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Author Topic: The Monsters of Tarrod  (Read 2624 times)

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Offline MoonHunter

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The Monsters of Tarrod
« on: October 10, 2004, 01:30:47 PM »
The Black Ones are the ultimate terror. Dangerous on their own, they can make anyone their slave by taking over any single body or be hiding nearly anywhere.  They function on the surface, but they are dangerous in the water.  A Black One is totally amorphous. It can be a fine pool of black a mm thin, a glob of black, a sphere, or a pefect shadow in the water.  Their apparent general volume can range from a liter to a few cms square. They can appear as a liquid, flowing any direction it wills, even against gravity, or shift to a solid as they need. They can move through any porous substance, stone, wood, and a variety of other things, like any liquid given enough volume and time. Given all these abilities, it means they can flow into a lifeform... hijack it's solid form for their own purposes... controlling the form's electromagnetics, and ooze away when they need to.

In water their ability to be a fluid or a solid makes them untouchable and unstopable.  They are a cloud that can engulf you, a point that can pierce you, and you can not touch them because their is no fire or electricity that will not harm you. On land, you have a chance... though it is slim.

Their senses are unmatched.  They can smell everything, as their chemical sensitivity would make any alchemist jelous. They can see in the dark as the light. They can hear nearly any sound, like the faintest heartbeat 10 paces away on land, 500 in the water. (Each Black One has no eyes, ears, or mouth, yet it can perceive the electromangnetic spectrum and feel sounds and vibrations too faint for an ear to perceive. Some think they can "hear" thoughts as well, but that has yet to be proven. )

They are totally alien, with motivations and drives that are nearly incomprehensable. Thus they do evil, or just mischief, or try to manipulate politics or even the mating of two peoples. All to fit their goal which is unkown to all.


For the science orriented: The Black Ones are physically a liquid- a complex suspension of conductors and non conductors. Chemically, interesting because the number of hydrocarbons (oil), but normally not considered alive or organic. In the electromagnetic or paramagnetic range, they are active. It is through these forces that they can move and shape their liquid form. If viewed in hyperdimensional ranges, they have additional "mass" and processing abilities, making them impossible to totally destroy.
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The Tacredi
« Reply #1 on: October 10, 2004, 07:36:42 PM »
The Cuada speak only sparingly of the Tacredi, so much that the mention of the fell beasts is enough to drive even the most level headed of the first born into a frenzy or fear and hostility. Tales of the fell ones has percolated through the upper tiers of the Eshal, and now younglings are chided to behave and be strong lest the tacredi seek them out.

The typical Tacredi is twice the size of a cuada, making them on the same size level as the eshal, and they share many similarities with the Cuada. Both have the same innate ability to sense the mental emanations of sentient and animal beings. The Cuada will often whisper of the terrifying hellbenders as the reason why they fled their ancestral homes generations ago.

The main power of the hellbender is psychic in nature, the Tacredi is a prime predator, as opposed to the more herbivoric cuada. A Tacredi is able to reach into the mind of his prey and find the thing that they most fear, and with an impulse of will can create a phantasm of the phobia. Armed with thick muscle, and bone crushing jaws, the Tacredi make short work or their immobilized and panicked prey.

Signs of Tacredi predatation as as unique as they are disturbing. The face of a victim is often frozen in a rictus of fear as they died not in the jaws of the hunter, but trapped within their own greatest fear. The cranium will be shredded open, and the brain devoured. This is done while the victim is still living as the hellbender is able to 'feed' on the emotional feedback of his victim even as they die. Other common signs are the disembowling of the victim with the liver, kidneys, and reproductive organs devoured.

A typical hellbender is 12 to 15 feet long with a crocodile like head and vaguelu luminescent eyes. They are also often a dark brown color, with vivid red coloration. They are also immune to almost any biological poison, and are completely immune to Cuada mind control. Attempts to mind control a hellbender end with the cuada trapped in his own phobias, catatonic.

Descritpions of hellbenders need not fit the above information. A good descritpion should make the hellbender seem a terrifying and unbeatable foe, reducing its prey to absolute weakness and horror.


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Offline EchoMirage

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The Heinal
« Reply #2 on: October 12, 2004, 03:38:38 AM »
Out of shimmering gates or deepest caverns, or on mysterious floating .. ships? ... they arrive, bent on pillage and enslavement, perfectly coordinated and seemingly merciless, little caring for losses or the pleas of their victims.
And yet their appearance is not too intimidating - small scaly creatures, four-legged, with two arms suited for little more than clutching a weapon or dragging prey away. Their sensory organs are huge - the eyes bulging and ears like sails, noses prolonged, with small sensory tentacles lashing out of them.
Given their crude manipulators and tiny craniums, lack of genitalia and extremely short lifespan (10 years in captivity at most), it remains a mystery how they could construct a magical gate or even the simplest tools, not to speak of having a culture or such a level of coordination and high cunning - the strategies the Heinal employ change every time they strike.

The truth is, they are little more than marionettes to the TRUE Heinal who never show their faces to those they plague. Those are the true minds behind the plans, creatures long-lived like the mountains, cultured and refined, yet ruthless in their workings. The True Heinal bear the appearance of huge serpents with about two dozens of short legs that can also be used for grasping (each leg has a small arm attached that is folded up when walking). Their faces are pleasant to look upon, with large eyes filled with emotion, and expressive features, rimmed by crests rivalling the rainbow.
When they give birth, most of the newborn are the little imps that serve as cannon fodder and labor, their will but an extension of the parent's mind, puppets he plays as he wills. They are like shining dots on the blanket of his awareness, their senses being directly accessible by the parent.
Like the little imps, the Heinal give birth to Chunks, reptiles that grow to huge proportions, standing perhaps 15 ft. high on their four tree-like legs. Those are puppets too, capable of hard labour and delivering hefty blows in battle.
They have two more kinds of puppets - Weavers, that are like reptilian spiders, with every one of their legs ending in a highly articulated arm - these are used as craftsmen, most of them being programmed with a repetitive task, while some are directly controlled by their parent to create distinct pieces.
The last are Orbs, little more than floating eyes - they can dart around swiftly, providing lots of sensory input. Many of those assailed by the Heinal mistake the Orbs for commanders of the armies - making a fatal error.

Only rarely, Heinal will give birth to a serpentine being like themselves - this is celebrated with feasts, as a new member has joined their society.
Heinal are hermaphrodites - after mating, both partners will produce offspring.

Heinal need a lot of personal space - in their cities, each house will be the dwelling of one and only one Heinal. They will communicate through messages or spells. Sometimes, they will come together to flirt, discuss art or celebrate, to play games and pursue other entertainment. For this purpose, they build larger houses that are normally uninhabited - to be invited into a Heinals own home is one of the greatest honors.
As they are not very numerous, the voice of every one True Heinal is heard when making political decisions (politics and intrigue is a pursuit they have changed into an art form) - changes of the frequency of Heinal raids mirror the changes of political balance.

The purpose of the raids is to acquire resources, keep foreigners away from Heinal cities and domiciles, and to capture slaves. Each True Heinal can 'remake' a sentient into a minion of his given enough time, placing the victim in his womb and reworking him. A being so changed will retain its character and appearance, but anytime, anywhere, the 'parent' can override his will with his own and use his senses, as long as he lives.
Slaves who are not exceptional enough to be changed are used as company, workforce or entertainment.

Given those facts, the Heinal are a true menace - the victims of their raids don't know where to retailiate, do neither know the nature or motivations of their enemy, and unbeknowst to them their society can be infiltrated by the puppets of the Heinal.
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Offline Maggot

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The Agerai
« Reply #3 on: September 10, 2005, 12:07:02 AM »
''Agerai'' in the Eshal tongue,would literally translate into ''sudden death from above''. For millennia,these voracious demons of Eshal folklore and myths have been regarded as the only things in existence that the Brave People truly fear . And not by the Eshal alone. Driven by a hunger for the flesh of all water-dwelling beings, the Agerai are a menace to every single one of them, from the burliest Curd tribal fighter,to the most doughty and fearsome Eshal warrior there is. Even the Lurdi are not exempted from the fate of ending up as Agerai dinner from time to time. But for some horrible reason unfathomable to even the most learned scholar among the Brave People,it is the Eshal they seem to revel in devouring, savoring ''our noble flesh as if it were the most succulent Groll or Great crab meat'' as one terrified Priest who was fortunate enough to survive a harrowing Agerai attack on his little party, so eloquently lamented. Indeed,the Agerai are sometimes referred to by some Anura and Curd rebel bands, not unkindly,as the ''Eshal slayers''.
 
The Agerai are winged creatures that roost in the huge boughs of the cypress giants that seem to grow in abundance everywhere. Gruesome looking things, they would make one think of grossly oversized pelicans with draconic blood thrown in to amp up the hideousness scale.

Two scalloped, leathery bat like wings with a vast wingspan of twenty five feet that sprout from an Agerai's back,are its distinctive feature,often completely enclosing its body when folded,making it appear as if the creature has decided to garb itself with a sinister,all encompassing cloak. The rest of its frame is streamlined and sleek,bereft of all excess fat and muscle that might impede its flight. This means that the Agerai is a wretchedly emaciated looking thing,with its sharp,angular bones protruding from its dirty grey skin like large sticks. Hardly noble or pleasing to look upon,but this skeletal frame does serve it well in its hunts. The body is devoid of anything resembling hands or fore legs and ends in two powerfully muscled hind legs that end in feet webbed like a ducks, but topped by a cluster of five tentacle-like appendages that that allow the Agerai to hold on to the most slimy amphibian hide, giving them an advantage over other predators armed with claws instead. More so,as the tentacles are immensely strong,with each roughly being the girth of a fair sized boa and python. If need be,they can crush the life out of the fully grown Eshat,though this is something the Agerai are loath to do. Reluctant to feed on anything already dead,they prefer to swallow their prey alive. This is where the other most important killing tool of the Agerai comes in. Perched on a scrawny, mottled neck, the Agerai's head is an unsettling combination of gavial and pelican physiology.

Divided into two parts, the upper part of the Agerai's skull is elongated and contain an extremely long,slender jaw filed to the brim with numerous rows of sharp slender teeth that can spear a wildly thrashing eel-man with ease. The lower bottom jaw on the other hand is extremely different, being nothing more than a vast sagging pouch of lurid green skin so immense and elastic than it is capable of holding a cow, making it well suited for its purpose. When an Agerai ensnares its prey in its coils, it uses a deft movement of its very flexible neck to release the struggling prey into its huge bill pouch which it subsequently swallows alive after reaching its treetop dwelling.

An Agerai ambush is truly the stuff of an Eshal's worst nightmares. With its malevolent cluster of gleaming yellow eyes that are found on either side of its head,the Agerai can gaze in more than one direction simultaneously. Furthermore, its myriad orbs are capable of seeing past the distortions caused by the play of light on water, allowing it to judge with frightening accuracy exactly where an Eshal swims. Once a pack of Agerai out on the hunt have spotted a small Eshal party,they swoop down as one, and plunge into the water in pursuit of their prey. With their wings folded tightly to their sides and their webbed feet plowing through water with ease, they are as at home in the water of they are in air, endowed as they are with the ability to remain submerged for over thirty minutes. Facing a monster as agile as he is on his own turf, the helpless Eshal cannot do much to escape the reach of those fearsome tentacles that snake out to grab him as swift as any snake.

But the Agerai is more than just a versatile predator to in the fearful imagination of their favoured prey. Eshal that have encountered these creatures, are adamant that they are more than mere animals, insisting that the Agerai possess a demonic cunning.

And indeed they seem to have the uncanny ability of predicting the precise actions and movements of their prey. Eshal striking out at a slavering Agerai, find their weapons torn away from their desperate grip by a deft snatch of the Agerai's coils,lending support to the popular belief that the Agerai can read the minds of their prey. The only attempt in living imagination ever made to debunk this notion was by a skeptical Cuada and even that ended in utter disaster. Pointedly ignoring the Eshal convict tied to an elaborate snare disguised as massive pile of algae,the Agerai chose to swoop down instead on the Cuada and his escort of warriors hiding behind a large river rock, and slew them all, leaving only the Cuada corpse uneaten as if to hone in the point that it was very much aware that the sly salamander man was dangerous to eat, despite never having encountered one before.

Embarrassed by the untimely death of one of their brothers at the hands of a creature previously seen by them as no more than a dumb brute, they immediately declared to the Brave People that the Agerai were as the old Eshal tales have always stated, malicious souls of slain evil doers come back to feed on the living.

The savagery of the Agerai is not limited to shredding their prey. Extremely greedy for new domains to call their own,warring colonies frequently fight to the death over the best roosting spots,with the victorious colonies devouring the defeated one. The superstitious Eshal claim that this is the Agerai settling old disputes and grudges from a previous existence in their present one.
« Last Edit: November 17, 2006, 08:46:14 AM by Maggot »
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