she grew up to watching many different races interbreed. She has seen animals used to torture slaves in various sexual ways. She has seen orcs gang assaulting virgin women day after day until they gave birth. Afterwards they either continued their assault on the women, slaughtered them, or used them as living slave factories. Sometimes human, elven, and dwarven outcasts came to these camps to satisfy their piss buckets with the various slaves inside. She was brought by one of the human visitors one day and was taken away from the camp.

At the age of 6 she was used to clean stuff up and do the house chores. She was brought not as a sex slave but rather as a foster child. The hermit that brought Marjory was unable to give birth to kids due to reasons unknown. Marjory was taught how to care for the hermit and herself by the hermit. Here she learned how to hunt with bows, live off of the land, and treat herself for injuries. The hermit dies when Marjory is at the age of 18 due to a wolf pack attack on the old hermit due to a bad winter. 5 years of solitude can be tough on a hunter but Marjory was taught by an expert survivalist who lived beyond expectancy age of hermits. Since then, Marjory has slowly begun to visit civilizations with expectations of images from her earlier childhood but not finding any. She slowly begins to wonder what exactly was it she was raised in

Appearance coming later
Hi. My name is Silk. You're all, uh... under arrest.
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Re: [OOC] The Wastelands

Postby Nobudi » Tue Jan 07, 2014 5:07 am

Please have an entry on Dragons please.
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Re: [OOC] The Wastelands

Postby Grape_Drink » Tue Jan 07, 2014 7:14 am

berserkerhorn Wrote:-snip-



I'm going to have to deny this one. :(

I was really, really on the fence with Nobudi's half-elf concept but allowed it with some serious drawbacks. Half-Dark Elves directly conflict with a number of story elements (especially a dark elf-human hybrid. The magics inherent in their bodies would make this a technical impossibility). The Orcs in question also go against established lore since Orcish encampments wouldn't let other races anywhere near their slaves (Dark Elves visiting for business/pleasure with the orcs themselves aside) except as fellow slaves. I realize I'm being nit picky, and I'm not meaning to be, but it's one of those things...

I'm willing to open up another Dark Elf slot if you want to play one, and (as much as I hate altering people's works of art) we could say it was an enclave of unnamed one worshipers that featured a number of orcs among them or something, but as it currently stands it's a bit too far out there, and there's already a couple character concepts I'm having to keep a close eye on at the moment... :cry:


Nobudi Wrote:Please have an entry on Dragons please.


I'll fit 'em into the next bestiary update. Dragons are one of those beings that have been around since before the first cataclysm, and managed to appeal enough to Rastan/Loranna to keep 'em around. They're one of the few "immortal" beings in the sense that they can only be killed, they don't die of natural causes like old age. The ancient dragons are pretty much one of the few things that could fuck up defeat a Higher Devil like Ravage without artifacts or divine intervention.
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Re: [OOC] The Wastelands

Postby Nobudi » Tue Jan 07, 2014 8:11 am

Grape_Drink Wrote:Yep, that was the idea and why I listed it as "heavy" two handed weapons. A spear, staff, naginata, lance, ranseur (love those things), etc. is fine. Obviously it'll affect starting talons if you start out with a spear and composite longbow vs. a light crossbow and dagger. Really if a weapon relies more on movement and quick strikes over brute strength two-handed wise, a hunter can probably use it well enough. The restriction is on things like greatswords, mauls/warhammers, greataxes, large flails, urgroshes, falchions, giant clubs, halberds, double axes/swords, spiked chains, etc.

What if I wanted Roxy to upgrade to a heavier crossbow later?
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